• Introduction
  • Mechanics
  • Enemies
  • Bosses
  • MAP GUIDE
  • Rewards/Crates
  • Drops
  • RANKING

Chapter I

  • Starting Point
  • Splinter Point
  • Stroke I-IV
  • Compression I-IV
  • Re-Ignition I-IV
  • Messenger(Hidden)

Starting Point

Clear Conditions:

Take Enemy HQ

Required Squads:

1 Combat + 1 Dummy [Optional]

Typical into map that any echelon can beat.

Turn 1

You can also not bother with Dummy echelon and move 2 each turn.

Turn 2

Move dummy up one, then spawn Friend Echelon with 'eliminate' command.

Splinter Point

Clear Conditions:

Take Enemy HQ

Required Squads:

1 Combat

Typical intro map that any echelon can beat.

Turn 1

We are going to rescue T-doll using top left helipad. Rescue T-doll then continue to move towards helipad.

Turn 2

It is important to not take Helipad directly or you will lose the node by surround capture next turn.

Turn 2

Manually extract the hostage after moving on to the helipad.

  • Stroke I
  • Stroke II
  • Stroke III
  • Stroke IV

Stroke Dead-Center I

Clear Conditions:

Take Enemy HQ

Required Squads:

1 Combat

Turn 1

Combat echelon moves on top of neutral helipad south of the HQ, this also activates Hydra unit at the top next turn when radar turns blue.

Turn 2

Always resupply if you are ever unsure of future combat number.

Turn 3

For the beginners we are going to avoid the route that has Goliath unit. Sweep the units at the bottom side by going counter-clockwise.

Turn 4

All you have to do now is to move to node adjacent to the enemy HQ, and it will be surround captured next turn.

Stroke Dead-Center II

Clear Conditions:

Kill all hostile units on the map.

Required Squads:

1 Combat

This is the map where we take advantage of enemy AI’s “Expand” mechanic.

Turn 1

Take care to avoid mortar shells during combat if you are a beginner.

Turn 2

Move to take helipad so we can resupply at the beginning of next turn. It has to be captured at turn 2 or it will be impossible to use.

Turn 3

Resupply and follow shown path back to HQ, when you end turn, last remaining unit should run into combat echelon.

Stroke Dead-Center III

Clear Conditions:

Establish Supply route and maintain it for 2 turns.

Required Squads:

2 Combat + 1 Dummy Recommended. [Could be done with 1 Combat + 2 Dummy with RNG]

Due to Goliath Plus blocking the path on the bottom, we will have to go through the top route with all the enemy units. Additionally, it is safe to have 2nd combat echelon but it will likely to fight once at most. 

Turn 1

Move combat echelon up one, then deploy 2nd combat echelon.

Turn 2a

Before moving on turn 2, make sure to swap and resupply as it will need to fight five more times.

Turn 2b

Swap back to the front and move 3 to the left, this prevents helipad from being surrounded if you forgotten to resupply, giving you another location to resupply.

Turn 3a

Move combat echelon up one from HQ so that dummy echelon could be deployed. Combat echelon near supply point move down one.

Turn 3b

Since there is a chance that HQ could be attacked next turn, swap dummy and 2nd combat echelon as safety measure.

Turn 4

Combat echelon moves on top of supply point and then dummy moves one to left to finish connecting the route. All you have to do now is end turn until map is cleared.

Stroke Dead-Center IV

Clear Conditions:

Kill Boss unit.

Required Squads:

1 Combat

First map with Boss unit. Key point is to surround capture Jupiter to minimize the damage to your combat echelon before boss fight.

Turn 1a

We are mainly responsible for top half of the map while friend units are taking care of bottom side. Take helipad node south of HQ to increase move points.

Turn 1b

This is important and wasting less turn, make sure to set M4 to "Wait" while other two units are set to "Eliminate".

Turn 2a

Combat echelon moves up one to take care of scout. This prevents helipad from being taken next turn.

Turn 2b

Move back on to helipad and resupply before moving all the way down to node adjacent to Jupiter cannon. You should have plenty of move points.

Turn 2c

Make sure to change AI command to "Eliminate" on M4 before ending turn.

Turn 3

We backtrack the route we took last turn, always making sure to resupply on helipad. Then move down to take the helipad near the Jupiter cannon.

Turn 4

Move combat echelon down one, and set M4 to "wait" command once more or she will run into cannon and blow up. Jupiter cannon should be weakened for us to plow through next turn.

Turn 5

If your echelon is damaged, heal up at the helipad near by before taking on the boss. Killing the boss clears the map.

  • Compression I
  • Compression II
  • Compression III
  • Compression IV

Compression Initiates I

Clear Conditions:

Establish Supply route and maintain it for 3 turns.

Required Squads:

1 Combat + 1 Dummy

Looking rather complicated but it’s simple map to clear using power of Hydra tank.

Turn 1

Combat Echelon swaps with M4 unit then moves all the way to radar node, which activates the Hydra tank as ally. End turn and you will also surround capture helipad next turn. M4's command should be set to "wait"

Turn 2a

Move combat echelon between Hydra and M4.

Turn 2b

Spawn the dummy echelon at the helipad. Now we are going to move M4 out of harm's way by swapping. Also make sure that Hydra Ally is set to "Wait" command.

Turn 2d

The end result is that M4 will be on helipad next to radar node. Then we are going to Move Hydra ally all the way to HQ by Swapping as well.

Turn 2f

We are almost done, now we have to make sure that dummy echelon is also out of harm's way. Swap with Combat echelon and we should be set for this turn.

Turn 2g

Make sure that Hydra Ally is set to "Wait" Command before ending the round. Double check!

Turn 3

All that remains now is moving combat echelon to connect the supply route.

Turn 4

All you have to do now is defend the node that is threaten by the enemy units that can break the route. Afterwards map will be cleared.

Compression Initiates II

Clear Conditions:

Kill all enemy units on the map.

Required Squads:

1 Combat + 2 Dummy

Goal is to wipe out all enemy units on the map, which includes Jupiter cannon. We will do a surround capture to weaken it first then kill it.

Turn 1

Goal for first 2 turn is to maximize move points. Deploy Dummy echelon after moving Combat echelon right one from HQ.

Turn 2

Both dummy and combat echelon are going to take a helipad on each side of HQ.

Turn 3a

There should be 3 mortar units threatening nodes near helipads. Combat echelon moves to take care of them all.

Turn 3b

Before continuing, swap with dummy echelon to resupply combat echelon.

Turn 3c

Swap back then move left one.

Turn 3d

Dummy echelon will move behind combat echelon.

Turn 4a

Combat echelon moves to take care of enemy units on the left edge of the map.

Turn 4b

Dummy echelon follows behind combat echelon. Then spawn 2nd dummy echelon on HQ.

Turn 4c

Swap dummy echelon and combat echelon and dragoon unit will run into combat echelon at the end of this turn.

Turn 5a

Last thing to do is surround capture the Jupiter. Move dummy echelon on HQ to bottom right node near Jupiter.

Turn 5b

Combat echelon and 1st dummy echelon moves onto remaining node that is not under friendly control.

Turn 6

Combat echelon takes out weakened Jupiter and you are all set!

Compression Initiates III

Clear Conditions:

Establish Supply route and maintain it for 2 turns.

Required Squads:

2 Combat + 1 Dummy

This is one map where having multiple combat echelons are required due to enemy density. Take this as one possible solution to this map. 

Turn 1

Start by taking helipad south of HQ, then deploy 2nd combat echelon on the HQ.

Turn 2a

1st combat echelon moves to helipad to right after resupplying.

Turn 2b

2nd combat echelon moves diagonally down one, then deploy dummy echelon on HQ.

Turn 2c

Goal is to keep dummy echelon out of harm's reach while keeping it useful. We are going to swap back 2nd combat echelon to HQ.

Turn 2d

Dummy echelon swaps one more time with 1st combat echelon.

Turn 3a

Make sure to resupply 1st combat echelon by swapping with dummy echelon. Swap back then move in zigzag line towards Supply point.

Turn 3b

Dummy moves between two combat echelon and form a supply route.

Turn 4a

All you have to do now is to defend the supply route. Make sure the dummy echelon stays out of danger by moving combat echelon where it needs to go.

Turn 4b

Once you maintain the route for 2 turns, you should clear the map automatically.

Compression Initiates IV

Clear Conditions:

Kill boss unit.

Required Squads:

2 Combat + 1 Dummy

This is identical map as Exhaust IV map but now we start at the bottom side of the map instead of top. Method will be largely unchanged however. We are going to surround capture the Jupiter then move to kill the boss unit.

Turn 1

We are starting with 2 combat echelons on either side and 1 Dummy echelon on the center helipad. Move to clear all units near Jupiter cannon as shown above. Try to keep your best echelon in good health, as it will need to fight boss.

Turn 2a

As you realized by now, enemy units spawn every turn from the helipad that is inaccessible due to one-way path. Park your combat echelon and dummy echelon near by so that you can resupply by swapping.

Turn 2c

Make sure to swap back or dummy echelon will get run over by spawning unit.

Turn 2d

Combat echelon on the left end moves around to take the helipad near the center of the map. Turn ally units back to "Eliminate" before ending the turn.

Turn 3

Combat echelons move to take remaining node near Jupiter cannon to surround capture.

Turn 4

All that remain is fight with the boss once more.

  • Re-Ignition I
  • Re-Ignition II
  • Re-Ignition III
  • Re-Ignition IV

Re-Ignition I

Clear Conditions:

Establish Supply Route and maintain it for 2 turns.

Required Squads:

2 Combat + 1 Dummy

Large looking map but in reality we only care about the top side, and bottom side will largely take care of itself using ally units. Due to split nature, 2 combat echelon around equal strength is required.

Turn 1

Start off with 2 combat echelon on each place. Only one that we have to toggle is UMP 45 to "wait" and leave rest of ally units as is.

Turn 2a

Continue to clear out the enemy units in each pocket. Spawn dummy echelon on the right side of the map.

Turn 3a

Combat echelon on the right side clears out the remaining units. Combat echelon on the left continues to make route to be connected later.

Turn 3b

Before ending turn, make sure UMP 45 is toggled back to "Eliminate" and UMP 9 is toggled to "Wait".

Turn 4

Last thing to do is combat echelon near HQ to go all the way back up to resupply then kill the last enemy unit in the pocket. For reference, Jupiter cannon drops limited doll, so here's one chance you can get it by attacking weakened Jupiter.

Re-ignition II

Clear Conditions:

Take radar node.

Required Squads:

1 Combat + 1 Dummy

Relatively simple map however Mortar units and Goliath unit could be challenging to beginners. [Those are also units that will drop limited T-doll]

Turn 1

Move combat echelon to left then spawn Dummy on HQ.