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    Walkthrough by MJEmirzian

    Version: 8 | Updated: 05/15/09 | Printable Version | Search Guide | Bookmark Guide

    Valkyria Chronicles Full A Rank Walkthrough
    Revision 8 - 05/15/09
    Contact - mjfaqs@live.com
    
    Please view my updated challenge run walkthrough for more strategies and 
    videos:
    http://www.gamefaqs.com/ps3/942165-valkyria-chronicles/faqs/67070
    
    The Main Game/Hard Mode Skirmish walkthrough was written while playing the
    original version of the game, not the 1.20 DLC update that lowers enemy leader
    infantry and black empire infantry HP down to normal gray colored infantry
    levels.
    
    It's best to think of each mission like a puzzle with one or two optimal
    solutions.  Use the pieces you're given to find out what that solution is, and
    use your skills to execute it.  If you're looking for the 'cheat sheet' with
    some very reliable solutions, keep reading.  Please email me if you have any
    comments or criticism.
    
    Note: You must use a monospace font to view the deployment graphs correctly.
    
    This walkthrough is written under the following self-imposed guidelines.  You
    do not have to follow them, but you may want to if you like a challenge:
    
    1. New Game, not New Game+ during the Main Campaign.  Does not apply to Hard
    Skirmish or DLC content.
    2. Play each Skirmish/Newspaper mission only once as they are unlocked during
    the Main Campaign.  Does not apply to Hard Skirmish or DLC content.
    3. A Rank on every mission while killing all Leaders, Aces, and Tanks.  I call
    this a Full A Rank, as it is the highest possible score for a mission along
    with the highest possible rank.
    4. No save/reload abuse trying for lucky long distance shots or potential
    activations.  This guide won't ask you to make a ridiculous shot that takes 10+
    reloads to get, or ask you to reload 10+ times for potential activations.
    5. Use Orders as infrequently as possible.  You do not need to issue a single
    Order through the entire Main Campaign to get Full A Ranks.
    6. Almost all strats in this guide/playthrough were thought up by myself, not
    from other videos/guides, etc.
    
    
    
    Video Walkthroughs:
    
    Videos for this playthrough have been removed and replaced with challenge run
    videos.
    
    http://www.youtube.com/playlist?list=PL4C5E8738747EB7D2
    
    1. Version History
    
    Revision 1 - 04/21/09 First version.  Covers up to Mission 12.
    Revision 2 - 04/23/09 Covers up to Mission 14 and includes all of the Newspaper
    missions, also revised the character review section.
    Revision 3 - 04/27/09 Covers up to Chapter 18b, main campaign finished. 
    Started on Hard Skirmishes. Added medals section and revised characters again.
    Revision 4 - 04/29/09 Covers up to Skirmish 6 Hard.  Heavily revised the
    General Advice section.
    Revision 5 - 05/01/09 Covers all Hard mode Skirmishes, Edy Detachment, and
    Selvaria mission 1.  Added find index.
    Revision 6 - 05/04/09 Finished Selvaria DLC and finished EX Hard 1-3.  Added a
    video and revised Selvaria 2b (had a mistake in it).  Guide will be finished
    after EX Hard 9.
    Revision 7 - 05/11/09 Finished EX Hard 4, 6, and 8
    Revision 8 - 05/15/09 Finished EX Hard 5, 7, and 9.  Guide is now finished, any
    further revisions will be to fix errors or update strategies.
    Revision 9 - 05/20/09 Revised EX Hard 9 with a slightly more reliable strat
    during turn 2.  Fixed some errors/mistakes.
    
    
    2a. General Advice
    
    There is no reward for killing non-leader enemies, only Leaders, Aces, and
    Tanks.
    
    Always deploy Alicia, Rosie, and Largo for more CP per turn.
    
    Always purchase the stories from the reporter, as they usually lead to extra
    missions.
    
    CP carries over between turns, so it's a good idea to save it up sometimes when
    waiting for reinforcements, waiting for the enemy to do something, or restoring
    the AP a character has available to move with.
    
    A Ranks are entirely based on how quickly you finish a mission.
    
    Past Mission 10a, you will start receiving Royal weapon rewards for getting A
    ranks in battle.
    
    Personal Potentials are unlocked by earning 5 points of a hidden point value
    that is raised by performing different actions during a chapter or skirmish. 
    The recruit can only earn points once per condition per mission.  Once the
    recruit has 5 or more points, go to Castlefront St and their personal potential
    will be unlocked automatically.
    
    Being deployed on the mission: 1 Point
    Killing an enemy or healing an ally: 2 Points
    Capturing a Base Flag: 3 Points
    Calling a Medic for a wounded ally: 4 Points
    
    You can exploit this mechanic to avoid unlocking bad or undesirable personal
    potentials.  Unlock the personal potentials of everyone you intend to use, then
    never visit Castlefront St again.  This means you'll have to wait until you no
    longer need to visit Castlefront St to use those characters with undesirable
    traits (so that they remain locked), but it's worth it for characters like
    Nancy.
    
    
    2b. Combat Advice
    
    Line of Sight:
    
    Use line of sight to make enemies face a certain direction, then sneak past
    them or headshot them.  This is especially effective when using tanks that are
    nearly immune to gun fire.
    
    Enemies have different 'line of sight' radius' for noticing your troop and
    turning towards them to fire.  Scouts have the highest, while Shocktroopers
    have the lowest.
    
    Most enemies will lose sight of your troop if you hide them in the grass or run
    them out of line of sight.
    
    Line of sight is extremely important for avoiding unnecessary interception fire
    and getting up close from behind for headshots.  If you end a characters turn
    well hidden, the enemy will not seek them out.
    
    Enemies cannot dodge from directly behind them, but they can dodge from the
    front or sides, even if they don't currently see your character.  This is
    especially true of aces, who you will almost always want to hit from directly
    behind to ensure their death.
    
    If you attack any enemy from the side or front, even if they are not firing at
    you, they have a chance to dodge your attack, even if your 'sight' bar leading
    to them is nonexistent.  Even generic gray colored soldiers can and will dodge
    your attacks, so it's best to approach from behind whenever possible.  I'd put
    the non-ace dodge rate at around 15%. Ace dodge rates are extremely high. In
    version 1.20 dodge rates are reduced.
    
    
    Crouching/Sandbags/Explosives/Mines:
    
    Crouching increases a troops field of vision for interception fire.  Scouts
    have a nearly 360 degree sight range when crouched.
    
    You can disrupt a crouching enemy with grenades, lancer shots, mortars,
    destroying the sandbag, and running them over with a tank.
    
    Flamethrowers deal a lot of damage to crouched enemies and turret bunkers.
    
    Sandbags can be destroyed with any grenade, mortar, anti-tank lance, or by
    being run over by a tank.  Objects like trees and benches can usually also be
    run over and destroyed by a tank.
    
    You can use grenades or mines to your advantage to launch your character over a
    fence or barricade.  Lancers have anti-blast armor and thus can walk all over
    land mines with no problem.
    
    You can knock enemies off Base Flags with grenades and other explosives and
    capture the flag without having to kill them.
    
    If your troop steps on a land mine and ends their CP while still standing on
    it, you can then run over the mine with other characters and it will not
    detonate.
    
    When using mortars and grenades, you can often manually hit enemies out of line
    of sight that the game does not auto-highlight for you.  If you know they are
    there, and your attack can reach them, you can hit them with it if you aim
    correctly.
    
    Sandbags can be a vexing issue for some missions, due to limited
    explosives/grenades.  Sometimes a good solution is to grenade two nearby
    sandbags together instead of touching the enemies behind them.
    
    Always consider that your grenades will have a small 'bounce' to them, so you
    may want to compensate by aiming just a little off from your actual target, if
    you are making a sensitive shot.
    
    Tossing a grenade and destroying a sandbag does not alert an enemy that was
    crouched behind it if they were not hit by the blast.  They will simply stand
    up and continue to not notice your character (provided they were out of LOS).
    
    Lancer and tank mortar rounds do more damage the closer they are to their
    target.
    
    
    Tanks:
    
    Light Tank/Tank Destroyer turrets fire ahead of them, while Medium Tank turrets
    fire behind them.  Heavy Tank turrets are slow and need to 'travel' to the
    person they are aiming at.  Use this to your advantage by quickly running past
    before they can get a lock on your character.
    
    Tanks do not cause any damage when they explode.  Feel free to get as close to
    them as you like.
    
    Use your tank to block enemies line of sight to provide your infantry safe
    passage across dangerous areas.
    
    Your tanks can be used as bulldozers to knock around enemies to either alter
    their position/facing, or shove them next to another enemy to AOE them both
    down.  Once an enemy is knocked down, all of their sight is 'reset', so they
    will no longer target the tank if they stand up facing away from it.
    
    Later in the game, your Shocktroopers weapons will be powerful enough to take
    down low HP tanks in one CP by firing into their radiators.
    
    Keep your tanks radiators backed up against just about anything solid to
    protect them from attack.  Even the slightest exposure around enemy lancers,
    tanks, or anti-tank bunkers/turrets can spell game over.
    
    Tanks can run over and detonate small anti-personnel mines without taking
    damage, but they will still damage infantry if they are nearby.
    
    A Lancers Mortar Lance can deal extreme damage to a tanks radiator if you fire
    directly into it (lower the lances aim until the aiming arc no longer shows). 
    This will kill any tank short of a Heavy Tank in one hit.
    
    You can instantly destroy a Batomys radiator with a grenade tossed into it in
    Chapter 7. (I didn't figure this one out on my own)
    
    Using your tank(s) to provide interception fire is a great way to mow down lots
    of infantry without using CP.  This is especially true of the Shamrock equipped
    with the Gatling Gun.
    
    When controlling your tanks, they will either turn or move forward/backward
    depending on the camera angle.  If the camera is aligned with the Edelweiss's
    front/back, moving the stick left or right will cause it to turn, and moving
    the stick up or down will cause it to move forward/back.  If the camera is
    aligned along the Edelweiss's side, the controls will be reversed.  If you want
    to turn the tank around 360 degrees, you will have to adjust the camera angle
    slowly as you turn the vehicle.  Remember, tanks need a wide clearance to be
    able to turn around.
    
    
    Conserving AP/CP:
    
    Consider moving your characters around the map like a racetrack - hug corners
    tightly and don't veer off and you can make the most of your AP.
    
    Areas like elevators and trolley cars can be used as soon as the "X" button is
    displayed.  Save AP by slowly walking up to them and pressing X the moment it
    shows up.
    
    Use Scouts to rush capture a Flag then deploy slower allies that would have
    taken far longer to run there.
    
    Always consider your strategy in 'Cost of CP'.  For example, say you have an
    enemy crouched behind sandbags.  A shocktrooper could kill it in one CP with a
    flamethrower, or a scout could kill it in two CP (grenade and gun down), but
    the shocktrooper may take 3 CP just reaching the enemy, while the scout may
    only take 1 CP due to its higher AP.  Thus the scout would be the better option
    to use.
    
    Use Team Attacks to take out entrenched enemies that take a lot of hits to die
    (turrets, tanks, etc.).
    
    Moving over sandbags does not cost AP.  That means if you use sandbags
    correctly, you can increase the distance your troop can travel.
    
    Enemy friendly fire can kill their own troops.  You will have to crouch behind
    sandbags or use a tank to get this to work most of the time, since enemies will
    automatically stop firing if they will directly hit an ally next to them. 
    While this is a cheap method, it can bring about results when there is no other
    alternative.
    
    Any chracters with 'Ultimate' potentials are usually the best to use, since
    these potentials have a 100% activation rate.
    
    
    Survival:
    
    If an area is too dangerous around a captured flag, retreat your character and
    deploy a new person: the enemy will have nothing to attack during enemy phase,
    since your deployment will arrive at the start of your next turn.
    
    Smoke grenade clouds can be fired through without dispersing the cloud, even
    mortar lances.  You will have to manually aim, though.
    
    Enemies inside a smoke grenade cannot notice anyone, and are hard to notice if
    you didn't already see them before firing the grenade.  If you fire on an enemy
    in a smoke cloud, they will counterattack normally.
    
    Your main story characters (Alicia, Largo, Rosie, Zaka) can not die, so even if
    they are knocked out, they don't need to be rescued by a medic.
    
    Press O and L1 quickly during command mode to limit enemy fire between
    attacking and ending the characters turn.
    
    During player phase, enemy turrets cannot rotate their position to provide
    interception fire, making it very safe to get up to the side or behind them. 
    They can, however, turn around and fire to their side and behind during enemy
    phase.
    
    While in third person mode, enemies that fire at your troops have limited ammo
    before they must reload.  However, they never reload before their clip is
    empty.  Take advantage of this with scouts by ducking in and out of line of
    sight and making them waste shots, then make a run for it when they only have a
    few bullets left before they can reload.  When an enemy is reloading is the
    safest time to run past them if you have no way of distracting them otherwise.
    
    
    
    4. Report/Newspaper Missions
    
    These extra missions can be accessed by paying the newspaper reporter at HQ. 
    They are randomly handed out and if you don't meet the chapter requirements at
    the time of purchase, you will have to wait until later to play them.  For the
    most part, you'll only get an opportunity to play all of them after clearing
    Chapter 14.
    
    
    [A01] Report "Largo's Passion" Playable after Ch 4
    Turns Needed for A Rank: 3
    Objective: 
    Kill Count: 2 Leaders, 2 Tanks
    Mission Total: 15060 EXP, 19860 DCT
    
    Deployment: Deploy Alicia.
    
    Tactics:
    Send Largo and Alicia through the town.  Largo needs 9-10 CP to reach the end
    of the map while hugging every corner and wall, which leaves 2-3 for Alicia. 
    The A rank isn't possible unless you kill everything in one attack (assuming
    you aren't coming here after finishing a far later chapter than 4).  Largo's
    headshots are of course very luck based, so be ready to hit the reload button
    when his point blank to the face lance shot goes flying off into the night sky
    (especially if he has a weapon with poor Aim).
    
    This mission can be frustrating if you get it early on due to Largo's terrible
    accuracy with the low level lances.
    
    
    [A02] Report "Signs of Awakening" Playable after Ch 7
    Turns Needed for A Rank: 2
    Objective: Capture enemy Base Flag
    Kill Count: 4 Leaders, 2 Light Tanks
    Mission Total: 24640 EXP, 37600 DCT
    
    Deployment:
      
     12
    X 3
     XX
    
    1: Shocktrooper (Rosie)
    2: Lancer #1 (Largo)
    3: Lancer #2
    X: Undeployed
    
    Tactics:
    
    I'm writing this assuming the party is around lv 7-8, but if you are coming
    here after finishing ch 14, feel free to use elite weapons or blow away light
    tanks with shocktroopers, etc.  Take advantage of line of sight in this map -
    Alicia should run up from behind and grenade crouched enemies.
    
    Turn 1:
    CP 1-2: Send Lancer #1 east to blow up the light tank around the corner.
    CP 3: Send Lancer #2 up the ladder and attack one of the Barriers to knock it
    down, then run up the second ladder and start running west.
    CP 4-5: Send Shocktrooper up the same two ladders and throw a grenade at the
    shocktrooper (hopefully killing it), then finish off the shocktrooper leader.
    CP 6: Send Alicia up the north ladders and toss a grenade at the two crouching
    shocktroopers by the east base entrance.  This should hopefully kill one and
    injure the other.
    CP 7: Send Shocktrooper north to finish whichever shocktrooper survived the
    last grenade attack.
    CP 8-9: Send Lancer #2 west towards the west base entrance, then fire on one of
    the barricades blocking the west base entrance.
    
    Turn 2:
    CP 1-2: Send Alicia around to the west base entrance and grenade the
    shocktrooper leader and engineer from behind, then finish off the shocktrooper
    leader.
    CP 3: Send Lancer #2 through the west base entrance and attack the light tank's
    radiator.  Run north to make the two shocktroopers by the Base Flag face west.
    CP 4-5: Send Shocktrooper in to gun down the west-facing shocktroopers from
    behind.  End the turn with the shocktrooper in the northeast corner of the base
    facing southeast.
    CP 6-7: Send Alicia in through the west base entrance and past the flag to gun
    down the shocktrooper leader from behind.  Capture afterward.
    
    
    [A03] Report "What Lies Beyond Hate" Playable after Ch 10
    Turns Needed for A Rank: 2 (Guide uses 1)
    Objective: Kill all enemies
    Kill Count: None
    Mission Total: 48600 EXP, 93120 DCT
    
    Deployment:
    
    1: Alicia
    2: Scout
    3: Largo - CP Bonus Only
    4: Welkin
    5: Rosie - CP Bonus Only
    
    Tactics:
    
    Just kill the 3 enemies without being spotted.  Easy at any level.
    
    CP 1: Send Scout northwest and kill the scout on the roof.
    CP 2-4: Send Alicia northeast and kill the two scouts standing behind the
    buildings.
    
    
    [A04] Report "War Without Weapons" Playable after Ch 12
    Turns Needed for A Rank: 4 (Guide uses 2)
    Objective: Kill all enemies
    Kill Count: 4 Leaders, 1 Ace, 2 Medium Tanks
    Mission Total: 59640 EXP, 126600 DCT
    
    Deployment:
    
    1  23
     45  X
    6   X
    
    1: Shocktrooper #1 with VB FW 1(g) flamethrower equipped.
    2: Scout #1 (Alicia)
    3: Largo - CP Bonus Only
    4: Rosie
    5: Shocktrooper #2
    6: Scout #2
    X: Undeployed
    
    Tactics:
    
    There are quite a few enemies hiding in the grass:
    One lancer in the northmost grass.
    Two shocktroopers in the NW grass.
    Two shocktroopers in the SW grass.
    Two shocktroopers in the middle grass.
    One ace in the grass N of the tree.
    Two shocktroopers in the grass NE of the tree.
    One shocktrooper in the grass SW of the tree.
    One shocktrooper and one sniper in the grass S of the tree.
    
    You should have the excellent Flamethrower from the ace on Chapter 11, which
    comes in handy here.  The weapon can easily cut through crouched shocktroopers
    in a single attack.  Equip it on your favorite shocktrooper and mow down
    crouching enemies.  You can also do fun things like use a tank to run over
    crouched enemies and knock them out of hiding.
    
    Turn 1:
    CP 1-4: Send the Shamrock north to blow up the medium tank by the tree.  Then
    fire on the remaining medium tanks radiator from on top of the hill.
    CP 5-8: Move Shocktrooper #1 north to flamethrow the shocktrooper in the grass
    S of the tree, then run northwest to flamethrow both shocktroopers in the
    middle grass, then SW to the SW grass and kill one of the shocktroopers there.
    CP 9: Send Scout #1 north to kill the shocktrooper leader that the Shamrock ran
    over.  End their turn crouched in the grass.
    
    Turn 2:
    CP 1-3: Move Shocktrooper #1 north to kill the remaining shocktrooper in the SW
    grass, then north to the NW grass and kill those two shocktroopers.
    CP 4-6: Kill the Lancer by the tree with Scout #1, then head towards the ace in
    the grass to the north of the tree.  Grenade him then crouch into the grass,
    crawl past him, then headshot him from behind.
    
    After this, most of the heavy killing is finished.  Just take out the remaining
    few enemies running around.
    
    The ace weapon is a VB FW 2(g), an even better version of the excellent VB FW
    1(g).
    
    
    [A05] Report "Flower of the Battlefield" Playable after Ch 13
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    Turns Needed for A Rank: 5 (Guide uses 3)
    Objective: Kill all enemies or survive 8 turns
    Kill Count: 4 Leaders, 1 Ace, 1 Medium Tank, 2 Heavy Tanks
    Mission Total: 73120 EXP, 149800 DCT
    
    Deployment:
    
    12
    
    1: Scout
    2: Shocktrooper
    
    Tactics:
    
    This walkthrough is written for a party lv 14-15 and just finished Chapter 14. 
    If you wait till lv 20/Chapter 18/the best gear, this mission will be easier.
    
    Rosie and Shocktrooper should camp the grass in front of the base and use the
    flamethrower on crouching enemies, Scout should run to the far corners of the
    map to take out snipers, and the Edelweiss should take out the 3 tanks, fire
    mortars at any grouped up enemies, and provide heavy interception fire.  The
    attack priority is: Tanks, Scouts, Lancers, Snipers, then Shocktroopers.  The
    level can be somewhat random because positioning is so loose and there's not
    many places to hide.
    
    Turn 1:
    CP 1-6: Move the Edelweiss forward and drop a mortar on the sniper and scout in
    the NW grass and run over the lancer hiding in the NW grass.   Then drop a
    mortar on the group of 3 shocktroopers and an engineer, then drop a mortar on
    the group of 2 shocktroopers and end with the Edelweiss's back to the hill to
    avoid radiator damage.
    
    The Edelweiss should be doing a lot of interception fire on shocktroopers.
    
    Turn 2:
    CP 1-6: Use the Edelweiss to kill all 3 enemy tanks.  Finish off with the
    east-most tank and end with the Edelweiss's back to the east boundary of the
    map.
    
    The Edelweiss should be doing a lot of interception fire on shocktroopers.
    
    Turn 3-4:
    With the 3 tanks out of the way, all that remain are shocktroopers, lancers,
    and snipers.   The lancers and scouts are your top priority since they can
    possibly kill the Edelweiss, and the scouts can possibly slip into the base. 
    There should be two scouts in the grass east of the base that need to be
    killed, the sniper in the NE corner, a lancer or two, the NW scout, and maybe a
    shocktrooper or two left.
    
    If you played the map well, you can finish in 3 Turns, otherwise it's easy to
    do it in 4 or 5.  If you have the best gear/levels/etc. it's possible in 2
    turns.
    
    The ace part is a Firing Calculator for the Shamrock.
    
    
    5. Main Game Walkthrough
    
    [B01] Chapter 1 "In Defense of Bruhl"
    Turns Needed for A Rank: 2
    Objective 1: Kill scout leader
    Objective 2 (after killing scout leader): Welkin reaches the destination
    Kill Count: 1 Leader
    Mission Total: 730 EXP, 2290 DCT
    
    Tactics:
    Turn 1
    CP 1: The scout leader is located past the other 5 or so soldiers, crouched
    behind some sandbags.  Move Alicia north dodging interception fire, then toss a
    grenade at the leader.  If he doesn't die from that, just gun him down, and
    this part of the mission will automatically end.
    
    Turn 2
    CP 1: Run to the destination with Welkin.
    
    
    [B02] Chapter 2 "Escape from Bruhl"
    Turns Needed for A Rank: 3
    Objective: Kill the light tank
    Kill Count: 2 Leaders, 1 Ace, 1 Light Tank
    Mission Total: 2140 EXP, 5260 DCT
    
    Tactics:
    Turn 1
    CP 1-3: Move Alicia north through the grass in between the fence and the hill. 
    Pass the house then toss a grenade at the 4 soldiers by the sandbags, and
    finish off any that survived.
    
    Turn 2
    CP 1: Use the Town Watchmen to kill the scout leader hitting the gate.
    
    Turn 3
    CP 1-2: Move the Edelweiss west and drop a mortar onto the scout leader.
    CP 3: Send Alicia to kill the ace hiding in the northeast corner of the map
    behind a tree.  Get up close and throw a grenade at him.
    CP 4-9: Move the Edelweiss SW and fire on the tanks radiator to destroy it. 
    You can make 3 shots at it, so don't worry if one misses.  Save your game
    before the last shot so you can retry if the recruits you get at HQ are bad.
    
    The Ace weapon is a ZM Kar 1(g) rifle with high damage, but low accuracy/range.
     It's best used if you plan on getting up close to an enemy.
    
    Headquarters:
    
    Important!  If you don't get at least a few good recruits (see character list
    above), reload Chapter 2 (right before killing the tank) and try again.  The
    recruits you get will make up the bulk of your army for most of the game, so
    you'll want at least 2 good Scouts, Shocktroopers, and Lancers.  The
    snipers/engineers you get don't really matter, however.
    
    Class Level Training after finishing Skirmish 1:
    Scout 4
    Shocktrooper 2
    Lancer 3
    Engineer 2
    Sniper 2
    
    
    [B03] Skirmish 1 "Outskirts of Bruhl" Normal
    Turns Needed for A Rank: 1
    Objective: Capture enemy Base Flag
    Kill Count: 2 Leaders
    Mission Total: 2180 EXP, 1700 DCT
    
    Deployment:
    
     X X
      X
     X X
    1 X 2
    
    1: Alicia
    2: Shocktrooper
    X: Undeployed
    
    Tactics:
    CP 1: Use Shocktrooper and throw a grenade at the east scout leader.
    CP 2-3: Use Alicia and take the very long route around the field to the
    remaining scout leader to avoid interception fire.  Throw a grenade at the
    remaining scout leader, then proceed south to kill the scout by the flag and
    capture.
    
    
    [B04] Chapter 3 "Vasel Urban Warfare"
    bnxqf34RjJs
    Turns Needed for A Rank: 1
    Objective: Capture enemy Flag
    Kill Count: 4 Leaders, 1 Ace, 2 Light Tanks
    Mission Total: 6900 EXP, 11460 DCT
    
    Deployment:
    
    East Team: Deploy one Scout.
    
    West Team:
    
    1 2 3
     X X
    
    1: Shocktrooper
    2: Largo - CP Bonus Only
    3: Lancer
    X: Undeployed
    
    Alicia - ZM Kar 1(g) equipped
    
    Tactics:
    CP 1-2: Send Alicia to kill the Ace hiding in the bushes to the right of the
    ramp - run her along the east map boundary to avoid enemy fire.  As soon as you
    see the ace appear, crouch down into the grass to avoid his fire, then toss a
    grenade at him.  Crouch closer in the grass for better accuracy then finish him
    off.
    CP 3: Send Scout north to kill the NE shocktrooper leader with a grenade.
    CP 4-5: Send Shocktrooper through the alley on the left side of the Library,
    turn right hugging the library wall, then kill the scout leader.  Continue
    north to kill the shocktrooper leader by the Base Flag.
    CP 6-8: Send the NE Lancer through the right alleyway next to the City Library
    then north onto Old Bridge Avenue.  Kill the Shocktrooper in front of the
    alley, then the west tank.  Proceed north to fire at the north tank radiator. 
    It's a hard shot so you may have to try a few times.  Unfortunately there is
    simply no way to get closer to this tank for the shot.  If you don't like it,
    just skip to CP 9.
    CP 9: Kill the remaining shocktrooper by the Base Flag with Shocktrooper then
    capture.
    
    The Ace weapon is a ZM MP 1(g) machine gun with high damage, but low
    accuracy/range.  It's best used if you plan on getting up close to an enemy.
    
    
    Headquarters:
    
    Class Level Training:
    Scout 5
    Shocktrooper 3
    Lancer 4
    Engineer 2
    Sniper 2
    
    
    [B05] Chapter 4 "Operation Cloudburst"
    K34JGQPDil0
    Turns Needed for A Rank: 2
    Objective: Capture enemy Base Flag
    Kill Count: 4 Leaders, 5 Light Tanks
    Mission Total: 13300 EXP, 16060 DCT
    
    Deployment:
    1 2 3
      4
    5   6
     X X
    
    1: Scout #1
    2: Lancer #1 (Largo)
    3: Lancer #2
    4: Scout #2 (Alicia)
    5: Rosie - CP Bonus Only
    6: Sniper
    X: Undeployed
    
    Tactics:
    Turn 1
    CP 1-2: Send Scout #1 north to kill the shocktrooper around the corner to the
    east, then grenade down the north breakable wall and hide behind the inactive
    tanks.  Make sure to stay out of line of sight of any enemies.
    CP 3-5: Send Lancer #2 and Scout #2 north through the grenaded wall behind the
    inactive tanks.  Make sure to stay out of line of sight of any enemies.
    CP 6: Send the Sniper to hit the energy tank next to the S Tank.
    CP 7-8: Send Lancer #1 northeast to fire at the S Tank, while alerting the
    scout leader and getting scout leader to fire on Lancer #1.  End Lancer #1
    south of the tank next to the S Flag.
    
    Turn 2
    CP 1: Use the Sniper to kill the scout leader.
    CP 2-3: Use Lancer #1 to move NE and kill the eastmost tank.
    CP 4-6: Use Lancer #2 to kill the tank just north of the grenaded wall, then
    the NE tank, then the final tank.
    CP 7: Use Scout #1 to kill the Shocktrooper leader.  Approach him from the side
    and headshot him.
    CP 8-10: Use Scout #2 to kill the enemy scout near the Base Flag from the east,
    to avoid alerting the shocktrooper near the Base Flag.  After killing the
    scout, move next to the flag then toss a grenade at the shocktrooper, which
    should knock him off the flag and allow you to capture.
    
    Headquarters:
    
    Class Level Training after finishing Skirmish 2:
    Scout 5
    Shocktrooper 5
    Lancer 6
    Engineer 3
    Sniper 3
    
    
    [B06] Skirmish 2 "Vasel Riverside" Normal
    Turns Needed for A Rank: 1
    Objective: Capture enemy Base Flag
    Kill Count: 4 Leaders, 2 Light Tanks
    Mission Total: 7120 EXP, 7480 DCT
    
    Tactics:
    This mission is almost exactly like Chapter 3, except there's only 8 CP
    available and there is no ace. Since you no longer need to kill the ace, that
    means you have an extra CP in comparison to Chapter 3.  Use that extra CP to
    get the Lancer closer to the north tank for a more accurate shot on the
    radiator.
    
    
    [B07] Chapter 5 "The Kloden Wildwood"
    YVJp-bg6vn0
    Turns Needed for A Rank: 4 (Guide uses 3)
    Objective: Capture enemy Base Flag
    Kill Count: 6 Leaders, 1 Ace, 1 Medium Tank
    Mission Total: 19280 EXP, 26360 DCT
    
    Deployment:
    
    North Team:
    
     X
    X12
    
    X: Undeployed
    1: Scout #1
    2: Shocktrooper (Rosie)
    
    South Team:
    
     1  3
    X  4
      5
    
    1: Scout #2
    2: Lancer (Largo)
    3: Welkin
    4: Scout #3 (Alicia)
    
    Tactics:
    
    Turn 1:
    CP 1: Move Scout #1 east along the north-most path (avoid the land mine next to
    the houses), then kill the scout leader.
    CP 2-4: Move Shocktrooper east and kill the Anti-Tank Cannon by the marsh, then
    continue east.
    CP 5-6: Move Lancer southeast and fire at the fallen trees to clear them, then
    run east one more time, but stay out of the lancer/tank line of sight.
    CP 7-8: Move Scout #2 and 3 southeast behind Lancer.
    
    Turn 2:
    CP 1-3: Move Lancer east, kill the north lancer, then fire into the medium
    tanks radiator, then fire at the crouched shocktrooper.
    CP 4-8: Use Scout #2 and #3 to kill the remaining enemies along the south path
    and proceed northeast towards the main base gate, using a heal if needed.
    CP 9-10: Move Rosie east, kill the shocktrooper leader and ignore the
    shocktrooper, then throw a grenade at the shocktrooper leader hiding around the
    corner near the north base gate.
    
    Turn 3:
    CP 1-2: On the enemy turn, the ace may or may not start moving.  If he stays in
    his corner, gun him down with Rosie.  If he starts moving, take him out with
    whoever can headshot him from behind.
    CP 3: Send Rosie or one of the Scouts to toss a grenade into the stacks of wood
    at the SW of the base.
    CP 4+: Move Scout #2 and #3 past Rosie and towards the base flag.  Throw
    grenades and gun down anything preventing flag capture.  Take as many CP as you
    need for this.
    
    The Ace weapon is a Shocktrooper ZM MP 2(g), it has even better damage than the
    ZM MP 1(g), but the range is still poor.
    
    Headquarters:
    
    Class Level Training:
    Scout 7
    Shocktrooper 5
    Lancer 7
    Engineer 3
    Sniper 3
    
    
    [B08] Chapter 6 "A Desert Encounter"
    PD5f9C8qhpk
    Turns Needed for A Rank: 3
    Objective: Capture enemy Base Flag
    Kill Count: 5 Leaders, 1 Ace, 3 Light Tanks
    Mission Total: 22550 EXP, 32390 DCT
    
    Deployment:
    
    Reserves: One Lancer on reserve, ready to be deployed.
    
    West Team:
    
    1 2
     3
    
     4
    
    1: Scout #1
    2: Scout #2 (Alicia)
    3: Rosie - CP Bonus Only
    4: Largo - CP Bonus Only
    
    
    Tactics:
    
    Turn 1
    CP 1-5: Send Scout #2 through Trench 01 and kill the scout leader without being
    spotted by the shocktrooper leader.  Kill the shocktrooper leader then run west
    towards the lancer leader.  Grenade and kill the lancer leader then run north
    and hide behind the wall fragment north of Trench03 and heal herself.  Make
    sure Scout #2 is out of line of sight of snipers.
    CP 6-7: Send Scout #1 through Trench 01 to capture the middle Flag, then hide
    behind the east wall from the snipers.
    CP 8: Deploy a Lancer to the middle Flag
    
    Turn 2
    CP 1-4: Send Scout #1 north into the L shaped wall fragment to kill the ace. 
    Move west towards the shocktrooper leader near the Base Flag, then kill it with
    a grenade and gunfire.
    CP 5-7: Send Scout #2 northwest along the map boundary, approach the crouching
    shocktrooper leader from the east, then kill it with a grenade and gunfire. 
    Crouch down in Trench 05 afterward.
    CP 8-10: Send Lancer north to kill the east-most tank from behind.
    
    The enemy tanks will probably kill Scout #1 on the Base Flag, but that's ok. 
    You can rescue them with Scout #2.
    
    Turn 3:
    
    CP 1-3 or 4: Send Lancer out to kill the remaining two tanks.  You have plenty
    of CP to spend to get up close to the tanks, so don't worry about inching
    closer for a kill.
    CP 5 onward: Send Scout #2 to kill the enemy sniper on the Base Flag, rescue
    Scout #1, and capture the Flag.
    
    The ace weapon is a sniper ZM SG 1(g), which has high damage, but low
    range/accuracy.
    
    Headquarters:
    
    If you haven't upgraded the Edelweiss yet, now is the time to do so.
    
    There should be a new report available for purchase.
    
    Class Level Training after finishing Skirmish 3:
    Scout 8
    Shocktrooper 7
    Lancer 8
    Engineer 6
    Sniper 5
    
    
    [B09] Skirmish 3 "Kloden Wildwood" Normal
    Turns Needed for A Rank: 4
    Objective: Capture enemy Base Flag
    Kill Count: 7 Leaders, 1 Light Tank, 1 Medium Tank
    Mission Total: 15630 EXP, 19950 DCT
    
    Tactics:
    This skirmish is almost exactly like Chapter 5, except your south team starts
    farther back, there is no ace, the Medium Tank is now a Light Tank, and the
    boss tank is now a Medium Tank.  Some of the enemies are also slightly easier
    inside the base.
    
    The same tactics from Mission 5 will work here, with a few exceptions.  Since
    your south team starts farther back, your north team is actually closer to the
    enemy base, so position any slow moving units (Lancers, Shocktroopers) you
    intend to head into the base from there.  You don't need to kill any ace.  You
    may have to take out reinforcements by the enemy base flag if you don't finish
    the mission by Turn 3.  Finally, you will have to bring a Lancer up into the
    enemy base or use Order Damage Boost to take out the Medium Tank there.  It may
    be worth capturing one of the Garrisons to deploy slower units like Lancers
    closer to the base.
    
    Taking on the Light Tank on the south road is slightly different this time. 
    One, it fires at anything approaching from the west.  Two, it's blocked between
    the sandbags so you will have to destroy some of them to be able to reach the
    tanks weak point.  With that in mind, it may be wiser to approach it from
    behind by running south through the middle path from the North Team.
    
    
    [B10] Chapter 7 "The Battle at Barious"
    xz_Vf1DNQeA
    Turns Needed for A Rank: 9
    Objective: Destroy the Batomys
    Kill Count: 1 Ace, 1 Heavy Tank
    Mission Total: 30000 EXP, 46440 DCT
    
    Deployment:
    
    North Team:
    
    123
    
    1: Engineer
    2: Lancer #1
    3: Lancer #2 (Largo)
    
    South Team:
    
    X
    1
     234
    
    X: Undeployed
    1: Lancer #3
    2: Sniper
    3: Rosie
    4: Alicia
    
    The three phases of the mission:
    Phase 1, mission start: The Batomys will move southwest and run over the NW
    flag, which should take it 3 turns.  However, the phase will be delayed if the
    Edelweiss is too close and the Batomys chooses to fire its main cannon instead
    of move.  Knock down the two Ruin Walls that cover the southwest Flag (the
    north-most wall is already knocked down) and work on destroying the tank
    turrets.
    
    Phase 2, after the boss runs over the NW flag:  When the boss fires on the Ruin
    Walls it will expose 3 radiators on its top that you need 3-4 lancers to climb
    up and attack.  Each Radiator takes 4 lancer shots to kill.  Weaken all 3
    radiators down to critical HP then blow one radiator up, then when the Batomys
    fires again on the 2nd Ruin Wall, destroy a second radiator.
    
    Phase 3, after destroying two radiators: An invincible second Boss (Selvaria)
    will appear at the NE end of the map along with the ace and other enemies. 
    Destroy the last Radiator then destroy the Batomys with heavy anti-tank fire.
    
    Mission Advice:
    Each Lancer should be doing 550 damage to the Batomys Turret (assuming they
    have the latest Weapon upgrade from HQ), which should allow the Edelweiss to
    finish them off with one more shot, which is 3CP per turret.  While the
    Edelweiss is fairly accurate, your Lancers will be as bad at aiming as usual,
    so you need to get them as close as possible to the turrets.  Approach the
    turrets from the side so they don't fire on your lancers.
    
    Always keep the Edelweiss at a distance from the Batomys, and don't expose its
    radiator to attack.  Don't allow the Batomys to stay still, or you'll delay how
    long it'll take to defeat it.
    
    Controlling the Edelweiss: The Edelweiss will either turn or move
    forward/backward depending on the camera angle.  If the camera is aligned with
    the Edelweiss's front/back, moving the stick left or right will cause it to
    turn, and moving the stick up or down will cause it to move forward/back.  If
    the camera is aligned along the Edelweiss's side, the controls will be
    reversed.  Remember, the Edelweiss needs a wide clearance to be able to turn
    around.
    
    The Batomys can not cause any damage by running people over, nor can the
    Edelweiss or any tank, so feel free to stand as close as you want.  Selvaria
    cannot damage the Edelweiss unless she hits its radiator.
    
    Tactics:
    Phase 1, Turn 1 Player:
    CP 1-6: Use the Edelweiss to attack the front right then front middle turret,
    then after attacking back off to the NW flag very close to Lancer #3.  Finish
    off the two turrets with Lancer #1.
    CP 7-8: Move Lancer #3 south to attack the two Ruin Walls that surround the SW
    Flag, then after attacking move to the SW flag.
    
    Enemy Turn 1: The Batomys should move southwest towards the NW flag.
    
    Phase 1, Turn 2:
    
    CP 1-10: Use the Edelweiss to attack the front left, rear right, and rear
    middle turrets.  Attack the rear middle turret again with the Edelweiss to
    destroy it, then back up north while facing towards the Batomys.  Use Lancer #2
    to take out the rear right turret, and Lancer #1 to take out the front left
    turret.
    CP 11: Kill the lancer with Sniper if possible.  Don't worry about it if not.
    CP 12: Kill the sniper with Lancer #3.  End their turn behind a wall away from
    the shocktroopers. 
    
    Enemy Turn 2: The Batomys should run directly over the NW flag.  This will end
    Phase 1 and start Phase 2 of the mission.
    
    Phase 2, Turn 3:
    
    CP 1-3: Use the Edelweiss to attack the remaining turret, then finish it off
    with Lancer #3.
    CP 4-5: Use Rosie to kill either of the shocktroopers if they are still alive. 
    Command her to retreat at the SW Flag either way.
    CP 6: Use Alicia to kill the lancer if it's still alive, then run back towards
    the Batomys, otherwise stay put.
    CP 7: Move Lancer #3 towards the Batomys.
    CP 8: Repair the Edelweiss if needed.
    CP 9: Start moving Sniper towards the SW Flag.
    
    Enemy Turn 3: The Batomys should fire on the first Ruin Wall, exposing its
    radiators.  It won't move, however.
    
    Phase 2, Turn 4:
    
    CP 1: Toss a grenade into the left radiator to destroy it.
    NOTE: You can either use grenades or fire lance shots at the radiators to
    destroy them.  Since CP isn't really an issue, the only difference is the time
    it takes to keep selecting a lancer and firing.
    
    Enemy Turn 4: The Batomys should move southwest towards the second Ruin Wall.
    
    Phase 2, Turn 5:
    
    Retreat all units at the SW Flag except for Largo and Engineer.  Repair the
    Edelweiss if needed then move the Engineer behind the small wall fragment west
    of the NW Flag.  You still have Turn 6 to escape anyone who didn't make it this
    turn.
    
    Enemy Turn 5: The Batomys should fire on the second Ruin Wall, exposing its
    radiators.  It won't move, however.
    
    Phase 2, Turn 6:
    
    Destroy the right radiator with Alicia's grenade, then run back into hiding. 
    Everyone else should have retreated.  Move the Edelweiss to the left side of
    the Batomys, but not too far forward, or the lancers will hit Edelweiss's
    radiator.
    
    Enemy Turn 6: The Batomys should move towards the SW Flag.  The Edelweiss
    should be making interception fire on the enemy infantry coming down the ramp,
    including the ace who will certainly die.
    
    Phase 3, Turn 7:
    
    Move the Edelweiss in front of the wall fragment to cover Engineer and Largo
    from fire.
    
    Enemy Turn 7: The Batomys should move directly onto the SW Flag.
    
    Phase 3, Turn 8:
    
    Repair the Edelweiss if needed.  Take a shot or two with the Edelweiss if you
    feel like it.
    
    Enemy Turn 8: The Batomys should fire on the third Ruin Wall.
    
    Phase 3, Turn 9:
    
    Move the Edelweiss directly in Selvaria's face to provide line of sight cover
    for Engineer.  Take out the rear radiator with Engineer's grenade, then fire on
    the Batomys with the Edelweiss and Largo.  As long as you have 20 CP at the
    start of the turn, you can take the Batomys out.
    
    The ace weapon is a ZM Kar 2(g) rifle.  It has better stats than the ZM Kar
    1(g), but its range is still half of the Gallian rifle.
    
    Headquarters:
    
    Class Level Training:
    Scout 9
    Shocktrooper 8
    Lancer 8
    Engineer 6
    Sniper 5
    
    
    [B11] Chapter 8a "The Woodland Snare, Escape from Forest Snare"
    Turns Needed for A Rank: 4
    Objective: Reach escape point
    Kill Count: 2 Leaders, 1 Ace
    Mission Total: 31080 EXP, 51360 DCT
    
    Tactics:
    
    It doesn't really matter if you trigger any spotlights, since you should be
    moving too fast for any of them to hit anyway.
    
    Turn 1:
    CP 1: The first enemy is a scout leader along the north path in the bottom row.
     Fire at him with Welkin before being spotted (use L2 to shoulder look and spot
    him), then run around to the blue flowers along the south path in the bottom
    row.
    CP 2-3: Send Alicia southeast to those same flowers where Welkin is standing.
    
    Turn 2:
    CP 1: Control Welkin, press X near the flowers with Alicia standing by, and
    she'll get an AP boost.  Move Welkin past the bridge and spotlights onto the
    south path of the middle row.  
    CP 2-3: Alicia should make it far enough west along the same path to spot the
    scout in the grass - toss a grenade at him then kill him with a counterattack
    when he fires during enemy phase.
    
    Turn 3:
    CP 1: Start with Alicia this time, move her west to the 2nd blue flower.
    CP 2: Move Welkin to the 2nd blue flower and activate it, then continue along
    the path.  Hug the right side while going north to avoid being spotted by the
    scout, headed for the tree that is providing cover from the ace/scout.  Once
    Welkin reaches the tree, toss a grenade at the ace, which should also kill the
    scout.  This will cause the ace to face south, which will allow you to attack
    him from behind from the east path.  After the grenade toss, quickly turn
    around and run along the east path, then end Welkin's turn facing the ace's
    back.
    CP 3: Move Alicia north to join with Welkin.  Use the same tree as cover from
    the ace as she hobbles north.  Get behind the ace and fire at him, which should
    trigger a joint Alicia-Welkin attack and almost certainly kill him.  Note that
    you have to fire almost directly from behind at his head, or he'll probably
    dodge the shots.
    
    Turn 4:
    CP 1-3: Move Alicia and Welkin to the escape point.  You don't need to bother
    with the 3rd blue flower.
    
    The ace weapon is a ZM MP 3(g), another shocktrooper weapon with better damage
    but worse range compared to stock guns.
    
    Headquarters:
    
    You can now develop 3 different types of rifles.  For now, Accuracy Boost
    rifles are the best to have equipped.  Later on, Firepower Boost rifles are
    very useful for dealing damage.
    
    Class Level Training:
    Scout 9
    Shocktrooper 9
    Lancer 9
    Engineer 7
    Sniper 7
    
    
    [B12] Chapter 8b "The Woodland Snare, Reunion in the Forest"
    571FX5pIWEY
    Turns Needed for A Rank: 3 (Guide uses 2)
    Objective: Capture Base Flag
    Kill Count: 4 Leaders, 1 Ace, 2 Light Tanks
    Mission Total: 35780 EXP, 60140 DCT
    
    Deployment:
    
    123
    4X5
    
    1: Scout
    2: Scout #2
    3: Rosie
    4: Largo - CP Bonus Only
    5: Shocktrooper
    X: Undeployed
    
    Tactics:
    Turn 1:
    CP 1-3: Move Welkin towards the enemy scout (out of LOS of the shocktrooper),
    then make a quick cut to the east side of the fence.  Stop there and throw a
    grenade at the shocktrooper leader, then keep running east and down into the
    riverbed (watch out for the mines).  Keep moving through the riverbed and up
    the ladder to reach the Edelweiss.  It's a tight run, but you can make it in 3
    CP - when approaching the ladder, walk slowly and press X as soon as it
    appears.  Or, you can upgrade Scouts to Elite (lv 11), which will make the run
    very easy.
    CP 4: Move Alicia east along the same route as Welkin, tossing another grenade
    to finish the shocktrooper leader off.
    CP 5-8: Move the Edelweiss east, running over the shocktrooper along the way,
    then fire on the shocktrooper leader.  Move the Edelweiss east again, blowing
    up the enemy tank radiator, and run over the two sandbags in front and the
    scout leader.
    
    Turn 2:
    CP 1: Send Scout northeast to kill the ace.
    CP 2: Kill scout leader with Shocktrooper or Rosie, whichever one is in better
    shape.
    CP 3-6: Move the Edelweiss east, break down the barricade, then fire at the 2nd
    tanks radiator.  Then destroy the shocktrooper leader by the Base Flag, then
    drive back in front of the shocktroopers to provide LOS coverage for Scout #2.
    CP 7: Use Scout #2 to run up to the Base Flag and capture it.  Once again
    another tight run.
    
    The ace weapon is a ZM SG 2(g), a sniper weapon with the same limitations as
    the 1(g).
    
    Headquarters:
    
    You can now upgrade machine guns to Firepower Boost, Clip Size Up, and Added
    Effect.  Clip Size Up is better for now.
    
    You can also upgrade sniper rifles to firepower, accuracy, or added effect. 
    Accuracy is better for now.
    
    Class Level Training after finishing Skirmish 4:
    Scout 10
    Shocktrooper 10
    Lancer 10
    Engineer 8
    Sniper 7
    
    
    [B13] Skirmish 4 "Barious Desert" Normal
    Turns Needed for A Rank: 3
    Objective: Capture enemy Base Flag
    Kill Count: 5 Leaders, 3 Light Tanks
    Mission Total: 28190 EXP, 44270 DCT
    
    Tactics:
    A simple repeat of Chapter 6.  The only differences are that there's no ace and
    no sandstorm.  The same Chapter 6 scout rush/Lancer deploy strategy will work
    here.
    
    
    [B14] Chapter 9 "A Midsummer Incident"
    Turns Needed for A Rank: 5 (Guide uses 1)
    Objective: Disable the Gallian APC
    Kill Count: 1 Tank Destroyer (for some reason, this is what the Gallian APC is
    classified as)
    Mission Total: 38580 EXP, 67500 DCT
    
    Deployment:
    
       1
     23
    4  X
    
    1: Shocktrooper
    2: Alicia - CP Bonus Only
    3: Largo - CP Bonus Only
    4: Rosie - CP Bonus Only
    X: Undeployed
    
    Tactics:
    
    CP 1-6: Use Defense Boost and Damage Boost on Shocktrooper and send them
    northwest to the A2 block, which is where the APC is during Turn 1.  Get behind
    it and attack the glowing weak spot - it should go down in one attack.  Cheap
    but effective.
    
    Headquarters:
    
    Rifles: Accuracy Boost 5
    
    Class Level Training:
    Scout 10
    Shocktrooper 10
    Lancer 10
    Engineer 10
    Sniper 9
    
    
    [B15] Chapter 10a "Liberation of Fouzen, Infiltration of Fouzen"
    Turns Needed for A Rank: 5
    Objective: Reach the destination
    Kill Count: 8 Leaders, 1 Ace, 2 Light Tanks
    Mission Total: 44100 EXP, 77940 DCT
    
    Deployment:
    
    1  4  X
    2 5  X 
    3  X  X
    
    1: Scout #1
    2: Welkin
    3: Scout #2
    4: Largo - CP Bonus Only
    5: Rosie - CP Bonus Only
    X: Undeployed
    
    Tactics:
    
    You can get the Edelweiss caught in mortar blasts and it will only be
    scratched, and of course your infantry should be way too fast to be caught by
    one.  Avoid unnecessary damage to the Edelweiss's treads as there are a number
    of mines on the bridge it must run over or have an engineer disarm.
    
    Turn 1
    CP 1-4: Move the Edelweiss around the corner, firing on the two enemies with
    gunfire.
    CP 5-7: Move Scout #1 into the trolley then fire on the shocktrooper leader to
    weaken it, then move further north and toss a grenade on it for the kill.  Keep
    moving north and kill the sniper leader, then start moving down the hill, out
    of tank/sniper fire.
    CP 8-10: Move Scout #2 through the ground route - kill both shocktroopers from
    behind.  End Scout #2s turn in between the two buildings that are next to
    Bridge 04.
    
    Turn 2:
    CP 1: Move Scout #1 past Bridge 04 to 'spot' the tank resting on it, and stop
    just out of its attack range.
    CP 2-9: Move the Edelweiss across Bridge 02 and north while firing on the tank
    on Bridge 04 to destroy it.
    
    Turn 3:
    CP 1-6: Move the Edelweiss across Bridge 04 and kill the lancer standing out in
    the open.  Move west, fire a mortar round onto the Scout #1 leader and
    shocktrooper by the Flag, then keep moving west towards Bridge 03.
    CP 7-9: Kill the shocktrooper by Bridge 04 with Scout #2, then run across the
    bridge and 'spot' the lancer hiding in the grass.  Toss a grenade at it then
    gun it down.
    CP 10-11: Move Scout #1 across Bridge 02 and into the trolley.  Head north up
    the ramp and stay out of the tanks attack range.  You can try to kill one of
    the snipers although it'll be a long shot.
    
    Turn 4:
    CP 1-2: Gun down the sniper leaders then run out of sight of the lancers/tank.
    CP 3-8: Destroy the tank with the Edelweiss.  Try to trigger the spotlight
    closer to the east end of the bridge, so the mortar doesn't land on the
    Edelweiss.  Stop at the west end of the bridge to avoid triggering more
    spotlights.
    CP 9-10: Move Scout #1 onto Bridge 03 and kill both lancers.
    
    Turn 5:
    CP 1: Kill the ace (in the corner next to the sniper leaders) with a grenade.
    CP 2-3: Move the Edelweiss to the destination.
    
    The ace weapon is a ZM Kar 3(g), another high damage, short range rifle.
    
    Headquarters:
    
    You can get your first set of Royal Rewards, so equip them on your preferred
    troops.
    
    
    Class Level Training:
    Scout Elite 11
    Shocktrooper 10
    Lancer 10
    Engineer 10
    Sniper 10
    
    
    [B16] Chapter 10b "Liberation of Fouzen, Liberation of Fouzen"
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    Turns Needed for A Rank: 6 (Guide uses 4)
    Objective: Destroy the NW bridge, then destroy the bomb under the main bridge
    Kill Count: 4 Leaders, 1 Ace, 3 Medium Tanks
    Mission Total: 47840 EXP, 86840 DCT
    
    Deployment:
    
         1
    2 3 4
     5 X
    6 X
    
    1: Rosie
    2: Lancer #1 (Largo)
    3: Scout #1 (Alicia)
    4: Scout #4
    5: Scout #2
    6: Scout #3
    X: Undeployed
    
    Reserves: One Lancer (Lancer #2), ready to be deployed.
    
    Tactics:
    
    Your scouts must be Elite (level 11+) from now on to keep following the guide. 
    I decided not to use Order Damage Boost for this mission, but it is a lot
    easier using it since you don't need to worry about carting lancers around.
    
    Turn 1:
    CP 1-2: Move Scout #1 west and drop a rifle grenade charge on the crouching
    shocktrooper, then finish him off with gunfire.  Take the lower ramp down, and
    stop out of sight of the lancer at the bottom.
    CP 3: Move Scout #2 west and drop a grenade on the barricade.
    CP 4-6: Move Scout #3 west and take the trolley.  Proceed north to activate the
    lift, then move to the cliff edge and grenade and gunfire down the crouching
    shocktrooper leader.  End Scout #3s turn in front of the lift.
    CP 7-8: Move Lancer #1 west across Bridge 01.
    
    Turn 2:
    CP 1-2: Use Scout #3 to grenade and gunfire the shocktrooper below the lift. 
    Take the lift down and head north to capture the NW Flag.  End the turn near
    the Makeshift Bridge, facing towards the southeast.
    CP 3: Deploy Lancer #2 at the NW Flag.
    CP 4-6: Move Lancer #1 down the ramp and east onto the south side of Bridge 02,
    in line of sight of the east tank.  What should happen is the east tank will
    move towards Lancer #1 and drop a mortar round on him, which should do almost
    no damage thanks to Lancers anti-blast armor.
    
    Turn 3:
    CP 1-2: Move Lancer #2 south and attack the north tanks radiator to destroy it,
    then use the lift to escape the Train's gunfire.
    CP 3: Toss a grenade at the NW Makeshift Bridge with Scout #3.
    CP 4: Move Lancer #1 east and attack the east tanks radiator to destroy it,
    then continue east.
    CP 5-6: Send Scout #1 east across Bridge 02, shoot down the scout then the
    shocktrooper, then activate the elevator north of the Allied Base Flag.
    CP 7-8: Send Scout #4 into the north base elevator, turn right and shoot the
    scout leader in between the two buildings west of the SE trolly, then get into
    the trolly, then advance to kill the ace from behind, then run back and take
    the trolley and then take the Bridge 04 elevator.
    CP 9-10: Send Rosie into the north base elevator, turn left and shoot the
    shocktrooper leader hiding in the corner right next to the elevator, then move
    and take the Bridge 04 elevator.  Move one more time and crouch behind the
    sandbags facing the final tank.
    CP 11-13: Send Lancer #1 east into the Bridge 04 elevator, healing himself
    along the way.
    
    The tank should move forward towards Rosie.
    
    Turn 4:
    CP on this turn is very relaxed, so feel free to take plenty of time reaching
    the cliff.
    
    CP 1: Send Lancer #1 north to destroy the final tanks radiator.
    CP 2-3: Send Scout #4 north to rifle grenade the scout leader, then run past
    the shocktrooper, activate the elevator, and use it to get to the cliff.  Shoot
    the bomb to finish the mission.
    
    The ace weapon is a ZM SG 3(g), another high damage, short range sniper rifle.
    
    Headquarters:
    
    If you happened to be rewarded GSR-1Rs and Gallian-1Rs, they are both excellent
    weapons to equip immediately.
    
    Class Level Training after finishing Skirmish 5:
    Scout Elite 12
    Shocktrooper Elite 11
    Lancer Elite 11
    Engineer Elite 11
    Sniper Elite 11
    
    
    [B17] Skirmish 5 "Upper Fouzen" Normal
    Turns Needed for A Rank: 4
    Objective: Capture enemy Base Flag
    Kill Count: 4 Leaders, 3 Medium Tanks
    Mission Total: 44140 EXP, 78940 DCT
    
    Tactics:
    This map is a clone of the Chapter 10b mission you just fought.  The only
    difference is that there's no ace, no train or bridges to bomb, and you have an
    extra tank which offers one more CP per turn.  The same strategies will work
    here, and the map is easier overall due to the differences.
    
    
    [B18] Chapter 11 "The Marberry Shore"
    NZJzGDfnSsU
    Turns Needed for A Rank: 8 (Guide uses 4)
    Objective: Capture enemy Base Flag
    Kill Count: 3 Leaders, 1 Ace, 2 Medium Tanks, 2 Heavy Tanks
    Mission Total: 56510 EXP, 106790 DCT
    
    Deployment:
    
    West Team:
    
     1
    2
     3
    4
    
    1: Largo
    2: Alicia
    3: Scout
    4: Rosie - CP Bonus Only
    
    Reserves: One Lancer, ready to be deployed.
    
    Tactics:
    
    Your Lancers need the normal anti-tank type equipped for this mission, even if
    they are elites that can use mortars.
    
    The basic strategy is to ride the Edelweiss northwest onto the raised cliff and
    provide fire and smoke support while your infantry run a loop around the cliff
    then south into the base.
    
    Turn 1:
    CP 1-4: Move the Edelweiss north and fire a smoke grenade at the right
    invulnerable gun, then move north again and fire a mortar round on the scout
    behind a barricade to the northeast.
    CP 5-6: Move Largo north/northeast towards the trench, capture the south Flag
    along the way.
    CP 7-8: Move Alicia and Scout north/northeast to fire two rifle grenades at the
    crouching shocktrooper.
    
    Turn 2:
    CP 1-10: Move the Edelweiss northwest and fire a mortar round at the west
    shocktrooper leader.  Next, attack the medium tanks radiator and destroy it. 
    Next, fire a mortar round onto the north shocktrooper leader/scout, which will
    kill the scout and injure the shocktrooper leader.  Next, machine gun down the
    shocktrooper standing next to the trench.  Finally, fire a smoke grenade in
    between the north end of the trench and the heavy tank that is south of the
    north-most Flag.  The smoke cloud should cover the whole distance between the
    trench and the tank.
    CP 11-13: Move Largo through the trench then north through the smoke cloud, and
    fire on the north heavy tank's radiator.
    CP 14: Move Alicia through the trench and rifle grenade the shocktrooper
    leader.
    CP 15-16: Move Scout through the trench then east around behind the east
    Gatling Bunker to hit the Ragnite Casing, throw a grenade at the crouching
    scout in the smoke, then north to capture the north Flag.
    
    The enemy will call in a reinforcement at either the west Flag or base Flag,
    which will arrive on turn 4 enemy phase.  If it's the west flag, you can
    capture it before the reinforcement arrives.  If it's the base Flag, you will
    have to deal with whatever is deployed at the base - a scout, lancer, or
    shocktrooper.
    
    Turn 3:
    CP 1-4: With the Edelweiss, fire a mortar round behind the northwest Gatling
    Bunker, which should hit a ragnite canister and destroy it.  Then fire a smoke
    grenade between the two west invulnerable guns.
    CP 5-6: Move Alicia southwest to kill the scout and capture the west Flag, then
    keep moving southwest into the smoke.  Fire a rifle grenade on the crouched
    shocktrooper leader in front of the heavy tank, then move around the west side
    of the base and stop behind the large building out of line of sight.
    CP 7-8: Move Scout southwest and fire a rifle grenade at the same shocktrooper
    leader, then move around the west side of the base.  Make sure the Scout is
    visible to the west invulnerable turrett, so the ace and shocktrooper at the
    base will start to chase after Scout during enemy phase.
    CP 9: Deploy Lancer at the west Flag. Deploy an extra unit or two if you need
    to take care of an incoming Base Flag reinforcement.
    
    Turn 4:
    If there is an enemy deployed at the Base Flag, it will almost certainly have
    run through the front end of the base and be positioned at the entrance gates. 
    Deal with it however you see fit, since there is plenty of CP to use up this
    turn.
    
    CP 1-2: Fire a smoke grenade between the two west invulnerable guns again.
    CP 3-5: Move Lancer south and blow up both tanks radiators.
    CP 6-8: Fire a grenade at the ace and shocktrooper with Alicia, then move Scout
    around the building to headshot the ace from behind.  Then grenade the scout by
    the flag and capture.
    
    The ace weapon is a VB FW 1(g), an excellent flamethrower that is far more
    powerful than the one you can currently develop.
    
    Headquarters:
    
    Class Level Training:
    Scout Elite 12
    Shocktrooper Elite 12
    Lancer Elite 12
    Engineer Elite 11
    Sniper Elite 11
    
    You should now have access to the A10 Scout/Engineer rifle, which fires 7 shots
    instead of 5.  Switch to this rifle instead of the Accuracy rifle.
    
    
    [B19] Chapter 12 "The Fight for Bruhl"
    gcpijUccMrw
    Turns Needed for A Rank: 1
    Objective: Capture enemy Base Flag
    Kill Count: 5 Leaders, 2 Aces (one of which is in the tank), 1 Medium Tank
    Mission Total: 64170 EXP, 116490 DCT
    
    Deployment:
    
    135X
    24XX
    
    1: Scout #1 (Alicia)
    2: Scout #2
    3: Lancer (Largo)
    4: Scout #3
    5: Rosie - CP Bonus Only
    X: Undeployed
    
    Tactics:
    
    Equip your lancers with Mortar Lances for this mission.  Equip your scouts with
    Gallian-1Rs or Gallian-A10s if you have them.
    
    CP 1-3: Move Lancer north. Kill the sniper leader and shocktrooper, then the
    scout leader, then fire directly into the ace tank's radiator.
    CP 4-5: Move Scout #1 north/northwest and fire at the sniper leader on the
    roof. While the shot looks long, your rifles should be extremely accurate by
    this point so it should not be a problem. Next, fire a rifle grenade on the
    shocktrooper leader from the east, so the blast sends him eastward next to the
    crouching lancer leader. Afterward, run towards the Heavy AT Cannon next to the
    Base Flag.
    CP 6-8: Move Scout #2 north and drop a rifle grenade on the lancer leader and
    shocktrooper leader. The grenade should kill the shocktrooper and injure the
    lancer. Walk slowly through the mines, finish off the lancer leader with a
    headshot from behind, then run towards the Heavy AT Cannon next to the Base
    Flag.
    CP 9-10: Send Scout #3 north and fire a grenade at the crouched ace and Heavy
    AT Cannon, then stand next to the Heavy AT Cannon next to the Base Flag.
    CP 11: Kill the Heavy AT Cannon using a Team Attack between the three scouts.
    Team attacks will always trigger if they are in proper range - you will see
    their names in the northeast corner of the screen if they are close enough. 
    There is no randomness involved in this attack.
    CP 12: Headshot the ace and capture.
    
    After playing through Skirmish 7 Normal, I think the strategy could probably be
    improved using 2 scouts instead of 3.  Drop a rifle grenade between the
    shocktrooper and lancer leaders sandbags to make them stop crouching, then kill
    them both.  Equip the Gallian-A10 weapon with 7 shots instead of the one in the
    video does 5 shots.  That should be enough to shave off 2 CP.. not that it
    really matters.
    
    The Ace weapon is a ZM SG 4(g), one of the usual worthless ace sniper rifles. 
    You also get an Enhanced Block Pin.
    
    Headquarters:
    
    Class Level Training after finishing Skirmish 6:
    Scout Elite 13
    Shocktrooper Elite 13
    Lancer Elite 13
    Engineer Elite 13
    Sniper Elite 11
    
    
    [B20] Skirmish 6 "Marberry Shore" Normal
    Turns Needed for A Rank: 8
    Objective: Capture enemy Base Flag
    Kill Count: 3 Leaders, 2 Medium Tanks, 2 Heavy Tanks
    Mission Total: 52570 EXP, 98290 DCT
    
    Tactics:
    This mission is almost identical to Chapter 11.  The only difference is that
    there's no ace, and the Medium Tank to the north and Heavy Tank in the middle
    are switched, and the enemies no longer have status effect weapons.  The same
    Chapter 11 strategies will work here.  The Medium Tank's radiator in the middle
    is harder to hit with the Edelweiss, but it's still possible by hugging the
    right wall for the correct shot angle.
    
    
    [B21] Chapter 13 "The Clash at Naggiar"
    59wvfqB0iPk
    Turns Needed for A Rank: 5 (Guide uses 3)
    Objective: Capture enemy Base Flag
    Kill Count: 2 Leaders, 1 Ace, 1 Heavy Tank
    Mission Total: 67020 EXP, 136620 DCT
    
    Deployment:
    
    West Team:
    
    1  2
     3X
    
    1: Scout #1 (Alicia)
    2: Scout #2
    3: Sniper
    X: Undeployed
    
    Reserves: One Lancer, ready to be deployed.
    
    Tactics:
    
    Turn 1:
    CP 1-2: Move Sniper up the ladder into the sniper nest.  Kill the scout near
    the sniper nest, then the shocktrooper east of the Cannon Bunker.
    CP 3-4: Move Scout #1 out of the east side of the bottom trench, run north and
    kill the scout, then run into the east side of the top trench.  From there,
    take the left path and climb the ladder, then run around the Artillery Cannon
    to get the ace to face southwest, then throw a grenade at the ace.
    CP 5-7: Move Scout #2 along the same path and headshot the ace from behind,
    then run behind the shocktrooper leader by the west flag and drop a grenade on
    him.
    CP 8: Finish off the shocktrooper leader with Sniper.
    
    Turn 2:
    CP 1: Reserved in case the Shocktrooper near the west Flag starts moving.
    CP 2: Move Scout #1 northeast and drop a rifle grenade on the shocktrooper
    standing behind a box near the middle Flag.  Try to land the grenade to his
    side so he goes flying into the small trench.
    CP 3-5: Move Scout #2 east and drop a grenade on the shocktroopers at the
    middle Flag, then kill both shocktroopers and capture the flag.  End their turn
    on the flag.
    CP 6-7: Move Scout #1 towards the enemy Base Flag.  Kill the shocktrooper
    facing east from in between the two tents, then move along to the second tent
    and kill the shocktrooper facing south.
    CP 8: Deploy Lancer
    
    Turn 3:
    CP 1: Move Scout #2 east and kill the shocktrooper leader from behind.
    CP 2-5+: Move Lancer up behind the heavy tank and hit its radiator.  Afterward,
    just take out the scout and shocktrooper by the base flag and capture.  You
    have tons of CP to finish them off with.
    
    The ace weapon is a ZM Kar 4(g).
    
    Headquarters:
    
    Class Level Training:
    Scout Elite 14
    Shocktrooper Elite 14
    Lancer Elite 14
    Engineer Elite 14
    Sniper Elite 11
    
    There should be a new report available for purchase.
    
    
    [B22] Chapter 14 "Loss Within Victory"
    Turns Needed for A Rank: 3
    Objective 1: Capture enemy Base Flag
    Objective 2: Destroy the two heavy tanks
    Kill Count: 1 Ace, 1 Destroyer, 2 Heavy Tanks
    Mission Total: 77990 EXP, 161990 DCT
    
    Deployment:
    
    X1X
    XXX
    
    1: Scout
    X: Undeployed
    
    Tactics:
    
    Turn 1:
    CP 1-6: Send Shamrock north towards the Tank Destroyer to destroy it.  Take the
    ace out along the way with a mortar round then anti-tank cannon from behind.
    CP 7-8: Send Scout north to capture the Base Flag.
    CP 9-10: Send Edelweiss southeast towards Dromedarius A
    
    Turn 2:
    CP 1-6: Send Edelweiss southeast and hit Dromedarius A's radiator twice to
    destroy it
    CP 7-12: Send Shamrock northwest towards Dromedarius B
    
    Turn 3:
    CP 1-4: Destroy Dromedarius B with Shamrock
    
    The ace weapon is a ZM MP 4(g), a shocktrooper weapon that has higher damage
    than the stock weapon and the M3R, but 80 less range.
    
    Headquarters:
    
    Class Level Training after finishing newspaper missions/Skirmish 7:
    Scout Elite 15
    Shocktrooper Elite 15
    Lancer Elite 15
    Engineer Elite 15
    Sniper Elite 15
    
    You should be able to purchase all newspaper articles by this point.  I was
    able to purchase Signs of Awakening, What Lies Beyond Hate, and Flower of the
    Battlefield, and I already had Largo's Passion and War Without Weapons.
    
    
    [B23] Skirmish 7 "Windmill Plaza" Normal
    Turns Needed for A Rank: 1
    Objective: Capture enemy Base Flag
    Kill Count: 5 Leaders, 1 Medium Tank
    Mission Total: 57550 EXP, 112750 DCT
    
    Deployment:
    
    135X
    24XX
    
    1: Scout #1
    2: Scout #2
    3: Lancer (Largo)
    4: Rosie - CP Bonus Only
    5: If you are not using Alicia actively as one of the scouts, place her here
    for the CP Bonus.
    X: Undeployed
    
    Tactics:
    
    This skirmish is almost exactly like Chapter 12, except you only get 10 CP
    instead of 12, and you still have to kill the same enemies as before to
    capture.  However, your equipment should be better than Chapter 12.
    
    Equip your lancers with Mortar Lances, and equip both scouts with Gallian-3Rs
    or Gallian A-11s.
    
    CP 1-3: Move Lancer north. Kill the sniper leader and shocktrooper, then the
    scout leader, then fire directly into the medium tank's radiator.
    CP 4-6: Move Scout #1 north/northwest and fire at the sniper leader on the
    roof.  Next, fire a grenade precisely between the two sandbags that the lancer
    and shocktrooper leaders are crouched behind.   This won't hurt them, but it
    will take out both sandbags and make them stand up.  Next kill the shocktrooper
    leader and end Scout #1s turn behind the Base Heavy AT Cannon.
    CP 7-9: Move Scout #2 north and kill the lancer leader, then run towards the
    Heavy AT Cannon next to the Base Flag.  Next, move Scout #2 towards the Base
    Flag and toss a grenade at the sniper and Heavy AT Cannon.  This grenade must
    kill the sniper (or at least knock it out of the Base Flag area) and damage the
    Heavy AT Cannon.
    CP 10: Finish off the Heavy AT Cannon with a Team Attack between the two
    scouts, then capture.
    
    
    [B24] Chapter 15a "Citadel Ghirlandaio, Fight for Ghirlandaio"
    pUFmSH5JfwM
    Turns Needed for A Rank: 6 (Guide uses 2)
    Objective: Activate 3 switches
    3 Leaders, 2 Ace, 3 Medium Tanks, 1 Tank Destroyer
    Mission Total: 82730 EXP, 168290 DCT
    
    Deployment:
    
    West Team:
    
    1
    2X
     X
    
    1: Shocktrooper #1 (Rosie)
    2: Scout (Alicia)
    X: Undeployed
    
    East Team:
    
    1
    XX
     X
    
    1: Lancer #1 (Largo)
    X: Undeployed
    
    Reserves: Lancer #2, Lancer #3, Shocktrooper #2, and Engineer, ready to be
    deployed.
    
    Tactics:
    Equip your lancers with normal anti-tank lances, not mortars.  Shocktroopers
    should have their uber ace flamethrowers equipped.  The objective of this
    mission is to capture key Flags and deploy troops from them for a quick
    assault.
    
    One of the aces is hidden in the NE grass on this mission.
    
    Turn 1:
    CP 1-2: Move Lancer #1 along the east path, take a left around the corner and
    destroy the tanks radiator, then crouch in the grass.
    CP 3-5: Move Shocktrooper #1 north and flamethrow the shocktrooper, fire on the
    Heavy Gatling, activate the first Switch, flamethrow the lancer, then capture
    the middle Flag and run east.
    CP 6-8: Move Scout all the way to the far northeast Flag by the north end of
    the map and capture it, then crouch behind the sandbags.  Drop a rifle
    grenade+gunfire on the ace along the way to kill him.
    CP 9-10: Deploy Engineer and Lancer #2 at the middle Flag.
    CP 11-12: Deploy Shocktrooper #2 and Lancer #3 at the far northeast Flag.
    
    Turn 2:
    CP 1-3: Move Shocktrooper #1 east around the hill.  Keep running around the
    hill and hit the Tank Destroyers radiator to kill it, then run west and kill
    the shocktrooper, then activate the second signal.
    CP 4: Move Engineer north and disable a couple mines to clear the way to the
    Medium Tank.
    CP 5-6: Send Lancer #2 northwest to blow up the Medium Tank, taking the path
    cleared of mines.
    CP 7-9: Send Shocktrooper #2 up the ladder to flamethrow the east Gatling
    Bunker and kill the sniper leader.
    CP 10: Send Lancer #3 west to destroy the Medium Tank.
    CP 11-12: Send Scout west to rifle grenade and kill the shocktrooper, then hit
    the last switch.
    
    The ace weapon is a ZM Kar 5(g), and the ace part is a Firing Calculator for
    the Edelweiss.
    
    Headquarters:
    
    Class Level Training:
    Scout Elite 16
    Shocktrooper Elite 15
    Lancer Elite 16
    Engineer Elite 15
    Sniper Elite 15
    
    You should begin to recieve the next set of royal weapons, which are close to
    the best in the game.
    
    
    [B25] Chapter 15b "Citadel Ghirlandaio, Selvaria's Last Stand"
    6WmsIbBI-QA
    Turns Needed for A Rank: 8 (Guide uses 3)
    Objective: Defeat Selvaria
    Kill Count: 3 Leaders, 2 Heavy Tanks, 2 Tank Destroyers, 1 Medium Tank
    Mission Total: 86350 EXP, 179590 DCT
    
    Deployment:
    
    1X23
    XX45
    
    1: Lancer #1
    2: Scout #1 (Alicia)
    3: Shocktrooper (Rosie)
    4: Lancer #2 (Largo)
    5: Scout #2
    X: Undeployed
    
    Reserves: Sniper, Scout #3
    
    Tactics:
    The mission strategy is to run up the stairs, activate the elevator(s) and open
    the closed gate(s), bring the Edelweiss to the upper level and hit Selvaria
    with a smoke grenade, then kill her with headshots from behind in one turn. 
    Scouts should have the A11 (Firepower Boost) rifle equipped.  Lancers should
    have anti-tank lances equipped.  Equip the Edelweiss with +accuracy items.
    
    Turn 1:
    CP 1-2: Move Edelweiss north towards Selvaria just close enough to fire a smoke
    grenade near her, then turn around and move southeast towards the east
    elevator.
    CP 3-4: Move Lancer #2 north to destroy the Heavy Tank from behind.  After, run
    back behind the building cover.
    CP 5: Move Lancer #1 NE to destroy the Medium Tank.  End their turn standing
    behind the box next to the east elevator.
    CP 6: Move Scout #1 up the east stairs, kill the shocktrooper then get as close
    to the Heavy Gatling as possible.
    CP 7-9: Move Scout #2 up the east stairs and attack the Heavy Gatling 2 times
    with a Team Attack to kill it.  Then activate the elevator and stop south of
    the activation switch to hide.
    CP 10: Move Scout #1 south and then east around the corner, stop behind the
    large tower out of line of sight.
    CP 11-12: Move Shocktrooper east through the elevator, kill the sniper leader,
    then keep running south and east around the corner to kill another sniper
    leader.
    
    If you kept everyone hidden, the enemy will shuffle back and forth with nothing
    to hit.
    
    Turn 2:
    CP 1: Send Shocktrooper north to kill the Heavy Gatling.
    CP 2-3: Move Scout #1 north along the east side to capture the NE flag, open
    the closed gate SW of the flag, then hide by the crates.
    CP 4-7: Move the Edelweiss into the east elevator then move north along the
    path and through the opened gate.  Drop a mortar onto the two scouts by the
    north Flag and kill the Heavy Tank along the way.  Move north one more time and
    fire on the Tank Destroyer.
    CP 8-9: Deploy Sniper and Scout #3
    
    Selvaria should run off into the NW corner if she has nobody to attack.
    
    Turn 3:
    CP 1-6: Move the Edelweiss west and destroy the north Tank Destroyer.  Continue
    west and drop a smoke grenade onto Selvaria.
    CP 7: Move Sniper SW and kill the sniper leader on the other side of the map.
    CP 8-11: Move Scout #3 west across the map to kill the Tank Destroyer.
    CP 12-15: Move Scout #1 west towards Selvaria.  Headshot her from behind twice
    to finish her off.
    
    If you can't manage to kill her during Turn 3, forget about moving any infantry
    in her line of sight until you're confident you can take her down.  You still
    have 5 turns left for an A rank.
    
    Headquarters:
    
    Class Level Training:
    Scout Elite 16
    Shocktrooper Elite 16
    Lancer Elite 16
    Engineer Elite 16
    Sniper Elite 15
    
    You should gain access to the T-MAG 12 Shocktrooper gun, which fires 30 shots.
    
    
    [B26] Chapter 16 "The Maiden's Shield"
    Turns Needed for A Rank: 8
    Objective: Lead Marmosa away from the capital
    Kill Count: 1 Ace
    Mission Total: 87760 EXP, 181560 DCT
    
    Deployment: Alicia
    
    Tactics:
    The objective of this mission is to cause landslides to block off the path
    towards the capital.  Hit the 2 Ragnite canisters by the Old Kloden Road gates.
     This should divert the Marmosa southeast into the Garrison.  Next, hit the 2
    ragnite canisters at the SE end of the map on Kloden Highway.  This should
    divert the Marmosa south into the trap.  Those are the only 4 you need to hit,
    don't hit any others or you'll just slow it down and miss the A rank.
    
    Use Alicia to run around killing infantry and hitting canisters when needed. 
    The Ace is standing at the Marmosas destination point on Old Kloden Road.
    
    The ace weapon is a ZM SG 5(g).
    
    Headquarters:
    
    Class Level Training after finishing Skirmish 8:
    Scout Elite 17
    Shocktrooper Elite 16
    Lancer Elite 17
    Engineer Elite 17
    Sniper Elite 16
    
    
    [B27] Skirmish 8 "Naggiar Plain" Normal
    Turns Needed for A Rank: 6 (Guide uses 3)
    Objective: Capture enemy Base Flag
    Kill Count: 2 Leaders, 1 Heavy Tank, 2 Tank Destroyers
    Mission Total: 71410 EXP, 147250 DCT
    
    Deployment:
    
    West Team:
    
    1  2
     34
    
    1: Scout #1 (Alicia)
    2: Scout #2
    3: Lancer #1 (Largo)
    4: Sniper
    
    East Team:
    
    1  2
     XX
    
    1: Rosie - CP Bonus Only.
    2: Lancer #2
    X: Undeployed
    
    Reserves: Lancer #3
    
    Tactics:
    This skirmish mission is somewhat different from Chapter 13.  There's no more
    aerial bombardment and you get your tanks at the start of the mission, the ace
    has been removed, the leaders are different, and there are two Tank Destroyers
    added mid field.  The Tank Destroyers can be taken out easily with Lancers. 
    The new leaders are one of the shocktroopers by the middle flag that you have
    to kill anyway, and one of the shocktroopers in the far east trench area, which
    is easy enough to reach once you've taken the middle flag.
    
    Turn 1:
    CP 1-2: Move Sniper up the ladder into the sniper nest.  Kill the scout near
    the sniper nest, then the shocktrooper east of the Cannon Bunker.
    CP 3-4: Use Lancer #1 to shoot down the west Tank Destroyer, then run back into
    the trench.
    CP 5-6: Use Lancer #2 to shoot down the east Tank Destroyer, then run back into
    the trench.
    CP 7-9: Move Scout #1 out of the east side of the bottom trench, run north and
    kill the scout, then run into the east side of the top trench.  From there, run
    east and gun down the two shocktroopers on the way to the middle Flag.
    CP 10: Move Scout #2 along the same trench path.
    
    Turn 2:
    CP 1-4: Use Scout #2 to grenade and gun down the shocktroopers by the middle
    Flag then capture it, then head southeast to gun down the shocktrooper.
    CP 5-6: Use Scout #1 to run up near the Base Flag and kill the two
    shocktroopers near the tents.
    CP 7: Deploy Lancer #3
    
    Turn 3:
    CP 1: Send Scout #2 east to kill the shocktrooper leader.
    CP 2-3: Send Lancer #3 to blow up the Heavy Tank
    CP 4: Toss a grenade at the scout and shocktrooper on the Base Flag then
    capture.
    
    
    [B28] Chapter 17 "The Bridge to Hope"
    uNSOu8tzW8M
    Turns Needed for A Rank: 5 (Guide uses 3)
    Objective: Defeat General Jeager
    Kill Count: 4 Leaders, 1 Ace, 1 Medium Tank, 3 Heavy Tanks
    Mission Total: 98570 EXP, 194050 DCT
    
    Deployment:
    
    NE Team:
    
    1
     2
     3
    
    1: Edelweiss
    2: Engineer
    3: Lancer #1 (Largo)
    
    W Team:
    
    12
    
    1: Lancer #2
    2: Scout (Alicia)
    
    SE Team:
    
    123
     45
    
    1: Lancer #3
    2: Shamrock
    3: Lancer #4
    4: Lancer #5
    5: Rosie - CP Bonus Only
    
    Tactics:
    
    Equip your lancers with Theimer B06s or Theimer B05R.  Bring your best lancers
    for lv 17 (only 3 potentials) like Largo, Jann, Audrey, Yoko, and Hector.
    
    The boss takes 10 lancer shots + a tank shot for the armor to break off, then
    two more lancer shots directly on the Radiator.    That means you need 14 CP
    saved up to take the boss out in one turn so he doesn't heal himself, and 4
    lancers who can fire 12 shots without needing to reload.  After every turn the
    boss will attack then fire a smoke grenade on one of the enemy bases.  Enemy
    reinforcements will be deployed at random bases.
    
    Turn 1:
    CP 1-2: Send Lancer #1 NW to destroy the NE Heavy Tank.
    CP 3-4: Send Edelweiss W to drop a mortar round on the shocktrooper by the NE
    Flag.  Stop a little ways into the intersection, short enough that your
    engineer can reach the Edelweiss then run back for cover in 1 CP.
    CP 5: Send Lancer #2 SW to the corner of the south road that the SW heavy tank
    is on.  Stay out of line of sight of the tank.
    CP 6-8: Send Scout NW to the east wall covering the middle Flag - toss a rifle
    grenade at the scout leader through the corner opening.  Afterward run an arc
    north of the middle Flag, avoiding alerting the shocktroopers, then finish off
    the scout leader.  Next run southwest to the SW flag and kill the scout leader
    there, then hide around the corner.
    
    Turn 2:
    CP 1: Send Engineer out to heal Edelweiss once, then run back into hiding
    around the corner.
    CP 2-3: Send Edelweiss west and drop a mortar on the shocktrooper leader by the
    NW Flag.  End the turn with it's back to a wall and radiator covered.
    CP 4: Send Lancer #2 west to kill the SW heavy tank.  Try to hit the radiator
    while up against the north wall.
    CP 5-6: The ace should have ran southeast into the small cul de sac at the
    bottom of the map and crouched behind the sandbags.  Send Scout south behind
    the shocktroopers, then east into the cul de sac.  He will be either facing
    northwest, or northeast - enter from the direction that you can approach him
    from behind.  Drop a grenade on the sandbags but don't get the ace caught in
    the blast radius.  Next move up from behind and headshot him.
    
    Jaeger should move east and fire on Edelweiss.  If not you'll have to delay
    your kill on him while your lancers catch up.  Either way all
    leaders/tanks/aces should be dead by turn 3.  Don't worry if you end up killing
    him on turn 4 or 5.. just save up CP until you feel ready to jump the boss with
    your lancers.
    
    Turn 3:
    CP 1-4: Use Edelweiss to fire on the boss, then move west and blow up the NW
    heavy tank.
    CP 5-17: Send Lancers #1, #3, #4, and #5 at the boss.  Keep firing until he
    blows up.  You do not need to activate any potentials - no Extra Shots or Super
    Anti-Armor required.  If you don't feel up to killing him this turn, just get
    your lancers in position and wait till the next one with a full stock of 20
    CP.
    
    The ace weapon is a ZM MP 5(g).
    
    Headquarters:
    
    Class Level Training:
    Scout Elite 17
    Shocktrooper Elite 16
    Lancer Elite 19
    Engineer Elite 17
    Sniper Elite 16
    
    
    [B29] Chapter 18a "Shadow of the Valkyrur, Marmota's End"
    Turns Needed for A Rank: 5
    Objective: Destroy the Valkof lance
    Kill Count: None
    Mission Total: 95880 EXP, 191040 DCT
    
    Deployment:
    
    Deployment:
    
      1
     2 3
    4 5 6
    7   8
    
    1: Lancer #1 (Largo)
    2: Lancer #2
    3: Lancer #3
    4: Shocktrooper #1 (Rosie)
    5: Lancer #4
    6: Alicia
    7: Shocktrooper #2
    8: Sniper
    
    Tactics:
    
    Equip Largo with the Theimer B05R, as it has slightly higher damage than the
    stock ones.  Equip the Edelweiss with as much Accuracy as possible (+60) to
    make hitting targets easier.
    
    Phase 1 of the mission is to lancer/tank shot the damaged plating, then send a
    scout up onto the Marmosa to destroy the two Heat Sinks, which should make the
    Valkof spear vulnerable to attack.  Phase 2 of the mission is simply to destroy
    the Valkof.  It takes 16 normal lancer shots to take the Valkof out, and only
    the very end tip of the spear can take damage.  The Edelweiss can't aim high
    enough to hit it so you'll have to use lancers.
    
    The 2500 HP Anti-Tank Turrets can be taken out with 1 tank + 3 stock lance
    shots, or 1 tank + 1 Theimer B05R shot + 1 stock lance shot.
    
    Turn 1:
    CP 1-2: Move Sniper behind some sandbags and kill the two Lancers
    CP 3-6: Back the Edelweiss's radiator up against the second inactive tank from
    the left, and fire on the left and right anti-tank turrets.
    CP 7-8: Use Largo to hit the left and right anti-tank turrets.
    CP 9-10: Use Lancer #2 to hit the left and right anti-tank turrets, which
    should destroy both of them.
    
    Turn 2:
    CP 1-2: Snipe the Lancer and the shocktrooper on the Marmosa next to the
    Damaged Plating.
    CP 3: Use Lancer #2 to fire a lancer shot at the Damaged Plating, then head
    towards the ramp.
    CP 4-6: Send Alicia up the damaged plating ramp and up two ladders.  Kill the
    shocktrooper and destroy the Left Heat Sink and Right Heat Sink.
    CP 7-10: Start filing your Lancers up the damage plating ramp.  You should be
    able to get in a few shots on it.
    
    Turns 3-4:
    Finish off the Valkof with lancer fire (you did bring 4 of them, remember?). 
    Feel free to take a few CP to wipe out the shocktroopers/snipers on the
    ground.
    
    Headquarters:
    
    Class Level Training:
    Scout Elite 17
    Shocktrooper Elite 18
    Lancer Elite 19
    Engineer Elite 17
    Sniper Elite 16
    
    
    [B30] Chapter 18b "Shadow of the Valkyrur, Final Showdown"
    Turns Needed for A Rank: 3
    Objective: Defeat Maximilian
    Kill Count: None
    Mission Total: 100440 EXP, 198400 DCT
    
    Deployment:  Rosie, Largo, Alicia, 2 Shocktroopers, and a Sniper.  Place them
    anywhere.
    
    Tactics:
    The way to defeat this boss is to destroy the 3 towers connected to him, which
    will make the boss vulnerable, then take him down to 1/2 health.  The next turn
    he will summon 3 more towers in random spots.  Repeat the same process until
    the boss is dead.
    
    Turn 1:
    CP 1-2: Take out the 2 nearby towers with Rosie.
    CP 3: Snipe the far north tower.
    CP 4+: Drop a smoke grenade on the boss and Team Attack him with shocktroopers.
     He will fall to the far end of the ship once below 1/2 health.
    
    During enemy phase, the boss will walk back to his original spot and make an
    area attack, then reconnect with 3 random towers.
    
    Turn 2:
    CP 1-4: Take down the 3 new towers.
    CP 5+: Drop a smoke grenade on the boss and Team Attack him with shocktroopers
    until dead.
    
    
    Headquarters:
    
    At this point you will have to load a Clear File and start a New Game+.  Once
    you reach Chapter 3, you get most of your roster back plus Mussad, and you can
    continue on to Skirmish 9 Normal, then Skirmish 1-9 Hard.  You could also play
    through some/all of the campaign again and earn some of the best weapons twice,
    get all classes to lv 20, get your full roster back, and unlock some more
    recruits potentials.  You can get your entire roster back by about Chapter 9,
    which is easy enough to blaze through.  From this point on you should just
    assume every class has their 4th battle potential unlocked and they are lv 20
    or close to it.
    
    
    [B31] Skirmish 9 "East Bank of Vasel" Normal
    Turns Needed for A Rank: 3
    Objective: Capture enemy Base Flag
    Kill Count: 4 Leaders, 4 Heavy Tanks
    Mission Total: 84040 EXP, 167440 DCT
    
    Deployment:
    
    NE Team:
    
    1
     2
     3
    
    1: Edelweiss
    2: Lancer #1 (Largo)
    3: Scout
    
    W Team:
    
    12
    
    1: Lancer #2
    2: Sniper
    
    SE Team:
    
    123
     XX
    
    1: Engineer
    2: Shamrock
    3: Rosie - CP Bonus Only
    X: Undeployed
    
    Tactics:
    This level differs quite a bit from Ch 17.  The objective is now to capture a
    Flag at the west end of the map, and the A Rank requirement is 3 turns.  The
    ace is gone, the shocktrooper leader that was on the NW flag is now at the Base
    Flag, and the boss tank has been replaced with a regular heavy tank.  Since you
    don't need to kill the ace, and don't need to cart around an armys worth of
    lancers, the mission is far less difficult than 17.
    
    Turn 1:
    CP 1-2: Send Lancer #1 NW to destroy the NE Heavy Tank.
    CP 3-4: Send Edelweiss west to drop a mortar on the scout leader by the middle
    Flag.
    CP 5-6: Send Scout NW to grenade and gun down the shocktrooper leader by the NE
    Flag.
    CP 7: Send Sniper west to kill the scout by the SW Flag.
    CP 8: Send Lancer #2 SW to the corner of the south road that the SW heavy tank
    is on.  Stay out of line of sight of the tank.
    
    Turn 2:
    CP 1: Send Engineer out to repair Edelweiss then fall back into hiding.
    CP 2: Send Lancer #2 west to destroy the SW heavy tank.
    CP 3-6: Move Edelweiss west, fire mortars on the shocktrooper leader.
    CP 7-8: Move Scout west while hiding out of LOS.
    
    Turn 3:
    CP 1-4: Blow up both tanks with Edelweiss.
    CP 5: Capture the flag with Scout.
    
    
    6. Skirmish Hard Walkthrough
    
    For Hard mode, you'll want to take only the best recruits along.  The following
    recruits have "Ultimate" potentials that activate 100% of the time, making them
    greatly superior to their counterparts (except Alicia if you use Awaken
    Potential).  From this point on, I will be referring to characters by their
    name, as you need that specific troop, not a substitute.  All classes must have
    their 4th battle potential unlocked as well.
    
    Scout: Mussad - Ultimate Evade (he is guaranteed to join on a New Game+)
    Shocktrooper: Alex/Hannes/*Aisha - Ultimate Damage
    Lancer: Jann/Audrey/Elysse - Ultimate Anti-Armor
    Engineer: *Homer/*Herbert
    Sniper: Marina - Ultimate Accuracy
    
    *These 3 characters have Ultimate abilities, but some unfortunately bad
    personal potentials.
    
    Warning!  I will advise you to use Elysse at some points due to her Ultimate
    Anti-Armor, but if you unlock her bad personal potential she will be a worse
    recruit.  If you haven't unlocked it already, refrain from using her until
    you've unlocked everyone elses potentials that you would like to, then don't
    visit Castlefront St again, so it will remain locked (see 2a. General Advice
    for details on personal potential unlocking).
    
    Best weapons in the game outside of the DLC weapons:  All of the Royal weapons
    listed are rewards for completing Chapter 18a and 18b.  Combine the 'Ultimate'
    potential recruits with these weapons and you will have the best recruit/weapon
    combinations in the game.
    
    Scout/Engineer:
    Best accuracy/range weapon: Gallian-S20
    Best anti-personnel weapon: Gallian-A20
    Best anti-armor weapon: Gallian-S20R
    Best overall damage, but poor range/accuracy: ZM Kar 5(g) (Ch 15a Ace reward)
    
    Shocktrooper:
    Best accuracy/range weapon: Mags M30R
    Best anti-personnel weapon: Mags M30R
    Best anti-armor weapon: Mags M30R
    Best overall damage, but poor range/accuracy: ZM MP 5(g) (Ch 17 Ace reward)
    Best Flamethrower: VB FW 2(g) (Rosie's newspaper report mission Ace reward)
    
    Sniper
    Best Rifle: GSR-30R
    
    Lancer:
    Best Anti-Tank Lance: Theimer-M20R
    
    
    [C01] Skirmish 1 "Outskirts of Bruhl" Hard
    DV9Ko88qj3w
    Turns Needed for A Rank: 1
    Objective: Capture enemy Base Flag
    Kill Count: 4 Leaders, 3 Tank Destroyers, 1 Light Tank
    Mission Total: 76840 EXP, 150840 DCT
    
    Deployment:
    
    12
    34
    56
    X
     7
    
    1: Audrey - Theimer M20R equipped
    2: Jann - Theimer M20R equipped
    3: Rosie
    4: Hannes - VB FW 2(g) equipped
    5: Largo - CP Bonus Only
    6: Alicia - CP Bonus Only
    7: Engineer
    X: Undeployed
    
    Tactics:
    
    CP 1-2: Use the Edelweiss to fire a smoke grenade near the front of the bridge
    - do not get the tanks caught in the smoke or you won't be able to fire on them
    later.  Afterward, roll out and bulldoze the shocktrooper leader northeast
    until he is standing next to the sniper leader by the NE Flag.  With your
    remaining movement, try to get the generic shocktroopers to face away from the
    party.
    CP 3-4: Use Audrey to fire on the two NW Tank Destroyers and kill them.  After
    firing on the 2nd tank, use her to make the generic troopers face away from the
    shocktrooper and sniper leader if possible, to provide better cover for the
    next CP.
    CP 5: Use Hannes to flamethrow or grenade the shocktrooper leader and sniper
    leader by the NE flag.
    CP 6: Use Rosie to shoot at the sniper by the NW flag.
    CP 7-8: Use Jann to fire on the two Tank Destroyers from across the river.
    CP 9: Move Engineer across the bridge, disarm any mines they step on.  Proceed
    to headshot the shocktrooper leader on the Base Flag and capture.
    
    
    [C02] Skirmish 2 "Vasel Riverside" Hard
    tUohmiFiLUY
    Turns Needed for A Rank: 5 (Guide uses 3)
    Objective: Capture enemy Base Flag
    Kill Count: 6 Leaders
    Mission Total: 76260 EXP, 152540 DCT
    
    Deployment:
    
     X  1   X
          X
    2   X
     3 4
    
    1: Scout #1
    2: Alicia - CP Bonus Only
    3: Rosie - CP Bonus Only
    4: Largo - CP Bonus Only
    X: Undeployed
    
    Reserves: Scout #2
    
    Tactics:
    Unlike the previous mission, this is more of a slog through the city streets
    against mostly infantry and Gatling guns.  It's hard not to get an A rank while
    also killing all the leaders/tanks, simply because the route is so linear.  The
    basic strategy is to take the Shamrock and a scout and charge through the
    streets.  Unfortunately this mission isn't quite as difficult as Hard 1, since
    you can get a Full A Rank in 3 turns, while the A rank limit is 5.
    
    Equip Scouts with the A20 and equip Shamrock with +Ammo and +Accuracy
    
    Turn 1:
    CP 1-6: Move Shamrock north, avoiding mines and breaking sandbags - try to
    knock into the shocktroopers so they are easy to run past.  The key to doing
    this is that their 'sight' is reset when they are knocked down, so you need to
    bulldoze them at full speed and get away before they 'respot' the Shamrock and
    face north, which is bad for Scout #1.  Drop a mortar round between the two
    sandbags by the NE flag, which should make the lancers stand up.  Next, move
    north into firing range of the Heavy Gatling and drop a mortar round on the
    standing shocktrooper leader.  Finally, destroy the Heavy Gatling next to the
    NE Flag then back up south to block the shocktrooper in the alleyway's LOS.
    CP 7-8: Move Scout north, kill both lancers by the NE Flag, then capture the
    flag, then retreat.
    CP 9: Deploy Scout #2 at the NE flag
    
    Turn 2:
    CP 1-6: Move Shamrock west, run over the crouching shocktrooper leader in front
    of the alley, then fire on the Heavy Gatling by the NW Flag.  Next run over the
    shocktrooper on the NW Flag then gun him down when he stands up, then move
    south towards the east Library alley.  Finally, fire on the Heavy Gatling
    through the east Library alley (make sure you ride over the anti-personnel mine
    and set it off) and back up north up against the shocktrooper by the box.
    CP 7-9: Move Scout #2 west, kill the shocktrooper leader and continue west to
    capture the NW Flag.  Next kill the sniper leader on the building and run
    south.  Finally kill the sniper leader in front of the Library with a grenade
    and run into the east Library alley.
    
    Turn 3:
    CP 1-4: Using Scout #2, kill the Heavy Gatling and Heavy AT Cannon by the Base
    Flag and capture.
    
    
    [C03] Skirmish 3 "Kloden Wildwood" Hard
    LsWVShb5a7o
    Turns Needed for A Rank: 3 (Guide uses 2)
    Objective: Capture enemy Base Flag
    Kill Count: 3 Leaders, 3 Tank Destroyers
    Mission Total: 78930 EXP, 157490 DCT
    
    Deployment:
    
     1
    X2
    X3
    X4
     5
    
    1: Marina
    2: Rosie - CP Bonus Only
    3: Largo - CP Bonus Only
    4: Alicia
    5: Engineer
    
    Reserves: Audrey or Jann with a Theimer M20R equipped
    
    Tactics:
    This mission features lots of Turrets positioned around to attack your infantry
    and tanks, but the number of actual enemies on the map you need to encounter to
    grab the flag is quite small.  Also there are not many leaders or tanks, making
    it easy to get a Full A Rank while capturing in time.  However if you like
    Engineers, this map is for you, as they are very useful in this mission.
    
    Turn 1:
    CP 1: Move Alicia south towards the Old Path, the south most path on the map. 
    Run south through the middle area, turn right and take the small path then
    grenade the two barriers blocking the way.
    CP 2: Move Engineer along the same path as Alicia.
    CP 3-8: Use Edelweiss to blow up the three Heavy AT Cannons on the hill.  End
    Edelweiss' turn facing towards the inside of the base, as there will be a
    lancer leader coming out to attack and Edelweiss needs to kill it with
    interception fire during enemy phase.  If you don't manage to kill it with
    interception fire, there's always Turn 3.
    CP 9: Deploy Audrey/Jann at the south Flag
    
    Turn 2:
    CP 1: Kill the Engineer leader with Marina.
    CP 2-4: Send Audrey/Jann NW to destroy the three Tank Destroyers.
    CP 5-7: Use Engineer to toss three grenades at the Heavy Gatlings on the other
    side of the fallen trees.
    CP 8-9: Use Alicia to drop a grenade on the fallen trees leading up to the Base
    Flag, then run up to the Base Flag and capture.
    
    
    [C04] Skirmish 4 "Barious Desert" Hard
    1Jxt7C-bZh4
    Turns Needed for A Rank: 8 (Guide uses 3)
    Objective: Capture enemy Base Flag
    Kill Count: 4 Leaders, 9 Light Tanks, 1 Heavy Tank, 3 Tank Destroyers
    Mission Total: 84790 EXP, 165190 DCT
    
    Deployment:
    
       1 2
        3
      6 4
       5
    
    1: Audrey - Theimer M20R equipped
    2: Jann - Theimer M20R equipped
    3: Alicia
    4: Rosie - CP Bonus Only
    5: Largo - CP Bonus Only
    6: Marina
    
    Reserves: Engineer
    
    Tactics:
    
    With 8 turns for an A rank, even the slowest turtle strategy is guaranteed
    victory.  Despite the multitude of targets, however, the map can be cleared in
    3 turns if you use Audrey and Jann to one shot the low HP tanks.  If you can't
    finish it in 3 turns, there's always the remaining 5.
    
    Turn 1:
    CP 1-3: Snipe the scout and shocktrooper near the allied base Flag and the
    lancer leader further north.
    CP 4-5: Use Jann to blow up one of the nearby light tanks then head into Trench
    01 and blow up the tank at the end of it.  End his CP out of LOS.
    CP 6-8: Send Audrey north then east to take out the three tanks.  End her CP
    out of LOS.
    
    Turn 2:
    CP 1: Move Alicia east through Trench 01 and kill the scout leader.
    CP 2: Move Audrey northeast and blow up the tank near the middle Flag, then
    continue north.
    CP 3-4: Move Alicia around to kill the shocktrooper leader on the middle Flag
    and capture it, then kill the sniper.
    CP 5-6: Move Jann north twice, fire on the closest tank.
    CP 7: Deploy Engineer at the middle Flag.
    
    Turn 3:
    CP 1: Send Audrey north and blow up the nearest tank.
    CP 2: Run Engineer northwest towards the Base Flag, resupplying Audrey and
    Jann, and healing one of them if needed.
    CP 3-5: Send Jann N and blow up the heavy tank from behind, while taking out
    two light tanks along the way.
    CP 6-7: Send Audrey NW and blow up the last 3 tanks.
    CP 8-9: Send Engineer to the Base Flag to kill the shocktrooper leader then
    capture.
    
    
    [C05] Skirmish 5 "Upper Fouzen" Hard
    FE6wg_7cgcI
    Turns Needed for A Rank: 4 (Guide uses 1)
    Objective: Capture enemy Base Flag
    Kill Count: 2 Leaders, 3 Heavy Tanks
    Mission Total: 82310 EXP, 165110 DCT
    
    Deployment:
    
    1 2 3
      X
       X
    4  56
    
    1: Hannes - VB FW 2(g) equipped
    2: Marina
    3: Alicia - CP Bonus Only
    4: Lancer
    5: Largo - CP Bonus Only
    6: Rosie - CP Bonus Only
    X: Undeployed
    
    Tactics:
    
    All of the action is centered around the enemy base on the lower west area of
    the map.  Unfortunately for them, their defenses are easily penetrated.
    
    Turn 1:
    CP 1: Use Marina to kill the sniper leader.
    CP 2: Move Lancer into the trolley then head to the SE edge and hit the north
    heavy tank's radiator from above, then activate the elevator and ride it down.
    CP 3-4: Move Hannes south and gun down both scouts.
    CP 5-8: Move Lancer south by the Base Flag, destroy the remaining two heavy
    tanks, and capture.
    
    
    [C06] Skirmish 6 "Marberry Shore" Hard
    9KsiejHB7bo
    Turns Needed for A Rank: 10 (Guide uses 4)
    Objective: Capture enemy Base Flag
    Kill Count: 3 Leaders, 1 Heavy Tank, 3 Tank Destroyers
    Mission Total: 84480 EXP, 168560 DCT
    
    Deployment: No initial deployment.
    Reserves: Lancer #1 (Jann, Audrey, or Elysse), Lancer #2 with Lancaar-SH M20
    mortar lance equipped
    
    Tactics:
    Edelweiss needs +4 ammo equipped.  In this mission, Alicia and Largo/Rosie are
    behind enemy lines and much of your first turn or two will be spent trying to
    keep them from dying.  Afterward it's very similar to Chapter 11 or Skirmish 5
    Normal where the Edelweiss fires on enemies from the centre platform while 
    infantry run towards the base.  Random reinforcements will be coming in, so
    it's best to clear the map quickly.
    
    Turn 1:
    CP 1-6: Move Edelweiss and drop a mortar on the scout, then a mortar on the
    shocktroopers facing Alicia and Largo/Rosie.
    CP 7-8: Use Alicia to hit the ragnite casing behind the east Gatling Bunker,
    then kill the sniper.
    
    Turn 2:
    CP 1-4: Move Edelweiss NW and drop a mortar behind the west Gatling Bunker to
    destroy it.  Be careful not to destroy the sandbags Rosie and Largo are hiding
    behind.  Next drop a mortar on the shocktrooper/Heavy Gatling near the N Flag
    which should kill the trooper and wound the Gatling.  Afterward, position the
    Edelweiss to block LOS to Largo and provide interception fire on incoming enemy
    shocktroopers.
    CP 5-7: Use Alicia to kill the weakened Heavy Gatling, grenade and gun down the
    shocktrooper leader by the N Flag, then capture it and hide out of LOS of the
    Tank Destroyer.
    CP 8: Deploy Lancer at the N Flag
    
    Turn 3:
    CP 1-2: Drop a mortar round on the shocktrooper (and any reinforcements that
    may have arrived) by the middle Flag.
    CP 3-4: Move Lancer SW blowing up both Tank Destroyers along the way.
    CP 5: Capture the middle Flag with Alicia.
    CP 6: Deploy Lancer #2 at middle Flag
    
    The enemy may have moved a Base reinforcement out by the front gates.  If so,
    you will have to kill it with Alicia.
    
    Turn 4:
    CP 1-2: Drop a smoke grenade on the east Invulnerable Gun.  
    CP 3: Use Alicia to kill any reinforcement standing by the base gates, then
    hide behind the outer base wall.
    CP 4: Move Lancer #2 south and drop a mortar on the shocktrooper leader, which
    should kill it and also injure the shocktrooper next to it, then move further
    south behind cover.  
    CP 5: Finish off the remaining shocktrooper with Alicia and move forward, it's
    fine to take a little Tank Destroyer interception fire.
    CP 6-8: Move Lancer #1 south and fire on the Tank Destroyer, then hit the heavy
    tanks radiator.  Afterward get the shocktrooper on the Flag to face west.
    CP 9: Move Lancer #2 and drop a mortar on the crouched shocktroopers back so he
    goes flying off the Base Flag area, then run past him to make him face
    north/NW.
    CP 10: Kill the remaining shocktrooper with Alicia and capture.
    
    
    [C07] Skirmish 7 "Windmill Plaza" Hard
    gw_ghn3oHlQ
    Turns Needed for A Rank: 5 (Guide uses 2)
    Objective: Capture enemy Base Flag
    Kill Count: 4 Leaders, 1 Heavy Tank
    Mission Total: 84910 EXP, 171950 DCT
    
    Deployment:
    
    1 2 X
    3 X X
     X 4
    
    1: Alicia
    2: Largo - CP Bonus Only
    3: Rosie - CP Bonus Only
    4: Marina
    X: Undeployed
    
    Equip +accuracy on the Shamrock.  Tread Def is nice but you should only have to
    run over one tank mine and avoid the rest.
    
    Tactics:
    Turn 1:
    CP 1: Kill the sniper leader in the nest with Marina, then run to the allied
    base Flag and retreat.
    CP 2-7: Move the Shamrock south and destroy the Heavy Gatling on the road, then
    keep moving south.  Move slightly southeast and fire at the two Heavy Gatlings
    on the east path, then face the Shamrock towards the heavy tank.  You will have
    to run over the first set of mines, but you can ride between the second set and
    avoid the third set as well.
    
    Largo and Rosie will probably get KOed by snipers, that's ok.
    
    Turn 2:
    CP 1-2: Use Shamrock to blow up the heavy tanks radiator.  Afterward, move NW
    to make the two crouched shocktroopers face SW.
    CP 3-5: Move Alicia south, kill the shocktrooper leader by the middle Flag then
    cut behind the house through the grassy area.  Keep running southeast into the
    east path then around to the Base Flag, kill the sniper leader then capture.
    
    
    [C08] Skirmish 8 "Naggiar Plain" Hard
    Turns Needed for A Rank: 7 (Guide uses 3)
    Objective: Capture enemy Base Flag
    Kill Count: 2 Leaders, 1 Heavy Tank, 1 Tank Destroyer
    Mission Total: 85950 EXP, 179170 DCT
    
    Deployment:
    
    12345
     6XX
    
    1: Rosie - CP Bonus Only 
    2: Largo - CP Bonus Only
    3: Lancer (Jann, Audrey, or Elysse) 
    4: Alicia
    5: Engineer
    6: Marina
    
    Equip the Edelweiss with +60 accuracy.
    
    Tactics:
    They just keep getting stingier with the CP.  With only 6 CP, you'll be limited
    in what you can do each turn, but if you keep your troops hidden, the enemy
    won't have much to do during their turns anyway.
    
    Turn 1:
    CP 1: Send Lancer NW to destroy the tank destroyer, then fall back into the
    trench.
    CP 2-5: Send Edelweiss out to destroy the Heavy Tank - aim for the radiator and
    take two shots.  One of them will most likely hit with +60 accuracy.
    CP 6: Move Alicia to the barricades just outside the trench and grenade herself
    over them.  Move next to the barricades afterward.
    
    Turn 2:
    CP 1: Move Engineer to heal and resupply Alicia then run back into the trench.
    CP 2-3: Move Alicia east, fire at the scout in the trench near the Base Flag
    from above (don't let him spot Alicia).  Head to the east barricades and
    grenade herself over them, then run north towards the edge of the trench.
    CP 4: Send Marina up the ladders into the nest and kill the shocktrooper
    leader.
    
    Turn 3:
    CP 1+: Run Alicia to the base Flag, grenade and gun down all enemies around the
    Base Flag, then capture.
    
    
    [C09] Skirmish 9 "East Bank of Vasel" Hard
    Turns Needed for A Rank: 7 (Guide uses 2)
    Objective: Capture enemy Base Flag
    Kill Count: 1 Leader, 4 Tank Destroyers
    Mission Total: 88010 EXP, 188410 DCT
    
    Deployment:
    
      X
       1
    
     X
    2
     3
    
     X
       4
      5
    
    1: Alicia
    2: Rosie - CP Bonus Only
    3: Largo - CP Bonus Only
    4: Marina
    5: Lancer (Jann, Audrey, or Elysse)
    X: Undeployed
    
    Equip Edelweiss with +60 accuracy.
    
    Tactics:
    
    Turn 1:
    CP 1-2: Move Lancer SE, kill the scout, then move onto the southmost road and
    kill the closest tank destroyer.
    CP 3-6: Move Edelweiss and fire on the tank destroyer twice, then back up back
    to its starting point.
    CP 7-8: Use Marina to kill the sniper in the nest mid way across the map, then
    snipe the NW-most shocktrooper.
    CP 9: Run Alicia NE north of the building by the enemy base Flag.
    
    The enemy will generally advance their troops forward and not cause any real
    threat.  Two lancer reinforcements will show up but none of them should be able
    to get in firing range of your tanks.
    
    Turn 2:
    CP 1-2: Move Lancer east to destroy the remaining two Tank Destroyers.
    CP 3-6: Move Edelweiss east and fire a mortar on the lancer leader and scouts
    around the base Flag.
    CP 7: Snipe the lancer leader with Marina, then fire on the crouched
    shocktrooper facing north by the Base Flag to make him face W/SW.
    CP 8-9: Capture the flag with Alicia.
    
    
    7. Additional DLC Missions
    
    From this point on the game version will be 1.20.  I recommend doing the
    Selvaria missions before the EX Hard skirmishes since you will unlock the Ruhm,
    an extremely powerful shocktrooper gun that basically makes one into a mobile
    Heavy Gatling turret.
    
    Enter the Edy Detachment! Mission
    
    [D01] Enter the Edy Detachment
    0PJi9l4F2qQ
    Turns Needed for A Rank: 4
    Objective 1: Prevent enemies touching the defense zone
    Objective 2 (from Turn 4 onward): Move Edy to the goal at the SE area of the
    map
    Kill Count: 5 Leaders, 2 Light Tanks, 2 Heavy Tanks
    
    Tactics:
    One shocktrooper and scout to the south, one shocktrooper to the west, and one
    scout to the north arrive as reinforcements every enemy turn.  During turn 4 a
    scout will appear at the west end of the map as well.  Enemies will not run
    into the base unless there is nobody making interception fire on them, so
    always have someone facing those spawn points.
    
    Turn 1:
    CP 1: Send Jann north to hit the light tank's radiator.
    CP 2: Use Homer to kill the north scout.
    CP 3: Use Susie to kill the scout west of the light tank and get out of the
    mortar range.
    CP 4-5: Use Marina to kill the scout leader and sniper then run back to
    hiding.
    CP 6-7: Send Lynn to kill the west shocktrooper leader, then head north and up
    the ladder then kill the sniper leader hiding in the grass.
    CP 8: Use Edy to kill the west shocktrooper leader and end her CP facing east
    to make interception fire on incoming reinforcements.
    
    Turn 2:
    CP 1: Use Lynn to kill the north scout from above.
    CP 2-3: Use Jann to kill the shocktrooper next to the light tank, then hit the
    light tank's radiator.
    CP 4: Send Homer to Marina then Jann and heal/resupply him, then end his CP
    behind a tree for cover.
    CP 5-7: Use Marina to kill the shocktrooper leader at the south end of the map
    then run back to hiding.
    CP 8: Send Jann to the wall right next to the heavy tank.
    
    Turn 3:
    CP 1-3: Move Jann west and destroy the heavy tank's radiator, then continue
    south and heal himself.  Finally move around the corner and kill the scout
    leader then run back for cover.
    CP 4-5: Use Homer to kill any remaining reinforcement around the defense point,
    then run towards Jann and heal him.
    CP 6-7: Use Edy to kill any remaining reinforcement then run towards Jann.
    
    Turn 4:
    CP 1: Move Jann southeast and hit the heavy tanks radiator.
    CP 2-3: Move Edy south to the goal point.
    
    
    Behind Her Blue Flame Missions:
    
    Depending on how you finish this mission, your next mission will be either 2a,
    or 2b.  For 2a, defeat the tank with Damon in it by the SW of the map, and for
    2b, do not defeat Damon's tank.  To unlock the Ruhm weapon for the Gallian
    troops usage, you will need to get an A Rank on missions 1 and either 2a or 2b.
     In order to reach Mission 3, you will need to A rank all 3 prior missions - 1,
    2a, and 2b.
    
    [D02] Selvaria 1 - Assault on Ghirlandaio
    KqT5dhbai8g
    Turns Needed for A Rank: 3
    Objective: Capture enemy Base Flag
    Kill Count: 5 Leaders, 4 Gallian Tanks
    
    Deployment:
    
    1   4
     2 5
    3   6
    
    1: Heinz
    2: Adalbert
    3: Elvin
    4: Ernst
    5: Lilja
    6: Kurt
    
    Tactics:
    
    Unfortunately the imperials terrible weapon accuracy makes it difficult to get
    reliable headshots, so you need to compensate by relying on grenades and body
    shots at times.  The enemy will call in reinforcements for every enemy you
    kill.  That means it's good to kill as many as possible to make them waste CP
    on enemy turn and not cause much trouble for your troops.
    
    Turn 1:
    CP 1-2: Move Selvaria east and kill the lancer, then south and kill the second
    shocktrooper.
    CP 3-4: Move Johann east, grenade the scout and sniper, then run south.
    CP 5-7: Use Lilja to headshot the shocktrooper leader, then take two shots at
    the sniper leader (it's too hard to get a headshot without needing to reload).
    CP 8: Move Elvin W and fire on the sniper by the box.
    CP 9: Move Heinz NW and fire on the Gallian tank.
    
    Turn 2:
    CP 1: Move Selvaria south then blow up the enemy tank and keep running around
    north.
    CP 2-3: Follow the same path with Johann.
    CP 4: Use Lilja to fire on the crouching shocktrooper then run back to the base
    Flag.
    CP 5-6: Use Heinz to fire on the NW Gallian tank and finish it off, then head
    south and finish off the crouched shocktrooper.
    CP 7-9: Move Elvin south and fire on the Heavy Gatling.
    Note: You can also send a scout south to take out Damon's Tank.
    
    Turn 3:
    CP 1: Move Elvin west and blow up Damon's tank if you want to go to 2a. 
    Otherwise, do not move him and you will go to 2b.
    CP 2: Use Lilja to kill the shocktrooper  between the barricades near
    Selvaria/Johann.
    CP 3-6: Send Johann north and grenade down the two barricade lines, then toss a
    grenade over the ledge onto the third set of barricades, which should also hit
    the shocktrooper next to them.  Finally, finish off the shocktrooper that just
    took the grenade.
    CP 7-9: Move Selvaria down the stairs towards the Base Flag, kill the
    shocktrooper then the Gallian tank, then capture.
    
    
    [D03] Selvaria 2a - Silencing the Artillery
    FWxVDjNxlZA
    Turns Needed for A Rank: 4 (Guide uses 3)
    Objective 1: Reach Selvaria with Johann
    Objective 2: Reach the destination with Selvaria
    Kill Count: 9 Leaders, 1 Ace, 3 Tanks
    
    Deployment:
    
    123456
    
    1: Kurt
    2: Lilja
    3: Erich
    4: Elvin
    5: Walther
    6: Herbert
    
    Tactics:
    
    Focus on rescuing Selvaria first, as she's needed to finish the mission.  It
    doesn't matter if you capture the Flags or not, but it will stem
    reinforcements, so it's generally a good idea.
    
    Turn 1:
    CP 1-6: Move Imperial Tank south and break the sandbag in front of Mussad, then
    stand in front of him until the Gallian tanks friendly fire kills him from
    behind.  Afterward, fire on the Heavy Gatling next to Mussads position.  Next,
    break the shocktrooper leaders sandbag and fire on the other Heavy Gatling. 
    Finally, fire on the Gatling Turret in the NW base.
    CP 7: Snipe the shocktrooper leader by the Gallian tank.
    CP 8-10: Use Elvin to destroy the Gallian tank by the main gates.  Head down
    then fire twice at ground level.
    CP 11-12: Move Johann down the ladder and south towards the main gates then
    fire on the west Heavy Gatling and hide next to the barricades.
    
    Turn 2:
    One extra CP available in case you miss something.
    CP 1-2: Snipe the shocktrooper next to Selvaria from above then climb down the
    ladder and snipe the shocktrooper leader on the NW Flag.
    CP 3-4: Send Walther to the NW Flag and grenade and gun down the lancer leader,
    then capture.
    CP 5-7: Use Johann to finish off the Heavy Gatling, grenade the wounded
    shocktrooper, grenade the barricade, then rescue Selvaria.  If you don't care
    about killing the leaders/ace/tanks, you can grenade the barricade leading
    south and run selvaria to the destination now.
    CP 8-9: Move Selvaria out of the trenches south slope, run around the tanks
    area of fire and hit its radiator from behind, then go west over the sandbags
    and southeast around the corner.  Next kill the west sniper leader then proceed
    SE, and end her CP facing east just out of LOS of the south enemies.
    CP 10-11: Send Kurt south through the main gate to capture the SW Flag, then
    proceed east towards the SE Flag.  Kill the remaining Heavy Gatling along the
    way.  End his CP crouched behind sandbags.
    
    Turn 3:
    CP 1-4: If Kurt is injured, heal himself first.  Move Kurt east behind the
    shocktrooper leader and crouch behind a sandbag, then grenade and gun him down.
     Next kill the sniper leader and capture the last Flag.
    CP 5-7: Send Johann south to kill any shocktroopers that are alive next to
    Selvaria.
    CP 8-10: Send Selvaria south, kill both Heavy Gatlings then Damon's tank, then
    capture.
    
    
    [D04] Selvaria 2b - Rout of the Gallian Forces
    IgG9tRF7HAU
    Turns Needed for A Rank: 3
    Objective 1: Reach Selvaria with Johann
    Objective 2: Reach the destination with Selvaria
    Kill Count: 9 Leaders, 1 Ace, 3 Tanks
    
    Deployment:
    
    123456
    
    1: Kurt
    2: Erich
    3: Lilja
    4: Herbert
    5: Walther
    6: Elvin
    
    Tactics:
    
    This mission is basically an alternate version of Silencing the Artillery. 
    This can be a tricky mission to get a Full A Rank on, mostly due to the ace who
    is tough to get behind and kill.
    
    Turn 1:
    CP 1-2: Snipe the Gatling Turret from above with a shot from Erich and Lilja.
    CP 3-4: Send Erich down the steps and snipe the shocktrooper leader on the NW
    Flag and west-most shocktrooper.
    CP 5-6: Move the Imperial Tank SW to drop a mortar on the crouching
    shocktrooper leader in the west trench - you can see the sandbags from the map
    view.  This should make the shocktrooper face north so you can headshot him,
    and might take down a barrier or two.
    CP 7-8: Send Kurt into the west trench and grenade the first barricade, then
    headshot the shocktrooper leader from behind.  End his CP out of LOS.
    CP 9-10: Move Johann SW, grenade the lancer leader, then continue into the west
    trench and grenade the next set of barricades.
    CP 11: Use Erich or Lilja to snipe the lancer leader.
    CP 12: Move Walther southeast against the wall behind the Gallian tank.
    
    Turn 2:
    CP 1-2: Use Johann to grenade the final barricade(s) and rescue Selvaria.  If
    you don't care about killing the leaders/ace/tanks, you can run Selvaria to the
    destination right now.
    CP 3-4: Move Elvin SE and destroy the Gallian tank.
    CP 5-7: Move Walther into the east end of the east trench then come out of the
    south end.  Headshot the shocktrooper from whatever position is best (this
    might take 2 CP depending where he is positioned).  Next, throw a grenade at
    the aces back from directly behind him, so he can't dodge.  Afterward
    reposition the ace to face east.
    CP 8: Move Johann east and headshot the ace from behind.
    CP 9-11: Move Selvaria SE to kill the Heavy Gatling by the SE Flag, then the
    tank and sniper leader by the SW flag.  Proceed to capture the SW Flag and move
    east.  End her CP near the south passage leading to the destination.
    CP 12: Capture the NW Flag with anybody.
    
    Turn 3:
    CP 1-6: Finish off any leaders that are still alive and heal Selvaria if
    needed.
    CP 7-9: Send Selvaria south around the west passage to gun down the Heavy
    Gatlings and Damon's Tank, then run to the destination point.  If you are
    having trouble, use a Defense Boost order.
    
    
    [D05] Selvaria 3 - Covert Op "Azure Witch"
    Turns Needed for A Rank: 3
    Objective: Kill all enemies
    Kill Count: 3 Leaders, 3 Tanks
    
    Deployment: All of the red leader troops for CP
    
    Tactics:
    You're given Selvaria's full Valkyria powers here, so you can't really go wrong
    on this mission.  There are bunches of enemies that are meant to be taken out
    at once with the Beam Weapon.  Just go on a rampage with Selvaria and pick off
    stragglers with your snipers and scouts.  Make sure to capture the bases along
    the way to prevent reinforcements.  It's nearly impossible not to A rank this
    mission.
    
    
    8. Skirmish EX Hard DLC Walkthrough (completed in non-numerical order)
    
    Unlike the other skirmishes, the goals in EX Hard vary between kill all enemies
    and bringing Welkin to the destination.  EX Hard shocktroopers and Gatlings
    cause so much damage that firing from range is usually the only way to take
    them out.  There is also a Medium Tank+ in several missions with doubled range
    on most of its weaponry.
    
    I have completed the missions in non-numerical order so that I can acquire
    useful ace weapons that make the proceeding levels more reliable to complete. 
    I am assuming you've got the Ruhm from the Selvaria DLC.  The Ruhm isn't
    necessary, but it does make some missions easier.
    
    
    [E01] Skirmish 1 "Outskirts of Bruhl" EX Hard
    qqaZXw90sDw
    Turns Needed for A Rank: 5 (Guide uses 2)
    Objective: Kill all enemies
    Kill Count: 3 Leaders, 1 Ace, 3 Tank Destroyer, 2 Medium Tanks
    
    Deployment:
    
    1W23
     X456
    
    1: Largo - CP Bonus Only
    2: Jann - Theimer M20R equipped
    3: Hannes - Ruhm and VB FW 2(g) equipped 
    4: Alicia
    5: Rosie
    6: Elysse - Lancaar-SH M20 equipped
    X: Undeployed
    W: Welkin
    
    Tactics:
    
    If you don't have the Ruhm, you can still take out the tank destroyer in one
    round with the M30R, but you will need to use Welkin to kill the sniper leader
    on the windmill, since normal machine guns can't reach that far.
    
    Turn 1:
    CP 1-3: Use Elysse to mortar both Heavy Gatlings on the bridge.  Make sure to
    fire between them or you may not kill one.  Next mortar the crouched scout on
    the bridge and the crouched shocktrooper.
    CP 4: Use Alicia to kill the shocktrooper on the W Flag, then get out of the
    mortar attack range.
    CP 5: Use Welkin to kill the north scout, then run north to the east side of
    the windmill.
    CP 6-7: Use Hannes to kill the shocktrooper leader then move north.  Flamethrow
    the two heavy Gatlings and shocktroopers from the side - aim low to hit all
    four of them.  Afterward, run NW towards the ace behind the windmill.
    CP 8: Use Jann to hit the tank destroyer on the SE flag then move north.
    CP 9: Move Rosie east across the bridge and flamethrow the crouched sniper and
    shocktrooper.  Hug the left side carefully and walk in front of the sniper to
    avoid alerting the shocktrooper.
    
    Turn 2:
    CP 1-3: Move Jann W/NW and destroy the two medium tanks and tank destroyer up
    on the hill.
    CP 4: Use Hannes to destroy the tank destroyer next to him, then run towards
    the ace and make him face NE.
    CP 5: Use Welkin to kill the ace from behind.
    CP 6: Use Hannes or Welkin to kill the sniper leader on the windmill.
    
    You have quite a few free CP available so if you can't kill the ace
    immediately, you have plenty left to set up a good headshot from behind on poor
    Johann.
    
    The ace reward is a ZM Kar 6(g) rifle.  It's got 7 shots and superior damage to
    the A20, but worse aim and range.
    
    
    [E02] Skirmish 2 "Vasel Riverside" EX Hard
    CMvGDfYCDDI
    Turns Needed for A Rank: 3 (Guide uses 2)
    Objective: Welkin reaches the destination
    Kill Count: 4 Leaders, 1 Ace, 2 Tank Destroyers
    
    Deployment:
    
     1 X X
      W 2
    3  X
      4
    
    1: Hannes - Ruhm and VB FW 2(g) equipped 
    2: Rosie
    3: Alicia - CP Bonus Only
    4: Largo - CP Bonus Only
    X: Undeployed
    W: Welkin
    
    Tactics:
    
    This is a pretty easy mission, unfortunately.  The west side of the map is
    practically empty.  You can clear this map in one turn if you don't care about
    the ace/killing the tanks.  The Ruhm really isn't necessary here - if you don't
    have one, bring along the M30R.
    
    Turn 1:
    CP 1: Use Rosie to flamethrow the 3 crouching shocktroopers, then hide in the
    grass.  Make sure to stand back far enough so that the flame is wide enough to
    hit them all.
    CP 2-6: Use Hannes to shoot the shocktrooper leader then run north hugging the
    left wall (avoid the mine).  Keep moving north, go over the sandbag, kill the
    Heavy Gatling in the alley, then flamethrow the shocktrooper leader in the
    alley.  Finally, climb up the ladder and fire at the ace and sniper leader on
    the rooftops.  Apparently this ace sucks at dodging and can be fired at from
    the front.  End his CP out of LOS.
    CP 7: Move Welkin next to Hannes, taking the same route.
    
    Turn 2:
    CP 1-5: Move Hannes to the west Flag and kill both tank destroyers, heal
    himself if needed, then kill the Heavy Gatling in front of the west Library
    alley.
    CP 6-7: Run Welkin to the destination point.
    
    The ace reward is a ZM SG 6(g) sniper rifle.
    
    
    [E03] Skirmish 3 "Kloden Wildwood" EX Hard
    d9gX8OwHpKY
    Turns Needed for A Rank: 4 (Guide uses 3)
    Objective: Welkin reaches the destination
    Kill Count: 2 Leaders, 1 Ace, 2 Medium Tanks, 2 Tank Destroyers
    
    Deployment:
    
    14
    25
    36
     7
    
    1: Hannes - Ruhm and VB FW 2(g) equipped 
    2: Rosie - CP Bonus Only
    3: Alicia
    4: Musaad
    5: Largo - CP Bonus Only
    6: Lancer - Present to absorb sniper fire
    7: Lancer - Present to absorb sniper fire
    
    Welkin - ZM Kar 6(g) equipped
    
    Tactics:
    
    There are many impassable barricades set up that force Welkin to take the
    longest route possible to the base (unless you feel like grenading him over the
    barricades).  There are two 'Medium Tank +' here that have machine guns and
    mortars with enormous range.  The easiest way to clear the map is to send a
    shocktrooper and lancer (if you don't have the Ruhm) west and around to deal
    with the shocktroopers, Gatlings, and tanks that Welkin won't be able to.  If
    you don't have the Ruhm, you'll need to bring a lancer along with your
    shocktrooper to take the 3 tanks down - it's not that much different or
    difficult.
    
    I am aware there are some 'grenade yourself over barriers/off cliffs' things
    that make the map shorter, but this guide is going to cover the way it was
    intended.
    
    Turn 1:
    CP 1-2: Welkin first has to pass between the two large middle buildings that a
    shocktrooper is hiding between.  Move around the barriers and then quickly run
    north past the buildings, which should only scratch Welkin a bit.  Keep running
    out of the rear base gate and up the hill, then kill both snipers in one attack
    by lining up a body shot.  Finally, keep running west and grenade the set of
    barricades, then head down the hill but stay out of LOS of the shocktrooper.
    CP 3-8: Move Hannes west and shoot down the shocktrooper beside the tent, then
    keep going west.  Next, there is a shocktrooper hiding in the grass to the
    west.  You can flamethrow it before it spots you, but you will have to fire
    blind (fire just after passing the ragnite casing).  Afterward, crawl to the
    end of the grass in front of the Heavy Gatlings.  Next, flamethrow both Heavy
    Gatlings - aim in between them to hit both.  Finally, run out around the corner
    and blow up all three tanks from behind.
    
    Turn 2:
    CP 1-4: Move Hannes east, grenade the fallen tree, gun down the Heavy Gatling
    and capture the flag, then proceed east.  Kill both shocktroopers along the
    path leading to Welkin, then move towards the ace.
    CP 5-6: Use Welkin to grenade the fallen trees then run west towards the allied
    base Flag, killing the Heavy AT Cannon along the way.
    CP 7-8: Move Alicia southeast and fire two times at the tank destroyers
    radiator to kill it.
    
    Turn 3:
    CP 1: Use Alicia to drop a rifle grenade on the ace to make him face NE.
    CP 2: Move Hannes behind the ace and headshot him.
    CP 3-4: Move Mussad NE along the north path, grenade and gun down the
    shocktrooper leader there.
    CP 5-6: Move Welkin to the allied base Flag and finish.
    
    The ace reward is a ZM MP 6(g) shocktrooper machine gun.  It has the best
    anti-personnel damage in the game for a shocktrooper, but its range and
    accuracy are poor.
    
    
    [E04] Skirmish 4 "Barious Desert" EX Hard
    05b4PJe-KJs
    Turns Needed for A Rank: 8 (Guide uses 3)
    Objective: Kill all enemies
    Kill Count: 3 Leaders, 1 Ace, 1 Medium Tank, 1 Heavy Tank, 9 Tank Destroyers
    
    Deployment:
    
    West Team:
    
     1 2
      3
    
      4
    5
    
    1: Jann - Theimer M20R equipped
    2: Audrey - Theimer M20R equipped
    3: Elysse - Theimer M10R equipped
    4: Alicia - ZM Kar 6(g) equipped
    5: Rosie - CP Bonus Only
    
    East Team:
    
     1
    2
    
    1: Marina
    2: Largo - CP Bonus Only
    
    Tactics:
    
    There is a sandstorm that occurs every other turn starting on the first turn. 
    Taking out enemy snipers is top priority, followed by keeping your lancers
    moving ahead so they can blow things up without wasting a turn with nothing to
    shoot at.
    
    Turn 1:
    CP 1: Use Welkin to kill the shocktrooper in the L shaped wall north of the
    start position, then move NW to the next L shaped wall.
    CP 2: Move Elysse NE and kill the tank N of start spot.  Don't venture too far
    north.
    CP 3: Move Audrey NE and kill the tank between Trench 01 and 02.  Don't venture
    too far north.
    CP 4: Use Jann to kill the shocktrooper at the L shaped wall with Welkin (team
    attack), then move E.
    CP 5-6: Use Alicia to kill scout leader through Trench 01 then proceed north. 
    Next, kill the shocktrooper leader on the middle Flag, then afterward move to
    the west side of the debris south of Trench 03.  During enemy phase, Alicia
    should intercept fire on the scout near the debris to get noticed, then the
    scout will fire on Alicia, and Alicia should counterattack and kill the scout.
    CP 7: Use Audrey to kill the tank at the east end of Trench 01.
    CP 8: Use Marina to snipe the sniper on the tower next to the middle Flag then
    run for cover.
    
    Turn 2:
    CP 1: Use Jann to kill the tank destroyer south of Trench 04.
    CP 2: Use Elysse to kill the tank destroyer in between the Trench 04
    barricades.
    CP 3: Use Audrey to kill the anti-tank cannon by the middle Flag.
    CP 4: Use Marina to snipe the sniper near the north Flag then run for cover.
    CP 5-8: Use Alicia to grenade and gun down the shocktrooper leader by the north
    flag, then run behind the tank destroyer and kill it, then capture the flag and
    stand to the left of the flagpole (to avoid sniper LOS).
    
    Turn 3:
    CP 1: Use Alicia to grenade the sniper nest that the ace is in, which will
    knock him out of it, then get in position for a headshot.
    CP 2-3: Move Audrey east to blow up the tank destroyer and heavy tank's
    radiator.
    CP 4-6: Move Jann north to blow up the medium tank and both tank destroyers.
    CP 7-8: Move Alicia south and kill the scout hiding in the debris next to
    Trench 04.
    
    If you can't make it in 3 turns, there's still 5 more turns for an A rank.  The
    ace reward is a ZM SG 6(g) sniper rifle.
    
    
    [E05] Skirmish 6 "Marberry Shore" EX Hard
    aBSAf2u9n-A
    Turns Needed for A Rank: 5 (Guide uses 3)
    Objective: Welkin reaches the destination
    Kill Count: 6 Leaders, 1 Ace, 2 Tank Destroyers, 1 Heavy Tank
    
    Deployment:
    
    Largo - Lancaar-SH M20 equipped
    Rosie - VB FW 2(g) equipped
    Welkin - ZM Kar 6(g) equipped
    
    West Team: Alex - Mags M30R and VB FW 2(g) equipped
    
    Reserves: Jann, Marina
    
    Tactics:
    
    I decided not to use the Ruhm for the mission because it was getting a little
    out of hand how it can  single handedly wipe out entire groups of enemies (just
    didn't feel very challenging).  If you use the Ruhm all you need to do for Turn
    2 is charge Hannes/Alex north and destroy everything.
    
    Turn 1:
    CP 1: Use Rosie to step on the grenade overlooking the trench and fall into it.
     She doesn't need to activate Strong-Willed to survive any interception fire,
    although it does activate often anyway.  Climb up the right side and flamethrow
    the large group of shocktroopers and gatling bunker/turret.  Stand right by the
    corner of the Gatling Bunker and aim low between the two west shocktroopers
    (see video).
    CP 2-3: Use Largo to mortar the shocktrooper in the trench then shocktrooper
    facing south, then move south and make the ace face north (don't end Largo's CP
    too close to the ace, though).
    CP 4-5: Use Alex to run north and shoot down the sniper leader then flamethrow
    the ace from behind, then run north past him so he faces north yet again.
    CP 6: Move Welkin NE, capture the beach Flag, finish off the ace from behind
    (if he is still alive), then head into the trench.
    CP 7: Deploy Jann
    
    Turn 2:
    
    At this point if you are using the Ruhm, feel free to charge into the north
    area and destroy everything with it.  If you are not using the Ruhm, continue
    onward.
    
    CP 1-2: Use Welkin to grenade the east crouching shocktrooper (fire it behind
    him so he moves south), then head into the trench towards the shocktrooper
    leader and kill him.
    CP 3-4: Use Rosie to gun down the shocktrooper then flamethrow the Gatling
    turret.
    CP 5: Move Jann NE and fire on the heavy tank.
    CP 6: Move Alex north and finish off the heavy tanks radiator.
    CP 7: Use Jann to destroy the north Heavy Gatling.
    CP 8: Use Alex to destroy the remaining Heavy Gatling and capture the flag,
    then get out the crouched shocktrooper leaders firing range.
    CP 9: Deploy Marina
    
    The enemy should move its 3 shocktrooper reinforcements near the west Gatling
    Bunker.
    
    Turn 3:
    CP 1: Use Welkin to drop a rifle grenade on the crouched shocktrooper leader. 
    At this point you can finish the shocktrooper leader off and end the mission,
    or keep going to kill a couple extra enemies.
    CP 2-5: Use Alex to flamethrow the Gatling Bunker and enough of the
    shocktroopers to clear a path SW, then shoot down the two tanks.
    CP 6: Use Marina to snipe the sniper leader.
    CP 7: Use Welkin to kill the shocktrooper leader and run to the destination.
    
    The ace reward is a ATR-X1 sniper rifle.  This rifle has very poor accuracy,
    poor range, and poor anti-personnel damage, but 800 anti-armor damage, making
    it perfect for ranged sniping on armored targets.
    
    
    [E06] Skirmish 8 "Naggiar Plain" EX Hard
    2DC4olaluPM
    Turns Needed for A Rank: 6 (Guide uses 3)
    Objective: Welkin reaches the destination
    Kill Count: 2 Leaders, 1 Ace, 1 Heavy Tank
    
    Deployment:
    
    W1234
     5XX
    
    W: Welkin - Gallian A-20 equipped
    1: Largo - CP Bonus Only
    2: Marina - ATR-X1 (Anti-Tank) equipped
    3: Alicia - ZM Kar 6(g) equipped
    4: Knute - Gallian A-20 equipped
    5: Rosie - CP Bonus Only
    X: Undeployed
    
    Tactics:
    
    This mission makes use of the ATR-X1 (Anti-Tank) sniper rifle found off the
    Skirmish 6 EX Hard Ace.  You can grenade Welkin/Engineer over the barriers for
    a 1 turn capture, but this guide will be taking the long route.
    
    Turn 1:
    CP 1: Move Marina north and snipe the Heavy Gatling next to the crouched
    shocktrooper leader.  It's ok if she steps on the mine.
    CP 2: Move Alicia north and drop a rifle grenade on the crouched shocktrooper
    leader.
    CP 3-4: Move Knute north and and disarm the mine underneath Marina, proceed
    north into the trench and heal himself.  Keep going north, resupply Alicia,
    disarm the mines in front of Alicia, and shoot at the shocktrooper leader.  End
    his CP out of Heavy Gatling LOS.
    CP 5-6: Send Welkin north into the trench, heal himself, and shoot the scout
    north of Alicia/Knute.  End his CP at the corner of the trench leading to the
    ace.
    CP 7: Move Marina NE towards the tank trench, snipe the heavy tanks radiator to
    destroy it, then go into the trench to get out of LOS.
    
    The enemy should always move its shocktrooper leader west along the trench.
    
    Turn 2:
    CP 1: Move Knute up the ladder to kill the shocktrooper leader, then continue
    east near the opposite ladder.
    CP 2: Move Alicia up the ladder to kill the Heavy Gatling near the opposite
    ladder.
    CP 3: Use Knute to kill the scout near the ace and continue east.
    CP 4-6: Use Alicia to kill the Heavy Gatling in the middle area from around the
    corner, then run up the ladder next to the ace.  Grenade the sniper nest then
    headshot the ace when they fall out.  Climb down the ladder afterward.
    CP 7: Use Welkin to attack the Heavy Gatling to the east.
    CP 8: Use Knute to finish off the Heavy Gatling then proceed east.
    CP 9: Use Welkin to gun down the scout to the east then proceed south.
    
    Turn 3:
    CP 1: Move Marina out of hiding to kill the Heavy Gatling near the snipers.
    CP 2-4: Move Knute through the trench and kill the 350 HP Heavy Gatling, then
    kill the last Heavy Gatling in the trench near the destination.
    CP 5-6: Move Welkin to the destination.
    
    The ace reward is a VB PL XX(g) lance.  This lance has fairly poor damage, but
    the 'B' level aim makes up for it.  It will be very useful for the upcoming
    Skirmish 5.
    
    
    [E07] Skirmish 5 "Upper Fouzen" EX Hard
    7b9oel8BxzY
    Turns Needed for A Rank: 6 (Guide uses 3)
    Objective: Welkin reaches the destination
    Kill Count: 4 Leaders, 1 Ace, 6 Medium Tanks
    
    Deployment:
    
     1 W
      2
    3  X
    
    1: Hannes - VB FW 2(g) equipped
    2: Sniper - GSR-30R equipped
    3: Marina - ATR-X1 (Anti-Tank) equipped.  This sniper rifle is dropped off the
    Skirmish 6 EX Hard ace.
    W: Welkin - Gallian A-20 equipped
    X: Undeployed
    
    Largo - VB PL XX(g) lance equipped.  This lance is dropped off the Skirmish 8
    EX Hard ace.
    
    
    Reserves: Alex - Ruhm equipped
    
    As you can tell, you will need to have the Skirmish 6 and 8 EX weapons to
    reliably complete this mission.
    
    Tactics:
    
    In this mission there are several obstacles.  6 Medium Tank+ will rain
    interception fire on just about everyone, the map is packed with snipers, and
    there are 3 groups of enemies that must be dealt with to reach the destination.
     To take the Medium Tank+ out, use Largo's B aim lance on the right side, and
    Marina's ATR-X1 (Anti-Tank) on the left side.  Keep everyone out of sniper LOS.
     Use your snipers to take out distant targets like snipers, Gatlings, and
    shocktroopers.  Use a shocktrooper to flamethrow and distract the middle group
    of enemies to provide cover for Welkin, deploy another shocktrooper with the
    Ruhm at the allied flag to take care of the Gatlings and scout, then move
    Welkin, and the trooper towards the destination.
    
    If you don't have the Ruhm, you'll have to use Alicia or Welkin to kill one of
    the heavy Gatlings on Turn 2.  This should take 2 CP with a Gallian A-20
    instead of 1 CP with the Ruhm.
    
    Turn 1:
    CP 1: Use Rosie to kill the shocktrooper then activate the Bridge 05 elevator. 
    End her CP out of sniper LOS.
    CP 2-4: Move Largo east to use the Bridge 05 lift then kill the 3 right tanks
    with the VB PL XX(g).  End his CP out of sniper LOS.
    CP 5: Move Welkin south and shoot the scout leader by the Bridge 04 elevator. 
    End his CP out of sniper LOS.
    CP 6-7: Use Sniper to headshot the NW sniper and ace from behind.  End her CP
    out of sniper LOS.
    CP 8: Use Marina to take the SW trolley and snipe the east-most tank on the
    left side.  End her CP out of sniper LOS.
    CP 9: Move Hannes over the sandbags (do not stand up, keep crouched) and
    flamethrow the scout leader and scout.  Afterward, get the attention of the
    shocktrooper and make it face W/SW so that it won't spot Welkin as he runs past
    next turn.
    CP 10: Deploy Alex at the allied flag
    
    Turn 2:
    CP 1-3: Use Marina to take the SW trolley, snipe one of the heavy Gatlings,
    then head north and snipe the remaining two medium tanks.
    CP 4-5: Use Sniper to kill the sniper leader on the west end of the map, then
    move south and kill the sniper SE of Bridge 05.  End his CP near the Bridge 04
    elevator to stay out of sniper LOS.
    CP 6-7: Move Alex west and kill the remaining Heavy Gatling and scout, then
    keep moving and crouch at the west side of the sandbag in front of the trolley
    steps to get out of the snipers LOS.
    CP 8-10: Move Welkin to activate the bridge 04 elevator, ride it down, kill the
    scout or heal himself, then take the SE trolley, activate the base elevator and
    ride it up, then continue west down the ramp.  Heal himself and/or Alex along
    the way.
    
    Turn 3:
    CP on this turn is pretty relaxed so feel free to take extra CP to heal up or
    do whatever necessary to reach the destination.
    
    CP 1: Use Sniper to kill the shocktrooper reinforcement at the destination.
    CP 2-3: Move Alex (should be at full health) down to the two crouched scouts
    and flamethrow them or gun them down.
    CP 4-5: Move Welkin to the destination, killing the scout reinforcement along
    the way.
    
    The ace reward is a ZM Kar 7(g) rifle.  It's just like the ZM Kar 6(g) except
    the damage is even better.  This is the best scout/engineer rifle for close
    range shooting of any kind.
    
    
    [E08] Skirmish 7 "Windmill Plaza" EX Hard
    wbyMTsx0MUk
    Turns Needed for A Rank: 3 (Guide uses 2)
    Objective: Welkin reaches the destination
    Kill Count: 5 Leaders, 1 Ace, 3 Tank Destroyers
    
    Deployment:
    
    X X X
    W 1 2
     3 4
    
    1: Rosie
    2: Alicia - ZM Kar 7(g) equipped
    3: Jann - Theimer M20R equipped
    4: Largo - VB PL XX(g) equipped
    W: Welkin - ZM Kar 6(g) equipped
    X: Undeployed
    
    Tactics:
    
    The basic plan here is to send someone who can take out the heavy Gatlings on
    the way to the destination, while firing lancer shots at the tank destroyers
    and anything else that gets in the way.  This is a fairly simple skirmish
    compared to the other ones.
    
    Turn 1:
    CP 1-2: Move Largo SE and kill the two heavy Gatlings at the SE of the map,
    then crouch into the grass and move south.
    CP 3-4: Move Alicia SE, crouch into the grass, then kill the next Heavy
    Gatling.  Move SE into the other patch of grass, crawl past the crouched
    shocktrooper, then run up onto the debris by the barricades and kill it. 
    Afterward crouch back into the grass next to Largo.
    CP 5: Move Welkin SE and grenade the barricades, then crouch in the grass.
    CP 6: Move Rosie south and kill the sniper leader, then move east to get out of
    sniper LOS.
    CP 7-8: Move Jann SE and crouch in the grass.
    
    The ace should move NE towards Alicia/Welkin.
    
    Turn 2:
    CP 1: Move Jann west and kill the tank destroyer right next to
    Alicia/Welkin/etc. then move south to make the ace face SW.
    CP 2-4: Move Alicia W and kill the ace, the north tank destroyer and the
    crouched shocktrooper leader. 
    CP 5-6: Move Largo SW and destroy both heavy Gatlings near the destination.
    CP 7-8: Use Welkin to kill the south tank destroyer then run to the
    destination.
    
    The ace reward is a ZM Kar 6(g) rifle.  It's got 7 shots and superior damage to
    the A20, but worse aim and range.
    
    
    [E09] Skirmish 9 "East Bank of Vasel" EX Hard
    125GowltJCY
    Turns Needed for A Rank: 6 (Guide uses 2)
    Objective: Kill all enemies
    Kill Count: 5 Leaders, 1 Ace, 3 Light Tanks, 1 Tank Destroyer
    
    Deployment:
    
    1
     2
    
     W
    3
     4
    
    56
     7
    
    1: Rosie
    2: Alex - ZM MP 6(g) equipped
    3: Alicia - ZM Kar 6(g) equipped
    4: Mussad - ZM Kar 7(g) equipped
    5: Audrey - Theimer M20R equipped
    6: Hannes - Ruhm equipped
    7: Largo - CP Bonus Only
    W: Welkin
    
    Tactics:
    
    If you want to finish this map quickly, you'll need flamethrowers and lined up
    shots for double kills.  In order to finish in 2 turns before reinforcements
    show up everywhere, you need to spend 16 CP to kill 21 enemies.  That means you
    need to make 5 attacks that kill 2 enemies at once, and you can't spend any CP
    where an enemy doesn't get killed.
    
    If you don't have the Ruhm, you will probably have to complete the mission in 3
    turns.  If you are going for 3 turns, capture as many enemy flags as possible
    by turn 2 to limit reinforcements.  You should be able to capture every flag
    but the far east one, which will limit the reinforcements to 2.
    
    Turn 1:
    CP 1: Move Rosie NW and flamethrow the two shocktroopers then capture the NW
    flag.
    CP 2: Move Welkin NE onto the mine (try to stay as out of LOS as possible) then
    shoot down the N sniper on the roof.
    CP 3-5: Use Alex to run east around the rubble and kill the two scouts with one
    attack.  Next, kill the ace, then proceed south behind the two south
    shocktroopers crouched in a row.  Fire at them from behind to kill them both in
    one shot, then proceed east and hide behind the tent.
    CP 6: Move Mussad NE up the north building ladder and crouch by the sandbags,
    then fire on the shocktrooper.  He will activate Power Scout with all the
    enemies around (13 enemies, so it's pretty much guaranteed) and be able to kill
    it with one attack.
    CP 7: Use Audrey to kill the tank destroyer on the SW flag.
    CP 8: Move Alicia south and face the crouched shocktrooper from the east. 
    During enemy phase it will flamethrow her, but even if it does full damage she
    won't get killed by it.  Afterward her counterattack will kill it.
    
    Turn 2:
    CP 1: Move Alex east and kill the sniper and crouched shocktrooper leader at
    the middle flag in one attack.
    CP 2-4: Move Hannes east (move over the sandbags for extra movement), kill the
    west crouched shocktrooper, the east sniper, then both light tanks radiators
    lined up in a row, then the south shocktrooper at the east end.
    CP 5: Move Mussad south and kill the light tank leader, then run east into
    shocktrooper leader attack range and quickly end his turn before getting shot
    up.  Make sure he's close enough to Hannes that they can do team attacks.
    CP 6-8: Move Hannes east and finish off the remaining shocktroopers with Mussad
    helping.
    
    The ace reward is a VB FW XX(g) flamethrower, which is very effective against
    armored targets.