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    Walkthrough by MJEmirzian

    Version: 3 | Updated: 06/30/10 | Search Guide | Bookmark Guide

    Military Madness: Neo Nectaris iPhone/iPod Touch Walkthrough
    Matthew Emirzian
    Revision: 3
    Screenshots for the walkthrough can be found at this link:
    Check out the original Neo Nectaris for TG-16 here:
    Each stage is rated in difficulty from 1 to 4 stars. 1 star being short and
    easy with relatively little strategy, and 4 stars being relatively difficult
    with some specific, complex, or adaptive strategies needed. The more stars a
    stage has, the more explanation is required due to the complexity of the 
    Neutral Factories (yellow in color) are named from A to E in either a north to
    south direction or a west to east direction across the map. Take a look at the
    map before beginning and familiarize yourself with the location of each factory
    so you know what the guide is talking about when it refers to Factory A,
    Factory B, etc.
    Turns Taken is the number of turns it took me to complete each stage without
    save/load abusing. Feel free to try to beat these numbers.
    Mission Strategy and Standard Tactics:
    1. Rush and claim as many factories as possible, while using ZOC to deny the
    enemy factories. Even if an enemy captures a factory, you can still re-capture
    it on the next turn and gain whatever is left in it, including the enemy
    infantry inside. Blocking the hexes around factories will prevent the enemy
    from deploying their units while you work to capture it for yourself. Whether
    you win or lose the stage is usually determined by the first few turns of
    factory conquest. There are very few stages where it is more efficient to
    capture the enemy's Base instead of claiming factories.
    2. Retreat your injured units into factories or repair with Teknik units, while
    using ZOC to deny enemy retreat. Of course the best way to prevent enemy
    retreat is to kill the unit.
    3. Surround enemies for the battle support bonus, which allows you to take down
    powerful enemies while suffering minimal losses. Remember that you need the
    enemy unit pinned down in two parallel hexes to cut its defense and attack in
    half. For example, an enemy surrounded on its N and S hexes, NW and SE hexes,
    or its SW and NE hexes. Any unit can provide support, even airtriggers and
    pelicans that don't have an attack, so use them for supporting whenever needed.
    An effective strategy is to move a unit next to an enemy without attacking it
    (press the Abort button), then attack it from the opposite side for the support
    bonus. Air units are especially useful for getting around behind an enemy for
    support attacks due to their high movement range.
    4. All other standard tactical level strategies apply: Use terrain to your
    advantage, attack targets with units they are weak against, distract the CPU
    with bait units, keep vulnerable and necessary units out of enemy attack range,
    hold enemies off in chokepoints, etc. Bait units include infantry and
    transports like mules and charlies that no longer have any purpose, but also
    anti-air units that no longer have any air units left to kill, like falcons,
    hawkeyes, and seekers. These are strategies that are useful in almost any
    tactical level game.
    5. You do not ever have to save/reload abuse to complete the game. Don't make
    yourself miserable save/reload abusing to get combat results or CPU behavior,
    instead improve your strategy. I did not save/reload abuse at all to finish
    this guide and this walkthrough doesn't rely on it or ask you to do it. There
    are random elements to the CPU's behavior, but I have tried to point out how to
    react to the most common random parts of a stage.
    48 Stage Walkthrough:
    Stage 01: SHEKEL
    Difficulty: **
    Turns Taken: 8
    Position your infantry in front to absorb hits, then surround each enemy for
    the support bonus. Get in position to attack the Lenet on enemy Base before
    moving in to attack using support attacks.
    Stage 02: RUPIAH
    Difficulty: *
    Turns Taken: 6
    Keep your Kilroy on your Base. Surround the bridge hex with 3 of your units and
    grind down the tanks as they approach.
    Stage 03: DOLLAR
    Difficulty: * 1/2
    Turns Taken: 10
    Move your infantry forward relentlessly, regardless of casualties. Try to move
    onto defensive terrain whenever possible.
    Stage 04: PESETA
    Difficulty: **
    Turns Taken: 11
    Neutral Factories: A, B (west to east)
    Deploy your Polar and Grizzly first. Head south along the road to capture
    Factory A. Hold the enemy back near Factory B, and close off the north road
    leading to your Base. Retreat your injured units into the factory to repair and
    keep grinding down the tanks using support attacks. Be prepared for enemy tanks
    coming from the south road as well.
    Stage 05: FORINT
    Difficulty: * 1/2
    Turns Taken: 6
    Neutral Factories: A, B (north to south)
    Deploy your Polar, Grizzly, Falcon, Hawkeye, and Rabbit. Capture Factory B and
    engage the enemy using standard tactics (see Mission Strategy). Lure the hunter
    in with your Charlie on defensive terrain surrounded by support then kill it on
    the next turn with your Hawkeye, Falcon, and Lynx. If an enemy infantry gets
    near your factory, make sure to shoot it down with your Hadrian, Eagle, Rabbit,
    etc. Once again retreat your units into factories if they're injured.
    Stage 06: ESCUDO
    Difficulty: ***
    Turns Taken: 9
    Neutral Factories: A, B, C (west to east)
    Proceed east with all of your units. Move your Charlie to Factory A and your
    Mule with Kilroy inside to Factory B. Capture Factory A and get your Kilroy
    right next to Factory B on Turn 3. Make sure your Kilroy can't be attacked by
    more than one Hunter by surrounding it with your ground units. On the next
    turn, focus on killing the two Hunters using every anti-air unit you have, and
    make sure they don't retreat to a factory. It's ok if you lose your Kilroy as
    long as you keep the enemy off Factory B and your Charlie is still alive. Watch
    out for the enemy Hawkeye and Atlas artillery while you move east.
    Stage 07: AGOROT
    Difficulty: ***
    Turns Taken: 7
    Neutral Factories: A, B, C (west to east)
    Move your Charlie near Factory A southwest, out of enemy attack range but still
    able to capture the factory on the next turn. Move your other infantry south
    towards Factory C and protect them with your airtrigger and ground units.
    Deploy your tanks and Airtrigger from Factory A (along the west hexes) then
    send them south to attack the southmost Aegis and blockade the Charlie from
    getting to Factory B. Deploy your Charlie from Factory A then allow the enemy
    Kilroy to capture it, then recapture it for yourself to recruit the Kilroy.
    Keep moving south with your group of gauntlets and other ground units, making
    sure your gauntlets stay near an infantry to keep firing. Use your Airtriggers
    as bait to keep your other units healthy or capture/blockade factory spots. If
    you lose Factory B it's ok, you just have more enemies to kill and the map will
    take longer.
    Stage 08: DINARS
    Difficulty: * 1/2
    Turns Taken: 7
    Neutral Factories: A, B (west to east)
    Use your Pelicans and Kilroys as bait for the enemy air units while your
    Falcons attack and take them out. Capture Factory A and deploy your Giants and
    start attacking the other Giants or incoming Kilroys. Once the enemy air units
    are down (besides the Pelicans), send your Pelican east for a Base capture.
    Stage 09: SATANG
    Difficulty: **
    Turns Taken: 11
    Neutral Factories: A, B, C, D (north to south)
    Move your predeployed Charlie south to Factory B. Deploy your Grizzly, Polar,
    and Charlie on the east facing hexes. Move your Airtrigger, loaded Mule, and
    deployed ground units east to blockade and capture Factory A. The CPU will
    capture Factory A before your infantry can reach it, so surround it with as
    many units as possible so the CPU can only deploy two units before you can
    capture it. After cleaning up that mess, move from Factories A and B to C -
    surround the enemy Giants with your ample number of air units and destroy them.
    Move your Eagle south to destroy the Mule headed for Factory D if needed.
    Usually the CPU will be threatened and park its Mule on its Base instead of
    moving out with it.
    Stage 10: HALERS
    Difficulty: ** 1/2
    Turns Taken: 8
    Neutral Factories: A, B, C (west to east)
    Use your Atlas and Lenet to attack the Trigger. Move your Teknik to Factory C.
    Load your Charlie into the Pelican and move to Factory B. From Factory C deploy
    the Pelican and load a Time Bomb into it, then head towards enemy Base. Load
    your Factory B Charlie back into the other Pelican and head towards enemy Base.
    Defend Factory C from incoming enemies using your Atlas, Teknik, and Gauntlets.
    Empty out Factory B without regard to survival, because the CPU will show up
    and claim it eventually. Just make sure to kill the enemy Lenet hanging around
    so you can capture the Base safely. Drop off the Time Bomb next to the trigger,
    wait for it to explode, then move in with your Charlie to capture.
    Stage 11: PAISAS
    Difficulty: ** 1/2
    Turns Taken: 8
    Neutral Factories: A, B, C (west to east)
    Move your loaded Mule, Panther, Rabbit, and Lynx towards Factory B. Retreat
    your Charlie near Factory C westward. Deploy your initial factory units and
    move them towards Factory B. Capture Factory B with your Panther and deploy the
    Eagle, Grizzly, and Polar and drop your Charlie off near Factory B. Do not
    bother trying to capture Factory A or C. The enemy Charlie will capture Factory
    B on the next turn, so re-capture it with your Charlie then kill the deployed
    enemy Panther. Move your Eagle north to kill the Charlie headed west for
    Factory A. Once you've killed all enemy infantry, focus on eliminating the
    remaining enemy forces using standard tactics.
    Stage 12: GROSZY
    Difficulty: **
    Turns Taken: 8
    Neutral Factories: A (only one factory)
    The enemy hunters don't move unless there's something in their range, so you
    can avoid fighting them all at once. Send your Falcons and Eagles to Factory A
    and start killing the enemy Eagles. Remember to finish off injured enemies or
    they will fly back to a factory for repairs. Use your infantry and airtriggers
    as bait to absorb hits and fly your injured air units back to factories to be
    repaired. Prevent the enemy from capturing Factory A and grab it for yourself.
    By about turn 3 just about every enemy air unit should be dead. Once you have
    the middle factory just push north and capture the enemy Base.
    Stage 13: MARDUK
    Difficulty: ***
    Turns Taken: 9
    Neutral Factories: A (only one factory)
    Deploy your Charlie and Kilroy on the east facing hexes so they can reach
    Factory A more quickly. Head east towards Factory A and start taking out enemy
    tanks. You should be able to capture Factory A on turn 3 with your Charlie.
    Deploy your Polar on the southeast hex so it takes the brunt of the artillery
    damage. If the enemy captures Factory A just re-capture it with one of your
    infantry so you get a free unit. Don't be afraid to retreat 5-6HP units back to
    be repaired. Don't bother killing the triggers, just work around them. Once
    there's only a few enemies left, move east and finish the map off.
    Stage 14: ARBELA
    Difficulty: *** 1/2
    Turns Taken: 8
    Neutral Factories: A, B (north to south)
    This is one of the most random stages in the game in terms of CPU behavior.
    Move your Charlie near Factory A one hex NW, but don't attack. Take out the
    Lenet NW of your Charlie using your Gauntlet, Grizzly, and Bison. Attack the
    Slagger with your Slagger to injure it. Keep your Charlie near your Base safe.
    Try your best not to let any enemy retreat into a factory. That means not
    attacking an enemy if you know you'll probably just injure it and allow it to
    escape. There are a couple of random factors in this stage. The enemy Octopus
    usually retreats, but rarely it will move forward aggressively, which can be a
    lot of trouble. The enemy will capture Factory B and deploy its units.
    Attack the enemy Eagle with your Falcon - this might barely dent it, or do a
    ton of damage. Keep killing the enemy tanks around Factory A. Move your Charlie
    near Factory A one hex NW onto the 30% defense hex, and move your Charlie near
    your Base into an exposed spot as bait. Before the Kilroy captures Factory A,
    camp the two deployment hexes by Factory A to the NW and SW of the Factory.
    This will prevent the enemy from deploying anything while your Charlie moves in
    to capture it. Move one of your tanks NW of Factory A on Turn 2 because enemies
    may get in your way during Turn 3.
    The CPU will probably kill one of your Charlies, but that's ok as long as
    there's still one left. Just keep Factory As deployment spots camped while
    killing the Eagle and Hunter. One more random factor is that the CPU may start
    moving its Giant west, which can be a hassle to deal with. Try to capture
    Factory A asap so you have the bomber to help deal with it. Once the Eagle and
    Hunter are dead and you have Factory A there should only be a tank or two left
    plus the Octopus, Hawkeye, Giant, Aegis, and Kilroy.
    Stage 15: KHUSRO
    Difficulty: ***
    Turns Taken: 13
    Neutral Factories: A, B, C, D (north to south)
    The CPU will capture Factory A and B, while you need to capture Factory C and
    D. The enemy Kilroy may head for Factory B or it may retreat to enemy Base. If
    the Kilroy retreats then you can capture Factory B before the enemy Charlie
    reaches it, making the stage much easier. This guide is written assuming the
    Kilroy captures Factory B, since it's the more difficult situation.
    Move your Charlie and Kilroy north while staying out of Hunter range. Kill the
    Hunters as they come in with your Falcon and Seeker and don't let them retreat.
    Kill the Octopus asap, even if it means putting a unit or two into Atlas attack
    range. Once the Octopus is dead, fall back a bit so you have some room to work
    on the tanks. One enemy will end up camping enemy Base, it's usually the Rabbit
    since it has a high movement range. Load your Charlie into the Pelican at
    Factory D and head for Factory A. Use your infantry, Falcon, and Pelican as
    bait once their purpose has been served. Drop the time bomb next to the Giant
    and keep it distracted with your Mule. The bomb will take out the Giant with
    it, saving you a lot of hassle. Don't be afraid to retreat 1-5 HP units back to
    your factory for repairs. After only the artillery remain, capture Factory B so
    you have a place to retreat your units taking heavy damage, and use your
    infantry as bait.
    Stage 16: SAFFAH
    Difficulty: *** 1/2
    Turns Taken: 13
    Neutral Factories: A, B, C, D (north to south)
    The enemy will capture Factory A and B and you need to capture C and D. Move
    your Teknic to Factory C (while staying out of Hunter range) and your Kilroy to
    Factory D. Kill the first Hunter with your Seeker, Eagle, and Lynx. Drop your
    Aegis off south of Factory C, otherwise just keep it in the Mule until you see
    a good opportunity. From Factory C, deploy the Giant NE, Hawkeye SE, and
    Pelican S. The 2 Hunters will hit the Pelican as bait and you can easily
    dispatch them. Empty out Factory C and let the Charlie capture it so you can
    recapture it and grab an extra Charlie.
    Once the enemy air units are dead, use your Eagle and Hunter to start bombing
    the artillery while you hold out against tanks coming towards Factory D using
    your own artillery. Use your Falcon, Hawkeye, Mule, and infantry as bait once
    their purpose has been served. Advance at your own pace and take out the Giant,
    Biospyder, and various artillery.
    Stage 17: MEDICI
    Difficulty: **
    Turns Taken: 11
    Neutral Factories: A, B (north to south)
    Blockade the Panther from reaching Factory A with your Eagle and Falcon, using
    your Lynx as bait for the Seeker. Capture Factory B with your Teknik and move a
    Pelican loaded with Teknik and Airtrigger up towards Factory A. Kill the Seeker
    asap. Move your Seeker towards Factory A. Drop your Teknik off and protect it
    with your air units. Use the Pelican and Hawkeye as bait for the Biohawk and
    Hunter, then kill both of them. You might lose a unit or two in the process but
    with Factory A reinforcements and your Seeker arriving from Factory B you'll
    have the upper hand.
    Stage 18: CORTES
    Difficulty: ***
    Turns Taken: 14
    Neutral Factories: A (only one factory)
    Deploy your two Airtriggers and Lynx and send your Teknik to Factory A. Set
    yourself up in a defensive position around Factory A and your Base. Drop the
    Trigger near your Aegis or on your Base. Grind down your opponents using
    standard tactics - ducking into factories, using bait units, support attacks,
    etc. Use the Airtriggers to blockade enemy movement, use your infantry,
    Pelican, Mule, and Hawkeye as bait, and keep the enemy Panther from riding up
    to your Base. Once the invasion force is taken care of, you still have to kill
    the two hunters and panther, so hopefully you have some anti-air support left.
    Repair in the factory then head east to engage them using standard tactics.
    Stage 19: ARMADA
    Difficulty: ***
    Turns Taken: 13
    Neutral Factories: A, B (west to east)
    Move your Charlie to Factory A, staying on defensive terrain. Position the
    Bison and Airtrigger next to the Charlie for support so it survives the Hunter
    attack. Surround the Hunter on Turn 2 so your Charlie can reach Factory A. Move
    your Eagles east to blockade Factory B and kill the incoming Kilroy and
    Panther. At your northmost factory, your goal is to distract some enemies into
    moving NW instead of SW towards Factory A, which divides and weakens the enemy
    forces. Keep deploying and retreating units to distract the incoming Hunter and
    two Slaggers. Once the Slaggers are in range of your northmost factory on Turn
    3, hide everyone inside so the Slaggers have nothing to hit.
    It's pretty safe to assume the enemy will lose at least one unit on turn 4 to
    volcanoes as it tries to approach Factory A. Once you have your Factory A units
    out and you've blockaded Factory B, start killing the Hunters and incoming
    enemies using standard tactics - support attacks, repairs, etc. If you took a
    lot of unit losses, try capturing Factory B and using the units in there to
    help finish the map off.
    Stage 20: MOZALT
    Difficulty: **
    Turns Taken: 12
    Neutral Factories: A, B (west to east)
    The enemy will capture Factory B while you grab A. Wait for the enemy to
    approach you so you don't have to deal with the artillery fire. Use standard
    bait, support, repair tactics. Drop your Atlas near the enemy Aegis to help
    clear the way.
    Stage 21: THEIRS
    Difficulty: **
    Turns Taken: 10
    Neutral Factories: A, B, C, D, E (north to south)
    You're at a big advantage here infantry-wise. Spread out and capture Factory A,
    C, D, and E with your Panthers. Capture C first, then move one Panther to A,
    one Panther past D to E, and your 3rd Panther to D. Destroy the trigger by
    Factory D using your airtrigger and grizzly to clear the way. Most of the
    combat will take place around Factory D, so move all of your units towards it.
    Once you have your 4 factories, take out the enemy with overwhelming force.
    Stage 22: FUHRER
    Difficulty: ****
    Turns Taken: 11
    Neutral Factories: A, B, C, D (west to east)
    The enemy will capture Factory D while you capture A, B, and C. Move your
    Rabbit south to blockade Factory A and kill the Kilroy. Move your Panther just
    out of Biospyder range (see screenshot 1) Start attacking the Biospyder with
    your Grizzly and Polar, with your Airtrigger supporting from the south. Deploy
    your Pelican to the S or SE and load your Teknic into the Pelican. Move your
    Panther next to the Biotrigger on its way to Factory B. Move the rest of your
    units southeast covering the Biospyder (see screenshot 1). The enemy Hunter
    should attack your Airtrigger and the Biospyder will do whatever. The CPU will
    randomly choose a unit to camp its Base with. It could be a loaded Pelican, a
    Biounit, or anything. The CPU is also pretty random with how aggressive it is
    with its Hadrian, and it will move its Panther and Pelicans to random locations
    at random times - be ready to deal with it.
    On turn 2, kill the Hunter and Biospyder and capture Factory B with your
    Panther. From Factory B, deploy the Trigger SW, Atlas NW, and tanks in the
    other two spots. Move your Lynx onto the north road to dissuade the enemy
    Panther from 
    possibly riding up into your Base. Drop your Teknic off as shown in screenshot
    2. This will cause the enemy Seeker to attack the Teknic from a position where
    the Teknic can move in and capture Factory C on Turn 3. Redeploy your Panther
    and send it to Factory A. If an enemy is about to capture Factory C, try
    killing it with your Atlas and tanks. Prepare for incoming enemies on Turn 3 by
    placing bait units out in front in separated positions so the enemies don't
    clump together too much which will make it harder to surround and kill them.
    Turns 4-7 you will have to deal with a Hunter, 2 Biohawks, 2 Biohulks, a
    Biospyder, Panther, Pelican, Kilroy, and Hadrian. Focus on killing the air
    units and infantry while blockading the Biohulks with your strongest tanks or
    infantry bait. The CPU will still be flying Pelicans around the map so keep
    your Base safe. It's important to keep your air units alive because they are
    needed to get around behind the enemy for support attacks. You will lose some
    units but as long as your tactics are solid you can finish off everything and
    still have a sizable force to finish off enemy HQ.
    Stage 23: MONROE
    Difficulty: *** 1/2
    Turns Taken: 14
    Neutral Factories: A, B, C, D (west to east)
    The enemy will take Factory D while you can claim A, B, and C. Deploy a Falcon
    and Teknic. Start moving your Teknic north towards Factory A. Load your Pelican
    up and head for Factory B, then deploy the Charlie in B to head to Factory C.
    Pick up your Teknic and drop it by Factory A, then pick up the Atlas and drop
    it near Factory B or C. The enemy doesn't have much in the way of air units so
    use your Falcons as support or bait. Most of the fighting will take place
    around Factory B. Don't lose your tanks and keep surrounding and destroying
    incoming enemies. Once you've fended off the bioenemies from Factory C, it
    might be faster to go for a HQ capture with your air units if there are enemies
    scattered around elsewhere that can't catch up.
    Stage 24: ADVENT
    Difficulty: *
    Turns Taken: 5
    Load your Charlie into the Pelican, deploy the Falcon, then fly east to the
    Base for a quick capture. 
    Stage 25: LEKEHS
    Turns Taken: 9
    Difficulty: ** 1/2
    Place your tanks on the hills north of your Base and wear down your enemies
    defensively. Use your Teknic to keep your tanks healthy. The Octopus will
    probably start moving so kill off the tanks quickly so you don't take a lot of
    ranged damage. After that just head to the Base and eliminate the remaining
    Stage 26: HAIPUR
    Turns Taken: 15
    Difficulty: ** 1/2
    Move your Charlie onto your Base and send everyone else east to blockade the
    bridge. Attack from the 30% defensive terrain next to the bridge while your
    other units provide support. If more than one enemy infantry heads to your
    Base, send a unit back to help defend it.
    Stage 27: RALLOD
    Turns Taken: 18
    Difficulty: ***
    Start out playing defensively, using the 30% hexes for your tanks and 40% hexes
    for your Charlie. Use support bonuses whenever possible. Once you've killed a
    tank or two and the rabbit, start heading north along the road. The AI should
    hopefully send one tank at a time while keeping its Octopus away. If the AI
    plays aggressively and advances its Octopus to cover your Base area or if it
    sends multiple tanks, or if you take unlucky amounts of damage, you're screwed.
    Try to take only minimal damage before advancing on the Octopus. Once only the
    Octopus, Atlas, and Lenet on enemy Base remain, advance on the Octopus. Use
    your Charlie and Hadrian as bait while your tanks keep attacking. You'll
    usually survive this map with only 2-3 badly damaged units alive.
    Stage 28: ATESEP
    Turns Taken: 9
    Difficulty: **
    Neutral Factories: A, B (north to south)
    Send your Grizzly and one Charlie along the south road towards Factory B. Send
    all other tanks, artillery, and the other Charlie north to Factory A. Use your
    Atlas and Grizzly to destroy the M-77 Trigger.
    At Factory A, the enemy may capture it, but as long as you kill the nearby
    tank(s) you can then camp the factory deployment spots while your Charlie
    catches up to recapture. At Factory B, use your Grizzly as a distraction while
    your Charlie runs up the hills to capture. Once you have both factories, the
    mission is over.
    Stage 29: TNIROF
    Turns Taken: 7
    Difficulty: **
    Neutral Factories: A, B (west to east)
    Deploy all your Bisons. Send one Charlie to Factory B, while rushing all other
    units to Factory A. The CPU will capture Factory A and probably deploy the
    Hunter, but just keep forcing your way in. Try to get your anti-air units in
    position to hit the Hunter. Camp the Factory A deployment spots and blockade
    while your Charlie moves in for Factory A. Once you have both factories, the
    mission is over.
    Stage 30: ODUCSE
    Turns Taken: 10
    Difficulty: ** 1/2
    Neutral Factories: A, B, C (west to east)
    Move east to Factory A. Attack the Atlas with your Slagger. The CPU might send
    units after your Slagger, or it might ignore it entirely. It's preferable that
    the Giant moves west so that your Slagger can stay alive camping the enemy HQ,
    because it will be able to kill quite a few tanks before it goes down. Either
    way, Factory C will be captured and you'll have to deal with the Giant 
    Grind down the enemy tanks using support attacks and capture factory B. If the
    Giant has an enemy behind it, focus on killing that enemy behind the Giant
    first, so you can surround the Giant with more units before trying to take it
    down. Use the Bomber and Airtrigger to help with support attacks.
    Stage 31: TOROGA
    Turns Taken: 8
    Difficulty: **
    Neutral Factories: A, B, C (west to east)
    Deploy your Bisons first - send them towards Factory C. Move your Charlies to
    Factories A and C while splitting your tanks up east and west. Send 2-3 tanks
    towards Factory C to kill the Slagger. Position your ranged units to kill the
    Atlas once it's deployed from Factory B. Close in on Factory B with your tons
    of units and finish the mission off using standard tactics.
    Stage 32: SRANID
    Turns Taken: 10
    Difficulty: **
    Neutral Factories: A, B (north to south)
    The Hunter will attack your Trigger, so use that opportunity to surround it
    with your Falcon and Rabbit for the kill. Allow 2 or more hexes to gang up on
    the nearby Slagger for a kill so your Charlie can capture Factory A sooner.
    Move your Falcon to block access to Factory B while your Charlie moves up to
    capture it. If the CPU captures Factory B you'll still have tons of firepower
    to clear out the tanks with.
    Stage 33: GNATAS
    Turns Taken: 9
    Difficulty: ** 1/2
    Neutral Factories: A, B, C, D (west to east)
    Deploy a Pelican, Falcon, Seeker, Hawkeye, and Panther. Load your nearby
    Charlie into the Pelican and send it to Factory B. Send your other Charlie
    south to Factory A. Move your anti-air units south to engage the Hunters. Give
    the hunters a bait unit so they move north towards your anti-airs. Move your
    Panther east to Factory D. Once the Hunters are dead proceed to Factory C and
    prevent the CPU from capturing it. Clear out the Factory C area, capture it,
    then proceed onward to the enemy HQ with all 4 factories captured.
    Stage 34: SRELAH
    Turns Taken: 10
    Difficulty: ** 1/2
    Neutral Factories: A, B, C, D (west to east)
    Load your Pelicans up and send them towards Factories A and B. Hold off the
    Slagger and Charlie from Factory B with your Pelicans. If the Charlie gets
    Factory B just recapture it while sitting on the deployment spots. Don't deploy
    any Factory B units southeast into Atlas range. Ignore anything going on with
    Factories C and D.
    Once you've cleared out most of the tanks by Factory B, you have two strategies
    you can try. If there's nothing by the enemy HQ, load up Charlies and and go
    for a quick HQ capture. If there are enemies camping the enemy HQ, load up
    tanks and drop them by the Atlases near enemy HQ, and go for a slower HQ
    capture with tanks rolling in.
    Stage 35: SASIAP
    Turns Taken: 9
    Difficulty: **
    Neutral Factories: A, B, C (west to east)
    Deploy your air units and Bison first and send them to blockade Factory C. Have
    your Eagle attack the deployed Atlas while your Falcons and Bison plug the road
    to Factory C. Move your lone Bison around the chasm to fend off the Charlie and
    Slagger headed for Factory A. Don't advance the Factory A bison too far ahead
    or you'll draw the attention of an enemy tank. Move your two Kilroys towards
    Factory B and fight the incoming Slagger from defensive terrain.
    Once the Hunter is down and your 2nd round of deployed units catches up to
    Factory C (around turn 5), move your Eagle towards Factory A to help fend off
    the infantry and tank. If your Kilroys die against the Slagger, send the Eagle
    over to finish the task. Don't worry about capturing any factories, kill
    Stage 36: YZSORG
    Turns Taken: 11
    Difficulty: ** 1/2
    Neutral Factories: A (only one factory)
    Deploy all you've got except the time bomb and merge into the centre area. Load
    the Atlas into a Pelican and leave the other Pelican empty. Use your empty mule
    as a ghetto anti-air in case you really need it. Send the empty Pelican west to
    pick up the Charlie and drop it near Factory A when you see an opening. Your
    first two targets are the Hunters - keep out of the attack range of one hunter,
    while providing the empty pelican as bait for the other hunter so you don't
    have to deal with both at once. As long as you surround the pelican with 4-5
    units for support, it won't die from the hunter attack. Drop the Atlas near
    Factory A and kill/blockade the enemy Charlies from capturing if necessary.
    Don't worry if your Pelicans get blown up after the Charlie and Atlas are
    dropped off.
    Once you've got Factory A, you've pretty much won the mission. Move north up
    the centre, bomb the artillery, surround and destroy the giants, and destroy
    everything at enemy HQ.
    Stage 37: KUDRAM
    Turns Taken: 7
    Difficulty: **
    Neutral Factories: A
    Start by destroying the enemy Atlas, Octopus, Hawkeye, and air units. Protect
    your own ranged units with airtriggers, charlies, and the pelican. This is a
    test of basic tactics of which unit is most effective against which. Once most
    of the enemies are dead, go after the Biounits and capture Factory A. Your own
    Biounits are similarly overpowered so feel free to stick them in front.
    Stage 38: ALEBRA
    Turns Taken: 12
    Difficulty: *****
    Neutral Factories: A, B (north to south)
    The CPU will capture Factory A, while you need to capture Factory B. Move your
    Charlie 2 south, 1 southeast, then cross the chasm to capture Factory A. Attack
    the Lynx with your Bison then move it onto your HQ. Deploy your Hadrian then
    retreat it when threatened by 3 or more tanks. From Factory B deploy two Polars
    and the Rabbit. On the next turn (turn 4), empty out Factory B and allow the
    enemy Kilroy to capture it, so you can recapture it and recruit the Kilroy to
    your side.
    You need to sacrifice your Bison on your HQ because the Charlie that captured
    Factory A will start marching towards it if there's no unit guarding it.
    However if you do have your Bison on your HQ, the Charlie won't advance towards
    it even after your Bison dies, so it's a necessary sacrifice. The Charlie may
    start moving forward again around turn 9 or 10, but by then you should be able
    to push out and kill it.
    Once you have both Kilroys on turn 5, you'll still have to kill 7 tanks, a
    charlie, and an octopus. Keep repairing and redeploying, grinding down the
    tanks. Feel free to redeploy your Hadrian if it can tank a hit or two without
    dying, so your tanks have less to deal with. Once the Octopus has nothing to
    attack, it will move even closer. Once it moves in closer, your two Kilroys
    should be tanking its attacks, shuffling in and out of Factory B. The northwest
    deployment hex by Factory B is extremely dangerous - try to avoid placing any
    units there if there are lots of tanks around, because they will gang up with
    superior terrain and blow up even a full health Polar.
    Stage 39: ORSUHK
    Turns Taken: 15
    Difficulty: *** 1/2
    Neutral Factories: A, B, C, D (north to south)
    First deploy your Charlie, Polar, and Bison. The CPU will almost always capture
    Factory A and B, while you need to capture Factory C and D. Don't count on
    being able to capture Factory B. Send your Charlies to Factory C and D and your
    Kilroy to Factory D. Take out the Trigger near Factory D so you can use the
    deployment spot that is out of Aegis range. Stick to the defensive terrain
    around Factory D and just try to stay alive over by Factory C. You'll likely be
    too busy with the Trigger and tanks to kill the octopus quickly, so use your
    infantry to absorb its attacks whenever possible by ducking in and out of
    factories. Once the Trigger is down start ducking units into Factory D and
    wearing down the enemy's superior numbers. Don't be afraid to sacrifice an
    infantry to keep your tanks alive. Once you've killed the tanks you'll still
    need a couple units left to take out the Aegis and Atlas, since you will likely
    lose a few units trying to destroy them due to difficult terrain and
    overlapping firing ranges. 
    Stage 40: HAFFAS
    Turns Taken: 15
    Difficulty: ***
    Neutral Factories: A, B, C, D (north to south)
    Move your Charlie north to claim Factory B. Send your other units east to
    quickly destroy the Bison then blockade the enemy Charlie headed for Factory C.
    The CPU will capture Factory A eventually, but sometimes it delays for a bit.
    At Factory B deploy the time bomb in the middle hex and your biounits to the
    sides. Move your Charlie east towards Factory C. Leave your biounits and maybe
    a tank by your Base to fend off capture attempts. Once you have the units from
    both Factory B and C, you will have an overwhelming force to push north to
    enemy Base with no need to bother with Factory D.
    Stage 41: ICIDEM
    Turns Taken: 8
    Difficulty: *
    Neutral Factories: A, B (north to south)
    Deploy your Polar, Bison, and Charlie and head east to Factory A. Blockade the
    enemy Charlie and capture Factory A, then proceed east to enemy Base with an
    overwhelming force.
    Stage 42: SETROC
    Turns Taken: 12
    Difficulty: **
    Neutral Factories: A (only one factory)
    Head to Factory A and capture it. Cross the bridge to enemy Base with all of
    your units. Use your biohulk and eagles to take out air units while your tanks
    provide support bonuses. Blockade the south route to the enemy Base if a lot of
    enemies start moving north.
    Stage 43: ADAMRA
    Turns Taken: 9
    Difficulty: **
    Neutral Factories: A, B (west to east)
    Deploy your Pelican and deploy your Polar into it. Move the Pelican northeast
    and drop off the Polar, then load the Charlie into it. Move all of your ground
    units towards enemy Base. Send your tanks over the rough terrain while
    distracting the Hunter with your artillery. Once you clear out around the enemy
    Base, drop your Charlie and go for a Base capture.
    Stage 44: TLAZOM
    Turns Taken: 8
    Difficulty: *
    Neutral Factories: A, B (west to east)
    Send your Panther initially on the map towards Factory B, and send your
    deployed Panther to Factory A. Capture both factories ahead of the enemy and
    head for enemy Base.
    Stage 45: SREIHT
    Turns Taken: 8
    Difficulty: ** 1/2
    Neutral Factories: A, B, C, D, E (west to east)
    Move your Charlie to Factory B. Most of the fighting will take place around
    Factory C and D, so split your units up towards those two spots. Deploy your
    Airtrigger, Eagle, Rabbit, and Biospyder first. Move your eagle and airtrigger
    southeast to blockade the enemy from reaching Factory E. The wildcards are the
    Biospyder and Biohawk, which may move to either Factory C or D - send your
    Biospyder and Giant after them. Send your Charlie from factory B to the enemy
    Base for a capture just in case the enemy captures Factory E. By turn 8 there
    should just be the Biospyder left with your army marching to enemy Base, or if
    the enemy captured Factory E, you can still go for a Base capture while keeping
    the enemy busy.
    Stage 46: RERHUF
    Turns Taken: 7
    Difficulty: *
    Neutral Factories: A, B, C, D (west to east)
    Start by capturing Factory A. Deploy your two Pelicans loaded with Charlies and
    capture Factories B and C. Blockade Factory D with air unit(s) while closing in
    on enemy Base with an overwhelming force.
    Stage 47: EORNOM
    Turns Taken: 9
    Difficulty: ** 1/2
    Neutral Factories: A, B, C, D (west to east)
    Send your Charlie north to Factory A, send your Kilroy northeast to Factory B,
    and send your Pelican w/ Charlie to Factory C to simultaneously block the enemy
    Charlie and capture. The enemy will capture Factory D while you capture A, C,
    then B. Deploy your air units from Factory A first and try to protect your
    Kilroy headed for Factory B from incoming tanks. Move your Pelican back to your
    initial factory to grab the Atlas. Close in on the enemy with overwhelming
    force from your 3 factories.
    Stage 48: TNEVDA
    Turns Taken: 19
    Difficulty: ****
    Neutral Factories: A, B, C, D (west to east)
    Load your Kilroy into your Pelican and deploy your Charlie on the northeast
    hex. Move your Charlie to Factory A and your Pelican to Factory B. After
    capturing Factory B, load your Pelican up again and capture Factory C. Gather
    your ground units between Factory A and B. Make sure you have a bioenemy
    surrounded by 4 or 5 units before bothering to attack it. Use your Charlies,
    Kilroy, Hawkeyes, and Pelican as bait to absorb hits. Don't let your Rabbits
    get destroyed - they have low armor but give a lot of support damage when
    surrounding an enemy. Kill enemies quickly with 2-4 attacks - if you build up
    their rank they will be nearly impossible to kill. Don't be afraid to back up a
    bit and lure enemies onto weaker terrain and away from the Atlases.
    To capture Factory D, throw your tanks from Factory C in the enemy's path then
    move your Factory C Charlie in for the capture. Be careful though because
    bioenemies will gang up on anything you deploy at Factory D until you've
    thinned things out. Attack with your normal units whenever possible because you
    can heal them, your biounits have limited HP. Around turn 15 all the bioenemies
    except the Biohawk should be dead, so go ahead and capture the enemy Base or
    kill everything. It helps if your Pelican is still alive to drop off a Charlie,
    but it doesn't really matter.

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