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    FAQ/Walkthrough by evilbob65535

    Version: 1.81 | Updated: 02/09/15 | Search Guide | Bookmark Guide

    Valkyria Chronicles:  Walkthrough and Max Rank Guide
    Written by Jason Long (evilbob)
    Copyright (c)2015 Jason Long.  All rights reserved.
    Version 1.81.  Last Updated 02-09-2015
    This guide may not be reposted, in whole or in part, without my written 
    permission.  The only website that has permission to display this FAQ is 
    gameFAQs.com.  For questions contact me at evilbob65535 at yahoo dot com.
          Searchable Table of Contents
    Copy, Control+F, and Paste the codes in [] to search for something quickly.
    0. Version History                             [0VERH]
    1. What This Guide Does                        [1WTGD]
    2. Tactics - a Crash Course                    [2TACT]
      2a. Speed Matters for XP - Not Tactics       [2SPED]
      2b. Killing Enemy Leaders is Also Important  [2KILL]
      2c. Your Leaders and Command Points          [2LEAD]
      2d. Shoot Them in the Head                   [2SHOT]
      2e. Other Battle Advice                      [2BATL]
      2f. Save Constantly                          [2SAVE]
      2g. Differences with the PC Version          [2PCDF]
    3. Headquarters                                [3HDQT]
      3a. Command Room - Who to Recruit            [3COMD]
      3b. Training Grounds - How to Level          [3TRAN]
      3c. R&D - What Weapons to Use                [3RDWP]
      3d. The Writing on the Wall                  [3WRIT]
      3e. The Cemetery                             [3CEMT]
      3f. Audience Hall                            [3AUDH]
    4. Other Tips                                  [4OTIP]
      4a. Orders                                   [4ORDR]
      4b. Touching Dead Enemies                    [4TDED]
      4c. Capturing Weapons                        [4CAPW]
      4d. Personalities                            [4PERS]
      4e. Potentials                               [4POTE]
      4f. New Game "Plus"                          [4NGPS]
    5. Episodes                                    [5EPIS]
      Prologue                                     [5E000]
      Episode 1 - In Defense of Bruhl (A and B)    [5E001]
      Episode 2 - Escape from Bruhl                [5E002]
      Episode 3 - Vasel Urban Warfare              [5E003]
      Episode 4 - Operation Cloudburst             [5E004]
      Episode 5 - The Kloden Wildwood              [5E005]
      Episode 6 - A Desert Encounter               [5E006]
      Episode 7 - The Battle at Barious            [5E007]
      Episode 8a - The Woodland Snare ("Life")     [5E08A]
      Episode 8b - The Woodland Snare
                   ("Reunion in the Forest")       [5E08B]
      Episode 9 - A Midsummer Incident             [5E009]
      Episode 10a - Liberation of Fouzen
                    ("Infiltration of Fouzen")     [5E10A]
      Episode 10b - Liberation of Fouzen
                    ("Liberation of Fouzen")       [5E10B]
      Episode 11 - The Marberry Shore              [5E011]
      Episode 12 - The Fight for Bruhl             [5E012]
      Episode 13 - The Clash at Naggiar            [5E013]
      Episode 14 - Loss Within Victory             [5E014]
      Episode 15a - Citadel Ghirlandaio
                    ("Fight for Ghirlandaio")      [5E15A]
      Episode 15b - Citadel Ghirlandaio
                    ("Selvaria's Last Stand")      [5E15B]
      Episode 16 - The Maiden's Shield             [5E016]
      Episode 17 - The Bridge to Hope              [5E017]
      Episode 18a - Shadow of the Valkyrur
                    ("Marmota's End")              [5E18A]
      Episode 18b - Shadow of the Valkyrur
                    ("Final Showdown")             [5E18B]
    6. Bonus Missions                              [6BNSM]
      Extra 1 - Largo's Passion                    [6BN01]
      Extra 2 - War Without Weapons                [6BN02]
      Extra 3 - Signs of Awakening                 [6BN03]
      Extra 4 - What Lies Beyond Hate              [6BN04]
      Extra 5 - Flower of the Battlefield          [6BN05]
    7. Skirmishes - Normal Mode                    [7SKIR]
      Skirmish 1 - Outskirts of Bruhl              [7SK01]
      Skirmish 2 - Vasel Riverside                 [7SK02]
      Skirmish 3 - Kloden Wildwood                 [7SK03]
      Skirmish 4 - Barious Desert                  [7SK04]
      Skirmish 5 - Upper Fouzen                    [7SK05]
      Skirmish 6 - Marberry Shore                  [7SK06]
      Skirmish 7 - Windmill Plaza                  [7SK07]
      Skirmish 8 - Naggiar Plain                   [7SK08]
      Skirmish 9 - East Bank of Vasel              [7SK09]
    8. Skirmishes - Hard Mode                      [8SHRD]
      Skirmish 1 - Outskirts of Bruhl              [8SH01]
    9. Skirmishes - Expert Mode                    [9EXHD]
    10. Downloadable Content                       [10DLC]
      Pack 1 - Enter the Edy Detachment!           [10EDY]
    11. Thanks                                     [11THK]
                Version History
    1.00 - 03/05/09
    All episodes (first run through); first 8 skirmishes on normal; all bonus 
    missions; tactics, headquarters, tips.  Guide posted to gameFAQs.com.
    1.41 - 04/13/09
    Minor updates to episodes 1a, 1b, 2, and 6.  Completely redid episode 3 to 
    include A rank with all leaders/tanks/ace (updated skirmish 2).  Redid 
    episode 4 to remove the miracle shot.  Completely redid episode 8a to be MUCH 
    easier!  Redid episode 12 to include A rank with all leaders/tanks/aces 
    option (updated skirmish 7).  Minor wording edits and structure changes.
    1.60 - 04/21/09
    Minor update to episode 7.  Redid episode 12 again with a better strategy 
    (updated skirmish 7).  Added skirmish 9.  Added Hard skirmish 1.  Added DLC 
    pack 1 (Edy's mission).  Minor edits and structure change.
    1.70 - 01/23/15
    Soooooo six years later this game was re-released for PC and I had to pick it 
    up.  I've had so many responses to this FAQ I decided to go ahead and try a 
    hand at fixing it up.  Thanks to everyone who wrote in.  Edits include:  
    slight text changes in many places, and adding several suggestions.  
    Tightened episode 2 and 4; redid episode 3 and skirmish 2 to avoid the 
    "miracle shot."  Some strategies remain overly difficult; I will fix these as 
    I can.  I will also try to compare PS3 to PC whenever possible.
    1.72 - 01/26/15
    Tightened up episode 5 a good bit; improved episode 6.
    1.73 - 01/28/15
    Minor edits/clarifications on episodes 7, 8b, and 9, plus a few more edits.  
    Still have a problem with east and west; sorry!
    1.77 - 02/02/15
    Added list of ace weapons.  Improved episode 10a, 10b, 11, and 13.  Clarified 
    skirmish 5.
    1.80 - 02/05/15
    Minor edits abound.  Improved bonus (extra) mission 5 (renamed 2) and 15b.  
    Redid skirmish 7 to actually kill all leaders and the tank.
    1.81 - 02/09/15
    Minor edits and clarifications; slight improvements to episodes 17 and 18a.
    Hopefully one day I'll be able to complete the guide for the remaining DLC, 
    the other eight Hard skirmishes, and all nine Expert skirmishes.
              What This Guide Does
    This guide is a functional walkthrough of each mission of the game.  It is 
    designed to give you at least one repeatable, reasonably achievable path to 
    gaining an "A" rank (maximum possible rank) for each map during the normal 
    (first) playthrough.  (Note:  the Japanese version of this game uses "S" as 
    the maximum possible rank while the US version uses "A" - either way, this is 
    a guide for the maximum rank.  There are some slight differences between the 
    two versions, including occasionally some slightly different totals for how 
    many phases constitute an A rank, but I assume this guide should work for 
    either one.)  It is intended to be a guide for anyone who gets stuck or wants 
    tips on strategy.  Additionally, it will help maximize XP/money gain by 
    including how to take out the maximum number of enemy leaders, tanks, and 
    aces, all while trying to maximize your rank.
    This guide will not give spoilers or talk about the story, other than using 
    some names that are unavoidable which may give slight hints.  This guide 
    assumes you understand the basic concepts of the game (either by reading the 
    manual or playing a couple missions) and will not reiterate them.  It is also 
    assumed that you spend time leveling up your classes as much as possible 
    between missions, buying upgrades whenever they are available, and generally 
    doing the things you need to do to make your troops better.  Given that you 
    will be getting the best possible rank each mission, it should be trivial to 
    afford every upgrade and your troops should always be at a good level.
            Tactics - a Crash Course
    Speed Matters for XP - Not Tactics
    Sadly, while an excellent tactical side-based (as opposed to turn-based) 
    strategy game, to get the highest rank in each mission requires only one 
    thing:  speed.  Ranks are based solely on how many player phases pass before 
    you complete the objective(s).  For example, in some missions you must 
    complete your objective in one player phase to get the best rank.  This means 
    that tactics - especially including ducking, covering, flanking, etc. - can 
    sometimes be completely worthless.  In fact, in some missions, actually 
    playing intelligently will never gain you the best rank.  You have to act 
    like a complete moron - running out into the middle of multiple enemy troops, 
    ignoring fire completely - just to get your mission objective completed as 
    fast as possible.  Things that do NOT matter include killing enemy troops, 
    taking damage, or dying.
    On the plus side, that means that it doesn't matter how stupidly you run 
    around and get shot, or how many enemies you kill - only speed matters.  Each 
    mission (or piece of mission) starts you with full HP, so damage is easily 
    ignored unless it is fatal.  Also note that it is PHASES (not CP use) that 
    count toward your speed, so sometimes saving CP to use all in one phase can 
    be a good idea - although you cannot have more than 20 CP at any time.
    Killing Enemy Leaders is Also Important
    That said, another important piece of maximizing XP gain is killing enemy 
    leaders, aces, and tanks.  Leaders are special dark red-colored troops on the 
    field which can be identified fairly easily.  This is double-bonus, since 
    killing enemy leaders also reduces the total CP available to the enemy during 
    their phases.  Aces look like leaders but have "unique" names and no leader 
    CP star.  Sometimes tanks are also leaders, which is another good reason to 
    take them out.  Destroying leaders, tanks, and aces gains bonus XP/money, and 
    killing aces also gives a bonus weapon (see below).  It can be worth your 
    time and effort to kill them all, as they yield very good bonus XP for the 
    beginning of the game - sometimes in the early levels it can be more than the 
    difference between A rank and B rank.  However, in later levels the 
    difference between A and B rank far outstrips the tiny bonuses they provide 
    (these bonuses don't scale).
    Your Leaders and Command Points
    Another important thing to keep in mind during deployment is that you get a 
    bonus command point for each of your leaders, just like the enemy.  That 
    means pretty much every single mission needs to include Alicia, Rosie, and 
    Largo - even if you never use them, just deploying them will give you more 
    actions each phase.  In fact, sometimes it's better to hold them back and use 
    someone else more suited to the job.  This guide will give a command point 
    total for each mission, but it will assume that you deploy these three 
    individuals every time (if possible) unless otherwise noted.  If you don't 
    want to use one or more of them, subtract that number from the CP total.
    Shoot Them in the Head
    One of the best tactics to killing enemies and clearing levels quickly is to 
    run up and shoot the enemy in the head.  This is a horrible tactic for the 
    health of your troop, but it's incredibly effective and very fast.  One thing 
    to look out for is that if you are TOO close to an enemy, your weapon may 
    actually point just past their hitbox, causing you to miss entirely.
    Also, if an enemy troop is taking cover, you cannot target their head, even 
    if you run around and are behind cover with them!  In this case, grenades are 
    preferable - even if it doesn't kill them, the blast will force them to stand 
    and make their head vulnerable again (later in the game, you'll have more 
    options).  On the flip side, you can use this magical protection to your 
    advantage:  crouching near something will still give you a good defensive 
    boost even if the enemy is standing right next to you!  For best results when 
    shooting, try to make sure you're not in the enemy line of sight - this gives 
    enemies a bonus to evade and can cause you to miss entirely, especially in 
    later levels.
    Other Battle Advice
    Here are some uncategorized general battle tips that don't fit well into 
    other places in this guide but are worth mentioning.
    - This game uses the horrid system where if any of your units drop to zero HP 
    and are not revived (touched by a friendly troop or tank) within 3 rounds or 
    before an enemy touches them, they are gone forever.  But the good news is 
    that it is extremely easy to get through the game without losing anyone, 
    especially with a liberal use of this new thing called "constantly saving the 
    game" (see below).  On the other hand, a very small amount of bonus material 
    is unlocked by losing specific characters, including a medal and some 
    "secret" characters.  For more information about both, see gameFAQs.com.  Is 
    it worth doing so?  I never bothered.  (Note that on the PC version you get 
    Steam achievements for some medals, so you may want to look into it for 
    that.)  Also worth noting is that typically some troops may cause a Game Over 
    if they go down (such as Welkin) - others only when they die permanently 
    (like Alicia).  Some troops are occasionally immune from death because they 
    "retreat" as soon as they go down (the Shamrock pilot often does this).  And 
    lastly, keep in mind that as long as you finish a mission before a troop dies 
    permanently, they'll be completely fine and healed to full after each map, so 
    it's usually not worth trying to save them.
    - Remember:  grenades do not ever cause counterattacks, but flamethrowers do.  
    Also, flamethrowers are amazingly effective against cannon and bunkers.
    - If an enemy is crouching near a sandbag or crawling in the grass, they have 
    high / extremely high defense boosts against everything - and it doesn't 
    matter where you are in relation to them, they will always have the boost.  
    However, you can use a grenade to get them standing.  It usually won't kill 
    them, but the blast will force them to stand, even from a good distance away.  
    Another good way to get an enemy standing is to run over them with a tank.  
    This (weirdly) does no damage, but it will get them up.
    - Your tanks cannot be hurt by infantry fire except on their weak spots, and 
    even then it's really not enough to matter.
    - Tanks can perform combo attacks with ground troops using their machine 
    guns.  It's harder to do because they have a more limited field of fire.
    - Do your aiming while the enemy is not shooting at you!  Don't turn to shoot 
    in-game, always go into targeting mode and then turn.
    - If you're out of an enemy's line of sight, it's harder for them to evade 
    you.  Aces might still evade no matter what.  It's always worth saving before 
    you try to kill an ace.
    - Since movement is so key to this game, try to keep your lines as tight as 
    possible.  Sometimes veering off to the side - even a little bit - can cause 
    you to run out of AP before you reach your objective.
    - Take advantage of the rhythm of the game; practice your timing so that you 
    can control when certain events happen to your advantage.  For example, a 
    great time to take aim is just before an enemy starts to fire again.  If the 
    enemy has just paused to reload, don't stop moving yet - get into a better 
    position first.  Always try to end your turn before the enemy fires again as 
    well.  Little differences like these can make a huge difference overall.
    - Finally, the reason this guide even works at all is because the AI is 
    fairly consistent.  Shots may miss more or less, but if the same troops are 
    in the same places the AI tends to have very little variation in what it 
    does.  This is great for writing a guide and also something you can exploit 
    when playing the game; reloading a turn means you have a very good idea of 
    what will happen next, and you can adjust your strategy accordingly.
    Save Constantly
    This is true of any RPG or hybrid RPG, but save all the time, and try to use 
    different save slots whenever you can.  One of the best times to save is 
    during a battle before any moves have been made.  That way, you can reload to 
    the beginning of the battle, but skip all the explanation that happens when 
    the battle starts (although you can't re-deploy).  It is also useful to save 
    between phases, just to make sure you get everything covered before moving 
    on.  In fact, "wounded" units are permanently killed if an enemy touches them 
    - but since you can save after each and every move you make, there is really 
    no reason you should ever have someone permanently die.  Finally, always save 
    before trying to shoot an ace or taking other tricky shots.
    Differences with the PC Version
    As far as I can tell, there aren't any significant differences in maps, time 
    for A ranks, etc., between the two systems - but if I find anything, I will 
    list it here.  Here are a few general tips.
    - The most important thing to know is:  hit Enter to skip the intro movie!  
    Seriously, that was way harder than it needed to be.
    - Driving a tank sucks!  Depending on your system, the default control scheme 
    may render your tank absolutely unplayable.  It's apparently a problem with 
    how your mouse (which unfortunately is both "look" and "move" for the tank) 
    interacts with the refresh rate.  I was able to fix my system by adjusting 
    both the refresh settings and the mouse sensitivity (specifically, I turned 
    it way down; this also made aiming easier).  Look around online to see what 
    you can find, but you absolutely need to get this working in order to 
    complete this game, much less get A ranks.
    - Disappointingly, the PC version has a limited number of save slots while 
    the PS3 version effectively doesn't.  It's easy to hit your limit; be aware.
    - The "back" button (circle on the PS3) defaults to ESC on the PC.  While 
    this makes sense for menus and things, when you're in battle you can't afford 
    the time it takes to move your hand to ESC to cancel a unit's turn, 
    especially if you're trying to be as efficient as possible.  I would suggest 
    remapping this to something closer to WASD (or whatever you use to move), the 
    right mouse button (what I did), or using a controller.
    Your headquarters is the tab you can come to between each battle to level, 
    purchase upgrades, equip weapons, etc.  It is unlocked gradually as you 
    complete the story.  The game handles a lot of micromanaging for you, but you 
    can also choose to do some of this yourself.
    Command Room - Who to Recruit
    The new recruits you gain after each chapter are randomly selected.  Every 
    time you finish a chapter you'll have a new chance for more troops to show 
    up.  However, you can also save right after you start a new chapter, then go 
    to your headquarters and look to see who has joined and if you don't like the 
    offerings, you can reload for a new random selection.  This might be worth it 
    if you're low on snipers or engineers, but eventually (about halfway through) 
    you will have access to almost all units in the game.
    Who to Recruit
    This is entirely based on your play style and personal preference.  There are 
    no "wrong" choices, so feel free to pick who you like.  That said, I always 
    tried to recruit those who have minimal "negative" potentials (Darcsen Hater, 
    Chatty Cathy, etc.), although you won't know until you've used the unit a lot 
    whether or not their hidden potentials are very good or very bad (see below).  
    Some decent rules of thumb:  potentials that lower accuracy, evasion, or 
    damage are really bad; likewise things that raise them are really good.  
    Things that don't get triggered often (like when a unit has a single digit of 
    health) are easy to avoid.  Potentials that complement the unit's role (like 
    being a loner for a sniper) are great.  Here are a few of my personal 
    favorites, but again this is entirely subjective:
    - Aika:  She has mostly good positive potentials - and who doesn't like sky 
    pirates from an old Dreamcast game?  :)
    - Ted:  He's an oddball, but he has good potentials - including Undodgable 
    Shot, which is a nice one to have late game when everything is evading you.
    - Jane:  I love Jane:  she's crazy, but also crazy good at dishing out the 
    damage.  Her potentials make her extra deadly and she has little drawbacks.  
    Give her your most damage-dealing weapon and watch her chew through anyone.
    - Vyse:  Love his voice, plus he's a good troop with good potentials (also:  
    sky pirates).
    - Salinas:  Just a solid, all-around unit with decent potentials.
    - Jann:  His potentials are awesome plus he is hilarious!  Always team with 
    Largo for maximum effect.
    - Nadine:  ALL engineers have SEVERE personality defects for some reason - 
    except for her.  So I used her.  Plus, she's a solid troop.
    - Catherine:  She has a couple bad ones but she's mostly positive - good for 
    non-nested activities, especially with Roof Hunter.  Plus I love her accent.
    - Marina:  Ok, you know how I said there are no wrong choices?  I lied.  
    Marina is just about the perfect sniper; she's great in a nest with Nest 
    Master and Lone Wolf / My Way.  And best of all, her Ultimate Accuracy 
    potential means she'll never miss after level 16.  Definitely use her.
    Training Grounds - How to Level
    Each mission gives you XP to divide among your troop types (all troops of one 
    type level together).  I recommend a balanced leveling scheme, where you 
    never have one type of troop more than 1 level higher than any other type.  I 
    typically upgraded my shocktroopers and scouts first, but it's really up to 
    you.  Additionally, I highly recommend playing through the skirmish battles 
    at least once or preferably twice each time they become available - however, 
    playing much more than that isn't as useful, because each subsequent mission 
    tends to give more and more XP.  As a general rule of thumb, some or most of 
    my units were around the same level as the chapter number I was on the whole 
    time (level 11 by chapter 11, etc.).  This is a good rule to follow to make 
    sure you're strong enough to follow the advice in this guide.
    I also recommend that since a relatively easy skirmish map (number 5) opens 
    up after chapter 10, before moving on to chapter 11 go ahead and play it 
    enough to make sure you hit at least level 11 for all troop types.  Also, 
    after chapter 14 you have access to Skirmish 7, which is even easier and 
    faster, and you can use it to reach level 15 with all troops easily.  
    Otherwise, the game paces you pretty well without the need for excess 
    grinding - especially if you follow this guide and get an A rank for every 
    Elite Units
    Once you hit level 11, your troops will upgrade to elite.  All troops will 
    get a boost to their stats in some way.  Scouts also get grenade launchers, 
    which use their normal grenades (so you can't use a launcher AND throw a 
    grenade).  This just increases the distance they can cover by about two or 
    three times.  It also means a higher arc on the shot, which can sometimes get 
    in the way, but usually it's a boon.  You can still throw grenades normally, 
    Shocktroopers get access to flamethrowers.  (You'll also be able to purchase 
    flamethrower upgrades in R&D.)  The flamethrowers look cool and are extremely 
    useful against bunkers.  They're also good against standing enemies that tend 
    to evade or bunches of guys crowded together, and against guys behind 
    sandbags, since they leave sandbags standing.  However, using a flamethrower 
    makes you vulnerable to counterattacks (possibly multiple counterattacks), 
    while using a grenade does not - so don't use one unless you know you'll kill 
    your target.
    Lancers get the ability to start using a mortar lance (unfortunately it's a 
    different load-out) when you research them later in the game.  Snipers and 
    engineers don't get any new weapon options.
    R&D - What Weapons to Use
    Once you get several episodes in, you'll start getting choices in how you 
    want to upgrade your weapons.  You can even micromanage your troops and give 
    different units different types, but other than giving them limited-quantity 
    weapons, I never bothered.  To equip the different types of weapons, head to 
    the Barracks.  Be sure to check there each time you kill an ace or receive 
    weapons as a reward (see below) to see if that weapon is better.  For tank 
    improvements, you will need to use the R&D menu.
    Everyone plays the game differently so the weapon choice is really your own, 
    but for myself I favored accuracy over anything else for the scouts (but I 
    always purchased the damage weapons for occasional use), damage over anything 
    else for the shocktroopers, accuracy when possible but usually damage for 
    lancers (if it costs you an extra turn to take out the tank, that's too 
    weak), and solely accuracy for snipers (you're only going to shoot them 
    once).  I also favored damage over effects for flamethrowers, and anti-tank 
    damage over anti-personnel attacks (mortar rounds) for lancers - although 
    there are a few places where lancer mortar rounds are useful.  Generally, 
    while you can afford pretty much everything with this guide, I never bothered 
    upgrading the "effect" path for any type of weapon.  Why inflict a status 
    when you can just kill them?
    One thing to note is that the letter grade of the weapon (E, D, etc.) is the 
    measure of its accuracy, which translates into the size of the circle area 
    that you are aiming at.  The better the letter, the smaller the circle.
    For your tanks, I again tended to favor accuracy over defense, but it's best 
    to have at least a little of everything.  Make sure you always equip at least 
    one extra mortar round when possible, as this can really help (more than that 
    seemed too expensive to me).  I tended to skimp on the crit defense, because 
    I figured if they're shooting you in the back, you're pretty much done for 
    anyway - but that's not necessarily the optimal thing to do.  My load was all 
    accuracy items, followed by some tread HP and defense, and then stick maybe a 
    1x1 crit defense in there somewhere if you have room.  Always purchase tank 
    body upgrades and troop armor upgrades immediately, even if you have to run a 
    skirmish to afford them.  Finally, once you get the Shamrock you get a choice 
    of how you want to outfit it.  I constantly left it on anti-tank rounds, but 
    the flamethrower would probably not be a bad idea for some missions.  This 
    guide will mention which way to equip it when necessary.  As for its 
    defenses, you get so few choices just stick with whatever suits you best, 
    although again I favored multiple mortar rounds whenever possible.
    The Writing on the Wall
    The reporter will have new stories for you at completely random times.  The 
    "reset trick" you can use on the command room does not seem to work on her 
    very well, leading me to believe it is something more story-based or unit-
    based that triggers her articles to appear.  Since her stories sometimes lead 
    to bonus missions, it is always worthwhile to purchase them.  (Also, cash is 
    extremely plentiful, especially with A-rank performances.)
    The Cemetery
    The old gentleman in the cemetery will occasionally teach you new orders 
    after a mission.  These start at 6500 XP each and go up to 10000, and then 
    15000 XP.  The last one will cost 50000.  It is completely random whether or 
    not the old man can teach you when you go to visit or not, but you can save 
    right after a mission, then go to your headquarters and look for him and if 
    he has nothing for you reload and try again.  He may also change what he 
    offers.  Since some orders are more useful than others, this may or may not 
    be worth it to you, but I recommend purchasing them all.  For more 
    information, see Other Tips, below.
    Audience Hall
    Once you reach episode 10a, you'll start to receive bonus weapons for a job 
    well done - about 4 or 5 each time, usually 1 to 3 of a couple different 
    types.  They end in "R" and madSomnambulist's guide on gameFAQs.com calls 
    them "Royal" weapons:  I think that's a good name.  As you progress, they 
    will get stronger and stronger (1R vs. 3R, etc.).  These are also randomly 
    assigned, and you can save after each mission before you head over there to 
    generate new selections.  For the most part, these are slightly better in 
    some way than the weapons you can build - however, in the beginning they are 
    not always better in the way that you might prefer, so sometimes they are not 
    worth it.  Eventually they will outshine just about everything else in the 
    game (20R).
    You also receive medals in the Audience Hall for special rewards granted for 
    in-game achievements.  Similar to other achievement systems, they mean 
    nothing and are completely worthless other than bragging rights.  (Note that 
    these medals do NOT tie in to PS3 trophies; this game does not have any 
    trophies.  Some seem related to achievements on Steam, though.)  For a 
    complete list of possible medals, check gameFAQs.com.
    Please note that the "reset trick" only works the very first time you go to 
    your headquarters, so you cannot, for example, check out the audience hall, 
    then save and try to reset the old man or your command room.  You have to be 
    happy with all of these at once.
                  Other Tips
    You can gain orders either by leveling troops, or visiting the cemetery as 
    above.  For an excellent guide on orders and when you obtain them, please see 
    your name here's guide on gameFaqs.com, available here:
    In general, this guide tries to avoid the use of orders you obtain from the 
    cemetery due to the inconsistent nature of when you may obtain them.  Please 
    note that some actions may be easier with the use of certain orders, and if 
    you have a few CPs to play with, it might be faster or easier to use an order 
    instead of following this guide exactly.
    Particularly Good Orders
    Defense is an amazing 1 CP order that you will receive early on (Engineer 
    level 3).  It's great to load onto a unit to help it survive anything from 
    charging headlong into a gatling gun or moving around behind a tank.  Do not 
    underestimate the power of this order.
    Another order that deserves special mention is the Damage order that costs 2 
    CP.  You get this order when your lancers hit level 7.  This order is 
    extremely powerful because it allows scouts and shocktroopers to suddenly be 
    able to destroy tanks (and ironically renders lancers far less useful).  Not 
    only is their mobility an asset, but spending 3 CP (order + move) to destroy 
    a tank often works out to be far more efficient than trying to use lancers or 
    your own tank(s).  It is assumed you get this order at least halfway through 
    the game, as many of the later map strategies make use of this ability.
    The Demolition order you get from your lancers hitting level 8 is also good, 
    but often unnecessary since the Damage order will often do.  Other orders 
    that are worth noting are Attack (it helps more than you'd think) and 
    Penetration (this can double or triple your effectiveness against super-
    armored targets, of which there are only a few).
    Touching Dead Enemies
    At least for the US version, this seems to do nothing.  It's possible that 
    touching dead enemies (and thus, clearing them from the map) causes the enemy 
    to be able to call in more reinforcements, but they seem to have a pretty 
    limitless pool regardless, so I doubt that matters.  The only real 
    discernable effect seems to be the fact that it slows you down - which is 
    usually a hindrance.  May as well avoid them.
    Capturing Weapons
    You recover an enemy weapon when you kill an enemy ace on a map.  The type of 
    weapon relates to the type of ace, so a sniper ace will drop a sniper rifle, 
    etc.  (Note:  you do not have to touch their dead body to get the weapon.)  
    You don't find out until the end of the mission when you recover one.  You 
    can equip them in the barracks, although each ace only drops one.  They are 
    usually pretty bad compared to what you can make, but they often trade 
    accuracy for firepower, so if you like up-close and personal attacks 
    (shocktroopers), they may work well for you.  Overall, collecting them is a 
    fun side-game but you're not going to miss all that much if you ignore it.
    The only exceptions I found to this are the ZM MP 3(g) and the flamethrowers 
    VB FW 1(g) and 2(g).  The ZM MP 3(g) is a shocktrooper weapon found in 
    episode 8a and it trades a decent amount of range for a VERY decent amount of 
    firepower - far above anything else you'll have for a while.  Since 
    shocktrooper range isn't that great anyway, I recommend looking for this one 
    and equipping it to your favorite shocktrooper - especially one with Melee 
    Fighting or damage boosting potentials for even more carnage!
    The VB FW flamethrowers you find later on - the 1(g) is from episode 11, and 
    the 2(g) is from Rosie's bonus mission - are better than any flamethrower 
    you'll have at the time, and the 2(g) is better than any you'll be able to 
    make in the game!  They wield a devastating amount of power:  suddenly you'll 
    find yourself able to kill any crouched enemy in a single turn.  These are 
    highly valuable and worth seeking.  Be sure to give one to Rosie or any other 
    shocktrooper you use to bust up bunkers or crouching enemies.
    Also, here is a list of all enemy ace weapons/parts by when you get them.
    Ep. 2   - ZM Kar 1(g) - Scout
    Ep. 3   - ZM MP 1(g)  - Shocktrooper
    Ep. 5   - ZM MP 2(g)  - Shocktrooper
    Ep. 6   - ZM SG 1(g)  - Sniper
    Ep. 7   - ZM Kar 2(g) - Scout
    Ep. 8a  - ZM MP 3(g)  - Shocktrooper
    Ep. 8b  - ZM SG 2(g)  - Sniper
    Ep. 10a - ZM Kar 3(g) - Scout
    Ep. 10b - ZM SG 3(g)  - Sniper
    Ep. 11  - VB FW 1(g)  - Flamethrower
    Ep. 12  - ZM SG 4(g)  - Sniper
            - En. Blk Pin - Edelweiss
    Ep. 13  - ZM Kar 4(g) - Scout
    Ep. 14  - ZM MP 4(g)  - Shocktrooper
    Ep. 15a - ZM Kar 5(g) - Scout
            - Firing Calc - Edelweiss
    Ep. 16  - ZM SG 5(g)  - Sniper
    Ep. 17  - ZM MP 5(g)  - Shocktrooper
    Extra 2 - VB FW 2(g)  - Flamethrower ("War Without Weapons")
    Extra 5 - Firing Calc - Shamrock ("Flower of the Battlefield")
    Using a unit a lot - I think you actually have to use them in battle and not 
    just deploy them - will unlock more "personality" potentials for that unit.  
    Most units have 3 or 4, and they will typically start with 2 or 3 unlocked.  
    Most of the time, these are positive, and will help reward you for sticking 
    with the same units.  However, some are negative, and either way the bonuses 
    are not particularly game-breaking.  If you like switching up a lot, then 
    you're not going to hurt yourself.  Also, paying for newspaper stories will 
    sometimes unlock missions that have those as a reward for main characters.  
    That said...
    You have 3 or 4 personality potentials for each unit, and also 4 total 
    "training" potentials that they will receive for leveling up (these are 
    always good).  Personally, I found them all too randomly triggered to be 
    especially reliable, and most of the time I never went out of my way to set 
    them up.  Plus, the bonus is hard to quantify, and sometimes it doesn't make 
    any difference for what you're trying to do at the time (an accuracy boost 
    when you're just moving the unit up, for example).  This guide does not 
    assume you will have potentials triggered at any given time, so if you 
    trigger them during the game it may help you clear some areas easier or 
    faster.  There are a couple of exceptions to this:  Undodgable Shot, and 
    Extra Shot.  Undodgeable Shot is extremely useful in general - especially 
    late in the game when enemies evade constantly - and Extra Shot helps 
    tremendously with your limited ammo classes.  Look for these in your 
    New Game "Plus"
    Fans of old-school RPGs will remember this term, but once you beat the game, 
    you will unlock lots of stuff.  You can load a "complete" game save and then 
    play through the entire game again, except your money, XP, level, available 
    orders, and equipment do not reset - so you'll pretty much breeze through the 
    early parts, although the amount of XP and gold you receive doesn't change 
    either.  Interestingly, your roster -does- reset, so you will need to play 
    through a few missions to get everyone back again.  This resurrects dead 
    troops as well (thanks Johnny So for that tip).  You will also be able to 
    skip most of the story cutscenes more quickly, and you can replay every map 
    once you beat it as many times as you'd like - so if you missed an A rank 
    before, you will certainly be able to get it now.  You will unlock Skirmish 9 
    and Hard mode for all Skirmishes (and Expert mode if you downloaded that 
    content).  You'll also have access to a few extras, like a medal and one 
    "hidden" scout recruit (Musaad) who is quite good (he is one of the better 
    scouts).  (Note:  Rafael wrote in to say this may not be true, as Musaad was 
    available in the first playthrough for him.)
    A Rank - 1 phase
    CP:  3
    Leaders:  0
    Aces:  0
    Tanks:  0
    Note:  I highly encourage you to play through this mission twice:  once to 
    learn about the game, and then again to actually get an A rank.  You CANNOT 
    actually get the best rank when following the game's advice here, because you 
    have to complete the mission in 1 phase.  So start it up, save, and then 
    reload to the beginning of the mission when you're done.
    To get an A rank, select Alicia or Welkin (they're better than the nameless 
    guard) and run up, go over or around the bunker, and shoot the first enemy in 
    the back of the head.  Don't be afraid to get point-blank:  he won't notice 
    you until you're almost on top of him and will not fire at you unless he 
    does.  In fact, if you want an easier shot, go ahead and wait until he turns 
    around since it is harder to hit the back of his head than the front.  
    Continue moving as far as you can over the bridge and directly toward the 
    second enemy.  For your second CP, choose the same unit again and run up to 
    the second enemy and shoot him point-blank in the face.  Don't worry about 
    getting shot - you can take it.  Then, continue moving toward the third 
    enemy.  For your third CP, run up and shoot him point-blank in the face as 
    well.  Simple enough.
    Episode 1 - In Defense of Bruhl (A and B)
    A Rank - 2 phases (1 phase each part)
    CP:  3
    Leaders:  1 (A)
    Aces:  0
    Tanks:  1 (B)
    part A
    Tactics are generally worthless for this one.  The only objective here is to 
    kill the enemy leader, which is a slightly tougher (and dark red colored) 
    scout hidden at the back of the map near the roman numeral I just off the 
    left side of the path.  There are several hidden enemy scouts along the way.
    Select Alicia (since she has a grenade) and run like a madwoman straight 
    through the gauntlet toward the back of the map.  Don't bother shooting any 
    enemies; killing one will slightly decrease the total number of shots fired 
    at you, but on the other hand it will take longer - thus increasing the total 
    number of shots fired at you.  You may wish to use her Ragnaid to heal once 
    her health is below half, but be careful - pausing to heal yourself may leave 
    you open to getting shot.  Quickly end her turn if you decide to heal, then 
    reselect her.  Either way, continue forward toward the back of the map.  You 
    should be completely behind enemy lines and have discovered the hidden enemy 
    leader.  You can't kill him quickly enough by shooting (and he'll pulverize 
    you in a counterattack anyway), so just get close (but not TOO close) and 
    throw a grenade (switch weapons when aiming).  I suggest actually running 
    just past the bunker to be sure you get a clear shot.  Be careful not to 
    stand too close!
    part B
    Once again, bothering to fight is wasted time on this map.  Note that there 
    is a tank, but you can't actually kill it in 20 rounds, so don't even bother 
    firing at it.  Simply select Welkin (he has slightly more HP) and run east 
    (forward from where you start) around behind the tank and then south (turn 
    right) toward the objective.  You can actually make it in one CP, but if you 
    need more that's fine.  You can even stop and heal if you need to, but again 
    it's probably more trouble than it's worth.  The only way you can really mess 
    this one up is to run in front of the tank, although the far south part of 
    the map is also safe and has fewer soldiers shooting at you - but it doesn't 
    matter, since they really cannot kill you if you just keep moving.
    Episode 2 - Escape from Bruhl
    A Rank - 3 phases
    CP:  4 (5 on phase 3)
    Leaders:  2
    Aces:  1
    Tanks:  1
    *Thanks to Ragnorok450 for pointing out the hidden enemy ace.
    Killing the tank is your main objective, and there are several hidden 
    enemies, including 2 leaders and an ace.  Saving between each phase is 
    recommended.  The big secret to this map is:  save your CP for phase 3 when 
    Welkin arrives.  That said:  it is advantageous to kill the enemy leaders as 
    well for bonus XP.  My suggestion is to completely skip your first player 
    phase.  This will cause the enemies to advance toward your generally well-
    defended position (even if no one is crouching, you still might evade).  The 
    tank will advance and shoot at the gate.  Several soldiers will advance.  Two 
    or three of the scouts should die against your troops; most likely the scout 
    leader hidden behind the tank will be one of them.  The shocktrooper is the 
    only real threat, but thankfully he is more interested in taking out the gate 
    than killing you.
    On your second phase, select Alicia and have her run up the hill on the 
    right, killing the advancing scout there with point-blank headshots if he is 
    not already dead.  Hug the right wall tightly to avoid noticing the troops 
    hidden up and to the left.  If you shot the scout, go ahead and end her turn 
    and reselect her, and then immediately around the corner to the right is an 
    enemy leader hiding near the houses.  Run up and serve him a healthy dose of 
    point-blank shots to the face.  (Be sure not to get TOO close or you'll shoot 
    through him!)  At this point Alicia should be standing behind a hill so that 
    she isn't being targeted by any enemies, which is a relatively safe position.  
    Make sure she's NOT standing next to the barrier!  If the other enemy leader 
    did advance but didn't die, you can try running your healthiest guardsman up 
    and finishing him off (although that tank is murderous).  Try to save at 
    least 4 or 5 CP for the final phase - you need at least 9, and you'll gain 5.  
    End your phase.  The enemy will pound the gate and may take out a town 
    For the final phase, move Welkin forward through the barrier wall.  Note that 
    you can drive a tank through trees, so don't bother to swing wide around the 
    one in your way.  Once you're past the wall, drive up and throw a mortar on 
    the group of enemies just to your left.  (You don't have to, but it's easier 
    to drive that way if you clear the sandbags.)  Aim between the shocktrooper 
    and the crouching scout; this should kill them both.  You can completely 
    ignore the final scout if he survives as he will do absolutely nothing of 
    consequence (and you can drive right over him, although this does nothing).    
    Now, SAVE and select Alicia.  Run her north and east back toward where Welkin 
    started.  There's a small alley up to the left between two houses that you 
    can access; run forward between them and behind a tree is your first enemy 
    ace!  He's a tough one, so be careful approaching him; use the tree for 
    cover, and get as close as you can.  You will need to shoot him in the head 
    to kill him, but he has a nasty tendency to evade (all aces are harder to hit 
    that way).  If you miss and he doesn't kill you AND you have more than 6 CP 
    remaining, feel free to reselect and try him again - otherwise, just reload.  
    Once he's dead, save again and then select Welkin.  Move him around the 
    corner of the building and fire on the enemy tank; aim for the weak spot on 
    its back.  It will take two shots minimum, or 4 CP, although if your shots 
    veer off it might take more.  If you miss too horribly more than once, don't 
    be afraid to reload.  Always try to get as close as possible before firing, 
    but don't get so close you can't aim.  If the last scout leader is still 
    alive, be sure to finish him off before you take down the tank, as killing 
    the tank ends the mission.
    Your reward for killing the ace is a scout weapon called ZM Kar 1(g).  It has 
    horrible accuracy and range, but twice the damage per shot.  Personally, I 
    prefer accuracy for my scouts.
    You should save after you beat the battle, as you will get access to the 
    barracks and leveling your troops for the first time once the next chapter 
    Episode 3 - Vasel Urban Warfare
    A Rank - 1 phase
    CP:  9
    Leaders:  4
    Aces:  1
    Tanks:  2
    *Thanks to Joselo Balderas for ideas on my original strategy.  Also this 
    guide no longer uses the "miracle" shot, although it's not much easier...
    This is your first battle with a full squad and being able to deploy your 
    troops generally however you'd like.  It's also the first battle that is 
    extremely difficult to get an A rank along with killing all the enemy 
    leaders/ace/tanks - so much so that I have included two strategies:  one for 
    killing everything except the last tank, and one for killing that tank 
    (although the deployment remains the same).  Keep in mind the last tank is 
    only worth 300 XP and gold - so if you get frustrated trying to nail it, I 
    would strongly suggest just skipping it.
    Be sure to upgrade ALL troop equipment - since you can easily afford it - and 
    level your troops.  The first skirmish just opened up and it's a great way to 
    get some extra XP.  After completing it on Easy and Normal, I had enough XP 
    to level my scouts to 4, and my shocktroopers and lancers to 3.  These levels 
    unlock potentials for them, so it can help.  I'm not sure if those levels are 
    required for this strategy.
    The basic strategy is that the "river" side takes too long to get there, so 
    pushing up through the city side is the fastest way to go.  Start by placing 
    a shocktrooper in the top-left-most slot on the left ("city" side), and a 
    scout in the only remaining spot on the right ("river" side).  The other 
    empty slots are unnecessary to fill.
    If you don't care about the last tank, you can spend 4 CP clearing the river 
    side, using the "safe" method.  To do this, start by using Rosie on the 
    right.  Run her due north (you may want to touch the grass to get the 
    explanatory cutscene about crawling), past the bunker (try to get to the 
    ramp) and then once you can't move further turn around and use a grenade to 
    blow up the two scouts and the bunker behind her.  Make sure you don't blow 
    yourself up as well!  Next, select Alicia and have her run due north all the 
    way up to about halfway up the ramp, then turn to the right.  When you get to 
    the edge, you should see an enemy ace in the bushes get up to try to shoot 
    you.  Quickly go into targeting mode before he can and then lob a grenade at 
    him.  He'll hide back in the grass, but if you hit him with the grenade this 
    will get him standing - and grenades never trigger counterattacks either.  
    This is an important tactic you'll use a lot throughout the game.  Once 
    you've hit him, move to the other side of the ramp and then run up and 
    quickly duck left around the corner and into the alley.  Hopefully you were 
    able to get the attention of the enemy shocktrooper leader without getting 
    too shot up.  Now, save the game and then reselect Rosie.  Have her run up 
    the ramp to the edge where the enemy ace is standing, and take him out.  He's 
    extremely hard to hit and evades nearly all the time, so try using a grenade 
    if you can't seem to get him (although he evades those as well).  Once he's 
    dead, turn left and continue straight up the ramp as far as you can.  
    Finally, reselect Rosie and run north as close as you can to the shocktrooper 
    leader and blow him away - be sure to aim for his head.  If Alicia did her 
    job correctly, he'll never even turn your way.
    If you are crazy and want to get that last tank, you'll need to use the "not 
    so safe" method to clear the river in 3 AP.  Start by selecting the extra 
    scout on that side.  Run toward the ramp, ignoring fire, aiming to go up the 
    ramp hugging the right edge.  As soon as you see the enemy ace off to the 
    right below you pop up, immediately go into target mode and toss a grenade at 
    him.  Do yourself a favor and try to aim it right behind him if you can, so 
    he will get blown closer to the ramp.  Then run away from him up the ramp, 
    trying to duck into the alley on the left while also getting the shocktrooper 
    leader's attention.  You'll probably go down, but that's ok.  (Yay 
    cutscenes.)  Next, SAVE and select Alicia.  Head due north.  You're aiming to 
    continue straight and almost touch the right side of the bunker where the two 
    scouts are, but continue in a straight line up the ramp.  The reason is that 
    if you're about a meter away from the edge of the ramp, the ace can't target 
    you (you'll notice the sightline stays yellow).  Once you get to about the 
    point where you can see the enemy shocktrooper leader ahead of you, go into 
    targeting mode and get ready to make a tough choice:  you can either try to 
    shoot the ace or hit him with a grenade.  Unfortunately he evades SO much 
    it's really frustrating either way; not to mention the shots might miss or 
    the grenade may not completely kill him.  Just keep at it.  One trick for 
    grenades:  try to place them exactly on the ground right between the enemy's 
    legs.  They won't roll through, and that gets them right next to the target 
    so the maximum amount of blast affects them.  Once he is dead, immediately 
    end the turn so the scouts don't continue to shoot you.  SAVE again (unless 
    you are so close to death you can't pull this next step off) and reselect 
    Alicia, and this time run pretty much right at the shocktrooper leader.  (You 
    can also run to the right and use the tree to block a few shots and then get 
    closer while he reloads.)  Try to go into targeting mode right before you're 
    about to get shot the last few times but get as close as possible, and then 
    shoot him in the head.  If you managed to kill the ace with your gun, you can 
    take the much easier option of just chucking your grenade at him.
    Now that the river team is done, save again and select Largo.  Run north 
    through the small alley to your left using a tight path and try to get as 
    close to the scout as you can without him hurting you too much, and blow him 
    away.  It isn't crucial that you kill him, but it will help you stay alive a 
    bit later.  Continue running out into the square just a bit and end your turn 
    before you get shot much.  (This is so you're out of the shocktrooper's way.)  
    Now select your shocktrooper on that side and do your best to keep to as 
    tight of a path as possible - it is crucial to run directly from point to 
    point.  First go due north again toward Largo and as soon as you get into the 
    square, turn toward the bunker with a scout behind it next to the tank, at 
    about 2 o'clock from where you entered.  Start running toward the left side 
    of that scout, but once you get past the bunker immediately on your right 
    (just a couple meters into the square) go into targeting mode and aim for the 
    scout leader off to the right, in the southeast corner of the square.  Take 
    him out, then continue toward that bunker you were heading toward and end 
    your turn when you're out of AP.  Reselect your shocktrooper, head to the 
    bunker and over it (the scout should be on your right) and then turn back to 
    due north and run toward the shocktrooper leader standing in the base.  He is 
    helpfully not crouching so run up and shoot him in the head; if he evades 
    just reload.  You should be able to just make it over the bunker where he was 
    before you run out of AP - be sure you made it this far and push as far north 
    as possible.  Then, save and reselect Largo.  You want to run to the RIGHT 
    side of the same scout now, just past the bunker, so that you can see the 
    exposed core of the leader tank in the middle of the square but ALSO still 
    see the "crouch" command.  You can target it while still close enough to the 
    bunker to crouch.  Also, going into targeting mode BEFORE aiming is a good 
    tactic because it saves you precious seconds of being shot.  This is another 
    trick you'll use throughout the game.  Once you're in targeting mode, swing 
    around and aim at the weak spot on the back of the tank.  You'll know you're 
    over it when the "shots to kill" number drops to 1.  Blow it away and then 
    quickly CROUCH and end your turn.
    Crouching isn't important if you are not trying to kill the last tank - in 
    that case, Largo is done and it doesn't matter what happens as long as he 
    gets the leader tank.  But if you are trying to kill the last tank, you 
    should have two CP left at this point.  SAVE and then reselect Largo.  Wait 
    for the scouts to stop shooting you while you are still crouched.  Then stand 
    and run toward that last tank, getting as close as you dare before the 
    shocktrooper in the base can chew you up.  Go into targeting mode and then 
    aim as best you can and blow the last tank away.  This is not the miracle 
    shot my original guide had, but it's still a difficult shot and lancers have 
    terrible aim, so it still may take a while (it's much, much easier, though).  
    When that's done, end Largo's turn.
    Whether you went for the last tank or not, the final CP goes to your 
    shocktrooper, who needs to run forward just a touch and then kill the last 
    enemy shocktrooper in the base so you can occupy it.  If he gives you 
    trouble, try a grenade - as long as you can blow him outside of the base, you 
    can occupy it, whether he's dead or not.  You should have just enough 
    movement to make it all the way to the flagpole after that and hit "occupy."
    Your reward for the ace on this level is the shocktrooper weapon ZM MP 1(g).  
    Its range is absolutely horrible but it does great damage.  It's often worth 
    trading range for stopping power on shocktroopers since they will often be in 
    close quarters, so it might be worth giving to one of your troops.
    Episode 4 - Operation Cloudburst
    A Rank - 2 phases
    CP:  9
    Leaders:  4
    Aces:  0
    Tanks:  5
    *Thanks to David for an idea about Rosie's path.
    You might be happy to learn that you actually get 2 phases for an A rank on 
    this level (you can take up to 4 for a B rank), but if you want to get every 
    tank and leader, you'll need to use every single AP you have and get a few 
    mildly decent shots with your lancers.  And, in order to catch the last tank, 
    you will need to use a more advanced strategy that you don't learn about 
    until later in the game.  The "trick" to this level is that there are 
    destructible walls your lancers can knock down to open shorter paths for your 
    troops.  The basic plan for this level is to push north to the first mini-
    base (you get no bonuses for grabbing bases, but they help a lot) then 
    continue north through a wall and toward the final base.  For your deployment 
    put Rosie in the top-left spot, Largo next to her, and a shocktrooper 
    positioned to the top-right.  I will refer to this position as shocktrooper 
    2.  Also, put a sniper on the right somewhere, put Alicia anywhere for CP 
    (she won't move), and make sure at least one deploy spot is empty before you 
    start (you'll see why).
    First, move Rosie north toward the northwest corner of the far building near 
    some rubble, then select her again and continue on, turn right around the 
    corner and shoot the shocktrooper hiding there.  Push north and hide behind 
    the first (west-most) rubble wall north of the dead enemy.  Be SURE to go as 
    far east as you can along that wall without exposing her too much to enemy 
    sightlines from the north - this position is important.  Next, take your 
    sniper and climb the watchtower immediately northeast of your deploy 
    position.  You'll need two good shots, so save before each one (although they 
    are not really that hard to get, since you're aiming at large targets).  You 
    will suddenly see lots of enemies, especially tanks - but more importantly, 
    lots of ragnite canisters.  You will be aiming for these, because each one is 
    positioned to blow up near a tank and hurt them badly.  Note:  enemy tanks 
    that are not "on" do not count!  They also don't show on your map as enemies.  
    They gain you nothing so don't waste time blowing them up - however, they are 
    often in the way, which is a pain.  For your first shot, aim for the canister 
    near the southeast leader tank (east of the southern base) and blow it up.  
    This will badly injure that tank.  Then, reselect and look north to shoot the 
    canister near the second leader tank due north to do the same.  Once you've 
    blown up both canisters, get down out of the watchtower to protect your 
    sniper from getting shot by tanks.
    Next, move shocktrooper 2 northeast and take out the poor surprised scout 
    near the first base.  Then save your game and move Largo northeast as well 
    and head him as far toward that leader tank as possible.  Shoot it and finish 
    it off.  It's a slightly tricky shot, so if you miss, just reload.  Next, 
    reselect shocktrooper 2 and go east toward the enemy scout leader and take 
    him out.  You can try to get behind some cover if you have any movement left, 
    but their sniper's aim is pretty bad, so don't sweat it (and it doesn't 
    matter if this troop goes down, as you won't use them again).  Next, reselect 
    Largo and run toward the base and occupy it.  You'll want to end Largo's 
    movement as far to the northwest of the base area as possible, but definitely 
    within that area.  You can tell if you're in the base area because "retreat" 
    will be an option and you'll see a little "Status UP" boost in the bottom 
    right.  Before you end his turn, aim your lance toward the half-wall to the 
    northwest of his position (at about 11 o'clock from the base).  Shoot and 
    take out that wall, and end your turn in the base.  (For best results, take 
    out the wall first and then make sure Largo isn't targetable by any tanks 
    wherever he stops moving.)  That's 8 CP down.  Now, in the overhead map, 
    place your cursor over the blue flag symbol for the base that you just 
    captured and hit the action button.  This will bring up a list of troops you 
    can call in from that base.  Calling troops costs 1 CP and you have to have a 
    free deploy spot available, but it's a great way to get slow units around the 
    battlefield.  You'll learn more about this tactic in episode 6.  Go ahead and 
    call one of your lancers with your last CP and your phase will be over.
    The enemy will take a few sniper shots at you and otherwise waste time.  When 
    it is your turn again, Largo will be full of ammo.  Save, and then select him 
    and run toward the hole you just opened.  You'll want to run slightly to the 
    left of some of the rubble, and then duck back to the right around an inert 
    tank, through a narrow opening between the inert tank and the building, 
    headed north.  As soon as you clear the inert tank, go into targeting mode, 
    turn left, and shoot the back of the normal tank to blow it up.  Push north 
    if you can and end your turn.  Now save and select Rosie.  You'll want to 
    circle left around the wall where you were just standing, headed generally 
    northwest.  Continue through this short path and you should see a ragnite 
    container to the northwest (next to some rubble but blocking your path) and a 
    hidden shocktrooper leader just behind it to the north.  Position yourself so 
    that your targeting circle overlaps the ragnite container when you target the 
    shocktrooper's head, and then shoot them both.  (Don't stand too close to the 
    ragnite!)  This should kill the leader and blow up the ragnite, clearing a 
    path for you to continue northwest toward the enemy base.  Push as far as you 
    can, then switch back to Largo.  You are ultimately aiming for the back of 
    the northwestern-most normal tank, so start heading that direction and try to 
    avoid all the rubble in the street.  As soon as you get into the street - or 
    soon thereafter - the wounded leader tank will start to shoot you.  Try to 
    get as far as you can before it does, and then target the front of that tank 
    - so that the "shots to kill" drops to 1 - and fire.  This isn't a terribly 
    hard shot but lancers are generally bad at aiming, so it may take a try or 
    two.  Once it's gone, continue north / northwest toward the back of the other 
    tank.  When you run out of AP, save and reselect Largo again and push as far 
    as you can, ignoring the scout.  Shoot the tank; once again it is a tricky 
    shot so if you don't blow it up in one hit, reload.  Unlike the "extra" tank 
    to the east, it's pretty important to get this one.  That's 4 CP and 4 
    enemies down.
    At this point, it takes at least 3 more CP to run Rosie up, clear the base, 
    and occupy it.  That leaves you with 2 CP to take out the final tank off to 
    the east.  It's only worth 300 XP and gold, so if you find that Rosie just 
    can't make it to the base in 3 CP, it's fine to skip it - although she should 
    have some room to spare.  To take out the final tank to the east, select the 
    second lancer that you called from your captured base.  Move this unit east 
    between the inert tanks and slightly left toward the tiny alley between where 
    shocktrooper 2 is probably standing and the sniper.  Go east down this alley 
    as far as you can, hugging the right wall, and then go into targeting mode 
    and aim for the breakable wall toward the end of the alley on the left.  It 
    shouldn't be too hard to hit, but if you have a hard time it's not necessary; 
    it just makes your next shot easier.  Either way, reselect your lancer and 
    continue east.  Run up behind the tank (either straight for it or through the 
    break in the wall) and blow it away.   It's not a particularly hard shot, 
    especially without the wall.
    Once you finally kill it, save the game and select Rosie again.  Have her 
    bum-rush the final base, ignoring enemy fire.  Once you get as far as you 
    can, throw your grenade to get the shocktrooper in the base to stand.  Aim 
    just to the left of him so you're sure to get the bunker down as well.  
    Quickly end the turn, then reselect and finish him off.  Push into the base 
    as far as you can, and then reselect a final time and turn and take out the 
    final scout crouching there.  You should have enough AP to get to the flag 
    and see the word "Occupy" on your screen.
    Episode 5 - The Kloden Wildwood
    A Rank - 4 phases
    CP:  9
    Leaders:  6
    Aces:  1
    Tanks:  1
    Boss:  1
    This one isn't as hard as the last one, and you end up with enough CP to snag 
    all the bonuses as well as finish the map in 4 phases.  I recommend saving 
    before every enemy phase, just in case they get a lucky shot.  Note that 
    skirmish 2 opened up just before this map; it's worth doing that to at least 
    get your shocktroopers and lancers up to level 5 before you begin.
    The trick to this map is once again using destructible items in your 
    environment to create safer / shorter paths.  Also, it is important to note 
    that when you breach the enemy's main base, a boss tank will show up.  YOU 
    GET NOTHING for killing this tank - not even a tank-killed bonus - so don't 
    bother!  The only advantage is that once it is dead, all remaining enemy 
    units will disappear.  Frankly, by the time you get a lancer all the way up 
    to the point where you can kill this guy, everyone else will pretty much have 
    to be dead anyway.  Also, I am unsure if this will cut short your bonus for 
    killing enemy leaders if you happened to have left any on the field - but I'm 
    guessing it probably does, making this extra not helpful.  Also, the story 
    doesn't change one way or the other.  I've included instructions for how to 
    do this if you're crazy and want to see one extra cutscene, but it requires 
    much tighter use of your CP.
    You'll need two good shocktroopers and one good lancer.  I recommend Rosie 
    for shocktrooper 1, anyone good in short-range fights for shocktrooper 2, and 
    Largo for the lancer.  Shocktrooper 1 will be positioned in the furthest east 
    spot on the northern deployment point, with Largo next to them as far east as 
    he can go.  Shocktrooper 2 will be deployed on the furthest east spot on the 
    southern side.  Your other troops don't matter, but if you have trouble with 
    running around mines you can put an engineer on the northern side.  Finally, 
    put Alicia anywhere for CP.
    The general strategy here is to have your first super sol- er, I mean 
    shocktrooper go along the northern path and take out everything on it, 
    pushing into and across the main base.  Your lancer will cut across the 
    middle of the map and clear the tank from the southern base, and your second 
    shocktrooper will push up the middle and into the main base to support the 
    first one.
    Begin by taking your northern shocktrooper and pushing them east.  Avoid the 
    landmine in your path and try to circle around the houses.  You should be 
    able to make it far enough to target the anti-tank unit; take it out with 
    regular fire (note:  the unit and the guy driving it are just one enemy, so 
    you can just aim for any part of it).  If you have trouble reaching it, use 
    an engineer to clear the mine (and then get them out of the way).  
    Immediately reselect this unit and push over the sandbags toward the enemy 
    scout leader slightly south; take him out (poor guy never sees you coming).  
    Occupy the base, and then push as far east as you can toward the path.  I 
    like to stop just to the left of the 3 boxes on the ground, slightly behind 
    the embankment that forms the right wall of the narrow path that continues 
    left.  The idea is to try to position yourself as far east as you can, but 
    not to where you are completely exposed, as someone will likely be shooting 
    at you soon.  Be sure to end your turn facing east (down the path).  Next, 
    select Largo and push him east along the same path (avoid the mine again!).  
    When he's out of AP, select him again and continue toward the 3 boxes just 
    east of the camp.  Take out one of those boxes with your lance (I hit the far 
    right one, to avoid splash damage on my ally and because it's the most 
    efficient way) and you'll open up a short path through the woods.  Push 
    through as far as you can, bearing right (south) toward the southern camp.  
    Reselect and continue as far as you can (which isn't very far) south through 
    the woods.  This move isn't strictly necessary, but it will buy you some 
    wiggle room next phase.  (If you used your engineer, you won't have a CP for 
    this, but hopefully he got a little further because you didn't have to run 
    around the mine.)
    Lastly, take your second shocktrooper and move east toward the fallen logs.  
    Use a grenade to clear them and push on.  Then, reselect this unit and run 
    them even further down toward the enemy's southern camp.  Save, then reselect 
    again and push southeast in front of the tank (not too close!), aim and take 
    out one of the lancers flanking the medium tank.  You shouldn't have much 
    trouble killing either of them from this range if you aim for their heads.  
    Reselect again and take out the other one, then double back slightly so that 
    you can put the last tree on that path between you and the tank.  This 
    position is extremely important!  Doing this will keep the tank from blowing 
    you away (it probably won't even attack you).  Finish facing the tank.  Save 
    the game and end the phase.
    Since there are many enemy units and they have a lot of CP, predicting what 
    the enemy does is slightly harder.  However, they will likely move around a 
    bunch and an enemy leader shocktrooper will run west down the northern path 
    toward your first shocktrooper.  If your southern shocktrooper does get 
    killed, just reload (probably to an earlier save so you can position them 
    slightly better).
    On your turn, select shocktrooper 1 and take out the enemy leader immediately 
    in front of you, and continue east down the path.  (If he didn't run at you, 
    be aware that he'll be ahead of you and take him out when you see him.)  
    There will be another landmine to avoid, and around the corner a second 
    shocktrooper.  Push as far as you can under fire, then reselect the same unit 
    and take that shocktrooper down as well.  Continue pushing east again once 
    that's done.  Next, save and reselect the same unit and push all the way down 
    the path, avoiding a final landmine, and head toward the gate in the fence.  
    Immediately before the fence, on the right, is a hidden area with another 
    shocktrooper leader.  You should be able to push far enough so that you can 
    chuck a grenade over the embankment and take him out.  If you somehow have 
    enough AP left to get to the gate, do not go through it.
    Next, save the game and select Largo.  He will need to make a somewhat 
    precise shot, so be aware.  First, push south down to the chain link fence 
    gate, being sure to keep it or a tree or something between you and the 
    shocktrooper on the other side as long as possible.  You are going to run 
    like a madman through the gate and immediately target the weak spot on the 
    medium tank on your right.  You should be able to take it out in one hit 
    before it takes you down.  As soon as you have control back, run back through 
    the gate and duck left (south) to the other side of the chain link.  That's 
    right:  chain link is magically bulletproof and impenetrable, but you can 
    still see through it.  Hopefully, you will still be alive - but if not, 
    that's ok, as he is now done (and your shocktrooper will be coming through 
    soon and can call a medic for him if necessary).  The only reason you need 
    Largo to live is if you want to take out the boss later.  Also note:  
    technically you can do this in two turns if you messed up your path earlier 
    and don't have enough AP to make it into the base, but it will keep you from 
    trying to get the boss (which is pointless so don't worry about it).
    Now take control of your second shocktrooper.  Move this unit toward the base 
    as far as you can without getting the enemy shocktrooper's attention, and 
    when you get close chuck a grenade at him to get him standing. Quickly end 
    your turn, reselect and shoot him down.  Push forward into the base while the 
    scout shoots at you (crouch if you want); you'll need to run in over the 
    bunker because the scout blocks the direct path.  Finally, select this unit 
    again, kill the enemy scout leader, occupy the base, and end your turn 
    crouching and facing northeast (up the path).  Make sure you're in the base 
    for the extra defense and healing (you'll want to crouch near the north 
    corner; you'll know you're in the base because of the "status up" in the 
    bottom right) then save the game and end your phase.  (You should have one or 
    two CP remaining, depending on how well your lancer did.)
    At this point, there are fewer enemies (and less enemy CP), but there are 
    still several different paths they may take.  The main issue is the enemy 
    ace, who is a named shocktrooper and very dangerous.  He'll either run down 
    the main path towards shocktrooper 2, or toward the back of the base and 
    shocktrooper 1.  Most of the time he went for shocktrooper 1 for me, since 2 
    was well-bunkered.  This is good because 2 has a worse time dealing with him.
    On your third phase, save your game and then move whichever shocktrooper is 
    near the enemy ace toward him as best you can.  This guy can be extremely 
    difficult to kill, as he has an extremely high chance to evade your attacks.  
    If you can catch him out of his line of sight somehow, that's good.  
    Otherwise, my best effort was to run up point-blank (which is VERY painful) 
    and then aim at a spot just -between- his knees or a little higher - that is, 
    aim so that your targeting reticule is NOT red, but the main part of your 
    targeting area includes his legs.  This is pretty cheap, but the idea is that 
    if you are not actually targeting him, he may not evade - and as long as your 
    bullets hit his legs, that still counts as shots on him.  (Another thing you 
    can do if he runs toward shocktrooper 2 is to call a sniper at the end of the 
    last phase from the southern base and deal with him that way.)  In any case, 
    once he's dead, either push on toward the base if shocktrooper 2 took him 
    out, or run into and across the base if shocktrooper 1 attacked him (see 
    below for details).  Either way, as soon as you enter the base this triggers 
    a cut scene and the enemy boss will appear.  (If he didn't run out, the enemy 
    ace may be hiding in the westernmost corner of the base - take a CP to take 
    him out!)
    Once the ace is dead, the idea is to run shocktrooper 1 across and to the 
    southern side of the enemy camp, where there are some piles of stacked wood 
    behind a house.  (You can also run directly across the camp to some boxes 
    between two houses; it just makes it a little trickier for shocktrooper 2, 
    since they will need to run and gun a bit more instead of use a grenade.)  
    Use a grenade to clear the wood (or boxes) and run around and behind the 
    houses, pushing northeast toward the base, but stop before you get close to 
    the little alley on the left (I tend to stop behind the small tent on the 
    right).  Next, move shocktrooper 2 toward the main entrance of the base 
    (ignore the anti-tank mines) and have them move to the right and also go 
    behind that same house toward shocktrooper 1.  This will take 2 CP.  Reselect 
    shocktrooper 2 and run near the little box beside the tent in front of you, 
    and then take a grenade and throw it into the alley that you can't quite see 
    into, just up and to the left.  Angle left as hard as you can and still get 
    it to land in the alley.  This should blow up a scout standing there and 
    severely injure a black shocktrooper.  (If you took the other path, the 
    grenade may not make it and you'll need to run in and shoot both of them.)  
    Note that black troops are basically "elite;" they're tougher than normal, 
    but do not count as leaders and there is no additional bonus for killing 
    them.  Unfortunately, we need to kill the ones on this map.  Now reselect 
    shocktrooper 1 and run into the alley and blow this guy away.  End your turn 
    facing the other black shocktrooper across the base in another alley, close 
    enough so that he is shooting you (so you can hit him in a second).  Now 
    reselect shocktrooper 2 and go into the alley and push far enough that you 
    can target and shoot the black shocktrooper across the base.  Normally this 
    would be difficult but with both of you together you shouldn't have much 
    trouble.  Note that this will probably take 2 CP since you have practically 
    no AP left on shocktrooper 2.  If it takes more than 2 CP to inch up there, 
    that's ok (you will miss killing the boss tank, but that's ok).  End your 
    turn with this troop facing into the middle of the base like shocktrooper 1.  
    (The reason you are standing here is because the tank has a tremendously 
    difficult time targeting this area, and will try but end up just wasting 
    several AP trying to get to you.)
    It'd be nice if you could rush the base and end the mission this round, but I 
    found that I never really had enough movement left to cover the remaining 
    distance as well as take out everyone (at this point, there are probably 4 
    enemies standing in the base, including a scout leader, a crouching 
    shocktrooper, and two black shocktroopers).  On the other hand, for some 
    reason the enemy rarely ever leaves a fortified position to attack you, so 
    standing nearby should be fine.
    Now, if you are somewhat insane and would prefer to destroy the boss tank, 
    you will need to use your last 3 CP this phase.  Select Largo and start 
    running him up toward the base, ignoring the mines again.  You will need to 
    spend 3 CP to get him close enough (which is probably all you have left).  
    Try to position him near the southern side of the enemy camp, out of sight 
    from the tank and the anti-tank gun.  End your turn facing the main part of 
    the camp, since the tank will likely take a shot at you, but thankfully you 
    heavily resist mortar rounds.  (If you die, reload and try a slightly 
    different position.)
    Save, and end the phase.  The enemy will probably move the tank several times 
    in a fruitless attempt to get at the shocktroopers in the alleyway.  He may 
    also issue orders, and someone might try to run around and shoot your 
    shocktroopers (HA!).  Hopefully, no one will die.  After the enemy's turn is 
    done, save, and select one of your shocktroopers.  At this point, it's pretty 
    free-form, but you'll need to run toward the base and run to the right.  Try 
    to line up as many enemies in your line of fire as possible and let loose, 
    although you can still kill them one at a time and be fine.  You may also 
    need to use a grenade on the bunker where a shocktrooper is crouching to get 
    him to stand up (if he is there).  The good news is that the boss tank will 
    probably be positioned so that standing in the base area is safe from its 
    attack.  Just use both of your shocktroopers and the gobs of CP you have left 
    to take everyone out.  I personally ran one troop around to the right, killed 
    the scout, and then used a grenade from the other shocktrooper, and then used 
    combo shots to take out everyone else.  Just mind the tank and try to avoid 
    getting the black shocktroopers to turn around until you can nail them.  But 
    between your two shocktroopers and their two grenades, you should be able to 
    get it clear with plenty of CP to spare.
    Once again, if you are slightly insane you'll need to save 3 or 4 CP for the 
    very end.  Once everyone in the base is dead, don't occupy it.  Instead, 
    select Largo and run him up following the same path behind the houses toward 
    the base, then through the base and behind the tank.  This will take 2 or 3 
    CP, depending on the position of the tank.  Shoot its tiny weak spot to take 
    it out.  After the cut scene, use your last CP to occupy the base and end the 
    Your reward for the ace is the ZM MP 2(g).  If you liked the ZM MP 1(g), you 
    may as well use this instead.
    Episode 6 - A Desert Encounter
    A Rank - 3 phases
    CP:  10
    Leaders:  5
    Aces:  1
    Tanks:  3
    *Thanks to Chris and Jon for pointing out the hidden enemy ace.
    Yay snipers!  Get ready for a lot of reloading for missed shots.  But with 10 
    CP and 3 phases, the good news is that you will have plenty of time to get to 
    the enemy base and take out all leaders and tanks.  However, the deployment 
    of your team (or rather, lack of) is absolutely critical, and there are some 
    slightly tough lancer shots toward the end that are needed to take out all 
    the tanks - so be sure to save often.  The general strategy for this map is 
    to deploy a skeleton crew of a sniper and CP-boosters at first, push to the 
    middle base quickly, and then call the rest of your crew from there.  You'll 
    save a lot of CP this way on this long map.  Also worth noting is that there 
    are very few hidden enemies, since you have great sightlines and lots of open 
    space.  Lastly, once you push past the middle base, whenever you get there 
    you'll trigger a sandstorm that will last until the end of the enemy's next 
    phase.  It will then start again at the beginning of every other one of your 
    phases (so if you trigger it on phase 1, it will come back on phase 3, 5, 
    etc.).  It is important to control this effect to your own advantage.
    First, you'll need to deploy your team exactly this way:  load one sniper on 
    the western (left) point of the eastern deploy zone.  On the main team, load 
    Rosie and another shocktrooper that you don't care about in front on the left 
    and right, Alicia behind them, and Largo somewhere in the back.  Largo and 
    Rosie are only there to boost CP; Rosie's horrid in a dessert and a lancer 
    can't do anything useful from this far back.  The two shocktroopers are 
    actually set up as a distraction to the enemy and won't be moving.  Do not 
    deploy anyone else!  That should give you 3 remaining (empty) slots.  Start 
    the mission.
    The sniper will need to act first, and they will need to take out 3 targets 
    in just 3 shots.  Before you begin, search the overhead map for a scout 
    leader to the northeast, near a sideways T.  That is your first target; save 
    and then select the sniper.  Look down and to the right; you should see him 
    with his head juuuust poking out.  Take him out.  All these shots are hard, 
    so don't be discouraged if you miss a few times - just reload.  Once he's 
    dead, save, and look at your map again.   North of the now-dead scout is an 
    ancient building with a shocktrooper leader and two scouts near a base.  Your 
    next two sniper targets are there, but first Alicia will be running toward 
    that spot.  Select Alicia and have her run northeast into the giant trench 
    that cuts a huge rock in two, between the rocks, and then turn left (north) 
    toward that ancient building while staying in the trenches.  Before you 
    actually jump down into the trench, stop and shoot the scout to your left 
    along the way; it's a close shot and you shouldn't have any trouble.  Once 
    she's gone as far as she can (the enemy leader shocktrooper may notice you 
    but you shouldn't be in range), end her turn, save, and reselect your sniper.  
    Move your sniper as far forward and to the right as you can (northeast) on 
    their little perch.  Look through your scope at that building; you should see 
    a standing sniper, a standing shocktrooper leader, and a crouching sniper on 
    top.  Your next two actions are to kill the standing sniper and shocktrooper 
    leader by shooting them both in the head.  Once that's done, your sniper is 
    out of bullets and done for the encounter.  You may want to move them back 
    south toward the wall and completely out of the way on their last move.
    Next, select Alicia again and run all the way to that building, up the stairs 
    to nearly the top, and chuck a grenade at the final sniper.  Once he's dead, 
    run back down the stairs and over a bunker to the middle base and occupy it.  
    (Oddly you can't jump down from the building or stairs.)  Try to move her to 
    the east so that she is out of any enemy sightlines, including the lancer 
    just to the north, as the tanks can and will shoot at her in the base if 
    she's just standing there.  As long as you see the blue Status UP symbol in 
    the bottom right, she'll get the bonuses for being in the base.  Next, use 3 
    CP to request your best lancer (or later when you're running this map as 
    skirmish 4 and you have access to the 2 CP Damage order - which you get when 
    your lancers are level 7 - get a scout instead) and two more shocktroopers.  
    That's 8 of 10 CP so far; end the phase.
    Hopefully the enemy will waste a lot of time moving tanks or otherwise 
    advancing on your extremely well-defended position at your main base.  Rosie 
    and the other shocktrooper should keep it pretty safe, and their lancers 
    shouldn't be able to do much to you.  On your next phase, you'll have 12 CP.  
    First, start by selecting your least favorite shocktrooper at the middle 
    base.  Have them run due west past a lancer - watch for the landmines! - and 
    keep running like a madman toward the crouching lancer leader in the trench 
    to the west.  At the end of your AP, fire at him.  Then, reselect, run in, 
    and shoot him to death.  After that, try to back off a bit and be sure to 
    crouch down, but otherwise just find as decent a spot to hole up in as you 
    can with your remaining AP and then ignore this unit completely.  They will 
    draw some serious fire but their job is done (which was to take out that 
    enemy leader).  You can end your turn facing west since we'll be killing 
    everyone behind you who is close.  (Optionally, you can try to spend another 
    CP to back off a bit, but honestly that trench is the best spot you'll be 
    able to find with the AP you'll have left.)  Next, select the second 
    shocktrooper you called in and run north / northwest toward the enemy 
    shocktrooper who is foolishly standing in a trench.  Execute him and keep 
    moving.  At this point, the sandstorm will start.  You'll end up spending 3 
    more CP to do all this, but continue to move your shocktrooper north toward 
    the crouching enemy shocktrooper in the trench in the middle of the map (NOT 
    the leader shocktrooper to the west, but the one in the middle, near the 
    northern end of the trench).  Throw a grenade when you can to hit him and 
    make him stand up, and then use your final (fourth with this unit) move to 
    shoot him down (if he isn't already dead) and then take cover and crouch in 
    the trench about where he was, facing northwest.
    Now save the game and select your lancer, and follow that similar path toward 
    where your shocktrooper ended up, but more east.  Your goal is to push all 
    the way to the northeastern corner of that trench, so that you actually end 
    up juuuust behind and to the west of the easternmost light tank.  This should 
    happen after about 3 CP.  (I like to run toward the northernmost light tank.  
    It's about the right line to take, and an easy landmark in all that sand.)  
    This is a slightly tricky shot, but shoot that tank in the back and destroy 
    it.  Afterwards, be sure to save again and then move into the trench and 
    crouch.  It's really hard to detect where you need to be to crouch, but do 
    the best you can; you'll see the crouch command come up when you're in the 
    right spot.  Technically you can use an extra CP here if you need another 
    shot or have a hard time finding the trench.  (If you have access to the 
    Damage order and brought a scout in before, give a Damage order to the scout 
    and move that scout along the same path and navigate behind the tank; take it 
    out, and then head for the trench and crouch.)  For your last turn, select 
    Alicia and move her all the way up to the left side of your lancer (or 
    scout), stopping before you leave the base to shoot the lancer whose back is 
    turned to you on your way if you want.  Get in the trench and crouch.  Save 
    your game, then end the phase with 1 (or zero) CP left.
    At this point, the enemy's moves will be harder to predict, but they will 
    have limited CP, and they always call for reinforcements with one.  They 
    usually call snipers, and at this point an additional sniper will probably 
    have shown up in the base.  They will probably move their tanks around, and 
    may try to hit your poor lone shocktrooper back in the middle of the map.  
    The sandstorm will generally help you.  However it happens, so long as your 3 
    northernmost units survive and have a few HP, you're good to go.  On your 
    turn, save and then run your lancer north toward the middle light tank.  
    Ignore the anti-tank mines.  If you're low on HP, it's ok to run pretty wide 
    around it - you actually have enough AP to get what you need done.  Run to 
    behind that tank, get close, and blow it up.  Continue to move slightly west 
    after that if you can, and then save your game.  The next shot is a hard one.  
    Reselect the lancer, move west (behind the enemy shocktrooper leader, if you 
    want - he is amazingly inattentive) and as south as you can without getting 
    the shocktrooper's attention, and then aim for the final tank.  This is a 
    tricky shot, and you should still have 2 shots left and can try twice before 
    you need to reload the game.  Also, you can spend a few extra CP moving if it 
    helps.  In fact, I recommend spending at least 2 CP on this, and don't fire 
    until the end of your second CP, so you can have a third CP and 2nd shot 
    ready to use if you miss.  The shocktrooper may chew you up a bit, but this 
    is all you have left to do.  (Alternately, if you have access to the Damage 
    order, give it again to your scout and they should have plenty of movement to 
    take out both of those tanks; it's a much easier shot - just be sure not to 
    draw attention from the shocktrooper in the base.)
    Once that tank is finally gone, save and then select your shocktrooper.  Push 
    them southwest toward the crouching shocktrooper leader, and chuck a grenade 
    to get him on his feet.  Reselect, push forward again and take him out (if 
    the grenade didn't kill him).  Don't go too far west, though, because after 
    that you'll need to do an about-face and run north / northeast toward the 
    final enemy shocktrooper leader.  Try to stop short of his firing range.  
    Finally, select Alicia and run northeast toward a small group of suspicious 
    ancient walls.  Head between them and you'll notice an enemy ace sniper 
    hiding back here on the right.  Shoot him in the back of the head and then go 
    due west toward the enemy base, circling north just a touch to get behind 
    that enemy shocktrooper.  The idea is that you need to get her up there and 
    behind him without him noticing you.  Reselect her, move into the base, and 
    chuck a grenade from behind him to get him standing.  If the reinforcement 
    unit (probably a sniper) is also crouching next to him, be SURE to hit him 
    with the blast so that he is standing as well.  Immediately end Alicia's turn 
    before she gets mangled, and then reselect your shocktrooper.  Move north - 
    hopefully you'll have just enough AP to get into decent range - and shoot the 
    final shocktrooper leader in the back, killing him.  (This tactic - shooting 
    one enemy from two different directions to avoid cover fire - is something 
    else you'll do throughout the game.)  Lastly, reselect Alicia, execute the 
    remaining sniper with headshots if he's still alive, and occupy the base.  I 
    finished with 2 CP remaining after all this, so you have a bit of wiggle-room 
    here and there if you need to take another turn to position someone better or 
    take an extra shot, although you do need to make sure you are taking out 
    everyone who needs to be taken out each turn.
    The enemy ace drops a ZM SG 1(g) sniper rifle which is absolutely horrible.  
    Snipers care about range and accuracy and this one has neither.  On the other 
    hand, if you actually hit anything, you may be able to kill it without a 
    Episode 7 - The Battle at Barious
    A Rank - 9 phases
    CP:  10
    Leaders:  0
    Aces:  1
    Tanks:  1 (the required boss counts as your tank kill)
    Boss:  2
    Wow.  This battle doesn't so much have a set strategy as "things you should 
    try to accomplish."  9 phases seems like a lot, but the problem isn't you 
    having enough time to get things done - it's waiting on the enemy to do 
    things, which is never good.  The main issue is that the battle changes 
    several times, including one drastic change that will totally rearrange your 
    strategy.  This section will guide you on how I survived (and got the ace 
    along with the A rank), but note that it is a very hard battle and I 
    recommend saving constantly - in different slots - and everyone's final 
    strategy will be different.  Also note that if you've been getting A ranks, 
    done each of the skirmishes on Easy and Normal, and had at least one bonus 
    mission, it should be trivial to have all your troops to level 7 by now.  I 
    also recommend loading all the +accuracy items that you have onto your tank.
    First off, here's what you need to know about the flow of battle:  
    - The giant boss tank has 6 turrets.  These are best dispatched by one tank 
    shot and one lancer shot - or at least, that's how much it took for me.  If 
    you can't do it that quickly, don't fret; 4 AP per turret is not bad, either 
    (use two tank shots, since they are infinite).  It's a VERY good idea to kill 
    all of them.  (I'd recommend saving between shots, too.)
    - In fact, I would recommend killing every single thing on the map.  You'll 
    have plenty of time to do it, and that will get them out of your way for 
    later when you need to be able to roam more freely - and keep them from 
    stealing your bases and calling reinforcements.
    - Once the boss has taken 2 turns, on its third turn it will overrun your 
    middle base.  If you still have troops there, don't sweat - surprisingly, 
    getting run over by a mountain doesn't really hurt.  At this point, your goal 
    changes:  you need to knock down two ragnite walls by hitting them on the 
    flat side with a lancer.  There are five on the map; you can see them on the 
    command mode.  You don't need to hit the westernmost one directly in front of 
    the tank (it's already knocked over), but the next two are critical.  The 
    final two don't really matter either, since it will hopefully never make it 
    that far.
    - Once the boss tank stops to shoot a broken wall with its main gun, it will 
    expose three radiators which you can then destroy.  It took me 4 lancer shots 
    each (or one grenade - see the note at the end of this episode below).  You 
    can also take them out with tank shots, although it's a little harder and 
    still takes 2 shots.  You will need to climb the helpful ladders on the sides 
    of the thing to get to them, although you can shoot them from the ground - 
    it's just harder.  I recommend damaging each radiator 3 times with your 
    lancers before destroying two of them, so that they all have 1 hit left.  
    Once you break one, the remaining ones retract.  They will not heal 
    - Once you have broken two radiators, the game changes.  Another super boss 
    shows up in the northeastern corner of the map with a small squad of elites 
    and an ace, and at this point, strategy is mostly a matter of luck and 
    reloading.  You can be smart about it, but the super boss is invulnerable to 
    ALL attacks.  She also can and will kill ANYONE but Welkin without batting an 
    eyelash (and can take him out if his weak spot is exposed).
    - When you finally destroy the third radiator, you will STILL need to blow up 
    the giant boss tank!  There are no weak spots, but you can't really miss the 
    thing, either.  It took me 6 lancer shots and 3 tank shots (or 2 lancer shots 
    and 8 tank shots), but by the final turn you'll probably have 20 CP without a 
    problem - you just need troops left alive who can use it!
    To begin:
    Place two good lancers on the northern deploy spot (Largo is a good choice 
    here).  The third spot is a good place for Alicia - she'll grant you some 
    bonus CP and also be able to get out of there fairly easily.  However, you 
    could leave this spot blank, too - you don't really need bonus CP for this 
    map, and you'll see why.  For the lower side, I recommend putting an engineer 
    on the northernmost point (hilariously, the boss tank sometimes misses this 
    spot entirely when moving through), a good shocktrooper below that, and then 
    on the bottom row two more lancers and another shocktrooper to cover them in 
    the middle (like Rosie).
    Your first phase, use your two northern lancers and your tank to take out the 
    far front and front-left turrets and return the lancers to the trench.  These 
    are hard shots, so be sure to save between them.  Use range to your advantage 
    - those turrets will murder anyone who gets close enough, although your tank 
    should be immune.  Generally, you won't need to move the tank much.  Once 
    that's done, end your phase.  The boss will move but otherwise not do much.  
    The ground troops will close in on your southern position.  There are a lot 
    of places they may go, but the scout (if he doesn't kill himself attacking 
    your shocktroopers) will aim for the southwestern base, along with the 
    sniper.  The rest will try to flank, or just hang out.  On your next phase, 
    move your tank east and use it and your two lancers to take out the back-left 
    turret and the far rear turret.  (These shots aren't as bad.)  Try to make 
    sure your tank doesn't leave itself open to their lancer.  Also, behind your 
    tank is a good place to park your lancers when they're done.  Next, you'll 
    want to take your western shocktrooper and run south and around to the east 
    and take out the enemy scout.  Also get their sniper.  Make sure you're out 
    of range of the turrets and behind something.  End your phase.
    The boss tank will overrun your middle base (your engineer will be fine) and 
    your goals will change.  This phase gets a little tougher but you should have 
    tons of CP by now.  First, like previous turns, take your tank and two 
    lancers and advance and take out the right two turrets.  Whew - breathing 
    room.  Park your lancers in the trench with your allies, crouching if you 
    can, and make sure the tank is facing the giant boss, although you can leave 
    yourself exposed to the lancer because we're about to take him out.  Once the 
    turrets are dead, take your already moved shocktrooper and do your best to 
    take out the two enemy shocktroopers.  Hopefully you'll be able to get them 
    both with this one unit.  End this unit somewhere safe - crouching, behind a 
    wall, etc., or just retreat them if you're near a base.  After that, run your 
    still-trenched shocktrooper up the slope and take out that lancer.  This 
    should clear all the troops.  Now, take one of your trenched lancers and run 
    southwest up the slope so that you can get a good shot at the two ragnite 
    walls you need to knock over.  You'll want to aim for the western one that is 
    still standing (southwest of your starting position) and the southern one 
    (south of your starting position).  Your tank may also be able to nail one.  
    Either way, you only need to hit those two.  Be sure to aim for the flat side 
    (not the edge).  You can head back toward your comrades if you have movement 
    left, but try to stay behind cover or crouching.  Once all that is done, end 
    your phase.
    The boss tank will move south and take out the first ragnite wall.  Once this 
    happens, on your turn move one of your trenched lancers to the far (currently 
    northern) side of the thing and go up the ladder and shoot the radiator three 
    times.  I recommend descending down the ladder between each shot; the game 
    occasionally glitched for me and caused the "descend" option to be 
    unavailable if I didn't use it between turns, which was weird.  (Note:  if 
    you -do- get stuck on the thing, don't worry - once it moves you will fall 
    off but this does no damage.  It does leave you rather exposed, however.)  
    Hit it three times and then crouch near the remaining bunkers in what used to 
    be your base.  Then, take another lancer and go up the nearest (currently 
    south) ladder and hit that side three times.  Then, re-trench (or at least 
    crouch) this lancer as well.  At this point, you can try to hit the rear 
    radiator as well, but that's not as crucial.  I just went and finished off 
    the northern side.  You could also use your tank to shoot the southern side 
    if you did hurt all three.  (See the note at the end of this episode below 
    for a slightly different idea about radiators.)
    Once this happens, you'll hit a cutscene.  Go ahead and end your phase.  The 
    enemy will advance, and probably shoot your tank with its rear cannon.  That 
    one packs a punch, but it should not take you out.  On your next phase, the 
    best thing you can do is start to move your troops into better positions.  
    Advance your lancers so that they can get to the boss in one move, but be 
    sure to stay out of the 180 degree arc directly behind it.  Use the engineer 
    to repair your tank (do this by targeting it and selecting the repair tool), 
    refill your lancers (just get near them), and park them nearby.  Also, try to 
    keep people crouched, and do NOT go around the "corner" of the bottom side-
    wall.  In other words, keep your lancers and your engineer in the "inner" 
    area where you started, and do not go into the long trench that slopes upward 
    toward the ancient dome (marked as "Trench A4" on the map).  You should also 
    move your tank down to the bottom of that side wall as well, to keep it near 
    the boss but not behind it.  Next, what I did was to move all my remaining 
    troops - scout, two shocktroopers, and lancer - up to about the top of the 
    long trench near the dome (marked as "Trench A3" on the map).  Have them face 
    northeast, or to the left of the dome from their position.  However, you may 
    instead wish to start moving ALL of these troops - except the lancer - to the 
    far southwest base and start retreating them.  If you're REALLY confident, 
    once they're retreated, you can call in a sniper reinforcement and a 
    shocktrooper to cover them from the southeast base for some fun shoot-miss-
    reloading action in a couple phases.  (Although if you wait one more phase to 
    call them, you won't have to worry about them drawing fire.)  Once they're 
    all good, end your phase.
    The enemy will advance and shoot the second ragnite wall, which is the first 
    one you knocked down.  This opens up its radiators again.  However, before 
    you run up there, be SURE to have all your other troops either stationed 
    where you want them or retreated completely.  Once you're all set, run one 
    lancer up the back and shoot it three times if you haven't already - be sure 
    it only needs one more hit.  (I highly recommend making the rear radiator the 
    last one.)  Then, make sure that lancer is back in cover!  Lastly, move a 
    lancer up to the remaining side radiator and take it out.  At this point, 
    after another cutscene another super boss will show up with a small 
    contingent of troops.  DO NOT go near them.  Move your lancer back down and 
    run for cover - even behind a wall is better than nothing.  Make sure your 
    tank is hugging that side-wall and between the giant tank and your troops.  
    Once you're all good, end your phase.
    At this point, the mission is sort of a crap-shoot, and it will probably play 
    out differently every time.  What happens next is that the super boss will 
    zoom around and probably execute lots of your guys.  What you WANT to happen 
    is for her to get distracted by your tank and NOT go around it and shoot your 
    lancers/engineer.  The other enemies will advance as well; what happened for 
    me was that my remaining units who weren't blown away by the super boss 
    lucked up and pretty much took them all out in counterattacks, including the 
    ace.  However, this is really a matter of luck, and if you retreated your 
    guys then they will obviously not stop anyone from advancing.  The enemy will 
    have 20 CP easily by this point, so expect it to be bad.  And to top it off, 
    the boss tank will only move forward and possibly fire at you.  Not a good 
    phase for you.  Although, if you brought in some snipers you might have a 
    chance to get a few yourself on your next phase - especially the ace for the 
    bonus XP - but expect it to be tricky, and you still may get a few troops 
    For the eighth phase, you have two specific things you need to get done - 
    besides cleaning up any non-boss enemies left alive.  (Your tank mortar 
    rounds tend to do a good job of cleaning up the remaining non-boss enemies, 
    and you'll probably be moving the tank anyway.)  You should also have about 
    20 CP at this point, so take your time and be smart about it.  Effectively, 
    you need to move those lancers (and the engineer if you want) to behind the 
    enemy boss tank.  They need to squeeze behind it - or the other side if you 
    can - and avoid the other super boss at all costs.  She has about a 270 
    degree field of vision and can take down any troop with one volley.  But, you 
    have two things going for you here:  first, her primary fire takes a short 
    while to recharge, so you can wait for her to finish shooting and then make a 
    dash.  Second, she can't shoot through your tank, so you may need to move 
    your tank slightly, then move the troops, then move the tank, and so on, 
    until they are out of sight.  If you still have anyone else left alive you 
    can try to rescue your fallen friends, but you'll be done in less than 3 
    phases anyway.  The main thing to keep in mind is to make sure you save 
    however many CP you need to have 20 for your next and final phase.
    Hopefully on the enemy's next phase, the super boss simply won't massacre 
    you.  She doesn't seem to think about going behind the boss tank for some 
    reason, but I wouldn't leave yourself exposed, either.  She tends to just 
    stand between your tank and the boss.  They did next to nothing against me.  
    Also, the boss tank should shoot the third ragnite wall - the second one you 
    shot - thus exposing its radiator again.  On your ninth phase, immediately 
    run a lancer up the back (aren't you glad you left this one for last?) and 
    take it out.  (Your tank could do this as well if you can't make it back 
    there due to the other boss.)  At this point, you'll have one more cutscene 
    and the boss tank is suddenly vulnerable.  Use every lancer shot you have 
    left, using the engineer to refill if you have to, or switch to your tank if 
    you run out of shots.  You should have plenty of CP left, even if your other 
    leaders are downed, and be able to finish off the whole thing.  Once that's 
    done, you're finally finished!
    The ace drops a ZM Kar 2(g).  Similar to the ZM Kar 1(g), it gives up range 
    and accuracy for loads of damage.
    Note about the radiators:
    MANY people have written in to let me know that you can also use a single 
    grenade instead of 4 lancer shots to take out the radiators once they are 
    exposed.  Barry Erkenbrack summed up this strategy nicely:
    "Once you climb up a ladder onto the tank, you can see that the radiator is 
    open on top and is hollow inside - like a house with no roof.  Just aim the 
    grenade so that the aiming arc is on top of the radiator and throw the 
    grenade and it will disappear inside and destroy the radiator in one go.  
    [The grenade] also doesn't hurt the character standing right next to the 
    exploding radiator for some reason...  A scout ... can hide behind the rocks 
    on the east side of the map, run up the side of the tank and toss in a 
    grenade and run back to hiding in one turn."
    This seems like a completely viable tactic and you should certainly follow it 
    if you find it useful.  I haven't tested it, but it doesn't really change the 
    core strategy.  Why?  Because first of all, saving CP is not something you 
    really care about on this map.  You have gobs of CP - you will max out at 20 
    easily - and while this will end up saving you about 9, it won't make the map 
    end any sooner.  Secondly, once the main tank gets disabled, you will still 
    need at least one lancer to help take it out.  You may be able to handle it 
    with Welkin alone - he'll have 19 CP at best which is 9 shots - but using 
    lancers guarantees you will take it out.  Either way, it's up to you.
    Episode 8a - The Woodland Snare ("Life")
    A Rank - 4
    CP:  3
    Leaders:  2
    Aces:  1
    Tanks:  0
    *Thanks to G-man for pointing out the magic flowers.
    This level is either EXTREMELY difficult or relatively easy, all depending on 
    whether or not you figure out the secret trick to this map.  In fact, I 
    personally hate this level due to the cheap nature of this trick, and I 
    apologize to everyone who tried to follow the version 1.00 of this guide, 
    because while possible, getting an A rank without the trick makes this the 
    hardest map in the game and extremely frustrating.  (Also note that you 
    should be able to level your scouts to at least 8 by now.)
    This map seems rather difficult when you start:  you've got an enemy ace 
    shocktrooper that you need to take out with two scouts, which isn't fun.  
    There are security lights which trigger explosions, additional mortar fire at 
    the end of each turn, Alicia is hobbling and can barely move, and did I 
    mention there are an ample amount of mines thrown in for good measure - 
    usually in hard-to-spot places?  You may die several times, so save often - 
    at least after each phase.  And to top it all off, you only get 3 CP and you 
    have to get BOTH Alicia and Welkin to the objective in 4 phases?  Bleh!  
    Sounds impossible, right?  Well, it just about is - unless you figure out the 
    tricks to this map.
    The main trick here is that in three locations on the map are special blue 
    flowers that glow.  Using these flowers will heal Alicia slightly each time, 
    and increase the total distance she can cover with her AP - although they 
    never stop her from hobbling (which is only dangerous when she's near an 
    enemy).  These were mentioned in one of the cutscenes I believe, but they are 
    incredibly unintuitive to use.  You have to have Alicia nearby, but only 
    Welkin can actually trigger them.  That's right:  both of them have to be in 
    a rather specific location for this to work.  Yuck.
    The other trick to this map is mastering how to use security lights to your 
    advantage.  If you try to avoid them you might trigger them where they can 
    kill you, but if you trigger them in the correct spots, the lights will stop 
    chasing you and you can get past them easily.  This is an important lesson 
    you'll need for later on in the game as well.
    Start the map with Alicia.  Move forward and hug the right wall.  Near the 
    end of her movement (watch for mines!), you'll see an enemy scout leader off 
    to the left; turn and shoot him in the head.  You'll be firing through trees 
    but you'll know when you're targeting his head because the "shots to kill" 
    count will drop to under 5.  If you don't kill him, that's ok.  Continue her 
    movement hugging the right wall toward some glowing fireflies.  Select her 
    again and finish off the scout if you didn't before, and then push toward the 
    fireflies, triggering a cutscene.  You'll want to move through them and 
    follow the path on the other (south-most) side of the berm.  Don't worry 
    about stopping near the glowing blue flower, but take note of its location on 
    the right.  Continue forward as far as she can go.  Now, select Welkin, 
    follow that same path (watch for mines!) and finish off the scout leader if 
    he's not already dead.  Go through the little path and head for the glowing 
    flower.  When you get close, you should see "view event" on your screen.  
    Press the action button to see a short cutscene which heals Alicia slightly.  
    After that, continue his movement through the path turning north, and head 
    for the bridge (watch for the mine near the bridge!).  You should end up 
    juuuust at the edge of the bridge.  If you need to end near the mine, be sure 
    to fudge to the right side of the bridge so Alicia can get past you without 
    stepping on the mine as well.
    On your next phase, start with Alicia.  Move forward and north across the 
    bridge, triggering another cutscene (if Welkin didn't already).  Go across 
    the bridge and then do your best to immediately trigger the searchlight.  
    This makes sure it falls in a completely harmless area.  Reselect Alicia and 
    then turn left (west) and follow the left-most (southern) path.  Toward the 
    end you'll see a large rock on your right and some grass.  If you move slowly 
    here, you'll notice an enemy scout leader in the grass right before he can 
    shoot you.  Immediately go into targeting mode and toss a grenade at him, 
    then immediately end your turn before he can shoot.  Now, select Welkin.  
    Move him across the bridge and take the same path, and once you get to Alicia 
    stop just short of her and toss a grenade over the rock at the scout leader.  
    If you hurt him pretty good before, getting your grenade anywhere close 
    should kill him.  (Alternately, you can just run around the corner and shoot 
    him, but it's good to save your HP for the next phase.)  Continue on past 
    Alicia toward the next area with a searchlight.  Here, it's best to avoid it.  
    Welkin is fast enough that if you wait for it to pass, you can beat it.  Take 
    the right-most (northern) path here; the light travels clockwise and you want 
    to take the counter-clockwise path.  Continuing forward past the light you'll 
    see the second glowing flower on your right, and a tree just past it.  Stop 
    Welkin just past the flower while the words "view event" are on your screen, 
    and end his turn.  End the phase.
    The mortars should fall harmlessly nearby.  Start your next phase with Alicia 
    once again.  Move her all the way to the tree just past Welkin, but do NOT go 
    around that next corner.  (The trick here to avoid the clockwise spotlight 
    with Alicia is to wait for it to pass, then make it to the tiny bush on the 
    left side of the path and wait.  If you're standing there, the light will 
    miss you.  It's not really necessary, though.)  Now, save and then select 
    Welkin and use the flower again.  This heals Alicia quite a bit more.  Now 
    take Welkin forward around the corner and move to the right as quickly as you 
    can, hugging the right wall tightly!  You'll most likely get shot up a bit, 
    and probably trigger another searchlight, but that's ok.  You'll see an area 
    with more fireflies on the right wall again - take note of its location.  
    Continue north through the grassy area so that you're on the other (east) 
    side of the rock from the two troops.  Inch north juuuust enough to spy the 
    enemy ace around the corner of the rock and toss a grenade to wound him.  
    (You can't shoot him or he'll murder you.)  I found that if you do not 
    actually target him, just throw real close and behind him, it seems to lower 
    the chance he might evade.  If he does evade, that's ok, but it will make 
    Alicia's job much harder - so it's best if you can hit him pretty hard (don't 
    be afraid to reload).  Once you've gotten his attention, run back south and 
    turn left through the shortcut with the fireflies, and head north through 
    that path.  Once you get to the end, you'll see the third and final blue 
    glowing flower to the north (and slightly left) of you, again on the right 
    side of the path near a rock wall.  Head toward that flower (try to avoid the 
    light) and end your turn when you see the "view event" message.  Save again.  
    Now, select Alicia and go around the same corner, hugging the right wall 
    again.  The ace will be facing the other direction, so once you get a good 
    shot at him, aim for his head and take him out.  This is a very difficult 
    shot; not only does he have a tremendous chance to evade, but you might have 
    to shoot through tree branches again, depending on where Welkin's grenade 
    sent him.  You may need to reload a few times, but it is worth it for the 
    weapon he drops.  Once he's dead, shuffle through the grass and head north 
    through the same secret path that Welkin used.  You should come out in 
    another patch of grass; go ahead and end your turn here.
    The enemy mortar fire will likely kill their final scout.  On your last 
    phase, start with Welkin.  Use the flower and get the last cutscene (if she's 
    not close enough, just skip it - it isn't necessary), and then head straight 
    for the objective.  Avoid the mines, but don't worry about the searchlights - 
    it doesn't matter now if you trigger them.  When it splits, the path on the 
    right (south) is shorter and has fewer mines.  He should make it to the 
    objective easily.  Now select Alicia and move her all the way to the end as 
    well following the same path.  It may take two CP if you weren't able to heal 
    her a third time; otherwise that's it!
    Killing the ace nets you the ZM MP 3(g), which is an extremely powerful 
    shocktrooper weapon with horrible range but tremendous firepower.  Equip it 
    Episode 8b - The Woodland Snare ("Reunion in the Forest")
    A Rank - 3
    CP:  8
    Leaders:  4
    Aces:  1
    Tanks:  2
    The important facts you need to know about this mission are:  to get Welkin 
    to the tank, you'll need to run east down to the river valley, then back west 
    to a ladder where the broken bridge is.  And it's required, because there's a 
    wall (behind the second enemy tank) that can ONLY be cleared by running your 
    tank into it (nothing else damages it).  Also, the mortar will make things 
    tricky but a lancer can reach it at the very beginning and shut it down.  
    (Don't forget to upgrade your equipment after the last battle!)
    For your deploy, I chose two shocktroopers on the front line (east-most), 
    then two lancers behind them, and then a scout and a sniper.  If you gave the 
    ZM MP 3(g) to a shocktrooper, put them in the southern spot.  It will help 
    buy you a couple of AP, which can be nice.  For the lancers, you want someone 
    tough in the southern spot and someone accurate (if you can) in the northern 
    spot (make sure Largo is one of these).  First, start across the river and 
    choose Alicia.  Move her down and around to the east, take out the first 
    scout, and then avoid the mine on the left as you run forward and take cover 
    beside the house.  Save, then select your northernmost lancer, run north 
    toward the broken bridge, and take out the mortar.  This is a very difficult 
    shot so it will likely take many reloads, but it's really the only way to get 
    this thing out of the way early.  Run this lancer back to your camp and 
    crouch; he's done (save again!).  Next, select Welkin and run him along the 
    northern path toward the house and take out the next scout waiting there.  
    Push him ahead (watch for the mine around the corner of the fence!) and down 
    the path as far as you can go.  Now, select Alicia again, and continue her to 
    the edge of the fence, around the corner, and target the shocktrooper leader 
    who is conveniently facing the other way.  Kill him, then run down the path 
    to the first grassy area and take cover (face behind you).  Reselect Welkin, 
    and run him down the path (watch the multiple mines) and turn the corner 
    right, running to the end of the second grassy area - and crouch (just in 
    Next, select your northern shocktrooper and run toward the two snipers.  Take 
    out the first, save, and then take out the ace sniper.  This guy evades like 
    CRAZY so the best way to handle him is to run around the other side of the 
    sniper nest and shoot him in the back (thanks to Jacklyn Theil for that 
    tip!).  Grenades also work.  If you do throw a grenade, be aware that it is 
    possible to take out the sniper nest ladder as well, so try to leave the nest 
    intact - it's useful later.  This should leave 1 AP; save and end the phase.
    The enemy will likely call reinforcements and then batter your tank.  They 
    may also beat on your forward, relatively-exposed shocktrooper.  Hopefully 
    their west-most tank will move up, and you won't suffer losses.  On your next 
    phase, you'll want to run Welkin the rest of the way down the path, up the 
    ladder and to the group.  At this point your tank will be healed completely, 
    which is great.
    The rest of this phase is a little more free-form, depending on where the 
    enemies have moved - so feel free to adjust the order as necessary.  One nice 
    trick you can do is take your northern shocktrooper, go up the sniper nest, 
    and then throw a grenade into the southern enemy base (thanks to Jacklyn 
    Theil for that tip as well!).  Try to kill either the sniper and blow the 
    shocktrooper out of the base and get his attention, or the other way around.  
    Don't worry about the leader shocktrooper.  You'll also want to push the 
    Edilwess forward (toward the gate) and use a mortar blast to take out the 
    crouching enemy shocktrooper and knock a few lancers back, and then continue 
    forward at least to where the shocktrooper was (so you can reach the wall 
    next turn).  Be sure to leave some room on your left so a character can 
    squeeze past you.  Hopefully all lancers will still be in front of you at 
    this point - otherwise don't go past them and expose your weak spot.  Use 
    your sniper to kill the enemy shocktrooper leader at range - you can run up a 
    bit behind Welkin for some cover if the enemy light tank isn't in the way - 
    and then park them anywhere out of the way (they're done).  Your southern 
    lancer is going to need to sadly run like a madman directly for the closer 
    tank, run around behind it, and blow it away.  This will likely be very 
    painful but either you'll do it later, when only the scout and the light tank 
    are shooting you, or you'll do it super early because the light tank is so 
    far forward.  If you do it later, be sure to crouch next to the bunker 
    directly behind the tank.
    After those events have happened, move your battered southern shocktrooper 
    all the way forward and take out the enemy scout leader.  If you gave this 
    person the ZM MP 3(g), they should be able to do it in one turn regardless of 
    whether the scout is crouched.  Otherwise, you may need to spend a turn 
    chucking a grenade at him - careful of your lancer if they are nearby and 
    don't blow up the bunker, either - and then spend another turn killing him.  
    Either way be VERY careful not to get too close to the second tank or you 
    will get mangled.  Crouch here.  At this point there should be only lancers, 
    a tank, and a lone shocktrooper (or sniper) left on this side of the gate.  
    Run your scout through the enemy lancers (who will ignore you) to the central 
    base, stopping to shoot the last shocktrooper or sniper in the back of the 
    head.  Your job is to grab the base (since this ruins their reinforcement 
    call) and then crouch - or retreat, if you want to be more conservative.  
    Either way, mind the tank and act quickly.  If you killed the scout leader in 
    one turn, on your last AP heal your lancer if he needs it and move him up 
    near the crouching shocktrooper and crouch there as well.  If he doesn't need 
    to heal, take another lancer out on your way.  (This is optional, it just 
    helps get him into a better position - however, you can save the AP for the 
    next phase if you want to do the same thing.)
    On the enemy's phase, it will probably try to hit the tank a bunch, and it 
    may take out the scout - that's ok, though, their job is done.  Reload if 
    your tank treads get shot completely to pieces (they can stand a decent 
    amount of damage), or if the forward shocktrooper or lancer bite it.  On your 
    turn, run the lancer like a madman up to the wall and get a bead on the weak 
    spot of that second tank.  Take it out, and then move away from the wall as 
    best you can.  If your lancer is too wounded, spend two CP to get there and 
    heal before you go.  Next, select your tank and drive it up through the wall.  
    Feel free to kill someone on the way; it doesn't matter.  However you do it, 
    leave a bit of room on the left side of the tank so that someone can run 
    through there.  (If you can't make it to the wall, you may have to reload to 
    before the lancers shot you.  But you may have enough CP to make it anyway.)  
    Lastly, select your shocktrooper and push through the hole to the base on the 
    other side.  It should take about two moves, and you should be able to handle 
    the enemy shocktrooper leader guarding it.  You also have a few AP to spare 
    if you need some wiggle room.
    Your reward for the ace is a ZM SG 2(g), which is almost as bad as the ZM SG 
    1(g).  Disregard.
    Episode 9 - A Midsummer Incident
    A Rank - 5 (2 is plenty)
    CP:  6
    Leaders:  0
    Aces:  0
    Tanks:  0
    Boss:  1
    This level is all about knowing what's going to happen.  The objective is 
    actually VERY easy and you can complete it in just two phases; however, 
    moving into the correct place is not unless you know where to go.  Also, the 
    game gives you horrible advice because as far as I could tell there are no 
    leaders or aces, so you might as well finish as quickly as possible.  In 
    fact, after three of your phases (if you continue to block the enemy), they 
    will call for reinforcements.  The enemy actually moves first on this one - 
    however, that turn is of no consequence.
    There are several strategies that can work, but the simplest is to start with 
    your strongest shocktrooper - with your best armor-damaging weapon - in the 
    northeastern spot (it's actually more northern-middle).  Load Alicia and 
    Largo and Rosie somewhere on the map; it doesn't matter.  Start your phase 
    and move your main shocktrooper west and hide behind a box.  You can move 
    your tank if you want to see a cutscene; I moved the tank in to assist if 
    necessary, but do NOT take the game's advice and block the enemy's path with 
    your tank.  End your phase.  The enemy will move around a lot, and pretend to 
    attack your tank.  The main point is that the enemy vehicle will move south 1 
    block (it only moves 1 block at a time).  Then, on your phase, save and 
    select your shocktrooper.  Run at and circle right behind the enemy vehicle.  
    Heal if you need to, take out anyone shooting at you, or otherwise just make 
    yourself comfortable.  Then, simply aim at the vehicle's weak spot and blast 
    away.  Reselect as necessary.  You should have 9 CP total and you can make it 
    on your first one, so you should have plenty of time.  Add a Damage order if 
    you want it to go even faster.  Simple, eh?
    But what's that?  You say you're lazy and can't be bothered to spend two 
    whole phases on this boring map?  Well, that's fair.  If you have the ZM MP 
    3(g) and your shocktroopers are at least level 9, you can actually complete 
    the map in one phase (thanks to KommandeurMumm for the main idea!).  Throw a 
    defense boost order on your northeastern shocktrooper and run north toward a 
    lancer and scout; ignore them and turn left and go as far as you can.  Heal 
    yourself and quickly end the turn.  Reselect, run up to the back of the tank 
    and start blasting it.  Squeeze in behind it so that it can't get you, but 
    otherwise rinse and repeat until you win.  Yawn.
    Episode 10a - Liberation of Fouzen ("Infiltration of Fouzen")
    A Rank - 5
    CP:  10
    Leaders:  8
    Aces:  1
    Tanks:  2
    Ooo, tons of leaders, snipers, mines - and you have to move the tank all the 
    way across the field through mortar-launching searchlights in just 5 phases?  
    Sounds hard, but really this level is a cakewalk.  You'll have plenty of time 
    to kill every single enemy on the map and still get your tank to the 
    objective.  The secret to the searchlights is not to avoid them, but rather 
    to trigger them in places that you know you can avoid - just like in episode 
    8a.  Smart triggering of lights helps a bunch.  Also worth noting:  the 
    lights move on anyone's turn, so if your tank is parked in an area they can 
    cover and you move your scout, expect the tank to get detected.  The other 
    secret to this level is that the helpfully-placed mine carts can easily take 
    your troops behind enemy lines to get to all their squishy units.  At this 
    point my scouts were level 10 and I had them equipped with the +accuracy line 
    of scout rifles; it really helps to use accurate weapons on this map.
    You'll need one good scout - Alicia works well - and an engineer both as far 
    forward as you can, along with Rosie and Largo in the back for CP (they won't 
    be acting).  I also loaded another scout in behind the front two (the left-
    middle), which I'll call scout 2.  Start by selecting scout 2 and running 
    forward, through the cutscene, toward the rail cart.  Get up on the ramp, and 
    use the rail cart to go to the next stop.  You should immediately see a 
    sniper next to you.  Take him out, then ride the rail cart back and park this 
    troop off the path and out of the way - they won't be used again.  Next, 
    select Alicia and run her to the cart, get in and ride it to the other side.  
    Follow that path north toward another sniper; get close and take him out.  
    Watch out for the two mines just north of him!  Reselect Alicia and run her 
    forward again.  You basically need to move her twice, take out both snipers 
    (including the sniper leader), and get her to the far northern side of this 
    area where there is a path that leads down to the lower level, as well as 
    heading down that path a bit.  I shot the third sniper at point-blank, then 
    ran down the path and targeted the sniper leader from lower down - but you 
    can take it slow (and shoot them both at point-blank) instead if you prefer.  
    Next, select your tank and roll it forward; you should find a scout and take 
    him out.  Reselect your tank and move forward again; again, you'll see a 
    scout you should take down with your anti-personnel gun.  Push as close as 
    you can toward the bridge, then select your engineer and run them forward 
    toward the grass north of the tank and take cover.  That's 9 CP; end your 
    The enemy often ends up not doing anything.  They may run the closest 
    shocktrooper up and commit suicide on your tank, or they may not.  However, 
    they probably won't do much.  On your next phase, take Alicia down the path 
    and hug the left wall; try to trigger both searchlights in this area (near 
    the bridge) so that you know where the mortars will land and can avoid them.  
    Continue south and duck between two houses, where you'll find a shocktrooper 
    leader facing away from you.  Shoot him in the back of the head, and then run 
    back northwest across the bridge (watch for mines) toward the enemy tank.  
    End your turn just before it starts to shoot you (a couple of shots are ok).  
    Next, select your engineer and run toward the first shocktrooper (if alive).  
    If you come at him from the right, he won't see you and you can get close 
    enough to take him out with a few well-placed shots to the head.  While 
    you're down here, trigger the southernmost search light and then try to 
    trigger the next one as far south as possible (this may involve a lot of 
    waiting).  This way your tank will be able to drive past their target zones, 
    since he should end up near the second set of houses on your right.  Reselect 
    the engineer and head for the second shocktrooper, who you should also be 
    able to sneak close to (duck between the houses if you need to).  Take him 
    out, and head toward the bridge (don't end in a mortar zone!).  Then, save 
    and select the tank.  You will want to move the tank forward three times (for 
    6 CP), all the way past the mortar spots, and each time at the end of your 
    movement shoot the light tank on the bridge.  This should take it out.  If 
    you miss once, just reload.  (For reference, by the end of your first move 
    you should be at least to the other side of the first bridge.)  And lastly, 
    on your third move, angle the tank so that your nose points a little bit to 
    the left (west, toward the far side of the canyon), because if you leave 
    yourself completely exposed their second tank will take pot shots at you, and 
    that's never fun.  Finally, on your 10th CP this turn, reselect Alicia, run 
    forward past where the tank was, and shoot the standing lancer in the head.  
    Hug the left wall and head toward the second rail cart.  Reselect, get on the 
    cart and take it to the next stop.  You can run forward to the patch of grass 
    and crouch if you want.  I also like to throw a grenade at the lancer in the 
    grass before I go to get him standing, although it's possible he will just 
    re-crouch in the grass in a second.
    If you did that phase right you'll know because the enemy will again do 
    almost nothing.  They might call for reinforcements and - if you aren't 
    positioned right - shoot at your tank a bit.  Hopefully they won't ruin your 
    treads because then you'll need to reload.  On your next phase, select the 
    engineer and move toward the bridge.  Disable the anti-tank mine, and try to 
    trigger both the northern lights in the same spot again.  (The tank will 
    probably trigger the southern one while you wait; that's perfect.)  Run the 
    engineer across, aiming for the crates ahead on the right side, and toss a 
    grenade at the lancer who is hiding (or just take him out), but be sure to 
    not get shot by the enemies guarding their base if you can.  Next, select 
    your tank and continue toward the bridge, and then reselect and push as far 
    as you can across the bridge, hugging the left side (so that their lancer has 
    to run around you to the right to shoot your weak spot).  Depending on how 
    far you can move your tank, this may or may not leave a decent mortar shot 
    toward the enemy base.  You want to save 2 CP for next phase, so you can 
    afford to take 3 moves with your tank here so that on your last move, you can 
    use your mortar round.  Ideally, you want to launch it at the enemy 
    shocktrooper crouching in the base around the rock to your right.  (This will 
    probably be a blind shot.)  You can tell if you're targeting him because the 
    target line will turn orange.  It's possible to actually kill both the 
    shocktrooper and the scout, but not likely.  Hopefully you'll mess them both 
    up really badly, and kill at least one of them.  Again, try not to leave room 
    on your left side for the lancer to run past you if he is alive.  (If you are 
    REALLY good at driving the tank, you can do the mortar round on your second 
    move and shoot the lancer with your third.)  Finally, select your engineer 
    again, run at the base, finish off the scout (or whoever) with a few point-
    blank shots to the head, and occupy it.  If you have AP remaining, turn 
    around and repair the sandbags and then go ahead and crouch behind them.  
    This will leave you 2 CP; end the phase.
    At this point, the enemy should again have very few options.  The lancer, if 
    alive, will likely kill himself running around your tank's machine gun, and 
    your engineer can likely contribute a few shots as well.  On your turn, start 
    by selecting Alicia.  She's going to do a ton of work this phase.  Run her up 
    the path to the high ground on the far western edge of the map.  There are 
    two sniper leaders up here and a scout ace hiding just past the last house on 
    the left.  Use 3 CP to take them all out with generous helpings of lead to 
    the face.  (You might even be able to kill both snipers in one turn.)  The 
    ace can be tricky, but only because 5 headshots can just barely kill him.  If 
    you can't get him in one turn, you have 1 extra CP this phase you can throw 
    at him.  Now save and stand where the snipers were and head-shot the two 
    enemy lancer leaders.  These are hard shots, even with the accurate rifle, so 
    be sure to save between them.  Technically you can use 3 CP for the two of 
    them if you want to try twice on one of them, assuming you only needed 1 CP 
    for the ace.  Now select your tank and start moving forward, shooting the 
    enemy tank at the end of your first two moves, and then at the beginning of 
    your third move.  Ignore the mine; one mine won't stop you, and if somehow it 
    does use that last CP to move your engineer up for repairs.  You'll also want 
    to trigger the search light on the bridge as close to the beginning (east) 
    side of the bridge as possible so you can drive past it.  Once you get to the 
    other side of the bridge, you'll be at the only place on the map where you 
    might want to be careful about not triggering the searchlight, especially 
    since this last one is easy to avoid if you wait for it.  You can also just 
    end your turn on the bridge and not fool with the thing.  End your phase.  
    The enemy has nothing left to move.  On your 5th phase just move the tank 
    forward for the win.
    Episode 10b - Liberation of Fouzen ("Liberation of Fouzen")
    A Rank - 6
    CP:  10
    Leaders:  4
    Aces:  1
    Tanks:  3
    You have two objectives and you're forced to follow them in order.  
    Unfortunately, all enemy units are elites or leaders now.  I had my scouts 
    and shocktroopers upgraded to elite at this point (level 11), and it really 
    makes a huge difference.  I also loaded Welkin with two mortar rounds.  
    You'll also have to deal with lots of tank mines and annoying barricades that 
    can only be taken out with explosive damage.  Reinforcements show up each 
    phase after two phases until you take out both bridges.  The enemy train also 
    moves position each round and targets random (but pre-set) areas on the map 
    each phase with mortar fire.  However, if you save before each enemy phase 
    starts, you can reload before their phase and it may select a new random 
    location.  The train will also murder you from half the map away - not fun.  
    And finally, there are lifts all over the level that can only be activated 
    from one side.  The place where they can be activated is marked on your map 
    with a circle.  The one that is impossible to reach will be activated by the 
    enemy once you've completed the first objective.
    Interestingly enough, this map is still pretty easy because you'll have gobs 
    of time to get everything done and still kill everything on the map.  There 
    are two completely viable tactics:  "slow and steady," and "quick and dirty."  
    Slow and steady involves methodically moving your tank across the map while 
    taking out all the mines and barricades along the way.  This way costs a ton 
    of CP, but it's also generally safer, since your tank has an easier time 
    against tanks and counter-fire and can bust up bunkers easily with mortar 
    rounds.  Quick and dirty involves never moving Welkin more than once.  
    Ignoring the mines and barricades will make you much faster, but you'll also 
    need to rely more on luck as your troops will have to leave themselves open 
    more and you may take more casualties.  However, if you move quickly you can 
    actually blow up both bridges by phase 3 and finish the map early.  This 
    guide will describe the slow and steady way, but you can extrapolate the 
    quick and dirty way pretty easily (just ignore the tank after phase 1 and 
    move out more scouts instead of the engineer).  Also worth noting is that 
    from this point on it is often FAR more efficient to take out a tank with a 
    damage order on a foot soldier, rather than rely on lancers with horrid aim 
    or the expensive-to-move tank.  This map will rely on the Damage order 
    several times; you should have it by now.
    To start, load a sniper, a shocktrooper with a your best damage weapon who 
    isn't Rosie (Jane works very well), and an engineer in the triangle that is 
    the two spots in the base and the spot just above it.  These will all be 
    moving your first phase.  (This is important because the enemy will try to 
    bomb that spot, so anyone in the base needs to move.)  Additionally, load 
    Largo toward the back (east), Rosie more north, Alicia, and another scout 
    (these can be anywhere).
    Start with your engineer; move them up and clear the bridge of its 3 mines.  
    Then move the sniper forward onto the bridge and take out the only standing 
    enemy shocktrooper you can see; he's down by the first medium tank.  (He's 
    way north, near an enemy base.)  Next, move your tank forward and place a 
    careful mortar round to the west; your goal is to take out the barricade in 
    front of the rail car, as well as hit the shocktrooper to make him stand.  
    (You might even kill him.)  Next, take your heavily armed shocktrooper and 
    run forward twice, killing the enemy the second time.  Then, go ahead and use 
    one more move to get on the railcar and push toward the lift, triggering a 
    cutscene.  Grab a scout (Alicia works well) and run forward as far as you can 
    all the way to the west.  Lastly, reselect your tank and aim another mortar 
    blast (if you have two) or tank round at one of the barricades on the next 
    bridge north of your position; you should just be able to take one out (if 
    you aim directly between them with a mortar, you might catch two).  Continue 
    west and park.  End your phase.
    On their turn, the first medium tank will move forward, and they'll take a 
    few pot shots at your guys.  Their train will fire on you, then move, and 
    reselect another spot on the map to hit.  You'll get used to this pattern.
    On your next phase, give a damage boost order (cost:  2 CP) to your heavily 
    armed and far forward shocktrooper.  Have them activate the lift ("activate" 
    the button on the box on the right side) and THEN go back to the now-glowing 
    button on the right side of the front and "ride" it down.  Immediately go 
    into targeting mode and shoot the medium tank in the back, destroying it.  
    Continue north toward the bridge.  Reselect, chuck a grenade onto the small 
    wooden bridge just to your northwest, and after the cutscenes circle toward 
    the enemy leader shocktrooper.  The enemy will activate one of the lifts for 
    you.  At this point, you'll want to reselect the same shocktrooper and take 
    out the enemy leader, occupy the base, and RETREAT (otherwise you'll get 
    killed later).  For me, this only took one turn; my shocktroopers were elite 
    and she had the best weapon I'd found in the game so she could even take out 
    someone crouching in one turn.  This might take you two turns, but either way 
    kill the guy and get out.  (You may find it easier to kill the shocktrooper 
    leader first and then grenade the bridge; it doesn't matter as long as you 
    get everything done.)  Next, take your advancing scout and take out the 
    lancer to the north - standard procedure:  grenade to make him stand up, then 
    another CP to shoot him in the head.  Park yourself near the edge of the 
    bridge, but don't expose yourself to the second tank.  Then select your tank 
    and use your mortar to take out another barricade.  Push forward, down, and 
    around as best you can.  If you have a final CP, go ahead and run the 
    engineer forward toward your scout, but again don't let the tank see you.  
    End your phase; they should move the second tank up and then go through their 
    normal motions.
    On your turn give another damage boost order (cost:  2) to your sniper this 
    time, who should have a great shot at the back of the second medium tank.  
    Have them shoot it twice; this should weaken it significantly.  Select your 
    tank and move it forward; take out the enemy tank.  Stop just shy of the 
    mines.  Then, select your engineer and run down the path; take out another 
    barricade with a grenade.  Reselect (if necessary) and have the engineer take 
    out all six mines on the second bridge; push forward after that, but don't go 
    too far past where the last barrier is so your tank can cover you.  Reselect 
    your tank, take out the final barricade, and push as far as you can.  If you 
    have a CP left, move your scout up near your tank (this is probably 
    optional).  End your phase.  The enemy should react poorly and push a few 
    guys your way; they may even kill a scout on your tank if you're lucky.  It's 
    also worth noting that since the enemy will target random areas of the map, 
    you may have to readjust these strategies somewhat.  Sometimes they will 
    target their own men; sometimes they will force you to move people in your 
    base.  Just continue following these basic ideas and you should be fine.
    On your next phase, move the tank across the bridge and blow the lancer out 
    from hiding.  Push forward a bit more, then reselect and continue forward 
    until you see a shocktrooper to your left.  Execute him, and then end your 
    turn.  Ideally you should be nearly north of the little "activate" switch for 
    the southern lift, to give your scout a little cover.  Next, save and then 
    select your scout.  This is a hard move and it may take a few tries.  You'll 
    want to move all the way across the bridge using your tank for cover from the 
    scout, kill the scout (tank can help) without getting shot by his "defense 
    down" weapon if possible, then run toward the gray box to the south (right), 
    activate the lift (the control is on the left side of the box and you must 
    face it) and quickly move toward the lift and spam the action button so you 
    can ride it back to your starting base and safety - all while getting 
    pummeled by the train.  Two things that can help are that once the scout is 
    dead you're fairly safe on the right side of the tank, so you can aim 
    yourself and then go.  Also, you have to be very close to and FACING the 
    button on the gray box, but you can be anywhere near the lift to activate it.  
    Spam your action button for both.  Once that's done, select your poor 
    engineer and head across the bridge as well, but park yourself next to the 
    building on the left so you aren't getting shot, and finish off the lancer.
    Next you will want to select Rosie and use the now operational lift nearby.  
    Once you get to the bottom back up slightly and aim left between the two 
    buildings and shoot the hidden shocktrooper leader who happens to be facing 
    the wrong way.  Then, run up near the northern lift and use it for cover 
    against the train; face east.  (If any other enemies moved up, face them.  At 
    most there should be one more lancer.)  Next, select your uninjured scout, go 
    down the lift, immediately run around the corner to the right and shoot the 
    hidden enemy scout leader between two buildings in the back of the head, then 
    continue around to the right and take the rail cart.  Activate the final lift 
    (near you, to the right), and go stand near the sniper ace.  Note the 
    "makeshift bridge" off to the southeast.  Reselect, take him out, and head 
    back to your base using the lift you just activated.  (Sometimes this is hard 
    and sometimes it isn't; I find standing behind but not right on top of the 
    guy seemed to help.)  Now take Largo, go down the last lift, and run over to 
    where the ace was and blow up the southeast bridge.  (It's worth noting that 
    the hit detection for when you can "ride" the lifts is really a large area; 
    be sure to take advantage of this when you're moving your slowest units to 
    get the best movement out of them.)  Go ahead and end the phase.
    The enemy will pester you a little and move the train.  They might have one 
    more troop run up from the previous reinforcement; for me it was a lancer.  
    On your turn, select your engineer, kill the remaining guy, and go up the 
    lift and clear the third bridge of mines (go ahead and get to the bunker and 
    crouch; the engineer is done after this).  Next, move your tank forward to 
    the lift, up the lift and across the bridge; at the end of your turn place a 
    mortar round between the two bunkered lancers and make them stand up.  
    Reselect your tank and push all the way up to where you are litterally 
    bumping into the medium tank (this will give Rosie cover), and then use your 
    anti-personnel gun to kill the lancer who is still in the base (the furthest 
    north one).  Now, use a damage boost order (CP:  2) on Rosie and have her 
    take the lift up and run up to the back of your tank and take out the 
    remaining lancer; push up toward the enemy tank but don't expose yourself to 
    his fire just yet.  Save, and then reselect her.  Your job now is to run up 
    to the base, occupy it, crouch down by a bunker, and then shoot the tank in 
    its weak spot, destroying it.  You can do this in whatever order makes the 
    most sense to you.  Face the remaining troops when you're done and quickly 
    end her turn.  You can now either try to run your least-injured scout all the 
    way up and heal her (and crouch as well), or the easier way is to just call 
    another scout from the base.  That should end your phase.  The enemy will 
    hopefully not retake the base or kill your scout if you moved them up; it 
    tends to waste CP like crazy.  As long as someone is alive up there, you 
    should be fine.
    On your last phase, you have gobs of CP and not much to do.  Use your tank to 
    bust up the final scout leader and shocktrooper's positions, and then 
    reselect and shoot them down as needed.  Once the path is clear, take your 
    scout up the path, activate the final lift, ride it down and run forward to 
    the little island and shoot the bomb (go into target mode and hit "next 
    target" if you need help finding it; it's due north of the island).  Anyone 
    can shoot it; it just needs one shot.
    Your reward for the ace is the ZM SG 3(g), another in a long line of useless 
    sniper weapons.
    Episode 11 - The Marberry Shore
    A Rank - 8 (4 or 5 is plenty)
    CP:  12
    Leaders:  3
    Aces:  1
    Tanks:  4
    This seems like a tough map but it's actually not too bad; the enemies will 
    all be elites from now on, but you can actually get every piece of bonus XP 
    and finish the map in just 4 phases - far fewer than the 8 you have.  The two 
    "tricks" to the map are not deploying the majority of your troops, and a 
    quick mastery of the smoke round.  The level is pretty linear and lined with 
    tough bunker positions, lots of tanks, a few mines, and turrets that can be 
    destroyed.  There are also "invulnerable guns" that, as the name implies, you 
    should not try shooting.  However, with intelligent troop movements and lots 
    of smoke for cover, you can navigate this level without much trouble.  (Also 
    note that thanks to the latest skirmish opening up, it should be easy for you 
    to have all your units upgraded to elite by now.)
    To start, load ONLY your CP boosters on the right (east) deploy point, 
    including Alicia in front and Largo and Rosie in the back (they won't be 
    used).  Start with Welkin:  move him toward the opening in the wall until he 
    starts to get shot, then stop and place a smoke round as close to the front 
    of him as you can.  Continue forward through the smoke until you can't move 
    anymore.  Next, select Alicia and run her through the smoke and turn right; 
    occupy the enemy base, and kill the scout standing ahead on the right.  
    Crouch in the base.  Next, reselect Welkin and move him forward through the 
    smoke and turn left once you are through the gate (no easy task - driving a 
    tank through smoke is hard).  Kill the enemy scout on the left after pushing 
    forward as far as you can.  Congratulations, you have now made it past the 
    first set of guns; they will not target you past that wall.  Use the rest of 
    your turn to call reinforcements from your base:  get a sniper, a 
    shocktrooper, and a lancer.  That should leave you 4 CP; end your phase.  The 
    enemy won't do much; they might move their medium tank up and hit Welkin 
    pretty hard (he'll be fine).
    On your next phase, start with your sniper.  Move them into the sniper nest 
    nearby and take out the standing shocktrooper due north (an easy shot).  
    Descend from the nest and end your turn; they're done.  Next, move your tank, 
    and run all the way up right next to the enemy medium tank - but leave a 
    little room on your right.  Your goal is to shoot another smoke round in 
    front of the northeast gun turret, but you also need to cover the enemy scout 
    positioned near it and most of the upside-down "U" shaped bunkers just north 
    of him.  I aimed for the scout and then pushed barely left a couple times.  
    Next, take two CP and move your lancer up to the medium tank.  Be sure to 
    stay on the RIGHT (east) side of the tank, since that side is clear.  Blow it 
    up and then run back toward the base; this lancer is now done.  Since the 
    shocktrooper to the east has an attack-down gun, I found it best to hit him 
    with my tank mortar.  Save and then select Welkin and move him forward 
    slightly, then mortar the bunkered shocktrooper due east.  This should kill 
    him completely; if it doesn't, reload.  It will also take out the next sniper 
    nest, but that's ok.  Next, select Alicia and run her northeast and then 
    slightly left, past the broken sniper nest, near the smoke, and run up behind 
    the northeast turret (there's a ramp just to the right of it).  There's a 
    ragnite canister there; shoot it to blow it up (do NOT use a grenade or you 
    will dissipate the smoke).  Continue moving her back down from the turret and 
    move north past the scout in the smoke and push north without leaving the 
    protective smoke.  Crouch at the northeastern corner of the upside-down "U" 
    bunker facing north.  Next, run your deployed shocktrooper up the same path 
    toward Alicia with two moves and get as close as you can to the top of the 
    smoke without leaving it.  Throw a grenade at the crouching enemy scout (who 
    is outside the smoke near the base) north of you to get him to stand up; you 
    should juuuust be able to make out his outline from your position.  If you 
    can't reach him, then your smoke was too far south; it's not the end of the 
    world, though.  You can even kill him if you can get close enough.  Now, save 
    and give a damage order (2 CP) to that same troop; reselect and have them run 
    up and quickly get behind the heavy tank.  Blow it away, and then quickly end 
    your turn.  If the scout is alive, reselect one more time, finish off the 
    scout, and then run and crouch by the sandbags at the 2nd enemy base (skip 
    this turn if the scout is dead).  This should leave you with at least 2 CP; 
    spend one to have Alicia rocket grenade the shocktrooper leader in the base, 
    and then kill him with your shocktrooper and occupy the base.  End your 
    The enemy did basically nothing but called reinforcements at every base and 
    tried to kill Alicia.  If your shocktrooper or Alicia dies, reload.  On your 
    next phase, start with Welkin and place another smoke round in front of the 
    northwest turret; you'll want to aim toward the northern (right) side of the 
    turret, so that you cover it completely but leave the shocktrooper leader 
    just southwest of it exposed.  (If you mess up that part Alicia's job will be 
    harder later.)  Now, if the south near Alicia is still alive, select Alicia.  
    Kill the scout with a grenade, and then run toward the northwest turret and 
    get yourself around behind it; there are stairs just to the left of it this 
    time.  End your turn back there.  If the scout is not alive, select your 
    shocktrooper.  Run southwest into the smoke around the barricades toward the 
    northwest turret.  Reselect your shocktrooper, run toward the 3rd base (watch 
    for mines - this is why you should head toward the turret first and then the 
    base), kill the scout standing there and occupy it.  Also, push up to the 
    edge of the barricades; the guns won't target you until you're past the 
    barricades.  Now switch to Alicia.  Whether or not she already acted, run 
    through the smoke to the area just behind the northwest turret - the little 
    ramp is on the left side this time - and shoot the canister behind it to take 
    it out.  Continue south pushing toward the 3rd enemy base, following the 
    shocktrooper's path, but swing down near the barricades and look north.  You 
    should see an enemy shocktrooper leader standing there, facing into the 
    smoke.  If you don't, reselect Alicia and fire a grenade way up into the 
    smoke to dissipate it if she has one; if not, you can try your shocktrooper's 
    grenade.  If neither of those are options, you may just have to fire blind 
    until you kill him.  Either way, run up and shoot him in the back of the 
    head.  Finish your movement by going back to stand next to the left 
    (southeastern) barricade (so the enemy doesn't have sightlines on you) and 
    face south.  At this point you should have a few CP remaining.  End your 
    The enemy doesn't have many troops left, but they'll probably get one 
    reinforcement who, for me, ran up to the bunker near the last wall.  This 
    turned out to be great.  They'll call again for more troops.  On your turn, 
    select Welkin and position him so that you can fire another smoke round 
    directly into the middle of the area between the final two invulnerable guns.  
    I aimed for just behind (south of) the central barricade.  Next, if the enemy 
    shocktrooper ran up like he did for me, select a shocktrooper and run them 
    forward into the smoke.  Get to the very edge and chuck a grenade at the 
    enemy shocktrooper (you can just make him out) to get him to stand, then 
    reselect and push through the smoke and blow him away.  Bunker down after 
    that.  (You might even kill him in one turn.)  Next, save and then select 
    Alicia and run through the smoke, bearing right.  Once you're through the 
    gate, go around to the right of the buildings in front of you, avoid the 
    obvious mine, go around the corner to the left and you should spot the enemy 
    ace shocktrooper.  Get as close as you dare and quickly blow him away, then 
    end your turn before the tank mangles you.  Next, take your other forward 
    shocktrooper who hasn't moved yet, and give them a damage order (2 CP) and a 
    defense order (1 CP).  Now run them down the same path as Alicia.  It should 
    take 2 turns to catch up with her, at which point you should be able to take 
    out the enemy scout foolishly standing in their final base.  Then, save and 
    reselect, and run behind the medium tank and blow it away.  (If you're really 
    good, you can get both tanks in one shot.)  Crouch and hug the sandbags and 
    get closer to the heavy tank.  Reselect, blow it away, and then start a mad 
    dash toward the enemy shocktrooper leader crouching just north of you.  
    Reselect the same troop and toss a grenade at the enemy leader's back.  Then, 
    either quickly reselect and blow him away or pull your other shocktrooper 
    down and shoot him in the back.  Then, use Alicia to run into the final base, 
    hugging the right wall, and aim a grenade directly behind the shocktrooper 
    crouching there.  Blow him up and out of the base, and then quickly occupy it 
    (or kill him if he didn't fall outside the base).  Even if something goes 
    horribly wrong, you should still have a few CP and ultimately multiple phases 
    left to finish the map.
    The ace from this mission drops the coveted VB FW 1(g), which is an 
    incredibly powerful flamethrower.  It remains useful until nearly the end of 
    the game.  Be sure to equip it immediately, probably to Rosie.
    Episode 12 - The Fight for Bruhl
    A Rank - 1
    CP:  12
    Leaders:  5
    Aces:  2
    Tanks:  1
    * Thanks to Allan Hsu and others for suggesting ideas that ultimately helped 
    build this strategy.
    There are... a few snipers on this level.  Fortunately, they'll never get a 
    chance to fire.
    The main "trick" to this map is to deploy to the correct spots and to load 
    the correct weapons.  It's also worth remembering that the Heavy AT Cannons 
    and snipers do not cover fire.  (And that damage boosting orders last all 
    phase.)  You'll want three good scouts for this level; Alicia and two others 
    that I will call scout 2 and scout 3.  Alicia should be equipped with 
    whatever weapon does the most damage to ARMOR; scout 2 and 3 need accurate 
    weapons.  The 1R scout weapon actually fills all three of these goals, so if 
    you have three of those, you're golden.  A captured ZM Kar 3(g) isn't bad 
    against armor, either.  If you have to make tough choices, favor Alicia.
    Also, you'll want to make sure you have purchased the new lancer mortar 
    weapon in R&D, and give that to Largo.  I recommend switching him back 
    immediately after this mission.  (Also, my scouts and lancers were level 12 
    by this mission.)
    For your deploy, put Alicia in the top left position.  Put scout 2 to the 
    right of her, Largo behind her, and scout 3 to the right of Largo.  Throw 
    Rosie in there anywhere for CP.  Save and then start with Largo.  Move him 
    directly forward (around Alicia) until he cannot move forward anymore.  
    You'll get shot a little by a shocktrooper toward the end.  Go into targeting 
    mode and auto-aim at the shocktrooper shooting you, then move your arc just 
    slightly to the right.  You want to include both him and the sniper leader in 
    your blast, but you need to fudge toward the shocktrooper since he has more 
    defense.  You should also pull back (down on the controller) a tiny bit so 
    that you're shooting just over the edge of the sandbags.  Fire the mortar and 
    this should kill both the shocktrooper and the sniper leader next to him.  If 
    it doesn't (or one of them evades), reload.  Now, save again and select scout 
    3.  Run north taking the same path as Largo and continue forward straight 
    toward the enemy scout leader near the trucks.  He'll start to shoot you, but 
    run through at least one volley before you target him so you will be sure to 
    hit him in the head.  Take him out, then continue toward the middle sandbags 
    near the two trucks.  Do NOT go over the sandbags; the shocktrooper hidden on 
    the right behind the truck will shred you.  Now give a Damage (2 CP) order to 
    Alicia.  Select her and run straight for the enemy tank ace.  Hug the left 
    wall as you go around him to avoid the shocktrooper on the right; once you 
    get behind him immediately go into targeting mode to stop getting shot, then 
    turn around and blow him away.  Continue forward to behind the truck.  
    Reselect Alicia and run due north or even a bit to the left; you're taking a 
    wide arc here because of the shocktrooper leader on the right.  Go straight 
    past the cannon and up to the enemy base.  Toss a grenade at the sniper ace 
    to get him standing.  You should have 6 CP left.
    At this point, you can just go ahead and spend two CP with Alicia to blow 
    away the ace (walk behind him) and the final cannon in the base (thanks to 
    your damage boost that is still active), and occupy the base and finish the 
    map.  This will net you the A rank and both aces.  I highly recommend this 
    strategy when you come back to play this map as skirmish 7.
    If you want to get all the remaining leader kills, save and select scout 2.  
    Run this scout forward following Alicia's path toward the sandbags.  You'll 
    want to get to where you can see the enemy sniper leader on the roof off to 
    the left, but not where the nearby shocktrooper on the right can see you.  
    Once you're there, line yourself up so that you can see the sniper, and then 
    dash forward to the back of the truck on the left.  (Note:  I find that 
    scouts have enough movement to run AROUND the sandbags rather than over them; 
    this is better because going over them exposes you to shocktrooper fire for a 
    slightly longer period of time.)  You should still just be able to target the 
    sniper's head on the roof but the shocktrooper should not be able to shoot 
    you anymore.  Aim for the sniper's head and take him out.  This is a rather 
    tricky shot, but you can do it.  Finish your movement by moving due west - 
    getting as far from the shocktrooper as possible.  Reselect this scout and 
    move forward using the same path as Alicia toward the enemy base.  Go up to 
    the sniper ace, walk behind him, and shoot him in the head as well.
    Reselect scout 2 and head behind the two crouching leaders; head for slightly 
    northeast of the shocktrooper leader.  Aim a grenade just to the west (right) 
    of him so that the blast will knock him east (left) toward the crouching 
    lancer leader.  After he gets thrown, make sure he faces north toward you and 
    then end your turn.  Now, select scout 3.  You'll want to follow the same 
    path as scout 2 around the trucks and then head north, but once you get past 
    the two tank mines, turn northeast toward the two leaders.  Avoid the mine in 
    the middle of the square and run as close as you can.  Use this scout's 
    grenade launcher to place a grenade between the two leaders.  You want it to 
    be very close to the standing shocktrooper, but close enough to the lancer 
    that he will be affected.  This should kill the shocktrooper leader and do 
    basically no damage to the lancer leader, but he should stand up.  Reselect 
    scout 3, walk up to the lancer leader, and shoot him in the head.  With your 
    final CP, select Alicia, finish off the cannon in the base, and occupy it.
    Your reward for the two aces are a useless sniper rifle and a useless tank 
    Episode 13 - The Clash at Naggiar
    A Rank - 5
    CP:  10, then 12 when the tanks arrive
    Leaders:  2
    Aces:  1
    Tanks:  1
    Boss:  1
    This can be a tricky stage but you'll have plenty of time to complete it and 
    can kill pretty much everyone while you do it in just 4 phases.  Note that 
    running straight up through the middle of the field does not get you shot by 
    the bunker on the left since it is a cannon bunker, but the right gatling 
    bunker will chew you up - therefore it's much easier to advance through the 
    middle/left of the map.  Also, once you reach the "middle" base (the first 
    objective), the "rocket fire" stops and Welkin and the Shamrock appear - but 
    so does the enemy boss, who cannot be beaten.  Fortunately, she can be dealt 
    with:  hitting her with a mortar round stuns her for one turn, and you can do 
    this each phase.  The main trick here is to take out everything you can 
    before she shows up and save at least 4 CP to move the tanks to safety and 
    stun her.  Also worth noting:  so long as you are in a trench, the enemy 
    "rocket fire" won't hurt you and the enemy boss won't target you - however, 
    she can hit just about anywhere else up to half the map away, especially the 
    second sniper nest.  And if you do not stun her, she'll pretty much just 
    murder everyone.  (Also note that by this point, with the new skirmish you 
    should be able to get all troops to level 13 without trouble.)
    Start by loading four troops on the left side:  a sniper (someone with Nest 
    Master is a good choice) top left, Rosie top right, Largo bottom left (he 
    won't be moving) and Alicia bottom right.  Be sure to give Rosie the VB FW 
    1(g) if you have it; it will come in handy.  On the right deploy spot, but 
    one good shocktrooper on the top right.  Select your sniper and head up to 
    the nest on the left; immediately take out the scout just to your northwest 
    that starts shooting you.  Save, reselect, and shoot the standing enemy 
    shocktrooper by the gatling bunker on the far right; it's a long shot and 
    he's facing away from you.  (On the map he's at the first base to the 
    northeast just past the orange zone.)  Next, take Rosie and run just about 
    straight north across the field toward the enemy scout; run up on him and 
    take him out.  Reselect and do the same with the shocktrooper just north of 
    you, but aim toward the right side of the stairs going down.  Finally, select 
    her a third time, push right down into the trench and turn left at the fork 
    around a corner; you should see yet another shocktrooper:  take him out.  
    Next, save and select Alicia and then run the same path toward the northern 
    trenches, but this time aim for the left side of the stairs and break left - 
    however, hug the right wall of the trench.  Once she's moved as far as she 
    can, use her grenade launcher to aim left and see if you can target the 
    cannon bunker over there.  Try to aim just to the right (north) of it, as 
    there is a ragnite canister just behind it.  Launch a round and take it out.  
    Now, select your eastern shocktrooper and run north and bear right; you 
    should run into a scout around the corner to your right.  Take him out, but 
    keep pushing north out of the trenches.  Reselect and push north and take out 
    the second scout, but move quickly as you're getting mangled by the cannon.  
    You'll want to bear left as much as you can, and head down into the trenches 
    to the left when the scout is dead.  Now reselect a third time and continue 
    to push left down into the trench and then turn right (face north); you 
    should be able to make it around that corner and see another shocktrooper.  
    Take him out and then push forward to the boxes on your left, but DO NOT go 
    around the corner to your left so you aren't noticed by the shocktrooper just 
    around that corner.  (If you did NOT load the ZM MP 3(g) on this troop, you 
    can actually run around the corner and shoot the south-facing shocktrooper 
    this turn - the ZM MP 3(g)'s range is too short otherwise.  However I found 
    that by staying completely hidden, the enemy always ended up just ignoring 
    this unit, which was even better.)  That should do it for your phase; end 
    with 1 CP left.  The enemy will possibly call for reinforcements and may try 
    to kill your poor shocktrooper; just reload if they die.  Hopefully they will 
    do nothing.
    On your next phase, start with Rosie and go north, turn left, and hug the 
    left wall as you sneak up behind another shocktrooper in the trenches; 
    execute him and then backtrack toward a ladder you passed (it was on the 
    right but now it will be on your left).  Now, select Alicia and go forward 
    and up the ladder directly in front of you; immediately target the crouching 
    ace to your left with a rocket grenade; end your turn.  After this, you can 
    either reselect Alicia and shoot him in the head, or select your sniper and 
    snipe him - either way, he evades a lot, so be sure to save (I went with the 
    sniper).  Next, reselect Rosie and go up that ladder near you and toward the 
    shocktrooper leader in the western base; chuck a grenade at him to get him 
    standing and then run back and down the ladder.  Alternately, if you have the 
    VB FW 1(g), you should be able to flamethrower him to death instead and save 
    some HP.  Either way, hopefully you'll just make it down the ladder.  
    Reselect Rosie and continue to push east, and take out the shocktrooper in 
    front of you near the second sniper nest (if you made it back down the ladder 
    you should have the movement to get to him).  Now, select Alicia and take out 
    the enemy leader (if alive), occupy the base, and move her down and stand 
    next to Rosie.  Alternately, you can snipe the leader and have Alicia run the 
    same path but heal Rosie if she's pretty hurt.  (If Alicia killed the ace 
    instead of your sniper, she won't quite make it to Rosie.)  Now, select your 
    other shocktrooper and head around that corner to the left.  Get close enough 
    to blow the poor shocktrooper facing south away, then go up toward the 
    bunker.  Reselect, blow up the ragnite container, and occupy the base.  Turn 
    around and head back northwest toward the shocktrooper you just killed, then 
    turn right (north) and head up the path.  Reselect a third time and continue 
    north; around the corner to your right is a shocktrooper leader, probably 
    looking the wrong way.  Take him out, and then turn left (west) toward the 
    objective and try to end near it - but don't go around the corner there this 
    phase, either.  At this point you should have 1 or 2 CP left; you can heal 
    this troop too, if you need to.  End your phase.
    The enemy will continue to call reinforcements and otherwise do nothing.  On 
    your third phase, there are two crouching shocktroopers left guarding the 
    first objective.  If you gave Rosie the VB FW 1(g), she can just run in there 
    and flamethrower both of them to death and occupy the base in 1 CP.  (You 
    should still bring your other two troops into the base for the status up.)  
    If you can't kill them both that way, have Alicia go up to the second sniper 
    tower (the ladder is just ahead and south) and use her grenade launcher to 
    make them both stand up.  Be SURE to get down out of the sniper nest and head 
    as close as you can to their base before the end of her turn.  Next, just run 
    your two shocktroopers in there and finish those guys off; you may even be 
    able to flamethrower both of them at once at this point if the grenade was 
    placed well.  Otherwise, move both your shocktroopers into the base, push 
    them as far west as you can (toward the closed gate) without leaving the 
    base, and then occupy it.  This will trigger a cutscene in which the gate 
    will open, the rockets will stop, and Welkin shows up - but then a bunch of 
    reinforcements appear along with the boss.
    The boss will start in the middle of the map near your tanks.  Select Welkin 
    and move forward toward the large pit/dip in the field due east of where he 
    starts.  Before you move in, mortar her; this should turn her purple and keep 
    her from moving on her turn, but she's still just as dangerous with her cover 
    fire.  Move all the way into the pit and be sure you are not being targeted 
    by their heavy tank up on the hill.  Select the Shamrock and move him due 
    east into the second pit and make sure he's covered as well.  Lastly, call 
    for an engineer reinforcement at the base you just took.  This should leave 
    you with about 3 or 4 CP.  End your turn.
    The enemy boss will shake off being stunned and blow up some random tank.  
    Hopefully their reinforcements will advance out of their base as well.  Start 
    your phase by taking out their advancing troops; one of your shocktroopers 
    should be up to the task.  Once that's done, select the other shocktrooper 
    and run due west - go all the way to where you can see another enemy 
    shocktrooper waiting in the trench and take him out (watch the mine!).  Now, 
    select your engineer.  Move due west along the trench and disarm the mine 
    near the fallen shocktrooper.  Reselect and continue around to the north to 
    the crazy minefield back in that corner.  Do your best to clear a solid path 
    through all the mines, and eventually head up the ladder.  Select your 
    engineer one more time and dart south around the corner and kill the scout 
    standing there; immediately run back to safety.  (You might even be able to 
    do this in 2 moves.)
    Now, select Alicia and run her past your new base and follow the same path 
    that the engineer cleared for you.  Save and give her a Damage order (2 CP) 
    or a Demolition Boost (3 CP) if you have it.  Reselect her and go up the 
    ladder and around the same corner; take out the shocktrooper standing in the 
    base.  Reselect her and take out the heavy tank - this will take one or two 
    CP depending on the order.  Finally, reselect and take out the poor scout who 
    is facing the wrong way and the last thing left in the base; occupy it.  You 
    should finish with a few CP to spare.  Note that if for some reason you 
    cannot finish this turn, be sure to save 2 CP for Welkin to move out of the 
    pit, re-mortar the boss so she will be stunned again, and then move back into 
    the pit.
    Your reward for the ace is a ZM Kag 4(g), which trades away nearly all your 
    range and accuracy for an insane amount of anti-personnel damage - higher 
    than any other scout weapon in the main game other than its big brother, the 
    5(g).  But I'd still rather have the accuracy.
    Episode 14 - Loss Within Victory
    A Rank - 3
    CP:  11
    Leaders:  0
    Aces:  1
    Tanks:  3
    Boss:  2
    This map is extremely difficult unless you know what is about to happen, and 
    then it's pretty reasonable.  You'll start with a special partner who will do 
    a lot of the dirty work for you.  Don't worry - the game implies she might be 
    dangerous, but she won't attack you (at least not in the first two turns).  
    The trick to this map is that when you occupy the base, two tanks show up 
    with small squads on either end of the map and close in on your position.  
    Also, your special partner will go away, leaving this up to you.  (You didn't 
    think it'd be that easy, did you?)  The tanks are particularly tough:  using 
    a Damage order of any type is useless; only anti-tank rounds from either of 
    your tanks will damage the thing, and it'll take two direct blasts to the 
    weak spot to kill it.  Be sure the Shamrock is equipped with anti-tank 
    rounds.  Also, it's important to note that you should completely ignore the 
    enemy troops that show up on either end of the map:  any of them that you 
    kill will be replaced with "reinforcements" on the enemy's turn every time!  
    Because of this, there's no reason to bother with any of them.
    For your deployment, I recommend adding no one.  Any additional troops are a 
    hindrance on this map, since you'll largely be ignoring their troops and 
    attacking with your tanks.  The general strategy is to move into position 
    before you occupy the base, and then occupy it when you're ready to attack.  
    The Shamrock is particularly vulnerable to getting hit on this map so be sure 
    to load it up with any improvements you can afford (especially on its 
    treads).  Also, give Rosie the best flamethrower you have. 
    When your turns start, your special partner will have two moves before you 
    can go; she'll help quite a bit.  When it's your move, select the Shamrock 
    and move forward toward the Heavy Cannon; blow it up.  Reselect and mortar 
    the ace in the trench; he'll probably evade but you'll do a good chunk of 
    damage and get his attention.  Head toward the base and get as far north as 
    you can.  Next, chose Rosie and run -directly- toward the Cannon Bunker.  It 
    won't fire (it only does anti-tank rounds).  Reselect and run up to the edge 
    of the wall just below it, getting as close as you can to its southeast 
    corner, and then target it with your flamethrower.  As long as you are 
    actually targeting the thing, you should be able to hit it - and 
    flamethrowers do massive damage to bunkers.  (If she has the VB FW 2(g), she 
    can kill it in one shot.)  Reselect Rosie and finish it off, then turn around 
    and head for the enemy ace.  Select her again and finish the ace off; I 
    recommend more flamethrower action so long as she can kill him in one hit.  
    Before you end her turn push as far north as you can (you'll probably end in 
    the pit where the ace was).  Now, select Welkin and go north only until you 
    can push right and then circle back around to the south.  You can go through 
    a bunker to save some time (watch the mines); you're aiming to go southeast 
    as far as you can.  Once you're done, end your phase with one CP left.
    The enemy only has one thing on the field and it will attack your partner to 
    no avail.  On your turn she'll take it out.  Now, reselect Welkin and push as 
    far southeast as you are able.  You're aiming toward the tip of the rock wall 
    that is pointing at you (if that makes sense).  Now, go ahead and select 
    Rosie and have her run up to the base and occupy it.  This will trigger a 
    cutscene, your partner will leave, and the enemy tanks will show up with a 
    bunch of guys (and two snipers will appear near Rosie).  Be sure to end her 
    turn facing west; crouch if possible.  Now, reselect Welkin - you should be 
    behind their line of enemies.  Go down and target the back of the enemy boss 
    tank A.  It should take two hits to take it out; on your second hit, turn 
    around and head back toward the enemy troops.  You want to try to get all of 
    them in your tank's machine gun range, so they have a hard time moving.  Now, 
    select good old Largo and just run him toward the nearest bunker and crouch, 
    facing southeast.  (This isn't crucial but they will be attacking him.)  
    Lastly, select the Shamrock and push northeast around the south side of the 
    building with the ladder; reselect with your last two CP and push north and 
    turn left immediately to see all the enemy troops.  You want to go as far 
    west as you can, but be sure to finish by facing north, and be away from the 
    edge of the cliff.  This is important, because it will only take their 
    lancers two moves to get behind you if you're not facing north, and the 
    further back you are from the edge, the harder it is for them to hit you.  I 
    ended up parking next to the trench area north of the row of small houses.  
    Save and then end your phase.
    This will take a while, as the enemy probably has 20 CP and tons of guys to 
    move around.  They'll try to get Rosie with snipers, but she should kill them 
    in the return fire.  They'll try to hit Largo, too, but hopefully your tank 
    will keep them from moving much, and you'll probably kill their southern 
    sniper.  The main thing is that if the Shamrock dies or loses his treads, you 
    need to reload:  he HAS to make it down the ramp next turn.  Once it is your 
    turn again, ignore the incendiary fire warnings and just select the Shamrock; 
    move it down the ramp to the west toward the enemy tank boss B, ignoring 
    everything else.  I made it back behind him (it's a tight fit!) on the second 
    move; you have plenty of time but you have to make sure you get back there.  
    Use two turns to blow him away.
    Your reward from the ace is the ZM MP 4(g).  If you liked the 3(g), you'll 
    love the 4(g) - and you should.  In fact, the 3(g) can probably go on another 
    unit, as - other than the short range - it's still completely amazing, even 
    compared to the 3R weapons you'll probably have by now.
    It is worth noting that after this battle, Skirmish 7 will become available.  
    It is possible to beat that map in only one phase and it gives you over 50000 
    XP and 100000 gold each time you do on "normal."  I highly recommend taking 
    just a few minutes and playing through that map several times.  With little 
    time invested, you should easily be able to level your troops up and buy 
    anything you haven't already; I had all of my troops up to level 15 before 
    the next battle.
    Episode 15a - Citadel Ghirlandaio ("Fight for Ghirlandaio")
    A Rank - 6 (4 is plenty)
    CP:  12
    Leaders:  3
    Aces:  2
    Tanks:  4
    What a surprisingly easy map.  For all the buildup, it's really not that hard 
    to complete with TONS of room to spare - thanks in part to the fact that your 
    shocktroopers no longer need damage orders to kill a medium tank (and 
    probably haven't for a couple maps); they should be able to do it in two CP 
    easily, especially if you've been keeping up with upgrades and/or been 
    getting their R-type weapons (mine had 3Rs by now).  One useful thing to note 
    is that the elite ace shocktroopers you've killed recently have dropped 
    powerful flamethrowers; I had both the VB FW 1(g) and 2(g) at this point.  
    They are so powerful that you can take out even a crouching shocktrooper in 
    one turn (as long as it isn't a black elite).  Equip one to Rosie and one to 
    your other favorite shocktrooper.  (These are not necessary, but they make 
    things easier.  If you only have one, give it to whoever you load on the 
    left.)  The general strategy is to run up the map and activate the first two 
    switches, then around the wall and get the third.  Gatling bunkers will chew 
    you up if you get near the third switch, but you can run up ladders on the 
    far wall and take them out.  You can complete this map in 4 phases easily 
    with plenty of room to spare.
    For your deploy, put Rosie and your other good shocktrooper in the left front 
    and right front positions (I put Rosie on the right), have Alicia in there 
    somewhere and put Largo in the back (once again:  unused).  Select Rosie 
    first, head northeast up the right path and kill the crouching scout there 
    (watch for mines).  Reselect and continue north around the corner to the left 
    and shoot the medium tank in the back; quickly end her turn, reselect and 
    retarget it to finish it off.  Push toward the first enemy base.  Reselect a 
    fourth time and take out the heavy gatling gun; crouch inside the base near 
    the enemy lancer.  Now, select your other shocktrooper, run forward toward 
    the enemy shocktrooper and use your flamethrower to kill him in one shot.  
    (If you can't, you may need to level up more.)  Reselect and push toward the 
    enemy base:  activate the first switch, flame the lancer (be careful of your 
    buddy!), occupy the base, and crouch in it.  Now choose Alicia and move her 
    due north along the same path hugging the right side of the wall to avoid the 
    hidden scout to the left, and plant her in the base.  Her job is to defend 
    the base, so finish by facing her southwest.  Call an engineer and a sniper 
    from your new base.  You should have 3 CP left:  end the phase.
    The enemy will call reinforcements, but generally waste their time.  The 
    mortar bunkers will also start targeting random areas of the map:  again, 
    always try to end up outside of these areas, and you can probably reload the 
    enemy's turn if you want to reset them, but you have lots of wiggle room on 
    this map.  I never found them to be any trouble.  On your turn, save and then 
    select your sniper and run east toward the closer nest; go up top and target 
    the enemy sniper leader up on the far wall north of you.  Take him out, 
    reselect, and target the enemy shocktrooper leader near the next switch (he's 
    facing the wrong way), and then reselect and target one of the shocktroopers 
    in the trenches.  I hit the one on the western side.  Descend for cover 
    before the end of your turn.  Next, select Rosie and run east past your 
    sniper and turn left around the edge of the berm.  Reselect her and go up to 
    the back of the ace tank destroyer and blow it away; it should only take one 
    CP (but it's fine if it takes two).  Reselect and push northwest toward the 
    enemy heavy gatling gun - mind the barricades - and take it out.  (If you 
    can't make it in just three turns, you have plenty of wiggle room here.)  Be 
    sure to face east (opposite of where you were heading) when you're done.  
    Next, take the engineer and start moving slowly toward the second base.  
    You'll want to take your time and deactivate all the mines along the railway 
    and north path (you can leave the ones to the sides).  You should have enough 
    movement to clear a path, go straight up to the second switch and activate 
    it, and then go back south to the second enemy base and occupy it.  If you 
    have more movement, go crouch by the switch.  You'll also want to face east.  
    Now, take your remaining shocktrooper and push north through the path that 
    your engineer just cleared.  Veer to the left, however, and head toward the 
    medium tank.  Reselect and run behind the tank and shoot it; reselect, finish 
    the tank, and continue as far west as you can go.  This should finish you up 
    with 5 CP (or 4 if you needed extra last phase, or possibly less if you took 
    a little longer to finish something else - you really do have lots of time to 
    get things right).
    The enemy will continue to call reinforcements from its final two bases, and 
    will probably move their last tank.  They may also move the shocktrooper 
    reinforcement they already called, or they may move the hidden ace scout in 
    the grass off the east.  They will probably also attack the first base you 
    took, but Alicia can easily defend it without a problem.  On your turn, start 
    with Rosie and move her down into the trench; aim for the final trenched 
    shocktrooper and take him out, and then move east as far as you can (but end 
    near a wall so you don't block the middle of the trench).  Next, select your 
    engineer.  Your job here is to grenade the enemy ace.  If he moved, this 
    should be easy, and since Rosie probably tore him up a little, one grenade 
    might even finish him off.  If he did not move, you'll need to run due east - 
    through the trench is fastest - and find him hiding in the grass near the 
    corner of the eastern wall (he's actually right of the two tank mines if you 
    are facing due east).  Toss a grenade to get him standing.  If you didn't 
    kill him with the grenade, select your sniper, go up into the nest, and 
    finish him (or just use the engineer).  Likewise, if the enemy moved their 
    reinforcement out into the open or your sniper can get a bead on him, go 
    ahead and kill him first.  Once the ace is dead, reselect Rosie and have her 
    run left around the edge of the wall and straight for the northeastern enemy 
    base.  Kill the reinforcements if you didn't already (or heal if you can), 
    occupy the base, and crouch facing the tank.  (This will likely take 2 
    moves.)  Now select your other shocktrooper and do the same thing on the 
    other side:  head around the corner and go for the northwestern base and 
    occupy it - but since you have the movement, go ahead and push past it toward 
    the ladder just northeast of the base.  Go up the ladder and now you should 
    be close to the enemy gatling bunker; run up to it and use your flamethrower 
    on it.  Reselect and finish it off.  Try to end your turn near the back wall 
    so that the tank can't target you (look for the blue target line instead of 
    the yellow one).  (This will likely take 3 moves.)
    At this point you have tons of CP left and several more phases, so feel free 
    to use your sniper and/or Alicia to kill the remaining scout if you want, or 
    position anyone you think might be in danger.  Otherwise, go ahead and end 
    the phase.  The enemy will take some shots at Rosie and target new areas with 
    mortar rounds.  On your turn, take the shocktrooper up on the wall and head 
    east toward the second gatling bunker; spend two CP with your flamethrower 
    taking it out.  Now, just select Rosie and run for the final tank.  Shoot it 
    in the back, reselect and blow it up; then reselect again and kill the final 
    leader (either flame him or grenade + shoot him) and flip the third switch.
    Your reward for the aces include the best anti-personnel scout weapon in the 
    main game, and a very nice accuracy item for Welkin.  I traded one of my 
    other accuracy items for this one, since it took up less space.
    Episode 15b - Citadel Ghirlandaio ("Selvaria's Last Stand")
    A Rank - 8 (much more than you need)
    CP:  12
    Leaders:  3
    Aces:  0
    Tanks:  5
    Boss:  1
    *Note:  Deploy redone to give Rosie a better chance; thanks to Febry for 
    reminding me of how she originally survived.  Also I had this amazing tip 
    sent in by czap1221 for clearing the level very quickly without any bonuses, 
    so use this if you just want to get through it: 
    For deployment, position all four snipers in your back row - equip them with 
    the most accurate rifles you have.  Select Welkin and use a smokescreen that 
    lands centered just behind your units.  Then, in turn, move each sniper to 
    the edge of the smokescreen and take a headshot at the boss.  You have to use 
    a different one each time; also being just at the edge of the smokescreen 
    will keep her from counterattacking.  You'll know you're in the right place 
    when you see the puffy smoke clouds in the foreground, instead of the washed 
    out chalky smoke background.  The boss will not dodge the first shot fired 
    from each of them in a single phase, and the end result is that she goes down 
    in 6 CP.
    On to the main strategy!  The boss on this stage is incredibly powerful:  she 
    has the movement of a scout, the HP of a medium tank (or thereabouts), the 
    range of a sniper, and she'll evade pretty much anything you throw at her.  
    To top it off, her weapon acts like a heavy gatling gun and will tear you up 
    just as quickly.  However, you have two things going for you that really make 
    this map rather easy.  First, you have a million years to finish this map.  
    There's no reason you can't get an A rank in fewer than 8 phases.  Second, 
    while the boss is tough, she -is- able to be hurt, and since she's just a 
    normal troop she's still susceptible to one very important thing:  undodgable 
    shots!  That's right, you actually have a reason to use potentials in this 
    map:  both Alicia and Rosie (among others) have Undodgeable Shot, so they (or 
    anyone else with this ability) are great to use.  If you have the Awaken 
    Potential order, that makes it even easier since you can use that to give 
    them an even better chance; otherwise, you may have to reload a few times 
    since she will always evade otherwise (but it often seems to trigger).  But 
    what if you don't like using potentials?  All is not lost:  you have SO much 
    time that you can easily get Welkin up there and cover her in smoke as well.  
    If she can't see you, you can easily walk right up behind her and shoot her 
    in the back.  However, you do need to be careful and plan ahead:  hurting her 
    significantly makes her trigger a cutscene that heals enemy units (although 
    it does not seem to affect her), and she'll constantly use the Heal All order 
    on her own turn (which DOES heal her), so you'll want to finish her off in 
    one phase.
    The basic plan is to push hard early so you can cut off their reinforcements, 
    then get one unit up there and load up on tons of orders so that you can get 
    close, then shoot her with Undodgable Shot (the Attack order works great on 
    her, too).  Surrounding her with smoke works as well, as you can easily sneak 
    up on her and walk right behind her so that she won't evade.  However, her 
    own movements will often make this map a bit random, so this strategy is more 
    general than most.  All the enemies are black elite units (even tanks) and 
    they are extra tough to kill.  It really helps to be at least level 15 at 
    this point (mine were all level 16 thanks to skirmish 7) and have some R-type 
    weapons, especially on your scouts - in fact, make sure your scouts have the 
    highest damage weapons they can get.  Rosie should be carrying the best 
    flamethrower you have as well.  Also, your starting position is crucial 
    because the enemy boss and a bunch of snipers will be chewing you up.  Start 
    with Rosie on the top left corner so that she starts bunkered, and put Largo 
    to the right of her.  Put another good shocktrooper to the right of Largo 
    (I'll call this one your eastern shocktrooper), and then a tough shocktrooper 
    you don't care about as much in the top right slot; I'll call him 
    tweedledead.  For the back row, start with Alicia on the bottom left, another 
    shocktrooper you don't care about next to her (I'll call them tweedledeader), 
    and finally a sniper on the bottom right.  The function of the tweedles is to 
    get shot down, so don't worry about giving them good weapons.  You should 
    have one open slot.
    Start with Welkin.  Move him forward and slightly right toward the enemy 
    shocktrooper in the bunker and run him over so he stands up.  Continue to 
    push forward on that side and launch a smoke round directly at the boss.  You 
    won't be able to hit her, but you'll get close enough to stop her crazy 
    cover-fire.  I like to back up a bit after that as well.  Now, select Largo 
    and run him toward the heavy gatling gun on the left; use the house on your 
    right for cover until you get close, then pop out and blow it away.  Continue 
    toward the bunkers and crouch a bit north so that the boss can't see you; 
    he's done.  Next, select your sniper and take out the recently displaced 
    shocktrooper.  Reselect, and aim for the standing shocktrooper on the stairs 
    off to the west.  Kill him and move to the left side of your base, reselect, 
    and snipe the standing shocktrooper off to the right who is also on the 
    stairs.  Before you end your turn, run back to the flag and RETREAT (very 
    important).  Now, take your eastern shocktrooper and run toward the first 
    medium tank, ducking left between two houses and circling right around behind 
    it; stop near the bottom of the stairs to shoot it.  Reselect, finish it off, 
    and then push up the eastern stairs to where the enemy shocktrooper was 
    dropped.  Stand a bit in front of his body, but north against the staircase's 
    stone wall; make sure the boss can't see you.  Now give a Damage order (2 CP) 
    to Alicia.  Select her and run north-northwest to the left side of the row of 
    houses near the heavy tank.  Run all the way around behind the tank and shoot 
    it; this should nearly kill it.  Reselect her and blow it away; now through 
    the houses head back toward Largo, and finish her move crouching at the foot 
    of the stairs (get as close as you can to the stairs but stay in cover).  
    Save and finish phase one.
    The enemy boss will run along the rampart shooting anyone she sees - which is 
    Rosie and your poor sacrificial tweedles.  Enemy snipers will also come out 
    of the woodwork and take out anyone they see.  Hopefully they will prioritize 
    the tweedles over Rosie; if she dies reload.  (Many people have written in to 
    say she tends to get killed, but she tends to evade very well for me - 
    sometimes not getting shot even once.)  Most importantly, they will call for 
    reinforcements from either the western two or the eastern two bases; this 
    will affect your strategy somewhat.  Hopefully they will call from the 
    western bases.  On your next phase, start with Welkin again and shoot another 
    smoke round at the boss.  You'll probably have to position yourself a bit to 
    get close so that she's covered up by the smoke.  (I like to back up each 
    time so I can more easily make the next move.)  Next save the game, and then 
    select your eastern shocktrooper.  This is tricky:  run up the stairs, turn 
    right, and hug the left wall as you run south.  Stop a bit before you get to 
    the sniper leader, and throw a grenade at him but also just past him - 
    ideally you can also get it to land just behind him.  Your goal is to kill 
    him but also blow up the stack of logs just past him.  A bonus goal is to 
    also throw his body to the right, so you don't stop for half a second to 
    touch it.  Once that's done, steel yourself and get as far to the left as you 
    can, then run straight, headlong into the gatling fire.  IMMEDIATELY after 
    you run out of AP, end your turn - the faster the better.  You'll probably 
    want to save again.  Now reselect, and start running as hard as you can 
    toward the gatling gun and duck as soon as possible to the left to the top of 
    a small stairwell.  Push hard to the left; the gun can swing wider than you 
    think - but once you're there, immediately target that gatling gun and blow 
    it away.  Now head down the stairs and occupy the enemy base, and then turn 
    back around and crouch at the sandbags just to the north.  You're probably 
    very hurt but you can make it.  Now spend a CP to call for a scout 
    reinforcement here (the best you have - Ted is a good choice, since he has 
    Undodgable Shot as well).
    Now, save again and select Alicia.  She needs to run all the way up the 
    stairs, take a left and hug the left wall, stop and kill the sniper leader, 
    and push all the way down to the lift button and activate it.  It's on the 
    gray box right next to the shocktrooper.  The shocktrooper will mess you up, 
    but once you slam the button immediately end her turn.  Now, select Rosie.  
    Call a medic for any downded tweedles and then go up the newly activated lift 
    and use your flamethrower on the shocktrooper there; this should kill him in 
    one hit.  Sneak toward the lancer behind you and then end your turn.
    Reselect Rosie and flame him to death as well, then south and try to push 
    down around the bottom column.  Reselect her one more time and keep pushing 
    northwest around the column, and end your turn facing east.  Now select 
    Alicia and run down into the enemy base and occupy it, and then follow Rosie 
    around the lower part of the map.  Reselect her and push north, taking out 
    the enemy scout that starts shooting at you.  Make sure you get all the way 
    to the bunker and crouch.  At this point you'll have 1 CP left; I actually 
    had my standing tweedle still alive so I ran him forward and bunkered down 
    for the next enemy phase.
    At this point the enemy's movements are too hard to predict accurately to 
    really give a step-by-step anymore, especially depending on which bases have 
    been calling troops, so we're going to go with general ideas for some things.  
    The enemy will call more reinforcements.  They may also spread out their 
    remaining troops, and if there were reinforcements called on the right, 
    they'll move that troop down.  Most importantly, the boss will continue her 
    pattern of running back and forth across the ramparts, continuing to fire at 
    tweedle if possible, although with so few snipers left this troop should make 
    it through the turn if bunkered.
    On your third phase, have Welkin smoke the boss again; you can be more 
    haphazard about it.  Now turn him around and head for the lift on the west 
    side.  You should make it up the lift, and turn north and start heading 
    toward the boss.  Now put a defense order on Rosie.  Select her and continue 
    running around the bottom of the column and toward the tank destroyer.  When 
    she gets close to some stacked wood that is perpendicular to her path, stop 
    and throw a grenade at it to clear the wood.  Run up on the RIGHT side of the 
    tank destroyer, and stop before the very end.  Reselect, run past the end and 
    turn around and blow the thing away.  Continue running northeast toward some 
    bunkers just to the east of the base; get to them and crouch.  Hopefully 
    their shocktrooper reinforcement will have watched you the whole time.  Now 
    select Alicia, run up to the poor fool and blow him away.  (If he is 
    crouched, you may need to reselect Rosie and have her flamethrower him 
    instead.)  Occupy the base, then head east next to Rosie, and crouch so that 
    there are no sightlines from any enemy to your position.
    On the eastern front, you should have a shocktrooper and a scout in that 
    base.  Start with your shocktrooper, continue east, and kill the sniper 
    leader that ran down that way.  Note that it is slightly better (shorter 
    path) to move clockwise around the giant pillar and go up the stairs than to 
    back out of the base and go counterclockwise down and around the rampart.  
    Once the sniper is dead, go ahead and park this shocktrooper somewhere safe; 
    they're done.  Now save and give a damage order to your scout.  Select them, 
    and run the same direction toward the dead sniper and then up the ramp on the 
    left.  However, JUST before you get to the top of the ramp, target the 
    gatling gun just north of you and take it out; it's a slightly tricky shot 
    but aim for his head.  Continue pushing north to the right side of the house 
    where the gatling gun was.  Now reselect, and head to the right of the next 
    house as well, but duck back left and continue north through the alley.  The 
    tank should get a few shots at you but not much; circle left around the house 
    and occupy the base, then target the heavy tank's weak spot and damage it.  
    Reselect, finish the tank, and then crouch inside the base as far to the west 
    as you can.  This should finish up your third phase.  However, if the enemy 
    called reinforcements on this side it could complicate things; you may need 
    to hold your scout back and finish up the eastern side next phase.  The good 
    thing is, once this side is clear all you have left to kill is one tank 
    destroyer and the boss, and the enemy is being pincer attacked.  You really 
    have plenty of time from this point on, so don't sweat it too hard.
    At this point, it's anyone's guess as to what the enemy will do, but 
    generally they will call even more reinforcements, move troops around to 
    defend the central base, and for me, the boss used a Heal All order, which 
    was a great waste of time.  One of their snipers even killed himself on my 
    scout.  Hopefully the boss won't just murder your forward troops; she did 
    next to nothing against me.  The main thing you need is for Alicia or anyone 
    else who can reach the boss in one move to survive, along with someone who 
    can take down the tank destroyer (completely optional).  
    On your fourth phase, select a scout (or whoever can take it down) and run to 
    the tank destroyer.  It is pushed up against the wall as hard as it can get, 
    but you can actually target the weak spot:  look at your "to kill" counter, 
    and when it shows a number, you will hit it.  I took two turns with a scout 
    to take it out, but you may have more luck moving Rosie over in two or three 
    turns and shooting it that way.  The enemy is unlikely to have tried to 
    defend it, but if they are, take them out as well.  Feel free to even grab 
    the base if they left it alone.  All in all, you'll need to save about 9 or 
    10 CP for your final attack.  If you can't do it all this turn, that's 
    perfectly ok:  just focus on attacking that central base to stop 
    reinforcements.  It should be extremely easy to kill everyone this phase 
    other than the boss and take their base, since you're in such a good 
    position.  Go ahead and push the button on Welkin's side so that he can get 
    through the doors and start pushing him up toward the top, too, if you'd 
    like.  Just make sure all non-tank units end their turn behind boxes and 
    avoid the boss's detection.
    At this point, you have two choices:  either go ahead and take out the boss, 
    or get Welkin up there and take her down while she's in a smoke round.  Doing 
    that is extremely easy, but if you'd like to go ahead and finish her, pick 
    your Undodgable Shot unit that can reach the boss in one turn - Alicia works 
    great if the boss is on that side - and load her up with orders.  You'll want 
    to hit them with Defend (1), Attack (1), Neutralize (1), and maybe even 
    Caution (2).  These are all orders you should have if all your troops are 
    above level 13.  Finally, if you received Awaken Potential (2) from the old 
    man in the cemetery, use that as well.  Now SAVE, and then run like a madman 
    straight at the crazy thing.  Get up close and fire.  I don't think headshots 
    matter, but I aimed for the head anyway.  Hopefully your potential will 
    trigger and you'll hit her.  Quickly end your turn, reselect, and fire again 
    - repeat as necessary until she is defeated.  Hopefully you have a few CP to 
    play with, or else you'll need to save each time you hit and then reload if 
    Undodgable Shot doesn't trigger.  With all those buffs, it should only take 
    two non-misses to take her down (you might need three if you don't have the 
    best damaging weapon).
    Your other choice is to get Welkin up there and smoke-round the area around 
    the boss.  At this point, you only need the Neutralize and Attack orders.  
    The smoke will keep her from shooting you as you approach her, and you can 
    walk right up and shoot her in the back, and then reselect and move to her 
    other side and do it again and again.  There are other options as well:  
    Rosie makes for a great offensive against the boss, too.  You can definitely 
    skip Caution in that case since she has her own potential that helps with 
    that.  Be sure not to bother with the flamethrower; it doesn't hurt her as 
    much for some reason.  You have PLENTY of time to deal with her, however, so 
    just be sure to wait until you have enough CP to take her all in one go.
    Episode 16 - The Maiden's Shield
    A Rank - 8
    CP:  10 - but you'll have 8
    Leaders:  0
    Aces:  1
    Tanks:  0
    As much as the story is heating up, this map is a real snoozer.  There are 
    only 6 enemies and no bases.  Bringing in many additional troops is actually 
    a burden, since you have to keep moving the whole time.  Because of this, I 
    suggest leaving Largo and Rosie behind (although that won't stop their 
    cutscenes where they are commenting on what's going on).  The "trick" to this 
    map (this whole map is one big trick, which is also annoying) is that the 
    giant ship will continue to advance unless you use cleverly placed ragnite 
    explosives to cause landslides to block its path.  These will also slow it 
    down - but you do NOT want to slow it down, or you'll miss the A rank.  In 
    fact, you do NOT want to blow up any of these ragnite bombs except the ones 
    that are strictly necessary to beat the mission.  It's actually possible to 
    block yourself off if you blow them all up and cause yourself to auto-fail 
    the map, which is also pretty annoying.  Lastly, while the ship will shoot at 
    you, it's not targetable - so don't even bother.
    You can probably beat this map easily with just your tanks, but I suggest 
    loading Alicia, another scout, and an engineer just to make it somewhat 
    interesting (and since scouts have a much easier time hitting those 
    explosives).  Start by selecting Alicia and moving south toward the enemy 
    shocktrooper you can see.  Along the way, you'll see a ragnite explosive 
    (looks like two canisters on top of each other; also, if you go into "aiming" 
    mode and press "next target," they will be targetable).  Ignore the first 
    one.  Continue southeast, along the left (eastern) wall, and you'll see a 
    fork in the path (you will have noticed it from the overhead map).  On either 
    side of the right (west) path are two explosives.  Shoot one (they're easy to 
    hit, even from far away), and continue south so that you're on the left 
    (east) side of the gulley wall, near a bush or something for some cover.  
    Select your other scout and follow Alicia's path, only this time shoot the 
    other explosive on the other side of the right path.  Park as close to Alicia 
    as you can get.  If you've done this right, you'll see on the overhead map 
    that the "bad" path will be covered completely; that's what you're going for.  
    Now, select your engineer and tanks and move them each toward Alicia as well.  
    You should finish with 1 CP.
    The enemy should run their shocktrooper and a hidden lancer at your scouts; 
    together they should kill them both with cover-fire and counterattacks.  Each 
    turn their ship will move forward (it's still pretty slow, but it seems to 
    speed up toward the end), and it will target two random spots with mortar 
    fire.  These rarely came even close to being in my way, but you may need to 
    adjust your final position each turn accordingly.  You have lots of time to 
    move your guys down, so don't sweat it.
    On your turn move your tanks forward again.  Now take your engineer and head 
    through the first wall and toward the barricades on the left; throw a grenade 
    to clear them.  (If you don't get them both, one of your scouts can clear the 
    remaining one on their turn.)  Reselect your engineer and push south through 
    the barricades and start clearing a path through the mines.  (Don't worry, it 
    doesn't have to be a wide path.)  I just cleared a small path toward the 
    grassy area on the left, since there are fewer mines there anyway (although I 
    did get the first tank mine on the left).  Continue south but stop short of 
    your maximum move - you want the scouts to get in front of you.  (The tree on 
    your left is a good mark to shoot for, distance-wise.)  Now, move both scouts 
    down in front of your engineer and finish with 1 CP again.  On the enemy's 
    turn, it should spring a shocktrooper out from behind the wall; your scouts 
    should take him down again.
    Your next phase is similar to the last one:  start with the engineer and 
    clear a path toward the next set of barricades and take them out with a 
    grenade.  (There's a mine just behind the last blue arrow sign on your left; 
    it's worth getting as well.)  Here, you'll also need to clear some of the 
    tank mines near the barricades - I cleared a total of three - and then push 
    past the broken barricades and hug the far left canyon wall.  Finish facing 
    the last three enemies.  Run Alicia down past the engineer - hugging the left 
    wall - and you'll see another split in the path ahead, again with some 
    ragnite explosives conveniently placed near the edges.  From where you end 
    up, you should just be able to hit one on the southern side of the left path; 
    it's just behind a small corner.  Set it off.  Make sure you are back as far 
    as you can be toward the gulley wall facing the final three enemies and then 
    move your other scout down next to Alicia.  Now, move your tanks down as well 
    - they can plow through the normal mines, so just head straight from one 
    broken barricade toward the other.  Be sure to avoid the tank mines.  You'll 
    want to move Welkin twice this phase to catch up with the Shamrock.  You 
    should end your phase with no CP left.
    Their sniper might shoot at Alicia if you're too close, but you should be 
    fine.  Now, move both of your tanks on through the minefield and toward the 
    objective.  Move Welkin twice again.  Shoot a smoke round in front of your 
    scouts if they're getting shot.  End this turn with 2 CP.  Next turn, move 
    Welkin down and mortar the group of enemies, favoring the shocktrooper (this 
    should kill him).  Now move the Shamrock down twice and feel free to hit one 
    of their troops again (I shot the ace).  Move Alicia down toward the 
    objective and finish off the ace (shots from behind help keep him from 
    evading).  It might take two CP; he's tough!  Move your other scout down and 
    kill the lancer.  Now, take your engineer and start to move toward the rest 
    of the troops, but stop once you can see the other ragnite explosives on the 
    other (eastern) side of the second fork in the path.  It's behind a rock.  
    This should completely cover the second "wrong" path with landslides.  Be 
    sure your engineer clears that entire area.
    Now it gets boring.  On your next phase make sure all of your troops who 
    aren't already there get close to the objective area and end your phase.  
    Continue to end your phase until you win.
    Your reward for the ace is the ZM SG 5(g), the last in a line of awful sniper 
    weapons.  Technically, giving this weapon to Marina isn't a bad idea; her 
    Ultimate Accuracy potential means the poor accuracy goes away, leaving you 
    with massive damage.  But sadly the range is about half your other weapons, 
    which makes it really difficult to use effectively.
    Episode 17 - The Bridge to Hope
    A Rank - 5
    CP:  10
    Leaders:  4
    Aces:  1
    Tanks:  3 (4 including boss)
    Boss:  1
    Wow, now this is a tough battle to get an A rank and all the bonuses.  There 
    are few tricks:  it's just plain hard to do.  It will take some skill and a 
    little luck to pull it off, but it can be done.  You only have 5 phases, and 
    you have to capture all four bases to make the boss keep from healing himself 
    between phases - and THEN it takes more than one whole phase just to kill 
    him:  you have to break through his armor and THEN take him out.  Did I 
    mention that all the units are black elites as well?  You'll want to give 
    your most powerful lancer weapon to your favorite non-Largo lancer:  it needs 
    to be someone with Extra Shot and good anti-tank potentials.  I highly, 
    highly recommend Jann for this; he has exactly the potentials you want.  
    (Hopefully you'll have gotten at least one 10R lancer weapon as your reward 
    from episode 16 as well.)  Also, if you have the Awaken Potential order 
    (gotten from the Aged Gentleman) and the Penetration order (sniper level 
    15+), those will help.  It's possible to do it without them, but you may be 
    doing a lot of saving and reloading to get the Extra Shot potential to go 
    off.  Also, thanks to the newly available skirmish 8, all your units should 
    be at least level 17 by now.
    For your deploy, put Rosie and a good sniper in the forward spot with only 2 
    units; Rosie should be to the left (west) and the sniper to the right (east).  
    Rosie should have your most powerful flamethrower equipped.  Put a good 
    shocktrooper and an engineer - preferably one with Repair Boost - in the 
    upper and lower spots, respectively, next to Welkin in the upper area.  
    Lastly, put Alicia in the northwest position in the third area, and Largo in 
    there anywhere just for CP.  This should leave 2 open positions.
    First, select your sniper and go north and up the ladder there.  Head forward 
    and turn left; go to the edge of the building where you can see pretty much 
    everyone.  Take two turns (two headshots, mind you) and snipe the enemy ace 
    first; he's to the west, in the southern base.  It's really annoying and 
    you'll probably have to reload a few times, but he's a HUGE pain otherwise.  
    After you kill him, back up a little (stay on the rubble pile), then reselect 
    and kill the scout leader next to him while you're up there.  End your turn 
    by running back behind the wall near the ladder; the sniper is done.  Now, 
    issue a Damage (2 CP) order to your northern shocktrooper unit.  Select this 
    unit and run to the right of Welkin and then toward the northeastern base, 
    heading for the heavy tank.  If you do it correctly you will not get shot at 
    all.  Get close, and then once your movement is up shoot the enemy 
    shocktrooper crouching there; you'll do a little damage but he won't return 
    fire since you're still out of his range.  You have to injure this unit a bit 
    now or else you won't be able to kill it in one hit with a flamethrower.  
    (Note:  this may not be true; you can try the next few turns out to see if 
    you need to, and then reload and not get his attention if you don't.)  
    Reselect and run on the right side and behind the heavy tank; take it out.  
    Reselect and flamethrower the enemy leader just north (he should be facing 
    away from you); reselect and flame the crouching shocktrooper still left in 
    the base (you may want to change up this order so that the black elite 
    shocktrooper doesn't shoot you as much if you got his attention), but DO NOT 
    occupy the base!  Finish your turn next to the ladder with the word "occupy" 
    on your screen, but we want to give the enemy the best possible chance at 
    wasting reinforcement orders.  End your phase with 1 extra CP.
    The enemy boss will attack and fire a smoke round into a random base on the 
    board each turn; he may also issue orders, and he will call reinforcements, 
    usually in the pattern that one base calls a single unit and another calls 
    two.  Hopefully the southernmost or eastern base will call two; if not, you 
    may have to adjust this strategy slightly (or reload).  You may also need to 
    reload if the southern base gets smoked.  Everyone will generally attack 
    Welkin (he's a great target and useful to waste their turns) and maybe Rosie 
    (reload if she dies).  They will also run their southern shocktrooper that 
    was hidden between some buildings toward Rosie; hopefully she'll kill him in 
    the counterattack.  On your turn, start by saving and selecting your northern 
    shocktrooper.  Occupy the base.  Now you'll want to go up the ladder, move 
    slightly left, and then aim so that you can shoot both the heavy cannon and 
    the sniper's head in the same shot.  It's tricky, but you CAN do it.  Move 
    forward after that to the lancer; reselect and take him out, then go north 
    toward the other ladder and descend.  End your turn just out of site at the 
    northwest corner of the building.
    Hopefully the southern base called some reinforcements this turn, because 
    we're going to take it.  You can adjust your strategy somewhat if the middle 
    base called two troops, but the main point is that you have to stem their 
    tide quickly to save your CP for the boss.  Now, give Rosie a defense boost 
    order (1 CP) and a damage order (2 CP).  Select her and kill the enemy 
    shocktrooper if he's not already dead (otherwise, heal) and head due west 
    toward their southern base.  Reselect and run toward the closer shocktrooper 
    and take him out with your flamethrower; continue toward the flag.  Reselect 
    and flame the guy at the bottom of the base to death; occupy the base and 
    move south toward where he was; get JUST on the other side of the bunker.  
    Now reselect again and have her take out the heavy tank as well, clearing 
    that side of the map.  Move a bit west on that bunker so the boss doesn't 
    have a yellow line to you (if possible), then crouch, face north and end her 
    turn.  Now move your engineer up and repair Welkin; directly behind him is a 
    safe place to stand.  End your phase with 1 CP remaining again.
    The enemy should continue to pound Welkin and waste time on orders.  They 
    tend to also run their second sniper out into the open for some reason, and 
    hopefully their single reinforcement from one of their bases will run forward 
    as well.  For me, they ran a scout at my northern base but didn't take it.  
    If the boss kills anyone, just reload.  Now, hopefully the enemy will call 
    two reinforcements from the central base, because we're taking it next.  
    Also, while the enemy generally does nothing useful with smoke rounds, they 
    may have hit the middle base at this point; if this is the case, you may need 
    to modify this part slightly (or reload).
    Take Welkin and move straight forward as far as you can and shoot the heavy 
    cannon on your left.  Save, reselect, move him forward as far as he can go 
    again and then place a mortar round right in the middle of the central base:  
    this should take out both their scout leader and the standing shocktrooper.  
    Now, take your engineer and move toward either your northern base or up to 
    Welkin, and kill their first reinforcement troop (it was a scout for me).  Be 
    sure to end behind something (Welkin or a wall at your base).  Now take 
    Alicia and move northwest toward Welkin and the middle base; take out their 
    foolish sniper and then occupy the base (if your engineer didn't) and take 
    cover behind Welkin.
    This should leave you with 5 CP; end your phase.  The enemy can't do much on 
    their turn, but they will have one reinforcement unit (hopefully only one), 
    which may come after you.  Hopefully it will suicide into Welkin.  Also 
    hopefully the enemy will smoke their final base this phase - they usually do.  
    If they don't, reload; you need that smoke round.  On your turn, give your 
    northern shocktrooper a damage (2 CP) order and move them west using the 
    smoke for cover toward the final heavy tank; take two turns and get behind 
    the thing and take it out, then move back toward the base.  (Febry writes 
    that you can use your flamethrower blind toward the base at the end of your 
    first move and you may get lucky and take someone out.)  Now select Welkin 
    and move toward the last base; place a mortar as close as you can to the 
    enemy flag to clear the smoke and get their lancer and shocktrooper leader 
    standing.  Run over the enemy shocktrooper leader there to get him standing 
    if you didn't with the mortar, but try not to leave yourself too exposed - 
    end facing west / southwest as best you can.  Don't go too far west, though; 
    make sure you are on the east side of the flag in that base.  Now reselect 
    your shocktrooper in that base and take out their reinforcement troop (or 
    troops, if there are more than one) and reselect again to take out their 
    leader.  End crouching at a bunker.  Run Alicia up to take out the lancer and 
    then occupy the base, and then crouch.  Call your best tank-killing lancer 
    with the highest damaging weapon and the Extra Shot potential from this final 
    base (probably Jann).  If you have more than 15 CP remaining, run your 
    engineer up, repair Welkin, and hide behind him.
    At this point, you should have about 5 CP remaining in phase 4, and the only 
    enemy left should be the boss.  You will need a minimum of about 14 CP to 
    kill him (maybe less if you're lucky), so if there are any other units 
    remaining ignore them if you can.  If you just can't get to this point with 
    14 CP left, you'll need to go back to an earlier save when the boss is 
    somewhat forward and you have at least the central base captured and just 
    call your lancer then.  The trick is, you don't have to capture every base to 
    defeat him, just to keep him from healing - so if you can save 14-15 CP for a 
    single turn, you should be golden.  Killing every unit is only to make things 
    Once you're on your last turn, you'll want to use Awaken Potential (2 CP) and 
    Penetration (2 CP) on your called lancer.  You may be able to do it without 
    Penetration, but it really seems to help.  Sadly, Damage Boost does nothing 
    until the armor is gone, and afterwards it's not really worth it (don't even 
    bother using it on a non-lancer, as your other troops won't do a thing 
    against the boss until its armor is gone).  Your tanks are equally as 
    useless, just because they don't do enough damage per CP.  Awaken Potential 
    is there only to get Extra Shot to trigger almost every time (sometimes it 
    still doesn't; you may want to save a lot).  Now, select the lancer, run 
    close enough to hit it without it starting to target you (try to work your 
    way behind it as well), and shoot him repeatedly until his HP drops to zero.  
    This took about 7 shots for me, even with a 10R weapon.  Then he'll shed his 
    armor and heal to full, and you still have to shoot him THREE TIMES in his 
    weak spot in the back to actually kill him (or if you get another good 
    potential, maybe fewer).  Hopefully Extra Shot will continue to trigger 
    repeatedly and you'll get about 10 shots off in a row.  Another way to do 
    this is to use those extra CP to instead move your engineer next to the 
    lancer and refill him after each volley of three shots.  It's better to call 
    two lancers if you are going this route, so that the engineer's turns will be 
    more efficient (thanks again Febry for that idea).  This can be harder, 
    however, since you won't get the bonuses from the other potentials as often, 
    and your engineer absolutely cannot take many hits from the boss's cover 
    fire.  Either way, once you take him out, the battle is won.
    Your reward for the final ace in the main game is the awesome ZM MP 5(g).  
    The range is still bad but slightly better compared to the 4(g), but the 
    damage is still amazing.  I recommend trading up on whoever has the 4(g).  
    (By now the 3 is less impressive.)
    Episode 18a - Shadow of the Valkyrur ("Marmota's End")
    A Rank - 5
    CP:  10
    Leaders:  0
    Aces:  0
    Tanks:  0
    Taking out this giant ship amazingly isn't as hard as taking out the giant 
    tank in the desert.  Units will appear each phase either from the "front" of 
    the ship, or from the eastern corner (near the Shamrock), or from the 
    southwest corner where several enemy troops start out.  The side cannons are 
    pretty ruthless and interestingly the unit most vulnerable at the beginning 
    is Welkin.  However, it's still pretty easy to beat this map with an A rank 
    with room to spare, and the secret is the Penetration order.  The end of this 
    battle will look very similar to Episode 17, and for that reason I suggest 
    getting your lancers to level 18 by now.
    You'll want to deploy into all your available positions.  Start with a good 
    non-Rosie shocktrooper up top.  Put Rosie (left) and your best damaging 
    lancer (right) in the short second row - I will call this unit lancer 2.  (I 
    once again recommend using Jann or someone with Extra Shot.)  In the third 
    row put, left to right, Alicia, your best sniper, and an engineer with repair 
    boost.  In the back two positions put Largo on the left and another good 
    lancer on the right - I will call this unit lancer 3.  At this point your 
    lancers should have anti-tank lances with at least "C" accuracy but 1300+ 
    damage, and hopefully some royal lances with "C" accuracy that do over 1400 
    damage.  I used 10R lances for all three of my units.  The more of these, the 
    better.  If you have to give someone a less powerful weapon, give it to 
    lancer 3.
    Start with lancer 3.  All these moves will be under fire, so try to focus and 
    not get too distracted; you won't get torn up too badly.  Also, with "C" 
    accuracy weapons none of these shots should be very hard, but you should 
    probably still save between all of them.  Move lancer 3 all the way up to 
    your furthest north shocktrooper and bunker down.  Aim for the left-most 
    gatlin gun (pretty much in front of you) and hit it; reselect and hit it 
    again.  Now select lancer 2.  Shoot the same gun a third time, destroying it, 
    then push northwest all the way up to the far left front-most bunker; you 
    will know you're in the right place because you'll stop getting shot.  Now 
    select Largo.  You are going to run forward all the way up to a ladder on the 
    side of the giant ship; you're aiming for the ladder right next to the gatlin 
    gun you just destroyed.  You can swing a bit wide to the left to avoid 
    getting shot too much; you only have to get up the ladder on this turn.  
    Climb that ladder, and then aim west; you should be right up next to an anti-
    tank gun.  Shoot it, then reselect, shoot it again, and go down the ladder 
    and run back to lancer 2 and bunker down, facing northwest.  Reselect lancer 
    2 and shoot it a third time, which should destroy it; end facing northwest as 
    well.  (If you don't run up next to it, it will take 4 shots to kill.)
    Once that's done, select Welkin and aim a mortar toward the troops in the 
    southwest corner.  You should be able to blow up their sniper and a 
    shocktrooper with one shot (and probably knock their lancer around a bit).  
    After that, push Welkin backwards toward the wall of the map behind him; 
    you're never going to advance, despite the hints that you should, so you want 
    your weak spot as covered as possible.  Try to also cover your troops from 
    the southwestern enemy squad a bit, but don't get flush against the wall - 
    leave room for someone to stand behind you.  Lastly, use your sniper to kill 
    the lancer in the eastern corner of the map, and re-bunker.  End your phase 
    with 1 CP remaining.
    They should beat on Welkin pretty bad, and one extra troop will show up (a 
    lancer).  The ship will also target the area in front of it, which is a great 
    place to use your tanks to shoot it... but don't bother.  On your next phase, 
    you're going to target the remaining two gatling cannons with your lancers 
    again.  Use lancer 3 to shoot the far eastern one twice.  Then have Largo run 
    to where lancer 3 is and finish off the far eastern one.  Reselect Largo and 
    target the last one.  Now select lancer 2 and shoot the last one twice, 
    destroying it.  Once those are gone, you have room to breathe.  Use your 
    sniper to kill both of the remaining shocktroopers, and one of the remaining 
    lancers (if something more dangerous than a lancer showed up, kill that 
    instead).  Move as necessary but try to stay near your other troops and leave 
    the easiest to hit one for last (whoever you don't have to move far from a 
    bunker to hit).  Now select your engineer and move in an arc front to back:  
    refill lancer 2, your sniper, and then repair Welkin.  Go ahead and hide 
    behind him when you're done.  Reselect your sniper and take out the last 
    lancer; re-bunker down.  That should finish your phase.  They should call one 
    reinforcement again (a shocktrooper) and he'll probably run at your tank and 
    die in the crossfire between it and one of your shocktroopers/Alicia.  Also, 
    a special guest may show up and heal all your troops if you're hurt - yay!
    On your third phase, choose your sniper and look up on the ramparts of the 
    ship, west of the last anti-tank cannon.  There's a lone shocktrooper there 
    you should just be able to hit in the head; snipe him.  Now, select lancer 2.  
    Shoot the "plating" that's near the anti-tank cannon on this side; that will 
    create a path onto the ship.  Run up onto the ship and toward the ladders up; 
    you should be able to climb both the first and second ladders and go a bit 
    further.  (Note:  you may get "stuck" on the ramp up; it happens to me pretty 
    much every time, and you just have to fiddle around with your movement to get 
    by.  Hopefully it won't waste too much AP for you.)  Push as far as you can, 
    but when you end your turn be sure to leave some room for someone to get past 
    you.  Now select Rosie.  Run up onto the ship, up both ladders and toward the 
    lancer.  Reselect and continue to follow the path to the area between the two 
    propellers.  There will be one enemy shocktrooper here; take him out, and 
    then try to end in the southern corner of the catwalk; specifically, you need 
    your lancer to get by, but more importantly you want the ragnite core above 
    you to be between you and the tip of the main gun (also above you).  It can 
    and will shoot individual units each phase as well.  Now reselect lancer 2 
    and run toward Rosie.  Once you're there, you can see the giant ragnite cores 
    exposed above you near the propellers.  They are only exposed on the east 
    side, so you have to get east of them and then you should see the blue 
    radiator bits.  Target the close one and take it out (you shouldn't miss, 
    they are easy to hit).  If you have a hard time finding them, go into 
    targeting mode and hit "next enemy" to find them easier.  Continue toward the 
    other side of the platform; reselect and take out the other core on the other 
    side.  Be sure to hide in the corner over here as well, so that the cores are 
    between you and the main gun.  Destroying these cores exposes the main gun 
    and makes it able to be hurt, and it should leave you with 4 CP on phase 
    three (and no shots left).  Now select your engineer and run up onto the ship 
    all the way to your lancer, following the same path.  (Avoid the enemy 
    shocktrooper if it wasn't killed earlier.)  It will take two turns; feel free 
    to heal yourself, Rosie, Welkin, or whoever on your way.  If no one needs 
    healing, just shoot the main gun - you won't do much, but you'll see what it 
    looks like when you damage it.  Specifically, you need to aim for the tip, 
    not just anywhere - the part that glows the brightest is your target.  Once 
    your engineer is up there, try to hide them in the corner next to your 
    lancer.  Save your last two CP and end the phase.
    More reinforcements will arrive; the main gun may shoot at you if you didn't 
    place yourself well.  So long as lancer 2 and your engineer survive, you're 
    golden.  On your fourth phase, give a Penetration order (2 CP) to lancer 2, 
    and run to the middle of the catwalk.  Now just continually fire up at the 
    main gun and reselect your lancer.  After three shots use your engineer to 
    refill them.  You should have 8 shots (more if Extra Shot goes off a few 
    times and you don't need the engineer); this should be enough to either take 
    it out or almost destroy it (it only took 7 shots for me with a 10R weapon).  
    If you don't finish it this phase, just make sure everyone lives through the 
    enemy's next turn, and then repeat the process to win.
    Episode 18b - Shadow of the Valkyrur ("Final Showdown")
    A Rank - 3
    CP:  12
    Leaders:  0
    Aces:  0
    Tanks:  0
    Boss:  1
    Well, for a final showdown, this battle is somewhat anti-climactic.  It's 
    pretty obvious what the "trick" is:  you need to destroy the towers to have a 
    chance to kill the boss.  You only get 3 phases for an A rank, but honestly 
    the longer this battle lasts the harder it is, since the boss eventually gets 
    an attack that targets everyone on the screen for massive damage and can kill 
    your tanks rather quickly.  Make SURE both of your tanks have at least two 
    mortar rounds each, and be sure you've upgraded both tanks with the best body 
    armor you can get; go ahead and re-spec entirely to HP and defense, since you 
    won't need to aim.  Also, at this point I had bought all the best armor for 
    my ground units and had 10R, 20R, or 30R weapons for each of the ones I was 
    using.  Your shocktroopers, lancers, and snipers should all be level 18 as 
    For your deploy, put two snipers in the back, Rosie and another shocktrooper 
    in the front two positions (one on each side), and Largo and another lancer 
    behind each of your two shocktroopers.  Throw Alicia in there for CP.  It's 
    also worth noting that some rubble falls all during the battle; you can 
    completely ignore it.
    On your first phase, use your two shocktroopers to run around the outer sides 
    of the walls in front of them and shoot the close towers directly in front of 
    them.  (Don't run in the middle!)  These have miniguns but they shouldn't be 
    much problem for these troops.  The real trick to this map is that these 
    towers have extremely tiny spots to hit and you might not find them without 
    going into targeting mode and hitting "next enemy":  be sure to do this so 
    you know you're hitting them.  (Also, you'll see a number in the shots-to-
    kill box.)  Take each one of these out on either side and hide your units 
    behind those walls so that the boss can't see you.  Now, select your best 
    sniper (Ultimate Accuracy helps) and shoot the tower on the far side of the 
    map:  one shot should kill it.  You'll probably need to duck behind the 
    nearest tank for cover, then pop out and shoot between volleys by the boss.  
    Be sure to end in cover as well.  Now, move both of your tanks forward and up 
    the ramps on either side of the boss.  Note that the "rubble" on the deck is 
    harmless to your tanks and you can drive through it; don't bother going 
    around.  Mortar the boss with each of them (mortars do more damage than tank 
    shots; use the Shamrock's anti-personnel weapon if it does more than your 
    mortar).  Select Welkin and mortar him again; this should be enough to take 
    him to just over 1/2 damage, which will trigger a cutscene.  He'll power up 
    and reset his position further back away from your troops.  Try to finish 
    with Welkin just west of where the boss started, facing that spot.  Now, 
    reselect the Shamrock and go forward just until you can mortar him again, and 
    then back up and try to end just east of where the boss started, facing that 
    spot.  Save your last CP and end your phase.
    The boss will heal on his turn a little and walk slowly forward and do 
    nothing (yay!).  Then, he'll attack a huge area around him (boo) and move 
    forward toward his original position.  Your tanks should have survived; if 
    not, you may need to buy more of their upgrades (you should easily have over 
    a million gold by now!).  Now, three more random towers will activate and 
    power the boss.  You can tell which ones they are on the overhead map, as 
    there will be special blue lines going from the tower to the boss.  This is 
    the tricky part:  you need to take out all these towers in 5 CP or less.  
    Each tower can be taken down in 2 shots or fewer; the forward towers can be 
    killed by your shocktroopers with one shot (try to save Rosie for later, 
    though), and the far back and two far side ones can be shot by snipers.  The 
    side towers take two sniper shots, but they're easy to hit.  The armored 
    towers (closer to the boss) will take two lancer shots, and for this you may 
    have to save/reload a few times.  Your lancers will need to run so that the 
    boss can't see them but they can still hit the towers; that's why you have 
    one lancer on either side (probably about where your shocktroopers ran to 
    shoot the close towers is a decent enough spot).  For me, it was one front 
    tower, one side tower, and one armored tower, which I took out in 5 CP.  That 
    leaves you 8 CP to kill the boss this phase - your tanks can't take another 
    round of his power.  Use the Attack, Neutralize, and possibly the Defend 
    order (this is optional if you're good at hitting the "target" button 
    quickly) on your best shocktrooper; I used Rosie.  Now, select Welkin and try 
    to move north of the boss and fire a mortar at him; this should get him 
    facing north (toward Welkin), and take him close to 1/2 HP.  (This may not be 
    necessary with the defend order.)  Now, run Rosie up toward the Shamrock and 
    stand close to it so that it fires when you do:  shoot the boss (I don't 
    think headshots matter), quickly end your turn, and then reselect and do it 
    again.  3 CP should be all you need with the Shamrock's help (her double-
    attack potential helps a bunch if you get it), but if you need 4 just don't 
    use the Defend order and hope he doesn't get you between shots (it takes a 
    second or so for him to aim).  Once you finish him, congratulations!
                 Bonus Missions
    There are a few extra missions you can unlock by paying for enough newspaper 
    stories.  They're completely optional, but they're good XP and worth doing, 
    especially since the cash needed for the stories is so easy to come by.  They 
    also unlock personality-based potentials for certain main characters.
    Note that there is absolutely no order to these missions; you can and 
    probably will encounter them in a different order, as they are handed out 
    pretty randomly.
    Extra 1 - Largo's Passion
    A Rank - 3 phases
    CP:  4
    Leaders:  2
    Aces:  0
    Tanks:  2
    This mission is extremely linear but deceptively tricky since you really only 
    have two units and 4 CP.  For your deploy, pick either Alicia or Rosie for 
    the extra CP; it doesn't matter which because you won't be using them.  Start 
    by picking Welkin.  Run him northwest toward the first ladder area.  Go right 
    at the fork and shoot the enemy leader scout in the head, and keep pushing 
    on.  Go up one side and down the other, ignoring the hidden shocktrooper.  
    Next, reselect Welkin and run east.  You can stop to shoot the hidden scout 
    if you feel like it, but I didn't bother - he will only circle the building 
    and waste CP for the enemy anyway.  Go down the hill to the left a bit and 
    stand against the northwestern-most tree and face the road (something will be 
    coming around that corner).  You can also try standing against the wall or to 
    the left of the tree.  Next, select Largo and run him along the same path.  
    He won't make it to the ladder on the first turn, but select him again and 
    push him up and over and then I like to park him behind the tree just around 
    the corner to the right, so he has some cover from the roving scout.  You 
    might want to face backwards, to give him a better shot at evading if the 
    shocktrooper behind you heads your way.
    On the enemy's turn, they'll move around a lot and possibly try to shoot 
    Largo a little - he'll be fine, though.  The real danger is the enemy 
    shocktrooper leader that will come around the corner where Welkin is.  
    Hopefully, you'll evade or otherwise survive his burst.  If you die 
    repeatedly, reload to an earlier save and try a slightly different spot.  On 
    your turn, select Welkin and immediately shoot or grenade the shocktrooper 
    leader.  Then, turn around and head west up the hill and try to duck 
    immediately to the left behind the wall so that the gatling gun doesn't 
    mangle you.  Run up to the edge of the wall, but don't push to the right yet.  
    End his turn and select Largo.  Run forward and around, and then save and 
    select him again and run straight for the gatling gun.  He can take it down 
    in one hit, but his accuracy is horrible at night.  Try to get as close as 
    you can, but don't go beyond the second bunker.  Once it is destroyed, 
    crouch.  Then, select Welkin again.  Run him up and turn right.  At this 
    point, depending on enemy movement, there will likely be a scout and a lancer 
    in this small area.  Your job is to find and kill the lancer, as he's the 
    only thing that can threaten Largo on the enemy's next phase.  After that, 
    avoid the scout, climb the tiny ladder, and run and hide in the grass, facing 
    back the way you came.  That ends your turn.
    Hopefully the enemy will just waste a lot of time, although you might even 
    get lucky and the scout could try to kill Welkin several times and die in the 
    counter-fire.  Either way, once that's done run Largo up and around the 
    corner, across and toward the ladder.  Save the game, then run up the ladder 
    and to the far back left- (northeast-) most point.  Aim and fire at the two 
    tanks with your remaining 3 CP and 3 shots.  They're hard shots, so don't get 
    frustrated if it takes a few reloads.
    Your reward is a (funny) personality-based positive potential for Largo.
    Extra 2 - War Without Weapons
    A Rank - 4
    CP:  9
    Leaders:  4
    Aces:  1
    Tanks:  2
    The main things to know about this map are that there are 17 enemies, and 
    once you have killed their 3rd leader (whichever that is) they'll start to 
    retreat toward the three exits.  The general plan is to set yourself up in a 
    good position and then start their retreat so that they run into your waiting 
    troops.  Load Alicia and Largo in the back (they won't be used), a sniper 
    anywhere, and fill the remaining ranks with extra shocktroopers to help cover 
    the southern exit.
    Start by moving the Shamrock up the cliff and right smack up next to the 
    medium tank up there; execute the lancer on your way up (a tricky shot, since 
    your aim is so poor).  Reselect and push past the tank; shoot it from behind.  
    Then take the time to run through the grass on the right; this will pop up 
    two troops, including a leader.  After that, save, reselect, and then head 
    down toward the northern exit and fire a mortar into the patch of grass just 
    south and left; aim for the area between the three standing rocks.  You 
    should catch the enemy ace and make him stand up.  Head down the hill the 
    rest of the way, make sure you aren't exposing your weak spot to the tank and 
    end your turn.  Next, take your sniper and snipe their sniper who is out in 
    the open (to the west), and then hide behind Welkin or otherwise get in the 
    middle of your troops.  Then take your toughest shocktrooper and run into the 
    patch of grass immediately to the right of Welkin; you should find another 
    sniper there who you can take out in one round.  Hide in the western edge of 
    that brush facing east.  You'll have 1 CP left; end your turn.
    The enemy will move the tank leader forward, take a few shots at the 
    Shamrock, and otherwise move uncovered troops toward your base.  On your next 
    phase, reselect the Shamrock and go after the lancer in the brush to your 
    right; run him over and then shoot him in the head.  Next, head toward the 
    tank leader; get just close enough to get a good shot and blow him away.  
    Head back toward the northern exit but be sure to face south along the road.  
    Next, take your sniper and drop anyone you can easily hit; this was two guys 
    up the hill for me, including the second leader.  Then, take your crawling 
    shocktrooper and throw a grenade to get the guy directly in front of you (or 
    near you as the case may be) up, and then run past him north toward the edge 
    of that grassy area and face northwest (be sure to crawl before ending your 
    turn).  Select a different shocktrooper and finish that enemy off, then push 
    as far west as you can, hugging the wall.  This is just to cover yourself in 
    case they make a break for that exit.  Lastly, select Welkin and move him 
    forward and turn right into the first brushy area you can get to:  you should 
    run over an enemy leader here.  (It's just past the 2nd rock on your right.)  
    Execute him and move yourself toward the middle of the map.  Killing him 
    should trigger the enemy retreat, and now it's their turn.  They will 
    graciously leave their protected hiding spots and run toward the exits - but 
    they'll stop short of your tanks.  Once it is your turn again, you should 
    just have 7 guys left to mop up, minus anyone who killed themselves on you 
    trying to get away.  The tactics at this point are less specific since they 
    may move differently each time, but you have two turns to get them all, so 
    don't feel like you have to rush; just try to mortar and flame them from 
    behind and snipe anyone you can.  In my case, I moved Welkin north and 
    mortared 3 shocktroopers and the ace in the back (the ace didn't die but the 
    others did).  Then, I took my shocktrooper who was furthest north and ran up 
    and flamed the ace (he's a tricky devil), then reselected and killed the 
    final enemy leader.  I then sniped the last two guys.
    Your reward is Rosie's final personality-based potential, and the best 
    flamethrower in the game - the VB FW 2(g) - thanks to the enemy shocktrooper 
    ace.  I put it on Rosie and the 1(g) on my next best shocktrooper.
    Extra 3 - Signs of Awakening
    A Rank - 2
    CP:  10
    Leaders:  4
    Aces:  0
    Tanks:  2
    How you handle this mission may vary based on when you get it.  When I ran 
    it, I had level 15 elites... so it wasn't very challenging.  The basic plan 
    is to run up units on both sides and squash the enemy in the middle.  If 
    you're using elite units, it's easy enough to do it in one phase, but two 
    phases should be more than enough even if you get this mission earlier.
    Start by loading Rosie, Largo, and a scout on the right, with a shocktrooper 
    behind them and two more scouts (or the last unit can be another 
    shocktrooper).  Select Rosie and run forward and up the ladder; immediately 
    swing around and kill the scout.  Push up against the barricades so that 
    you're clear of the ladder.  Save and select a scout and run up the same 
    ladder; nudge left, and then throw a grenade so that you kill the engineer 
    and also bust at least one barricade.  This scout can move on to the left (if 
    you think it might take two phases) and get near the far west ladder.  Ascend 
    and then quickly descend to get the enemy's attention.  Reselect Rosie and go 
    through the downed barricades and climb the second ladder.  If you're elite, 
    just run over to the sniper and flame all three units; otherwise, toss a 
    grenade, and favor the shocktrooper leader (make sure he dies).  Push on to 
    the west (left) once that's done as far as you can toward the western 
    barricades at the top of the hill leading into the base.  At this point, I 
    chose to select Largo and move him east around the corner; reselect him, run 
    behind the light tank, and blow it away.  You'll take a few hits but nothing 
    serious; quickly end his turn (or face the enemies if you might take two 
    phases).  Now, select Alicia and run forward to her ladder on the north face.  
    Go up, and then immediately go up the next ladder in front of her.  Now, 
    swing west (right for her) and sneak up behind the standing shocktrooper 
    leader and shoot him (or throw a grenade to kill him and the engineer if you 
    can).  Select one of the remaining scouts in your base, follow Rosie's path 
    up the mountain and then when you get to where she's standing, throw a 
    grenade at those barricades on the western side of the base.
    If you're pretty powerful, save and select Rosie.  Run her into the base and 
    take out the tank, then reselect and run to the final two shocktroopers 
    (including the leader) and flame them both.  Lastly, reselect one of your 
    scouts standing near the base and run in and toward the objective; run past 
    the flag and turn left immediately to find another shocktrooper leader hiding 
    behind the house.  He's facing the wrong way, so take him out (careful of the 
    guy behind you shooting you up).  Then run back to the flag and occupy the 
    If you're not that strong, you may want to instead use your last few CP for 
    some defensive moves.  Run your shocktrooper up toward Largo and take out the 
    engineer or scout (or both) - in fact, you might want to do this before you 
    move Largo.  Make sure everyone near Alicia is dead, and make sure if you 
    don't kill both the scout and engineer near Largo that you have one more 
    person standing at the base.  Otherwise, you're in good shape.  The enemy 
    will mostly go after your tank.  They might also make a dash for your 
    southern base, but you should be ok if someone is guarding it.  They'll also 
    reposition some guys in their base, but with the crossfire you have set up, 
    they will not get far.  Once it is your turn again, just mop up; you should 
    have more than enough moves, grenades, and whatever you need to take out the 
    last leader and occupy the base.
    Your reward for this mission is positive personality potential for Alicia.
    Extra 4 - What Lies Beyond Hate
    A Rank - 2 (1 is plenty)
    CP:  4
    Leaders:  0
    Aces:  0
    Tanks:  0
    This is the easiest map in the whole game.  Seriously:  it's as easy as the 
    prologue.  There are three enemies and your job is to kill them all.  The 
    only way to mess up is to not kill them all in the same phase; ironically, 
    not finishing in one phase makes this map harder.  Load Alicia in front and 
    put Rosie and Largo in the back.  Start with Alicia and run up the incline to 
    the left, hugging the fence.  Almost all the way up, you'll see an enemy on 
    the roof.  Back up slowly until there's a blue line to the enemy, then push 
    backwards so that you're against the wall to get a good angle on the shot.  
    Take him out.  Or push forward and use a grenade if you feel like you can't 
    shoot well enough.  Or use your grenade launcher if you have it.  You have a 
    second CP to use if you miss.  Now select Welkin and run straight forward 
    toward the house on the right; circle to the right of that house and go 
    around the corner to the left.  Target the enemy scout's head and kill him.  
    Reselect and run forward (west), target the third enemy scout's head from 
    behind and kill him.  You win.  There is no reward that I can tell (well, at 
    least it was easy).
    Extra 5 - Flower of the Battlefield
    A Rank - 5
    CP:  6
    Leaders:  4
    Aces:  1
    Tanks:  3
    If you want an A rank you'll need to kill all the enemies, since waiting it 
    out nets you a B at best.  However, it's quite tricky since you only have 5 
    units and the enemy has 20, most of which are hidden initially.  However, 
    with large, open areas and plenty of places to hide, this map is truly a 
    sniper's dream come true.
    The general strategy is that your tank and Rosie can defend the left side 
    just fine, but your right side is susceptible - especially to scouts who can 
    run quite a distance, and to lancers, who can get close and kill your tank.  
    You only get two choices for who to load, and I recommend a sniper (pick your 
    absolute best shot) and an engineer.  Put the sniper on the right.
    Start with your sniper:  snipe the enemy sniper from where you start (he's 
    just behind the heavy tank to the northeast) and then run straight toward the 
    hill in front of you.  There are two distinct trees and a rock to the right 
    of them:  head for that rock.  Reselect and kill the enemy shocktrooper 
    leader to the east, then head further up the hill.  Reselect and snipe the 
    second shocktrooper leader to the north, and then hide in the grass behind 
    (south of) that rock.  Now select the engineer and run to your sniper to 
    refill their ammo, then move southeast from there toward a rock in the middle 
    of a small grassy patch.  Just northeast of the rock is a lancer hidden in 
    the grass; discover him and then use a grenade to get him standing, then hide 
    your engineer in the grass south of that rock; push east but make sure the 
    rock is between you and their tanks.  (Ironically this lancer is one of the 
    most dangerous enemies on this map since he can take Welkin out with one 
    move.)  Now, move Largo northeast toward your engineer as far as he can go; 
    get a bead on the enemy lancer's head and take him out.  It shouldn't be a 
    particularly difficult shot.  Now hide in the grass next to your engineer, 
    probably on their left.  For your last CP, reselect your sniper and snipe 
    their engineer off to the north.  Hide, save, and end your phase.
    The enemy likes to waste time with tanks and hitting Welkin.  They'll also 
    move some of their shocktroopers around counter-clockwise toward your base 
    and probably snipe at Rosie (reload if she dies, but she should be fine).  
    This map played out very differently for me from time to time; sometimes the 
    heavy tank would get two of their troops standing by running over them, and 
    sometimes it wouldn't.  If the scout and lancer leader are not standing, 
    you'll need to adjust this strategy somewhat.  On your turn select your 
    sniper and shoot the scout.  Then move south until you can see the two 
    standing shocktroopers due east of the now moved heavy tank.  Reselect twice 
    and take them both out.  Then move back to the safety of your rock and hide.  
    (If the scout isn't standing, just shoot the shocktroopers.  Also you may 
    want to save before all sniper shots sp you can reload if they evade.)  
    Shifting to the other side of the field, select Rosie and run her almost due 
    northwest - there should be a shocktrooper near the signpost you can take out 
    on your way - and aim for the rock in the middle of the grass in the grassy 
    patch just northwest of the curve in the road.  Specifically, you need to get 
    to the west side of that rock, and maybe a bit south of it; you want to make 
    sure that the enemy ace tank cannot shoot directly at you.  (It's a 
    ridiculously good shot.)  This should leave 2 CP (or 3 if their scout wasn't 
    standing); end the phase.  (These rocks are useful as cover but they're even 
    more useful as places that are easy to describe using text; this map is a 
    huge open field and you need points of reference for a guide!)
    Their ace and heavy tank tend to get stuck on the hills, which is great.  
    They'll continue to advance.  Importantly, one of their scouts (maybe both if 
    they are still alive) will run south and hide in the grass.  (Even better if 
    your engineer shoots them a bit on the way.)  On your turn, start with Largo.  
    Crawl through the grass toward the heavy tank; it can mangle you easily so 
    don't get up until it sees you, then make a mad dash behind it and blow it 
    up.  Continue your movement west toward the medium tank.  Reselect, run 
    toward the medium leader tank, and when it starts to shoot you, blow it up.  
    Duck southwest around the nearest rock and put it between you and the ace 
    tank.  Hide in the grass; he's done.  Now select your sniper.  Take out the 
    hopefully standing lancer leader (if you can't get him, get a shocktrooper to 
    the north).  Save and switch to your engineer.  Run south toward the scout 
    now hiding in the grass; as soon as you see him, throw a grenade to get him 
    standing and immediately end your turn.  Now reselect, immediately go into 
    targeting mode and blow him away.  (If you hurt him before, the grenade will 
    probably finish him instead.)  Run back toward your sniper and refill their 
    ammo, then find a nice spot in the grass.  Reselect the sniper, and kill 
    anyone you can see; this should be their three shocktroopers north of you.  
    You want to kill the ones furthest away first, and work your way west.  If 
    the lancer and extra scout didn't get up before, you may have to use your 
    engineer to flush them out with a grenade and then snipe them.  It's ok so 
    long as your engineer ends in the grass with hopefully a rock between them 
    and the ace, and just use your sniper as much as possible.  Depending on how 
    well your troops did you should end with 1 or 0 CP remaining; end your phase.
    On the enemy's next turn, they will try to advance and generally pester 
    Rosie, who will likely return the favor by killing half of who is left.  At 
    this point, the maximum number of troops remaining are a scout, a 
    shocktrooper or two, their sniper and a lancer hidden up near where their 
    sniper is (both hidden northeast of Rosie), and the ace tank.  You have two 
    phases and plenty of time, so just do whatever you need to do to take them 
    all out.  I suggest starting with your sniper if anyone is standing, and 
    leaving the hidden ones to Rosie.  She can run up to the lancer and sniper 
    and use her flamethrower to take them both out at once (back up a bit, make 
    sure you can target them both, and then aim between them), but if it takes 
    you two turns that's fine, too.  What she does with the rest of her movement 
    depends on how many CP you have left.  If you don't have at least 3 CP 
    remaining, run Rosie back to the nearest rock for safety and wait for next 
    phase.  (Use another CP if you have to.)  Otherwise, push on toward the enemy 
    ace tank.  Either way, when you have the CP to do it, put a damage order on 
    Rosie, run up behind the ace, and blow it away.
    Your reward is positive personality potential for Welkin and tank part for 
    the Shamrock courtesy of the enemy tank ace.  I actually like accuracy for my 
    tanks so I use it, but you will likely sacrifice some defense to do so.
             Skirmishes - Normal Mode
    The majority of skirmishes on Easy and Normal are simply maps you've already 
    defeated with a few minor changes and no aces.  Most are slightly different 
    and require slight tweaks to their strategies, but the general ideas are 
    similar.  Once you've unlocked skirmishes (they unlock after certain 
    battles), they are a great source of extra XP and cash.  It's not a bad idea 
    to play through them once on Easy just to get a feel for the level, and then 
    go back on Normal to get the better rewards.  (If you are a completionist 
    you'll need to get an A rank on both Easy AND Normal anyway.)  You can expect 
    Easy to net you around 2/3rds to 3/4ths of the XP and cash as the Normal 
    difficulty, although you will use the exact same strategy.  Sadly, Easy is 
    not really less difficult, except that the enemies tend to have slightly 
    lower defenses (which typically don't matter) and a lot less CP (which they 
    also tend to waste).
    Skirmish 1 - Outskirts of Bruhl
    A Rank - 1 phase
    CP:  8
    Leaders:  2
    Tanks:  0
    This might seem tricky since the map is quite different but the key 
    information about this skirmish is that a scout can make it to the enemy base 
    in two turns.  That means you have plenty of CP to clear a path and get 
    leader kills, and then you can run a scout all the way to the end quickly.  I 
    would load at least one good scout (Alicia is fine) and two good 
    shocktroopers - that's all you really need.  Their positions aren't that 
    important but one shocktrooper will be going east and one west, so you can 
    start them closer to their destinations.  First, run a shocktrooper over to 
    the far east leader, hugging the left edge of the map, and either run behind 
    the sandbags and shoot, or toss a grenade and kill him.  This should get the 
    attention of the shocktroopers on that side.  Next, take another shocktrooper 
    and run southwest toward the scout crouching behind a sandbag.  Toss a 
    grenade, since you'll likely not get far enough to shoot effectively.  Then, 
    immediately re-select the same shocktrooper and charge at the enemy 
    shocktrooper slightly southwest of your position.  Run behind the bunker and 
    blow him away.  (It's necessary to clear the path or your poor scout will get 
    mangled.)  Next, take your scout and run all the way southwest to the second 
    leader crouching behind some sandbags and toss a grenade to take him down in 
    one hit.  Keep going to the bridge.  When your AP runs out, select that scout 
    again and run across the bridge and right up to the final enemy and shoot him 
    in the head.  Step forward and complete the mission.  (You cannot occupy a 
    base unless no enemies are on it.)
    It actually possible to kill every single enemy on this map in one turn 
    without much trouble, but again you get nothing for killing anyone other than 
    a leader.
    Skirmish 2 - Vasel Riverside
    A Rank - 1 phase
    CP:  8
    Leaders:  4
    Tanks:  2
    This is EXACTLY like episode 3, except you get 8 CP instead of 9.  Ouch.  
    But, the enemy ace is replaced with a normal shocktrooper - yay!  This makes 
    it easier to get all the bonuses, although you really don't need to bother.  
    It's much easier and faster to just go for the A rank on this one and not 
    worry with the rest.  In fact, you can get through really quickly (only 3 CP) 
    by just moving your western shocktrooper and ignoring the river side and 
    tanks completely.  You may want to play through it several times this way for 
    quick XP.
    If you really want to get every bonus, deploy Largo and Alicia in the same 
    spots as before, put a shocktrooper (I prefer Rosie) on the northwestern 
    corner of the city side, and a shocktrooper where Rosie was on the river side 
    (furthest left).  Start with the river-side shocktrooper and run straight up 
    and kill the two scouts with a grenade, like the "safe" strategy.  Then, 
    select Alicia and run a sort of arcing S pattern toward the shocktrooper 
    leader up the hill.  Start by swinging wide to the left so you don't trigger 
    the scout in the grass, stay in the middle on the ramp, and then cut to the 
    right at the top of the ramp so you can quickly duck behind the tree just to 
    the right to avoid some of the shocktrooper's fire.  Don't stop moving the 
    whole time, and continue running directly for him while he reloads.  Quickly 
    go into targeting mode before he can fire again.  You should have no trouble 
    shooting him in the head from this distance.
    Otherwise, run the city side exactly the same as before.  You should have 
    enough CP to get the northern tank with Largo again if you want.
    Skirmish 3 - Kloden Wildwood
    A Rank - 4 phases
    CP:  9
    Leaders:  7
    Tanks:  2
    This is set up exactly like episode 5, except that it's a bit easier in some 
    ways.  Your southern troops start out slightly further back, but the medium 
    tank is replaced with a light one, the ace is replaced with a normal scout 
    (whew!), the black shocktroopers have been replaced with normal ones, and the 
    boss is replaced with a medium tank that's there from the beginning.  That 
    last bit is really a blessing in disguise, since the enemy loves to waste CP 
    moving that thing around, and has an amazing talent for ending up turning the 
    tank around backwards.  Although once again, the enemy gets a lot more CP.
    Generally, you'll want to follow the guide for episode 5, using the "I'm 
    slightly insane" portions as well.  One small difference is to start your 
    southern shocktrooper in the lower eastern slot; otherwise you have to run 
    around your own tank.  Also, you may want to move Largo only twice on the 
    first phase, and actually spend 5 CP on your southern shocktrooper to get 
    them in place.  For phase two, move Largo twice into the base to kill the 
    tank, and then call in an extra lancer at the end of the phase at the 
    southern base - you need someone as healthy as possible and a bit closer.  
    Otherwise the first two phases work the same way.  Another difference is that 
    because the scout doesn't run out of cover - unlike the ace - he will be a 
    little tricky to deal with.  You may need to run your lancer up before trying 
    to cross the base as well, as the tank may be further west and could really 
    hurt your shocktrooper as she's trying to run across.  Conversely, if you 
    make it through the base ok, you may only want to move your lancer toward the 
    base once so nothing in the base will run out and target you (especially the 
    tank).  The last difference is that the enemy tends to call reinforcements, 
    so you might have one more troop to deal with in the base - but since they 
    are all clustered, a well-placed grenade will work wonders.  Remember, it 
    doesn't matter if they are alive and standing 1 inch outside the base, so 
    long as no one is alive and IN it!
    Skirmish 4 - Barious Desert
    A Rank - 3 phases
    CP:  10
    Leaders:  5
    Tanks:  3
    Same as episode 6, except that there is no sandstorm or ace, and the enemy 
    again has ludicrous amounts of CP.  The strategy for episode 6 works here 
    Skirmish 5 - Upper Fouzen
    A Rank - 4
    CP:  12
    Leaders:  4
    Tanks:  3
    This map is exactly like episode 10b, except thankfully the train is gone!  
    Also, the ace is just a regular sniper and the enemy actually has fewer CP, 
    but best of all, you don't even have to blow up the bridges.  Your only 
    objective is to reach the same place on the map (there are no new enemies 
    guarding that new last base).  You only have 4 phases to complete the mission 
    this time, but with the addition of a second tank and more CP, it becomes 
    trivial to complete this skirmish in only 3 phases.
    The same general strategy is fine, but don't bother moving Welkin more than 
    once, and don't bother having an engineer clear the first bridge or even move 
    on phase 1 (but still load one).  With your extra CP on the first turn, have 
    your advancing scout take out the first bunkered lancer down the hill and 
    park them near the beginning of the second bridge (you may want to face north 
    so the northern tank doesn't hit you).  Go ahead and save your last 3 CP.
    On your second phase, take out the northern area with your shocktrooper again 
    (mostly just to get the leader and tank), although if you are doing this 
    level when you first get it, it may take two turns to kill the bunkered 
    shocktrooper leader regardless of what weapon you have.  That's ok; you can 
    skip the bridge entirely.  After that, put a defense order on your scout and 
    run them past the tank and activate the lift that leads back to your base.  
    (You can throw a grenade at the lancer if you want; sometimes it knocks him 
    into a position to cover for you from the tank!)  Take the Shamrock down 
    after that and blow away the 2nd tank from behind.  Then send Rosie to mop up 
    down there.  I just hit the shocktrooper leader and the other standing 
    shocktrooper and left it at that, and I completely ignored the bunkered 
    lancer (don't leave the Shamrock exposed, though) and the distant enemy 
    shocktrooper down near the southeast bridge.  After that, go ahead and use a 
    scout and lancer like before to clear the scout leader, sniper, and south 
    east bridge - although this part is again completely optional.  (It may be 
    worth doing anyway just so you don't have to deal with their annoying 
    reinforcements on that side.)  Essentially, you are combining the second and 
    third phases from before.
    On your third phase, use an engineer to go up and clear the third bridge and 
    then run the Shamrock up there.  I actually like to push the Shamrock forward 
    right up to the third tank (providing cover for Rosie again) and mortar the 
    scout leader and shocktrooper behind it to get them standing.  Then, use a 
    damage order on Rosie and have her run up and take out the third tank, scout 
    leader, and shocktrooper in whatever order makes the most sense.  You have a 
    couple CPs of wiggle room.  Finally, you can use a scout from your base to 
    run all the way to the objective in two moves.  You never even need to bother 
    with the enemy's second base, or the bunkered lancers (since they'll never 
    Skirmish 6 - Marberry Shore
    A Rank - 8 (still twice what you need)
    CP:  12
    Leaders:  3
    Tanks:  4
    The map is the same as episode 11, except the ace is a normal (elite) 
    shocktrooper.  The same strategy works just as well.
    Skirmish 7 - Windmill Plaza
    A Rank - 1
    CP:  10
    Leaders:  5
    Tanks:  1
    Exactly like episode 12, except the aces are normal units now and you only 
    get 10 CP.  The same basic strategy works here (you can kill the sniper in 
    the base with just the grenade now, saving you 1 CP), but it will leave you 
    missing one leader (probably the lancer, unless you skip the sniper leader 
    since he's harder to kill).
    It's worth noting that an A rank on Normal on this board leaving out all the 
    extra leaders (since they are only worth 250 XP and gold each) nets you a 
    total of 56800 XP and 112000 gold, and you can complete the whole thing in 
    just 7 CP.  If you don't want to bother loading a mortar round, you can spend 
    the extra CP to have Welkin make the first move instead of Largo (it's an 
    easier shot), or use Rosie's flamethrower instead of Largo (switch their 
    deploy spots).  Use scout 3 and then finish Alicia's moves to take the base.  
    Overall, this is an imminently "repeatable" board that is a very quick way to 
    earn tons of cash and XP.
    But if you want every bonus, you'll have to change up your strategy somewhat, 
    and learn the new "trick" that even a mortar-round-using Lancer can blow up a 
    tank.  I also used a pretty cheap tactic that is hard to get to work.  Start 
    like before but put Largo in the top left spot (you only need 2 scouts as 
    well).  Begin with him and take out the shocktrooper and sniper leader like 
    before, but then continue to push on toward the medium tank, following 
    Alicia's path she would have normally taken.  (Be sure to go OVER the 
    sandbags for that extra bit of movement as well.)  Reselect, mortar the scout 
    leader shooting you, and push on toward the left side of the tank.  Save, 
    then run around behind the tank and aim however you need to so that the 
    mortar round's arc is going through the tank's weak spot.  This will actually 
    take it out.  Continue north a bit and make sure the shocktrooper to your 
    right sees you.  (Note:  if Rosie can take out the medium tank by herself, 
    you can use her instead of Largo; it's much easier since she can flamethrower 
    the first set of enemies.  However when I first hit this map I wasn't able to 
    do that - hence the Largo requirement.)
    Next, move scout 2 straight up toward the middle of the two trucks and sneak 
    around the corner and execute that shocktrooper.  Continue pushing north.  
    Now select Alicia and move up like scout 2 did in the previous strategy, and 
    take out the sniper leader on the roof.  Continue forward as much as you can.
    Save, and reselect Alicia.  This is the cheap trick.  Go up toward the base, 
    but go on the RIGHT side of the heavy cannon so that you intentionally get 
    the shocktrooper leader's attention.  Run like crazy toward the base and 
    crouch at the sandbag direct behind the enemy sniper.  You may need to 
    position yourself slightly better, and it may take a few tries, but your goal 
    is to get their shocktrooper leader to kill their own scout while you crouch 
    just behind him.  (Her potentials also help a bunch, since she'll get shot a 
    lot; also she should have full health before this move.)  Once he's dead, 
    immediately go into targeting mode and use her grenade launcher to place a 
    grenade exactly up against the shocktrooper leader.  This should kill him; if 
    it doesn't, that's ok as long as it blows him toward the lancer leader like 
    before.  Make sure he's looking at you, then end your turn.  Now take scout 2 
    on a more direct path toward the two leaders; either use a grenade to kill 
    the shocktrooper and get the lancer standing like before, or use your grenade 
    to get the lancer standing.  Reselect, shoot the lancer in the head, and move 
    to the base.  You want scout 2 to be basically next to the flag, aimed at the 
    heavy cannon still in the base.  At this point, you should have 2 CP left and 
    every leader should be dead.  Select Alicia, position yourself next to the 
    flag as well, and target the heavy cannon.  Both of you will work together to 
    hurt it; reselect a final time, finish it off, and occupy the base.
    Skirmish 8 - Naggiar Plain
    A Rank - 6 (4 is plenty)
    CP:  10
    Leaders:  2
    Tanks:  3
    This map is a lot like Episode 13, but it is set up somewhat differently.  
    First, you only get 10 CP the entire time, but your tanks start with you on 
    the field.  The enemy ace is completely gone (no replacement), but there are 
    two extra tank destroyers on the field, and which enemies are leaders has 
    been changed around a bit.  The enemy near the gatling bunker is also 
    crouching instead of standing (sometimes).  There is also no "rocket fire" to 
    contend with, and you get 6 phases instead of 5 - but you do still have to 
    deal with the "double objective" thing where extra troops show up once you 
    capture the central base.
    Start like before but put an extra lancer on the right side (top left).  Your 
    first turn should go the same way, except if the enemy shocktrooper in the 
    eastern base is crouching you can instead shoot the shocktrooper on the 
    western side of the map, near the western tank destroyer.  (Sometimes he is 
    crouched and sometimes he isn't; if he isn't, just snipe him like normal.)  
    Be sure to move your sniper back down out of the nest and back to the base at 
    the end of their turn or else the tank destroyers will shoot at you.  On your 
    second phase, having no enemy ace to worry about will save you 2 CP (just use 
    Alicia to grab that base as normal and continue on) - which you can use to 
    take out crouching shocktrooper near the eastern base.  In fact, you can 
    grenade both him and the bunker at the same time; after that, have your 
    sniper take him down to save on movement for your shocktrooper.  (Or, if you 
    already killed that guy, go ahead and snipe the shocktrooper in the center 
    area near the western tank destroyer.)  Once you've done everything else you 
    were supposed to do this phase, you should end with 3 CP remaining.  Now 
    select your eastern lancer and push north and take out the eastern tank 
    destroyer in one move.  Then send Largo out toward the western tank 
    destroyer; use the same ladder your sniper used and continue that way.  He 
    can get behind it in two moves and blow it away.  This should finish the 
    phase with no CP and no enemies on the board below the first objective.
    On your third phase, you can probably kill both shocktroopers guarding the 
    central base with Rosie in one move.  At this point you can advance further 
    toward last base or just set up a great defense and then save lots of CP for 
    your fourth turn (don't forget to heal); either way, the basics of the 
    strategy don't change much.  I like to bring Alicia and a shocktrooper up to 
    the narrow area just before the mines and plant Rosie firmly crouched 
    guarding the central base; this encourages the enemy to kill themselves 
    trying to hit me.  Then, snipe anyone you can; now that you have access to 
    1500 range rifles you can probably tag a couple of them.  Be sure to remember 
    the engineer.  Fourth phase, just mop up like before.
    Alternately, once Rosie has cleared the objective area and opened the gate in 
    one CP, you could snipe the far eastern enemy shocktrooper, then load up your 
    non-Rosie shocktrooper with a defense order and damage order and send them in 
    the "front" way to take out the heavy tank in two moves.  (Heal on your first 
    move.  If it takes 3 moves that's ok, too - just be sure to kill someone in 
    the base on your way.)  Then send Alicia in to shoot the remaining two troops 
    in the base and occupy it, all by the end of phase 3.
    Skirmish 9 - East Bank of Vasel
    A Rank - 3
    CP:  8
    Leaders:  4
    Tanks:  4
    The final skirmish map is not available during the first playthrough, and 
    unlocks immediately after you complete the game.
    This level is set up generally the same as episode 17, but there are some 
    major differences.  First, the boss is gone, and replaced with a heavy tank, 
    shocktrooper leader, and a fifth base.  The ace is also gone with no 
    replacement, and there are no black elite units (yay!).  And, the only 
    objective is to capture the new, fifth base (western most), so you don't even 
    have to worry about the others.  But you only get 3 phases - so this map is 
    still rather hard, especially if you want to grab all the bonus XP (which you 
    probably don't need any more).
    You'll want to change your deploy up slightly.  Start with your sniper in the 
    same spot (east slot of the 2-person area), but put Alicia next to them.  
    Give her the most powerful scout weapon you have (I used a 20R).  Put Rosie 
    up top next to Welkin, and an engineer behind her.  Throw Largo in behind the 
    Shamrock just for CP, and then put a good shocktrooper in your base (bottom 
    right slot of the lowest starting area) just for defense.  Begin with your 
    sniper again, and go up the ladder to the nice clear vista and look south.  
    Now the only thing standing in the southern base is the scout leader, so take 
    him out.  After that, change tactics and aim north (right) at the lancer 
    standing on the roof.  He's fairly easy to spot.  Take him out and then go 
    hide behind a wall like before.
    Next, put a Damage (2 CP) order on Rosie and charge her toward the northern 
    base.  You don't have to shoot the crouching guy on her first move.  Reselect 
    her and go past the heavy tank and take it out from behind.  Move into the 
    base, reselect, and torch the shocktrooper leader crouching there.  Turn 
    around, reselect, and torch the final shocktrooper in that base.  However, 
    once again don't occupy the base yet - just end your turn next to the ladder.  
    That should be all of your CP this phase.
    The enemy will take a few shots at you and call lots of reinforcements.  On 
    your next phase, save and then start with Rosie.  Occupy the base then head 
    up the ladder.  Move next to the cannon so that you can shoot it and the 
    sniper like before.  You will need to aim for the sniper's head to actually 
    get them both; it's still a tricky shot but it is still possible.  Once 
    they're dead, run all the way to the back side of that building, down the 
    ladder, turn west and finish near the corner of the building in the alley.  
    Now, give a Damage order to Alicia.  Have her run southwest all the way down 
    to the southern-most path leading west.  You'll pass a shocktrooper waiting 
    in hiding there (but facing north) and head straight toward the heavy tank.  
    Duck to the left into a side-alley to avoid the tank fire, go through it and 
    come out on the other side right next to the tank.  You should have just 
    enough movement to get behind it and blow it away.  (If you can't kill the 
    heavy tank in one turn with Alicia, you'll want to level up more - I was 
    level 18 - and make sure she has the best weapon possible - I used a 20R 
    weapon.)  Now, reselect her and retreat back down that same alley that had 
    the heavy tank and go back to the hidden shocktrooper facing north.  Shoot 
    him in the back of the head, and then go back into the side-alley and crouch 
    near the sandbag.  This is a purely defensive (and optional) move but it 
    helps quite a bit with keeping her alive (you need her for the CP more than 
    anything else at this point).  Now select Welkin.  Move him straight forward 
    and when you can't move further, aim for the heavy cannon in the middle base 
    just to your left and take it out.  For your last CP, if Welkin is damaged 
    select your engineer and move her forward to just behind Welkin and repair 
    him completely.  He needs to be at full health or just barely shy.  If he's 
    still full, you can save the CP for your last phase.  Save the game and end 
    your phase.
    On the enemy's phase, they will pound you pretty hard.  Welkin will take the 
    brunt, but their second sniper will do his best and they may run a few guys 
    around to harass your other troops.  Make sure none of your leaders die 
    (unlikely but it can happen) and reload if they do.  On your last phase, 
    start by moving Welkin straight forward again and aim a mortar round into the 
    enemy's middle base.  Feel free to try to get as many of them as you can, but 
    you only care about nailing the scout leader crouching there.  Once he's 
    dead, give a Damage order to Rosie again.  Run her straight (due west) and 
    hug the right wall as tightly as you can.  She'll get shot up a bit but just 
    ignore it.  When she can't move anymore, quickly end her turn and reselect 
    her.  Continue west just past the heavy tank and then turn around and take it 
    out.  Head toward the final tank.  Reselect her, come up behind it, and take 
    it out as well.  Move toward the final base.  Reselect a fourth time, flame 
    the guy to death (he shouldn't even see you coming), and occupy the base.  
    Overall a fairly similar strategy, but done much faster. 
             Skirmishes - Hard Mode
    "Hard" difficulty skirmishes are unlocked once you beat the game.
    Yikes!  When they say "hard," they mean HARD.  These levels are all tougher 
    than anything you faced going through the game.  The maps are laid out 
    COMPLETELY differently and all the enemies are stronger as well, so you 
    really need some creative tactics to get through them.  There are two 
    important points to note about the Hard difficulty maps in this guide.  
    First, don't worry about nabbing all the leaders and tanks.  All of the 
    following strategies try to maximize your bonus kills, but since there are no 
    aces and the bonus kills give you effectively nothing, they simply are not 
    worth it anymore.  (Not to mention that you're probably almost capped at XP 
    for the game anyway and can't possibly need more gold!)  Just go for the A 
    rank and be done with it.  Second, every single move you make for each of 
    these maps should be considered extremely precise.  You would do well to save 
    after EACH move.  If things do not go exactly as described, reload.  This is 
    a blanket statement that covers all of these maps so I don't have to keep 
    repeating it.
    I did not start the Hard skirmishes until almost all of my troops were level 
    19.  I had also purchased all of the equipment in the game.  It is actually 
    extremely easy to repeat the first skirmish for just under 75,000 XP and 
    150,000 gold each time, so you should be able to max out your level and get 
    all the cash you need fairly quickly if you have not already.
    And lastly, even though you really don't need the leader/tank extras, I will 
    post my bonus kill count for each map just for reference.  If you can come up 
    with a better strategy that also nabs more leaders and tank kills than me, 
    feel free to write in and if I post it I will credit you.
    Skirmish 1 - Outskirts of Bruhl
    A Rank - 1 phase
    CP:  9
    Leaders:  4
    Tanks:  4
    My best:  4 leaders, 2 tanks
    You start completely surrounded with a lot of guys who can pound the crap out 
    of you.  The enemy has three bases but you only need to capture the southeast 
    one, which is good - but it currently has three occupants, including a 
    shocktrooper leader, a tank, and a tank destroyer.  Thank goodness for smoke 
    rounds or this map would be nearly impossible.
    You only need Largo and an engineer to complete this level, but you can throw 
    Alicia and Rosie in there too for CP.  I put Largo at the very bottom and the 
    engineer next to him, and filled in all my extra slots (other than Alicia and 
    Rosie) with shocktroopers to help absorb cover fire.
    Start with Welkin.  Immediately go into targeting mode with your smoke round 
    and aim for the dead middle of the bridge.  You can auto-target the 
    shocktrooper just behind the gatling guns and then fudge to the right 
    slightly; that should do it.  End your turn immediately after the shot.  
    You'll know you have it right because the gatling guns AND the very front of 
    the light tank will both be obscured.  Now, reselect Welkin and aim a mortar 
    round directly on top of the enemy shocktrooper leader's head directly in 
    front of you.  This should take out all three shocktroopers there; this move 
    is necessary to reduce cover fire, but it also nets you one leader.  Now, 
    select your engineer and carefully WALK through the smoke across the bridge.  
    Once you're a couple of steps in, you should be able to pretty easily make 
    out everything - it will all just be covered in white and grey.  Skip all the 
    enemies and disarm EVERY mine as you move across the bridge.  Some are tank 
    mines but get them all just to be safe.  You might even step on a mine, but 
    as long as you disarm it before you step off, it won't blow up.  Be sure to 
    clear the path completely, and then at the end of the smoke you should be 
    able make out the enemy leader shocktrooper in the base.  Aim carefully for 
    his head and take him out.  Then, simply step out of the way.  Select Largo 
    and follow that same path toward where you just killed the enemy leader.  Go 
    to that exact spot and aim either for the light tank's weak spot or the tank 
    destroyer's weak spot and take one out.  At this point you have 3 CP left, so 
    you can spend two CP to kill the two sniper leaders in the other bases.  
    Select your two strongest shocktroopers and head one toward the northeastern 
    base to take out that leader, and the other toward the northwestern base.  
    You should be able to get there before the tank destroyers mow you down.  (If 
    you have trouble, moving Welkin forward a little on his second shot helps 
    open a path behind him for a shocktrooper to run more directly toward the 
    sniper leader up the hill.)  Then reselect Largo, take out the other tank, 
    and occupy the base.
    Getting an A rank plus two leaders, 1 tank, and 1 tank destroyer nets you 
    74940 XP and 148940 gold.  Skipping the extras, you can easily defeat this 
    map quite quickly (just 7 CP in one phase) and should do so if you are not at 
    least level 19.  It's even worth doing it a few more times to get everyone to 
    20 as well.
    More strategies coming... one day!  Hopefully!
            Skirmishes - Expert Mode
    Downloadable from the Playstation Network as of April 16, 2009 and originally 
    priced at $4.99, Expert skirmishes are also unlocked once you beat the game - 
    so you may want to hold off on your purchase until then.  Once you download 
    the content, you simply have to go to the Skirmishes tab to access the Expert 
    difficulty for each map.  Alternately, if you purchase this game on Steam 
    (available in November of 2014 and originally $19.99), all DLC comes with it 
    Strategies coming... one day!
              Downloadable Content
    Downloadable from the Playstation Network as of April 16, 2009 and originally 
    priced at $4.99 each.  Two different packs are available.  To play the extra 
    missions, go to the new Extras option on the main title screen and select 
    them there.  Be aware (the game makes sure that you are aware) that since 
    these missions are not part of the main story, you should always save your 
    game in different slots than you normally use.  (Alternately, if you purchase 
    this game on Steam - available in November of 2014 and originally $19.99 - 
    all DLC comes with it automatically.)
    Pack 1 - Enter the Edy Detachment!
    A Rank - 4
    CP:  8
    Leaders:  5
    Tanks:  4
    This DLC pack is one mission only - you may wish to take note of this before 
    you purchase it.  You can repeat it over and over as much as you like, but as 
    far as I can tell, you get nothing in the main storyline for this completing 
    this mission.  You -can- see how well you've done on the Extras screen (just 
    like the Statistics tab in the game).
    For this mission, you do not get to set your weapons or choose/deploy your 
    troops.  All of your units are level 11 (elite) with their normal upgrades 
    and a decent weapon equipped.  The map is actually the exact same map as 
    Largo's bonus mission, except that it is set up completely differently - 
    however, playing that mission first will help you know the ins and outs of 
    this map.  The main handicap of this mission (which honestly, isn't too bad) 
    is the unit selection:  you get stuck with several units with HORRIBLE 
    potentials.  Susie in particular has a devastating potential that will 
    randomly cause her to NOT attack and end her turn instantly when you try to 
    fire at something; Edy is "panicky" and even the normally awesome Jann is 
    allergic to pollen, of which there is a lot on this map.  All this to say:  
    the best strategies tend to minimize every unit's weaknesses, but it's still 
    a good idea to save before every turn.
    The way this map works is that you must defend the area you start in for 3 
    phases, and then after that you must get Edy to the objective at the south 
    end of the map.  The "trick" to this map is to start moving Edy long before 
    the end of the third phase.  Enemy reinforcements arrive every turn near your 
    base on both sides (it's not actually a base but I will refer to it as such 
    because it is easier), and all they have to do is enter it to make you lose.  
    Additionally, mortars will fall every round on half the base and to top it 
    off there is a generous sprinkling of mines spread throughout the level.  
    Tricky, right?
    To start, select Jann and run due north.  Go far enough behind the northern 
    tank to be able to target its weak spot and then take it out.  Continue your 
    turn (ignoring getting shot) and run south as far as you can; hug the right 
    (at this point, western) wall.  Next, select Homer.  Shoot the scout to the 
    north to reduce cover fire and continue to stay crouched and facing north.  
    Aim toward where the scout was and end your turn.  Now, select Lynn and run 
    forward out of the base and slightly to the right.  You'll get shot a lot, 
    but you want to run so that you can target both the close (southern) scout, 
    and the scout leader behind him.  It's not that difficult, but aim at the 
    scout leader's head to make it easier.  Take them both out, then run back to 
    the safety of your base above the mortar line and crouch facing south.  There 
    are two sandbags inside the base:  a northern one and a southern one.  Get 
    behind the northern one.  Now, select Edy.  She's pretty horrid in battle but 
    we're going to use her anyway.  You'll want to run a very straight line to 
    the left (eastern) side of the southern light tank.  Run all the way behind 
    it so that you can target its weak spot.  Sadly, she can't finish it off in 
    one turn, but she'll probably miss some, anyway.  Target the weak spot and 
    hurt it badly; reselect and then finish it off.  Now run directly toward the 
    sandbag that Lynn is hanging out behind.  Edy should have just enough 
    movement to get back there behind it and crouch.  Turn to face south as well.  
    Save and then pick Susie (she's so unreliable you should always save before 
    using her).  Move forward and west (right) a little ways so that you can 
    target the shocktrooper leader's head reliably.  Don't go too far or the 
    other shocktrooper up behind the sandbags to the west will fire at you.  
    Shoot the leader in the head and then retreat back to your base and head back 
    next to the middle sandbag on the top row next to Marina and crouch facing 
    north.  Lastly, select Marina and run straight toward the sniper nest to the 
    south.  You should have enough movement to get there and climb up it.  Target 
    the enemy sniper unit just southeast of you and take him out.  Finish your 
    turn facing the newly discovered heavy tank to the west.  End your phase with 
    1 CP remaining.
    At this point reinforcements will appear both in front and behind your base 
    and attack.  Hopefully they will not kill anyone (including Marina who is 
    vulnerable to that tank) and hopefully Susie (or whoever) will counterattack 
    the sniper leader that appeared on the hill and tear him up a bit.  The main 
    trick to all these phases is that you want to space all of your units out so 
    that the enemy cannot get all of them to face in a single direction with 
    their attacks.  Your units will always turn to attack anyone who shoots at 
    them (or NEAR them), and the fastest way to lose this mission is to have all 
    of your units turn to face in one direction, which lets one side sneak in.  
    On this phase you should have 4 units in your base so it shouldn't be a big 
    deal, but later you'll have only three, so be mindful.  Another useful trick 
    is that the enemies who attack from the south will always run until they 
    start to get shot - so it pays to have only shocktroopers facing south, since 
    they'll be the ones to shoot these enemies and thus the enemies will be in 
    shocktrooper counterattack range once they attack.  If you put scouts AND 
    shocktroopers facing south, the scouts will stop the enemies too far away for 
    your shocktroopers to effectively counter them - thus leaving more enemies 
    alive at the end of each phase.
    When it is your turn again you'll see that the next mortar attack is against 
    the northern side of your base (where everyone is).  Start once again with 
    Jann.  If the scout who appeared north of your base is still alive, go ahead 
    and blow him away with your lance.  Then run south, turn right around the 
    wall and head straight toward the heavy tank.  Once you run out of movement 
    end your turn immediately to avoid getting shot too much.  Now select Homer 
    again.  You'll want to shoot any remaining troops near your base (for me, it 
    was one shocktrooper facing the wrong way) and then rebuild all the sandbags 
    that were just destroyed.  Keeping these repaired gives you better cover and 
    also slows the enemies down if they get too close.  Once that's done, crouch 
    next to the southern middle sandbag facing north toward where the scout 
    appeared last time.  Next, select Marina in her nest and target the enemy 
    sniper leader.  If he's a bit wounded, one shot should take him out.  Now we 
    get to use Edy again.  Heal anyone in the base who has been hurt (probably 
    Susie) before you head out, and then dash toward the heavy tank to the west 
    near Jann.  Continue past Jann to the left and behind the house to avoid the 
    heavy tank chewing you up.  However be VERY CAREFUL and watch for mines!  
    There are tons of them behind the house - especially along the most direct 
    route - so step lightly and go slowly to avoid them.  You should just swing 
    wide around them to the south (left) - it's pretty much impossible to walk 
    through them without triggering one.  Go as far as you can around that house, 
    and then reselect Edy and continue.  As soon as you clear the next corner 
    you'll see a shocktrooper between you and the back of the tank:  take him 
    out, and then continue past the tank to the west (left).  Head toward the 
    next building with a ladder on either side and get as close to it as you can.  
    Now, save and select Jann.  Immediately head to the left along the same path 
    as Edy (WATCH FOR MINES!) and go as far as you can, swinging wide to the left 
    around the minefield.  At the end of your movement heal yourself.  Now select 
    Jann one more time and continue around the corner toward the heavy tank.  Get 
    as close as you can to its weak spot and blow it up.  (*Note:  Tim wrote in 
    to suggest that if you can't get Jann close enough, intentionally hit a mine 
    near the side of the tank - or presumably anytime during your run - to blast 
    you forward.  It will hurt, but will also gain you several meters.)  Lastly, 
    use your final two CP to move Lynn and Susie in the base.  They should both 
    heal as necessary (especially Susie) and park Lynn more east (away from 
    Homer) and face south behind a sandbag.  Put Susie on the western side of 
    Homer facing north.  This should cover both directions from the next attack.
    Reinforcements will arrive and for the most part run suicidally into your 
    shocktrooper.  Again, your only worry is if they target all your units and 
    make them all face in a single direction.  You should be well covered, 
    however.  Once it is your turn again the mortar may fall either on the north 
    or south side of your base.  Start this time with Homer and have him repeat 
    his previous turn:  shoot anyone left, heal otherwise, and repair all 
    sandbags.  Assuming the mortar is falling to the south again, place him in a 
    similar position facing north.  Otherwise, adjust his position accordingly, 
    but leave him guarding north.  Do the same thing with Lynn and Susie as well:  
    heal, mop up remaining enemies, and reposition as necessary.  Susie should 
    continue to guard north while Lynn guards south.  As long as the north-facing 
    troops are more north and the south-facing troop is more south, and none of 
    your units are right next to each other, you should be fine.  At this point 
    you pretty much know where the reinforcements will run in so just be sure to 
    aim that way.
    Now select Marina and aim due west for the shocktrooper on the roof across 
    the map.  Take him out, and select Edy.  Run her toward the ladder that 
    climbs up to that roof, head up and over, and climb back down the other side.  
    One tip for climbing here is that you have a pretty generous range for how 
    far away the "climb" or "descend" options appear; be sure to hit them as soon 
    as possible to maximize your movement.  Once you descend immediately move 
    forward around the corner (watch for the mine near the corner!) and aim left 
    toward the scout leader down the path.  Take him out, push south (right) 
    toward the southern path, past the other scout still shooting you, and end 
    your turn.  Mind the heavy tank around the corner and try not to get shot up.  
    Now choose Jann and heal if necessary.  Follow Edy's path up and over the 
    building and down again, past the angry scout and toward the southern path.  
    Go as far as you can and then heal if you didn't before.  Reselect Jann and 
    continue forward around the corner to the left toward the heavy tank.  You 
    can try to crawl through the grass to avoid some shots but it's not really 
    necessary.  Push past on the left of the tank and you should be able to get 
    behind it and blow it away.  Finish facing north (or hide in the grass if you 
    want).  Now select Edy, finish off that poor scout and continue following 
    Jann's lead around the southern path and stop near the end of the grass 
    facing north.  (You're facing north in case the two shocktroopers around the 
    corner try to head this way, but there are so many mines they don't usually 
    bother.  Face back to the west if you're worried.)
    At this point you know the drill:  reinforcements show up and kill themselves 
    trying to get to the base.  As long as you keep them out this last time 
    you're golden.  At the end of their third phase, the objective changes and 
    you need to get Edy to the bottom of the map.  On your turn, select Edy and 
    head east out into the open and then turn right toward the objective.  Chuck 
    a grenade once you get into range at the shocktrooper leader on the left 
    (east) - your flamethrower won't be enough to finish him off.  Reselect, kill 
    the final leader, and head to the objective to finish the mission.
    An interesting side note is that there are at least two different endings for 
    this mission, based on whether or not you get an A rank or a B rank (and 
    presumably they both change if you lose anyone, but maybe not).  Considering 
    that they involve Edy, this may or may not be a reward.  :)  They are 
    somewhat funny, however, so it might be worth holding out for one more phase 
    to see the B rank ending - especially considering you paid for this map!
    Another completely uninteresting side note is that the voice actress playing 
    Susie does not seem to be the original actress hired for her part.
    Pack 2 - Behind Her Blue Flame
    Strategies... may happen one day!
    Thanks to the following people for sending in tips:
    - Ragnorok450
    - Joselo Balderas
    - Allan Hsu
    - Chris M
    - Jon Parsons
    - G-man
    - Rafael Domenech
    - Johnny So
    - David Ericsson
    - czap1221
    - Tim
    - Jacklyn Theil
    - KommandeurMumm
    - Barry Erkenbrack and the many others who wrote in about using grenades 
    against the radiators in episode 7
    - Everyone who wrote in about episode 15b
    - Febry Gavenchy for letting me know the game had come out on Steam!
    - And everyone who sent in minor typos and other corrections - sorry to 
    everyone that I occasionally have a problem with east and west!  :)
    Valkyria Chronicles:  Walkthrough and Max Rank Guide
    Copyright (c)2015 Jason Long.  All rights reserved.

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