wa2k
Dolls
BEER FAIRY
Fairies
Glasses optional
HOCs
desu
Coalition
Units
grizzly
GUIDES
madcore
Comics

10

 

Objectives: Survive 6 turns, have all Radar Towers in possession, have no enemies behind the line of Radar Towers

Recommended Echelon(s): RF/HG (x2), Dummy (x2)

Echelon Limit: 4


Like the EX variation of this map, this is kind of just another "do your best!" type of map. No, you can't escape this. This time, though, we have a positioning of EMPs that makes them a bit better to manage, as well as less area to cover. Also, the enemies aren't absolutely the worst things to fight. All in all, just an easier time, but still kinda ass to deal with. I'm still going to give some more general tips, since this can be kinda boiled down to a few points.

Unlike EX, we can kinda just hang around the line of Radar Towers. You have pretty easy access to repairs/resupplies via chaining swaps. You also have the opportunity to actually use the EMP towers. The only issue with that is the Alert AI Minotaurs, but pushing out to bait them away or using EMP towers will deal with them easily. That being said, pushing out isn't a bad idea, especially when you can grab a Heliport. Makes for some free resupplies and AP. Do note that if you want to EMP multiple times, you need to reactivate the generator. Keeping a dummy echelon on it is a good call if you're using it multiple times.

So to summarize, defend the radar line closely, but push out if it makes sense. Keep a swap chain ready to cut down on AP usage for resupplies. Keep an eye on the Alert AI Minotaurs. EMP when needed. Also have a dummy echelon ready to reactivate the generator. 

Now for a vague framework of how I cleared it in the video.

Start off with two combat echelons and a dummy echelon. The dummy echelon goes on the bottom Heliport. We want to move it to the generator to enable EMP usage ASAP. Now we move up to the radar line with both echelons. One echelon can take out one of the Cerys that are poised to take a Radar Tower. The other can sit on a Radar Tower.

Make sure generator is on, then we start sweeping up any nearby enemies. Not a bad time to use an EMP, since the Alert AI Minotaurs are likely close enough to eat a zap. With anything threatening your radar line dead, now's a good time to set up some swap chains. You can either deploy an SF echelon (any will do) or move your dummy echelon up from the generator. Deploy another dummy echelon as well. We want to position it to where you can swap to a Heliport or the Command Center from close to the radar line. 

At this point, we're mostly just sweeping any enemies that come by the radar line. Turn 3 offers an opportunity to move into enemy territory to capture a Heliport. If one of the alert Minotaurs get too close, you may need to move your swap chain as to prevent them from going towards them. You'll also likely need to start moving a unit out into enemy territory to bait the Minotaurs away. 

Good luck.


Video of me clearing this map

 

 


Author: Kazuki
Tags: Poincare Recurrence
Girls Frontline and related trademarks are Copyright © 2015 SUNBORN Network Technology Co., Ltd.
This website and its staff are not in any way affiliated with it for obvious reasons.