Pioneer Normal
Intro#
We're still in night battles, this time with some new units. Assuming it doesn't get changed. The White Knights are here and hopefully you don't need to worry about all the fun mechanics that come with them. Will update this section depending on how things pan out. For now, most of the new mechanics that they'll bring shouldn't be an issue. They're weak enough to die prior to them getting them off.
You also get access to NPC echelons in this map. They function exactly the same as friend echelons, so it shouldn't be too hard to get used to them.
As for enemy strength, it's a bit hard to estimate since these are new enemies, but the CE values are akin to later chapter 2 enemies.
Strategy#
Objective: Establish and maintain a supply line for 2 turns.
Recommended Echelon(s): AR/SMG
Your priority should be defending your Command Center and the supply line. The NPC echelons will advance and take care of the big Doppelsöldner for you, as well as deal with the units on that side of the map. They'll also do most of the supply line for you as well. As for you, you'll be bouncing between the node to the north west of your Command Center and the node south east of it. This is to clear out any threats to your Command Center as well as the supply line. With how much AP you get from the NPC echelons taking the closed Heliports as well as the two Heliports past the one way paths, you'll have no issue doing this. Be sure to end the map quickly if you're not particularly strong. After around 10 enemy kills, Doppelsöldner will start to spawn from the Heliport directly to the west of your Command Center.
Note: If you're trying to unlock the Hidden map, you'll need to kill the Doppelsöldner that's tagged as Drunk. This will be those Doppelsöldner spawning after seven turns from the Heliport west of your Command Center. So don't take that Heliport or end the map immediately if you're trying to get that unlock requirement.
Video of me clearing this map
Author: Kazuki
Tags: Va11-halla