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

5-β6 Symphony No. 9 UX

Objective: Survive 6 turns, take out the two Commander type Nytos

Failure Condition: An enemy interferes with the active console

Recommended Echelon(s): MG/SG, AR/SMG, RF/HG, Dummy with parachute fairy (x2), HOC preferably 3 range HOCs like 2B14 and MK153 (x2)

Echelon Limit: 5 Griffon echelons (combined HOC and regular)

 

This map can be a little technical. We need to essentially defend 4 different consoles, although not at the same time, from fairly difficult enemies. They end up switching every two turns, so keep that in mind. The absolute best way to play the map is to make sure as little enemies spawn as possible. If we're going for a playstyle like that, we need to abuse the Parachute Fairy a little. To aid us in the map, we're provided with various consoles that aren't related to the objective. These consoles will give you a buff upon using them, applying to all your echelons on the map. However, we can only have three of them active, so choose wisely. (No, I don't remember what each console does, sorry. It's been almost a year since LS first ran.) So, let's begin.

To start things off, we want to deploy two HOCs. MK153 and 2B14 were my personal choices for this. Deploy a dummy echelon on the bottom left Heliport and an MG echelon on the top right; we'll be using the MG echelon for now. 

With our MG echelon, we want to head to the right, all the way over to the Heliport with the Metal MAX on it. Engage it. Once that's downed, we want to keep moving that MG echelon. Go up two nodes to the Gunner and take it out. Move to the left one node and then up one node to take out another Gunner. With most of the enemies on that side of the map dead, we can start using our parachutes. Parachute one of your dummy echelons to the first Heliport you cleared out. Deploy another dummy echelon and parachute over to the second Heliport you cleared out. This gives us a pretty good starting point for the map. One side of the map is pretty safe now, so we only have to worry about the other side.

On turn two, we'll be doing a lot of parachute abuse this turn to snag a bunch of buffs. First, use the console on the top right; we'll get one of our three buffs. Retreat the echelon after that. Next, retreat one of your dummy echelons. Redeploy it somewhere and use it to parachute over to the bottom right console. Use it, then retreat again. Do this for the bottom left console as well, giving us our three buffs we'll use. Retreat all of your parachute echelons now. Time to pull out real combat echelons.

Deploy an AR echelon on the first Heliport you cleared out on the right. Go back to the middle, where you started. Deploy an MG echelon and a RF echelon over there. We're set up-ish. First thing we want to do now is to start securing the other Heliports to cut down on how many enemies are wandering around. Move your AR echelon down two nodes to the Heliport there. This should more or less handle the right side of the map. Time to move over to the left. Have your RF and MG echelons be swapped over to the left two Heliports. I use my RF echelon at the top left, so have it over at the Heavy Heliport. Move it left two nodes then go up to take out the Doppelsoldner. After taking it out, move it to the left so we control another Heliport. The last point of AP is pretty free, but I would recommend moving your MG echelon left, so you can take out one of the enemies by them moving into you. End the turn.

From this point, we have a fairly large pool of AP to use. So we can be pretty free with movement. Thus, I'll be pretty general about instructions. Our goal for turn three is to capture the multitude of Heliports on the left side of the map and suppress the enemies. We can mix and match our echelons for this, depending on what echelon suits the fight the best. AR/SMG echelons are good for stuff like Grenadiers and the Hymnal Organs. MG echelons can deal with Gunners. RF echelons can deal with the Doppels. 

Start by moving your echelons over to the left side of the map. We can opt to retreat our AR echelon at this point and redeploy it at the Heliport we captured to assist with this. Once you've gotten control of the Heliports, we can turn our attention to the next part of the objective. Well, assuming you have any remaining AP.

This is to defeat the Commander type Nytos: these fights are FAIRLY difficult, so expect trouble. I opted to use an AR/SMG echelon for this. Using RO Mod, G36C Mod, AK15 Mod, QBZ-191, and G11 Mod. Be sure to have HOC support for this as well. The idea for the fight is to split your SMGs to 3 and 9 while two of your ARs (probably QBZ and G11) are sitting at 4 and 5. AK15 can be on 7, since, well, someone has to. She also can benefit from losing links which could be handy. Assuming you handled the fight, we can keep going.

Turn four will have us cleaning up the enemies in the left side of the map. Not much else to say. We can opt to capture more Heliports as well, but at this point it's hard for us to lose. Destroy the enemies and then start moving your AR echelon to deal with the second Commander Nyto. Once that's taken care of, make sure no enemies are near any consoles and end the turn.

Turn five will have us...just make sure nothing can get to a console. If one's in danger, take out the enemy near it. If nothing is near, just end the turn. Once turn six starts, you'll clear the map. Well, assuming you didn't have issues with the Nytos.


Video of me clearing this map

 

 


Author: Kazuki
Tags: Longitudinal Strain
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