Mission 4 - Chewie's Hope
All: http://www.youtube.com/view_play_list?p=FF9A01B16B372F25
HD: http://www.youtube.com/watch?v=a-ZmUJy5EGA&fmt=22
This level was extremely annoying, again several things that can go wrong, and it has a part towards the very end where your units won't cooperate because the area is too narrow (see previous complaints about AI pathfinding).
You must destroy the three jammers, so that you can send a distress signal to the rebel forces. Two of them are very acessible, one is inside the enemy base, but there are three paths that are not that long, the problem is the enemy units since they are one tech above yours.
You are given Roshan, which is an overpowered tank with 30ish attack and mech-like defense. He is able to take one of the radars by himself, but I use him instead to get four cruisers, which will allow to hit two radars and then do some DESPERATELY NEEDED crowd control when tackling the last jammer.
The last jammer is on ground and I have an strategy for it, I go for Pummels, 10 pummels do the job quickly and I build them while setting up the final attack and destroying the first two jammers.
For this strategy I need, 10 Pummels, a Fortress, its 1range upgrade, 10ish workers to build the fortress quickly and 10ish troopers to fill the fortress and give it some power. Oh, also the cruisers.
I also get a couple extra mech destroyers and AA units, and the mech pack I got for free at the south for backup.
First, get a lot of wood, get some nova and later get ore for the fortress.
Send Roshan to pick up the Cruisers, leave him far from the turrets since they do extra damage to ships. Once you got the area free of turrets send one cruisers to the first jammer, the other three keep pushing forward.
The one that goes for the first jammer must be placed in that exact spot and set not to move to prevent the possible AT-ATs from sinking it. You must keep an eye on it in case there are AT-ATs, otherwise its about luck.
The other three must clear the second jammer area, first destroy the shipyards and its power so they don't bother, I place everything close to Roshan so he can help a bit versus the initial defense.
Once the turrets are gone ships can travel, so I leave the second jammer there, I don't destroy it because I need the cruisers further doing their part for the third attack. They must make a clearance on the enemy's walls and hopefully call and kill the enemy AT-ATs, I killed more AT-STs, whatever, but the clearance was done.
In the meantime the pummels were done and the transports shipped, the main package are the workers, they must build the fortress first. I send one pummel to destroy the second jammer, almost forgot...
I usually have all the transports at the beach waiting for the workers to finish their fortress but this time I forgot and left transports behind, this actually helped a lot. I used to have problems with the units pathfinding... they waste a lot of time trying to get through the secret road since it's full of obstacles and they tend to slow down the pummels (which are the ones that must push forward) and also start acting stupid and get killed easily, but since I forgot to bring all the ships there were fewer units, and best of all they arrived at a good moment.
With the fortress done I build a shield to help versus the initial enemy waves. The fortress can't be built closer and the range upgrade allows it to attack the enemy wall, by doing that it becomes the enemy fleet's target.
Since the enemy wall prevents ground units from attacking the fortress they would usually stay by the wall, killing the pummels when I tried to forcefully open it. But the cruisers made an opening on the enemy base that creates a new path for the enemy units to attack the fortress. But to get there they get a bit of damage from my ships and from the small fleet I sent that is waiting behind the fortress (and in this case part of it that just arrived late), they also end up from the side of the battle that my pummels won't be in, since they'll be taking down the wall next to the fortress.
Once that wall goes down the AI will take that route since is shorter, but the initial, stronger wave, will already be taken care of. Now that the wall is down I send the pummels for the prize, Roshan tagged along to destroy any troop center based unit, and whatever else that stayed at the wall.
So basically for this strat you must make the opening with the cruisers before you activate the AI, get the fortress there with 1 range to activate the AI, destroy the first wave (air units), have the shield up and good luck on how the AI decides to behave, open the wall with the pummels and then destroy the jammer.
By the way that build only leaves one tile to walk so have that in mind when you think about sending many units, much less in an organized way.
exelente juego!! alguien me puede decir donde conseguirlo???
aerosmith4444 2 years ago
ebay
gia257 2 years ago
You said Roshan.>
Did you mean Shoran?
Friggazee 2 years ago
typos
gia257 2 years ago
when you will play the LEVEL 5
tonylee1020 3 years ago
who knows when will it be done
gia257 3 years ago