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Editing Rally the Defenses

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== Units ==
=== Player (Solar Empire) ===
Starting:
* Grunt (5)
* Flame (5, start)
* AA Vehicle (1)
Join:
* Bazooka (4) - right before Naval Guns, reach them
* AA Vehicle - activate the Helipad
=== NPC (Western Frontier) ===
East of Naval Guns:
* Grunt (~6)
* MG Nest (2)
* Light Tank - joins from southeast after cutscene
=== Enemy (Anglo Isles) ===
Just north of starting point:
* Bazooka (4)
Near the Naval Guns:
* Light Tank (2) - front one gets destroyed in cutscene and doesn't count for Power, other approaches
* Air Transport - nothing--leaves after cutscene, counted as destroyed for Power
Naval Transports (only the contents count for Power):
*West #1 - Light Tank
*East #2 - Grunt (3), Bazooka (2)
*East #3 - Light Tank
*West #4 - Grunt (3), Bazooka (2)
*West #5 - Light Tank
*Middle #5 - Grunt (3), Bazooka (2)
*West #6 - Grunt (3), Bazooka (2)
*East #6 - Light Tank
*All other Naval Transports - none--destroyed by Naval Guns before they can land
After all Naval Transports' contents are destroyed:
*Bomber
Near Frontier's forces:
*Grunt (4) - attack Frontier right away
*Light Tank (2) - attack Frontier after the Grunts are eliminated (this triggers a cutscene)
*Bazooka (4)
*Bomber - appear from northeast after the other enemies in this area are eliminated
Near Helipad:
*Grunt (6)
Respond to Helipad capture:
*Light Tank - approaches from the north
*Bomber - approaches from the west
Across the bridge near the Helipad:
*Light Tank
*Grunt (4)
Near the Docks:
*Light Tank
*Grunt (8)
Docks reinforcements:
*Air Transport - Light Tank
*Bomber
*Air Transport - Grunt (4)
*Air Transport - Grunt (4)
Total:
*Grunt - 42
*Bazooka - 16
*Light Tank - 12
*Bomber - 4
*Air Transport - 4
*Naval Transport - 14


{{Campaign Nav
{{Campaign Nav
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