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Showdown at Big Honshu: Difference between revisions

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== Units ==
=== Player (Solar Empire) ===
Starting:
* Grunt (10)
* Light Tank (start)
Join:
* Assault (5) - first Helipad capture
Interim:
* Recon - second Helipad capture, only unit available until HQ capture phase, not available afterwards
AI:
* Battleship - after Interim, attacks the HQ front defense starting with the RPG Towers
=== Enemy (Anglo Isles) ===
Near starting point:
* Grunt (2)
* Flame (2) - respond to approach
* Bazooka (2) - respond to approach
Around the first Helipad:
* Grunt (3)
* Flame (2)
First Helipad reinforcements:
* Air Transport (doesn't count for Power) - Grunt (5)
Path to second Helipad:
*Bazooka (5) - 3 in first group, 2 in second group
*Flame (3) - respond to heavy damage to first group
Around the second Helipad:
*Bazooka (4)
*Flame (2)
Second Helipad reinforcements:
*Air Transport (doesn't count for Power) - Grunt (5)
Recon path (Groups 3 and 5 must be eliminated to destroy the Silos they're near; only they count for Power):
*Group #1 - Grunt (2)
*Group #2 - Grunt (2)
*Group #3 - Grunt (2) + Bazooka (1)
*Group #4 - Grunt (2) + Bazooka (1)
*Group #5 - Grunt (1) + Bazooka (2)
*Group #6 - Grunt (2) + Bazooka (1) + Flame (2)
*Group #7 - Grunt (1) + Bazooka (2)
HQ front defense:
*Grunt (2)
*Flame (3)
*Light Tank (2)
*RPG Tower (4)
*MG Tower (2)
HQ core defense:
*Grunt (5)
*Flame (2)
HQ reinforcements:
*Air Transport (doesn't count for Power) - Grunt (3) + Light Tank
*Air Transport (doesn't count for Power) - Flame (2) + Light Tank
Total:
*Grunt - 37
*Bazooka - 18
*Flame - 18
*Light Tank - 4
*Air Transport - 4
*RPG Tower - 4
*MG Tower - 2