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Showdown at Big Honshu
Showdown at Big Honshu | |
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VS | |
Allied Forces | |
Player Faction | Solar Empire |
Allies | None |
Enemy Forces | |
Primary | Anglo Isles |
Secondary | None |
Other Intel | |
Location | Near Big Honshu, the Empire's largest volcano |
Result | Munitions Expert rescued, Anglo Missile Silos destroyed |
Showdown at Big Honshu is the fourth level in the Battalion Wars 2 campaign.
Intel[edit | edit source]
Move out to the Helipad near the waterfall, and send the distress signal to call in Assault Vet reinforcements. Follow the path, and take out the Anglo Bazooka Vets. Activate the second Helipad, near the ruins, to call in the Recon. The player now has 6 minutes to reach the enemy base, liberate the Munitions Expert, and destroy the three Anglo Missile Silos. Use the Map Screen to locate the Gold Star, and roll out. Jump the ramp at top speed to reach the other side of the river, and jump the next bridge to land inside the Anglo base. Shoot out the Ammo Dump to liberate the Munitions Expert, and shoot out the Ammo Dump near the wall to blow open an escape route.
Roll out to the next Gold Star, the first Missile Silo. The Munitions Expert will jump out of the Recon, set the charges, and jump back in, so head out and follow the Gold Stars to reach the second Missile Silo. Clear out the enemies first, and the Munitions Expert will set the second round of charges. Head out towards the third Missile Silo, eliminate the Bazooka Vets, and set the third round of charges. Get to the next Gold Star, and leave the Munitions Expert at the base. Take control of the Imperial Heavy Tank, enter the HQ, and take out the Anglo forces near the entrance with help from Admiral A-Qira's personal Battleship. Blow up the two Light Tanks, and raise the Solar flag to complete the mission.
Units[edit | edit source]
Player (Solar Empire)[edit | edit source]
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)[edit | edit source]
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
← Mission 3: A Matter of Honor | Battalion Wars 2 Campaign | Mission 5: Repel the Enemy → |