Valkyria Chronicles™

Valkyria Chronicles™

103 ratings
Challenge Run Walkthrough w/ Video
By fatgamecat
This is a challenge run with several conditions such as taking no damage, killing all enemies, no leveling or upgrades, no orders, low turns, and mostly reliable strategies. Youtube videos are provided for most missions.

This is not a typical beginner walkthrough. If you're a beginner looking for basic advice you might want to look elsewhere.

This guide is based on the PS3 version of Valkyria Chronicles but should apply to the PC version with identical content.

The video playlist can be found at this Youtube link - click.

1/21/2019 - Videos have been re-uploaded to a new playlist. individual video links have not been updated.

1/26/2019 - Check out my new VC4 challenge run at this playlist.
   
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Run Conditions, Index, and Playthrough Results
Full challenge run conditions:

1. New Game or New Game-like conditions.
2. No orders.
3. No class leveling or R&D research.
4. No damage taken.
5. All kills, excepting some normally unkillable story/plot targets.
6. Low turn counts.
7. Reliable strats, or as reliable as possible while meeting low turn count conditions. No RNG reloading for low potential procs like Hard Worker.
8. Skirmishes and reports are played as soon as they're unlocked with appropriate weapons and recruits.
9. Ace and Royal weapons obtained during the story are allowed. DLC weapons are only allowed on DLC missions such as Hard-EX.


Index

[B01] Chapter 1 "In Defense of Bruhl"
[B02] Chapter 2 "Escape from Bruhl"
[B04] Chapter 3 "Vasel Urban Warfare"
[B05] Chapter 4 "Operation Cloudburst"
[B07] Chapter 5 "The Kloden Wildwood"
[B08] Chapter 6 "A Desert Encounter"
[B10] Chapter 7 "The Battle at Barious"
[B11] Chapter 8a "The Woodland Snare, Escape from Forest Snare"
[B12] Chapter 8b "The Woodland Snare, Reunion in the Forest"
[B14] Chapter 9 "A Midsummer Incident"
[B15] Chapter 10a "Liberation of Fouzen, Infiltration of Fouzen"
[B16] Chapter 10b "Liberation of Fouzen, Liberation of Fouzen"
[B18] Chapter 11 "The Marberry Shore"
[B19] Chapter 12 "The Fight for Bruhl"
[B21] Chapter 13 "The Clash at Naggiar"
[B22] Chapter 14 "Loss Within Victory"
[B24] Chapter 15a "Citadel Ghirlandaio, Fight for Ghirlandaio"
[B25] Chapter 15b "Citadel Ghirlandaio, Selvaria's Last Stand"
[B26] Chapter 16 "The Maiden's Shield"
[B28] Chapter 17 "The Bridge to Hope"
[B29] Chapter 18a "Shadow of the Valkyrur, Marmota's End"
[B30] Chapter 18b "Shadow of the Valkyrur, Final Showdown"

[B03] Skirmish 1 "Outskirts of Bruhl" Normal
[B06] Skirmish 2 "Vasel Riverside" Normal
[B09] Skirmish 3 "Kloden Wildwood" Normal
[B13] Skirmish 4 "Barious Desert" Normal
[B17] Skirmish 5 "Upper Fouzen" Normal
[B20] Skirmish 6 "Marberry Shore" Normal
[B23] Skirmish 7 "Windmill Plaza" Normal
[B27] Skirmish 8 "Naggiar Plain" Normal
[B31] Skirmish 9 "East Bank of Vasel" Normal

[A01] Report 1 "Largo's Passion"
[A02] Report 2 "Signs of Awakening"
[A03] Report 3 "What Lies Beyond Hate"
[A04] Report 4 "War Without Weapons"
[A05] Report 5 "Flower of the Battlefield"

3. Skirmish Hard Walkthrough

[C01] Skirmish 1 "Outskirts of Bruhl" Hard
[C02] Skirmish 2 "Vasel Riverside" Hard
[C03] Skirmish 3 "Kloden Wildwood" Hard
[C04] Skirmish 4 "Barious Desert" Hard
[C05] Skirmish 5 "Upper Fouzen" Hard
[C06] Skirmish 6 "Marberry Shore" Hard
[C07] Skirmish 7 "Windmill Plaza" Hard
[C08] Skirmish 8 "Naggiar Plain" Hard
[C09] Skirmish 9 "East Bank of Vasel" Hard

4. Skirmish Hard EX DLC Walkthrough

[D01] Skirmish 1 "Outskirts of Bruhl" Hard EX
[D02] Skirmish 2 "Vasel Riverside" Hard EX
[D03] Skirmish 3 "Kloden Wildwood" Hard EX
[D04] Skirmish 4 "Barious Desert" Hard EX
[D05] Skirmish 5 "Upper Fouzen" Hard EX
[D06] Skirmish 6 "Marberry Shore" Hard EX
[D07] Skirmish 7 "Windmill Plaza" Hard EX
[D08] Skirmish 8 "Naggiar Plain" Hard EX
[D09] Skirmish 9 "East Bank of Vasel" Hard EX

5. Edy's Squad Challenge

[E01] Scout Mission
[E02] Lancer Mission
[E03] Sniper Mission
[E04] Engineer Mission
[E05] Shocktrooper Mission
[E06] Tank Mission

6. Additional DLC Missions

[F01] Enter the Edy Detachment
[F02] Selvaria 1 "Assault on Ghirlandaio"
[F03] Selvaria 2a "Silencing the Artillery"
[F04] Selvaria 2b "Rout of the Gallian Forces"
[F05] Selvaria 3 "Covert Op "Azure Witch""


Playthrough Results (turn counts)

Main Story:

Chapter 01 : 5 turns
Chapter 02 : 3 turns
Chapter 03 : 2 turns
Chapter 04 : 3 turns
Chapter 05 : 3 turns
Chapter 06 : 3 turns
Chapter 07 : 9 turns
Chapter 08a: 4 turns
Chapter 08b: 3 turns
Chapter 09 : 2 turns
Chapter 10a: 4 turns
Chapter 10b: 4 turns
Chapter 11 : 4 turns
Chapter 12 : 2 turns
Chapter 13 : 3 turns
Chapter 14 : 3 turns
Chapter 15a: 4 turns
Chapter 15b: 3 turns
Chapter 16 : 8 turns
Chapter 17 : 4 turns
Chapter 18a: 4 turns
Chapter 18b: 2 turns

Reports:

Report 01 : 3 turns
Report 02 : 2 turns
Report 03 : 1 turn
Report 04 : 3 turns
Report 05 : 4 turns

Normal Skirmishes:

Skirmish 01 : 1 turn
Skirmish 02 : 2 turns
Skirmish 03 : 3 turns
Skirmish 04 : 3 turns
Skirmish 05 : 3 turns
Skirmish 06 : 4 turns
Skirmish 07 : 2 turns
Skirmish 08 : 3 turns
Skirmish 09 : 3 turns

Hard Skirmishes:

Skirmish 1 : 2 turns
Skirmish 2 : 2 turns
Skirmish 3 : 3 turns
Skirmish 4 : 3 turns
Skirmish 5 : 3 turns
Skirmish 6 : 4 turns
Skirmish 7 : 3 turns
Skirmish 8 : 4 turns
Skirmish 9 : 2 turns

Ex-Hard Skirmishes

Skirmish 1 : 2 turns
Skirmish 2 : 3 turns
Skirmish 3 : 4 turns
Skirmish 4 : 4 turns
Skirmish 5 : 4 turns
Skirmish 6 : 5 turns
Skirmish 7 : 3 turns
Skirmish 8 : 4 turns
Skirmish 9 : 5 turns

DLC:

Edy's Squad Challenge
Scout Mission : 4 turns
Lancer Mission : 4 turns
Sniper Mission : 3 turns
Eng Mission : 7 turns
Shock Mission : 4 turns
Tank Mission : 6 turns

Enter the Edy Detachment: ? turns
Selvaria 1 : 3 turns
Selvaria 2a : 2 turns
Selvaria 2b : 3 turns
Selvaria 3 : 1 turn
Combat and General Advice Part 1
Combat and General Advice

IF = interception fire, LoS = line of sight

Safe spot = building edges, truck edges, tank edges, trees, barricades, etc. where you can fire at an enemy but they can't hit you back. You can usually fire safely from a corner if you're firing to your right, while trying to fire to your left from a corner usually results in failure.

Semi-safe spot = A stretch of terrain where you can avoid an enemy IFing at you if you run across it at full speed. They will raise their weapon and get ready to fire, but you'll make it past before a bullet is fired.

Team attacks with friends have higher accuracy.

All non-permanent potentials, besides Audrey's Mooch, proc at 12.5% per trigger.

Grenades have a range of 90, and proximity potentials have a range of ~100. I usually try to find the point where the grenade line turns blue then take two steps back, then move forward and back from there. It's best to move the camera to max vertical so you have a solid reference frame to use.

Potential proximity distance takes height into account, keep that in mind when on elevations or using ladders.

If you attack from inside the smoke you get "flagged" and enemies can see you through the smoke. You will have to exit and re-enter the smoke to rehide. Same with hiding in the grass - once you're spotted you have to stand up and crouch to rehide.

You can sometimes use barricades, lightposts, and other thin objects to block enemy LoS or interception fire.

If you deploy a leader reinforcement you get their +1 CP bonus on the turn they arrive.

Enemy scout AI is usually set to run and capture flags.

Each class and gender combination has different hitboxes due to different heights, sizes, etc. Smaller or thinner units like female shocktroopers might be able to slip by obstacles that bigger ones like lancer males can't.

Enemy hitboxes naturally sway with their idle movement animation. If you aim at a precise position so that your target changes from one enemy to another as they idle, your bullets will hit both of them more evenly. This is important for getting double or triple kills.

Enemy corpses can absorb bullets before they drop out of your firing range, so when you fire at a slight angle they get out of your way more quickly and give you a better opportunity of hitting the far target.

Team attacks can kill multiple separate targets with proper positioning.

Use your tank to knock enemies out of hiding, then enter targeting mode before they stand up. They won't be able to dodge because technically they haven't had a chance to reorient themselves and "spot" the tank yet.

If you can bait an enemy counterattack from a safe spot, you might be able to distract other enemies into facing the counterattacking enemy.

You can juke enemies into making attacks (typically mortars or flamethrowers) that always 100% fail because they hit an invisible wall corner instead of their target.

Pay attention to enemy actions during enemy phase. You can often spot scripted actions. Sometimes bosses have special trigger conditions to learn and exploit.

Enemies often act differently depending on who is in their line of sight and where.

IF can sometimes stop enemies dead in their tracks. This is most useful when you position scouts to IF incoming enemy shocks. Also works pretty well with tanks sometimes.

Almost always deploy Alicia, Rosie, and Largo for more CP per turn.

Always purchase the stories from the reporter, as they usually lead to extra missions.

CP carries over between turns, so it's a good idea to save it up sometimes when waiting for reinforcements, waiting for the enemy to do something, or restoring the AP a character has available to move with.

A Ranks are entirely based on how quickly you finish a mission.

Past Mission 10a, you will start receiving Royal weapon rewards for getting A ranks in battle.

Personal Potentials are unlocked by earning 5 points of a hidden point value that is raised by performing different actions during a chapter or skirmish. The recruit can only earn points once per condition per mission. Once the recruit has 5 or more points, go to Castlefront St and their personal potential will be unlocked automatically.

Being deployed on the mission: 1 Point
Killing an enemy or healing an ally: 2 Points
Capturing a Base Flag: 3 Points
Calling a Medic for a wounded ally: 4 Points

You can exploit this mechanic to avoid unlocking bad or undesirable personal potentials. Unlock the personal potentials of everyone you intend to use, then never visit Castlefront St again. This means you'll have to wait until you no longer need to visit Castlefront St to use those characters with undesirable traits (so that they remain locked), but it's worth it for characters like Nancy.

If you can't aim very close to an enemy infantry's head, try aiming down towards their neck (but still centered on a headshot). Some shots might hit their body, providing some body damage instead of completely missing.


Line of Sight:

Use line of sight to make enemies face a certain direction, then sneak past them or headshot them. This is especially effective when using tanks that are nearly immune to gun fire.

Enemies have different 'line of sight' radius' for noticing your troop and turning towards them to fire. Scouts have the highest, while Shocktroopers have the lowest.

Most enemies will lose sight of your troop if you hide them in the grass or run them out of line of sight.

Line of sight is extremely important for avoiding unnecessary interception fire and getting up close from behind for headshots. If you end a characters turn well hidden, the enemy will not seek them out.

Enemies cannot dodge from directly behind them, but they can dodge from the front or sides, even if they don't currently see your character (yellow sight lines). This is especially true of aces, who you will almost always want to hit from directly behind to ensure their death.

If you attack any enemy from the side or front, even if they are not firing at you, they have a chance to dodge your attack, even if your 'sight' bar leading to them is nonexistent. Even generic gray colored soldiers can and will dodge your attacks, so it's best to approach from behind whenever possible. I'd put the non-ace dodge rate at around 15%. Ace dodge rates are extremely high.

Some terrain can be fired through. There are a few glitchy spots here and there to take advantage of.


Crouching/Sandbags/Explosives/Mines:

Crouching increases a troops field of vision for interception fire. Scouts have a nearly 360 degree sight range when crouched.

You can disrupt a crouching enemy with grenades, lancer shots, mortars, destroying the sandbag, and running them over with a tank.

Flamethrowers deal a lot of damage to crouched enemies and turret bunkers.

Sandbags can be destroyed with any grenade, mortar, anti-tank lance, or by being run over by a tank. Objects like trees and benches can usually also be run over and destroyed by a tank.

You can use grenades or mines to your advantage to launch your character over a fence or barricade. Lancers have anti-blast armor and thus can walk all over land mines with no problem.

You can knock enemies off Base Flags with grenades and other explosives and capture the flag without having to kill them.

If your troop steps on a land mine and ends their CP while still standing on it, you can then run over the mine with other characters and it won't detonate.

When using mortars, grenades or even guns, you can often manually hit enemies out of line of sight that the game does not auto-highlight for you. If you know they are there, and your attack can reach them, you can hit them if you aim correctly.
Combat and General Advice Part 2
Sandbags can be a vexing issue for some missions, due to limited explosives/grenades. Sometimes a good solution is to grenade two nearby sandbags together instead of touching the enemies behind them.

Always consider that your grenades will have a small 'bounce' to them, so you may want to compensate by aiming just a little off from your actual target, if you are making a sensitive shot.

Tossing a grenade and destroying a sandbag does not alert an enemy that was crouched behind it if they were not hit by the blast. They will simply stand up and continue to not notice your character (provided they were out of LOS).

Lancer and tank mortar rounds do more damage the closer they are to their target.


Tanks:

Light Tank/Tank Destroyer turrets fire ahead of them, while Medium Tank turrets fire behind them. Heavy Tank turrets are slow and need to 'travel' to the person they are aiming at. Use this to your advantage by quickly running past before they can get a lock on your character.

Tanks do not cause any damage when they explode. Feel free to get as close to them as you like.

Use your tank to block enemies line of sight to provide your infantry safe passage across dangerous areas.

Your tanks can be used as bulldozers to knock around enemies to either alter their position/facing, or shove them next to another enemy to AOE them both down. Once an enemy is knocked down, all of their sight is 'reset', so they will no longer target the tank if they stand up facing away from it.

Later in the game, your Shocktroopers weapons will be powerful enough to take down low HP tanks in one CP by firing into their radiators.

Keep your tanks radiators backed up against just about anything solid to protect them from attack. Even the slightest exposure around enemy lancers, tanks, or anti-tank bunkers/turrets can spell game over.

Tanks can run over and detonate small anti-personnel mines without taking damage, but they will damage any nearby infantry.

A Lancers Mortar Lance can deal heavy damage to a tanks radiator if you fire directly into it (lower the lances aim until the aiming arc no longer shows).

You can instantly destroy a Batomys radiator with a grenade tossed into it in Chapter 7.

Using your tank(s) to provide interception fire is a great way to mow down lots of infantry without using CP. This is especially true of the Shamrock equipped with the Gatling Gun.

When controlling your tanks, they will either turn or move forward/backward depending on the camera angle. If the camera is aligned with the Edelweiss's front/back, moving the stick left or right will cause it to turn, and moving the stick up or down will cause it to move forward/back. If the camera is aligned along the Edelweiss's side, the controls will be reversed. If you want to turn the tank around 360 degrees, you will have to adjust the camera angle slowly as you turn the vehicle. Remember, tanks need a wide clearance to be able to turn around.


Conserving AP/CP:

Consider moving your characters around the map like a racetrack - hug corners tightly and don't veer off and you can make the most of your AP.

Areas like elevators and trolley cars can be used as soon as the "X" button is displayed. Save AP by slowly walking up to them and pressing X the moment it shows up.

Use Scouts to rush capture a Flag then deploy slower allies that would have taken far longer to run there.

Always consider your strategy in 'Cost of CP'. For example, say you have an enemy crouched behind sandbags. A shocktrooper could kill it in one CP with a flamethrower, or a scout could kill it in two CP (grenade and gun down), but the shocktrooper may take 3 CP just reaching the enemy, while the scout may only take 1 CP due to its higher AP. Thus the scout would be the better option to use.

Enemies killed per CP spent is an important benchmark for efficiency. Generally in a challenge run such as this a one-to-one ratio is good IMO.

Use Team Attacks to take out entrenched enemies that take a lot of hits to die (turrets, tanks, etc.).

Moving over sandbags does not cost AP. That means if you use sandbags correctly, you can increase the distance your troop can travel.

Enemy friendly fire can kill their own troops. You will have to crouch behind sandbags or use a tank to get this to work most of the time, since enemies will automatically stop firing if they will directly hit an ally next to them.

Any chracters with 'Ultimate' potentials are usually the best to use, since these potentials have a 100% activation rate.


Survival:

If an area is too dangerous around a captured flag, retreat your character and deploy a new person: the enemy will have nothing to attack during enemy phase, since your deployment will arrive at the start of your next turn.

Smoke grenade clouds can be fired through without dispersing the cloud, even mortar lances. You will have to manually aim, though.

Enemies inside a smoke grenade cannot notice anyone, and are hard to notice if you didn't already see them before firing the grenade. If you fire on an enemy in a smoke cloud, they will counterattack normally.

Your main story characters (Alicia, Largo, Rosie, Zaka) can't die. Even if they are knocked out, they don't need to be rescued by a medic.

Press O and L1 quickly during command mode to limit enemy fire between attacking and ending the characters turn.

You can quickdraw by pressing L1 with the right timing, so enemies don't IF before you go into aiming mode. This is extremely important on no damage runs.

During player phase, enemy turrets cannot rotate their position to provide interception fire, making it very safe to get up to the side or behind them. They can, however, turn around and fire to their side and behind during enemy phase.

While in third person mode, enemies that fire at your troops have limited ammo before they must reload. However, they never reload before their clip is empty. Take advantage of this with scouts by ducking in and out of line of sight and making them waste shots, then make a run for it when they only have a few bullets left before they can reload. When an enemy is reloading is the safest time to run past them if you have no way of distracting them otherwise.



On class variety, overusing scouts and not using snipers/engineers enough:

In many cases it's possible to 'substitute' a scout or other unit for an engineer or sniper. But I'd rather only deploy one of those lesser used classes if it feels necessary, not just to say "I got a sniper/engineer in there".

Even on a challenge run, scouts are far and away the best class in the game.

Not using scouts is a possibility, but I'm pretty sure there are some missions that you'll end up taking damage without the use of scouts. In any case, I do use scouts quite a bit, as they're far and away the best class in most situations once they can effectively destroy tank radiators.

I've also considered using default weapons only, although again in some missions that will mean you'll end up taking damage, or having to reload a lot as default weapon accuracy is awful.
Chapters 1-4 Walkthrough
[B01] Chapter 1 "In Defense of Bruhl"
5 turns

Ch 1 is fairly simple, mostly killing scouts from behind safe spots or by outranging them. Scouts have a very wide aggro radius so sometimes it's just not possible to sneak by them. Luckily these scouts are pretty weak and die in a couple hits even when crouched.

Classes used: Scout
CP used: 13 CP/10 kills

Part 1:

Turn 1:
CP1: Move Alicia forward next to safe spot at the edge of the left building, kill first scout
CP2-3: Have Alicia fire at second scout. Possible to kill it in 2 attacks if you get lucky.

Turn 2:
CP1-3: Have Alicia fire at second and third scout, proc Country Bred to increase accuracy.

Turn 3:
CP1: Finish off the third scout if it's still alive.
CP2: Grenade fourth scout from around the building.
CP3: Move behind truck safe spot and kill fifth scout.

Turn 4:
CP1: Move forward and grenade the crouched scout leader.

Part 2:
You'll take unavoidable damage from the tank mortar during the scripted event.

If you can go into part 2 on turn 4 with 4+ CP, you can finish in 4 turns.

Turn 4 or 5 (depending on luck):
CP1-3: Use Alicia to kill 3 scouts. Kill the first scout from behind the truck/lamppost, grenade the second scout near the tank, then shoot the third scout near the exit.
CP4: Move welkin behind the tank while facing the tree to LoS the remaining scout, kill it from behind the tree, then run to the goal.





[B02] Chapter 2 "Escape from Bruhl"
3 turns

This is one of the few stages where IF is useful, because most enemies are set to attack the town gate and ignore your infantry. You can kill quite a few enemies as they run past your troops towards the gate.

Classes used: Scout
CP used: 10 CP/10 kills

Turn 1:
CP1: Move Alicia NE, grenade east scout in corner, then end on the grass leading behind the house.
CP2: Move west watchman north, attack shock (must land 2-3 hits).

Alicia and Watchmen should IF kill both scouts and the injured shock.

Turn 2:
CP1: Move Alicia behind house through grass, grenade shock and crouched scout, then move south and around up the hill.
CP2: Use Alicia to kill scout leader and end facing east wall.

Watchmen should IF kill the incoming scout.

Turn 3:
CP1-2: Move Welkin through the barricade.
CP3: Move Alicia NE and grenade the ace from behind the tree. Make sure there are blue or no sight lines so it can't dodge.
CP4-7: Destroy tank with Welkin. 2 CP spare





[B03] Skirmish 1 "Outskirts of Bruhl" Normal
1 turn

Deployment:
1 2
3 X X
4 5 6

1: Rosie
2: Largo
3: Sniper
6: Alicia
7: Shock
8: Lancer

Classes used: Scout, Lancer, Sniper, Shock, Edelweiss
CP used: 8 CP/8 kills

It's tricky to 1 turn this skirmish if you play it as soon as it's unlocked, because you don't have the ace sniper rifle that can one shot the crouched scouts yet. You could try lancing them but it's pretty unreliable. The tank strat is more reliable but takes more skill to execute.

CP1-2: Move Edelweiss slightly SE to mortar the crouched scout, then turn SW and move towards the crouched scout leader. The shocks will be IFing and you need to advance while they reload (green sight lines) then stop and turn right to protect the radiator while they fire. Safely make it to the crouched scout leader, break its sandbag, then knock it east and turn towards the shocks, then get the scout killed by shock IF.
CP3: Use Shock to kill both shocks facing the Edelweiss.
CP4: Use Shock to kill the shock. You can also try to proc Lancer Killer and kill both the lancer and shock.
CP5-6: Fire at the crouched scout sandbag with lancer, then finish it off with sniper. Alternately you can spend 3 CP to hit it twice with the sniper then finish with Alicia.
CP7-8: Use Alicia to finish off any remaining enemies, then kill the scout on base and capture. There is a safe spot on the bridge you can fire from, surrounded by semi-unsafe spots.





[B04] Chapter 3 "Vasel Urban Warfare"
2 turns

A relatively simple and clean stage to work through, using a variety of strats that remain important throughout the game. It would have been nice if the rank was 2 turns instead of 1, along with ranks for total kills and damage taken.

Deployment:

East Team: Scout #1

West Team:

1 X 2
3 4

1: Scout #2
2: Scout #3 - ZM Kar 1(g)
3: Scout #4
4: Sniper
X: Largo

Classes used: Scout, Lancer, Sniper, Shock, Edelweiss
CP used: 18 CP/17 kills

Turn 1:
CP1-2: Move Welkin north and mortar both scouts.
CP3: Move Rosie NE and kill the scout hidden in the nearby grass, then hide in grass.
CP4-5: Move Sniper NE and kill the east shock and east scout.
CP6: Move Largo NE through the east passage. Make a lucky shot if you want.
CP7: Move Scout #3 north next to the crates, facing the west enemy scout. (try to kill the east shock instead of sniper?)

Welkin should IF kill an incoming enemy shock leader. Your scout trio should IF kill two enemy scouts.

Turn 2:
CP1-5: Move Alicia far north, west, up the ladder, and kill the shock on the roof. From the rooftop, use Alicia to kill both scouts, shock, and engineer.
CP6-7: Move Scout #1 north in grass, grenade the ace out of the grass, then move around behind and headshot.
CP8-9: Snipe the two shocks on the base.
CP10-11: Move Largo north, destroy the two tanks, and capture the flag.





[B05] Chapter 4 "Operation Cloudburst"
3 turns

This is the first large scale map where you need to move quite a distance while dealing with tanks and multiple crouched enemies. From this mission on you can expect scouts to become even more important, especially as their weapons are able to destroy tank radiators.

Deployment:
1 2 3
4
X X
5 6

Classes used: Scout, Lancer, Sniper
CP used: 24 CP/16 kills

1: Melville
2: Scout
3: Lancer #1
4: Alicia
5: Rosie
6: Largo
X: Undeployed

Turn 1:
CP1: Move Scout NE, kill scout on south base (try to aim at scout leader as well), then end before the scout leader can fire.
CP2: Move Alicia NE, kill scout leader (try for team attack), proceed NE.
CP3: Move Scout east past the south tank, hit ragnite canister, proceed east.
CP4-6: Move Melville behind the shock, grenade the wall, then kill the shock, shoot the ragnite canister behind the light tank, and end out of LoS.
CP7: Use Lancer to destroy the south tank.
CP8: Move Alicia to the north base, kill lancer, capture, then end behind the tent facing east.
CP9: Deploy Lancer #2 at the north base.

Enemy should move its E and NW tanks closer in, move one of its scouts onto the north base, and move its lancer out into the open.

Turn 2:
CP1: Move Scout east and north, kill scout on north base.
CP2-4: Move Lancer east, destroy east tank, then NW, attack N and S tanks. End out of LoS by the north debris pile.
CP5-6: Move Alicia north, kill sniper on roof, move around behind debris pile, hit ragnite canister, then move south and end out of LoS behind the inactive tank.
CP7: Use Scout to kill east lancer then move SW out of LoS.
CP8: Deploy Sniper at north base.

Turn 3:
CP1: Use Lancer to destroy remaining tank.
CP2: Snipe shock leader.
CP3-5: Kill south crouched scout with your scouts/sniper. Might be able to kill this scout in 3CP total using the ZM Kar 1(g) from behind the debris wall, with no need to deploy sniper.
CP6: Move Melville NW, grenade shock w/ Trooper Killer.
CP7: Move Alicia NW, grenade scout on base, capture. 3 CP to spare.





[B06] Skirmish 2 "Vasel Riverside" Normal
2 turns
Same as Ch 3 except the ace is replaced by a regular shock.
Chapters 5-6, Report 1 Walkthrough
[B07] Chapter 5 "The Kloden Wildwood"
3 turns

This stage can get fairly complex with all the winding paths, it's pretty much made for scouts. Once again it's mainly a scout rush, along with a lancer to help take out the boss. Enemies are particularly sensitive to LoS on this map. Even small changes in your LoS or positioning can drastically change enemy movement and facing.

Classes used: Scout, Lancer, Shock
CP used: 24 CP/20 kills

Deployment:

North Team:

X
123

1: Largo
2: Melville - ZM Kar 1(g)
3: Rosie

South Team:

X 1
X X
2

1: Scout
2: Alicia

Turn 1:
CP1-2: Move Alicia east along the road, grenade the fallen logs, fire at the scout leader on the south base to make it face SW, then continue east along the southmost path out of LoS.
CP3: Move Melville east, kill the scout leader, then move south towards the south base.
CP4-5: Move Melville around the fence into the south base, kill the crouched scout, then proc Trooper Killer and grenade the crouched shock, then capture and move out of LoS.
CP6: Deploy Lancer at the south base.

Enemy scout should move up onto old path hill, shock should move in front of the main base gates facing west, ace shouldn't move anywhere.

Turn 2:
CP1: Destroy md tank with Lancer, then proceed NE.
CP2: Move Melville NE into the supply base, kill shock, then proceed towards the west gate.
CP3: Move Lancer NE, then hide behind the main gate fence in the corner. You can make a lucky shot at the AT cannon on the hill but it's not necessary. In the video I made a shot at the lumber pile, but it turned out that was unnecessary.
CP4-5: Move Melville through the west gate, kill shock leader, then proceed west, grenade both shocks near north base, then end out of LoS.
CP6: Move Rosie east, kill AT Cannon.
CP7-8: Move Scout east, kill both lancers, then proceed east along the southmost path.
CP9-11: Move Alicia east, grenade fallen logs and proceed uphill, kill scout on hill, then proceed east in LoS.

Enemy shocks in base should move towards or face Alicia standing on the hill, while your other scouts should be out of LoS.

Turn 3:
CP1: Have Alicia grenade the scout on the main base.
CP2-4: Move Melville into base, kill the shock near the boss, proc Trooper killer and grenade the two shocks on the base, then proceed uphill and destroy the AT cannon if Yoko didn't destroy it already.
CP5: Move Scout NE into base, grenade ace and shock, end before ace IFs.
CP5-6: Move Yoko into base, finish off ace, then destroy boss tank. Might be able to capture on CP6 w/ Yoko if I left her closer on turn 2. Could also try taking 3 actions with the third action killing the tank then capturing.
CP7: Capture. 3-4 CP remaining depending if Yoko hit the AT cannon.





[B08] Chapter 6 "A Desert Encounter"
3 turns

Shocks find a bit of use in this stage to take out crouched lancers and tank radiators. Other than that, it's more scouts running around killing everything.

Deployment:

West Team:

1 2
3

4 X 5
6

1: Alicia - ZM Kar 1(g)
2: Nancy
3: Shock #1 - ZM MP 1(g)
4: Largo
5: Melville
6: Rosie

Shock #2 - ZM MP 2(g)

Classes used: Scout, Shock
CP used: 26 CP/21 kills

Turn 1:
CP1: Move Alicia north to kill the scout hiding between the nearest debris walls, continue east through Trench 01.
CP2: Kill the scout leader at the end of Trench 01, then proceed north to capture the middle base (avoid shock LoS).
CP3-4: Move Alicia up the stairs and kill the shock leader and crouching sniper. End out of LoS on the stairs.
CP5: Move Nancy east through Trench 01, kill the sniper standing on the building, then proceed west.
CP6-7: Use Nancy to kill the shock and lancer nearest him, then hide out of LoS.
CP8-9: Move Shock #1 north and kill the shock and lancer along the way, then end out of LoS.
CP10: Deploy Shock #2 from the middle base.

Turn 2:
CP1: Use Shock #1 to kill the crouching lancer leader.
CP2: Use Melville to kill the shock near your base then proceed north.
CP3-6: Move Shock #2 north, destroy east tank.
CP7-8: Send Alicia north to kill the ace, killing the standing shock along the way.
CP9: Send Nancy NW, killing the lancer near the mid base along the way.

Turn 3:
CP1-4: Move Shock #2 NW, fire at the right crouched shock, destroy the north tank, crouching shock leader on base, then south tank.
CP5: Move Nancy NW, proc Bug in a Rug, grenade left shock.
CP6: Move Melville NW, proc Trooper killer, grenade right shock.
CP7: Move Alicia SW, kill crouched sniper, then capture. 5 CP spare






[B09] Skirmish 3 "Kloden Wildwood" Normal
3 turns

This skirmish is similar to Chapter 5, except your south team starts farther back, enemies have slightly higher stats, there is no ace, the Medium Tank is now a Light Tank, and the boss tank is now a Medium Tank.

You can still distract the crouched scout on the south base without getting hit by the light tank's front facing turret, but you can't get close enough to deal in-range damage. To compensate you can send a scout with a grenade, or have Melville proc Trooper Killer twice, once for the scout and once for the shock.

The enemy scout doesn't move far from its initial position, so I needed to run a scout along the north path to grenade it from behind a building. A few unit placement and enemy AI changes and your strategy can end up being very different.

This turned out to be a bit easier than I thought after playing it, mainly because the md tank exposes its radiator on turn 2.

Deployment:

North Team:

X
123

1: Scout #1 - ZM Kar 1(g)
2: Scout #2
3: Melville

South Team:

1 3
2 X
X

1: Largo
2: Rosie
3: Alicia

Classes used: Scout, Lancer
CP used: 25 CP/19 kills

Turn 1:
CP1-2: Move Alicia east along the road, grenade the fallen logs, fire at the scout leader on the south base to make it face SW, then continue east along the southmost path out of LoS.
CP3: Move Melville east, kill the scout leader, then move south towards the south base.
CP4-5: Move Scout #2 east, attack the AT cannon, then head to the south base and grenade the crouched scout leader.
CP6: Move Melville around the fence into the south base, proc Trooper Killer and grenade the crouched shock, then capture and move out of LoS.
CP7-8: Move Scout #1 east, attack the AT cannon, then kill the leader shock and end out of LoS.
CP9: Deploy Yoko at south base.

The md tank on base makes the same back and forth movement as the Ch 5 boss. The md tank in base ends turn 1 with its radiator facing SW, giving your lancer an easy shot at it. The enemy scout doesn't leave the base to travel uphill.

Turn 2:
CP1-3: Use Yoko to destroy light tank, then proceed NE and destroy the md tank. End out of LoS. You can spend an extra CP to get close to the md tank if needed.
CP4-6: Move Scout #1 east, kill the shock, leader shock, then grenade the crouched scout in base.
CP7: Move Alicia east, grenade fallen logs, head uphill.
CP8-9: Move Melville uphill then grenade the crouched shock.

Turn 3:
CP1-2: Use Scout #2 to kill both lancers.
CP3: Move Alicia upkill, team attack the AT cannon, then grande the shocks on base.
CP4-7: Clear out any remaining shocks on base using Scout #1, Melville, and Alicia.





[A01] Report 1 "Largo's Passion"
3 turns

Shoot/grenade around corners with Alicia. Largo has to land all of his attacks if you want to 3 turn it. The scout patrolling in front of the cliff is annoying. I tried shooting from the right corner and tried running past it.

The fastest strat I found is to run past the gate and pray the one bullet he fires misses. If you don't want to dodge the bullet, wait a turn for it to patrol to the other side of the boxes and kill it on turn 4.
Chapters 7-8B Walkthrough
[B10] Chapter 7 "The Battle at Barious"
9 turns

Note: It isn't necessary to get any double kills in this mission, I was just showing off. You have more than enough CP most of the time.

Alicia can easily wipe out the initial infantry, then the Batomys is pretty harmless once you dismantle its turrets. After that it's mostly a matter of preparing for Selvaria and taking out the Batomys.

The three phases of the mission:
Phase 1, mission start: The Batomys will move southwest and run over the NW flag, which should take it 3 turns. However, the phase will be delayed if the Edelweiss is too close and the Batomys chooses to fire its main cannon instead of move. Knock down the two Ruin Walls that cover the southwest Flag (the north-most wall is already knocked down) and work on destroying the tank turrets.

Phase 2, after the boss runs over the NW flag: When the boss fires on the Ruin Walls it will expose 3 radiators on its top that you need 3-4 lancers to climb up and attack. Each Radiator takes 4 lancer shots to kill. Weaken all 3 radiators down to critical HP then blow one radiator up, then when the Batomys fires again on the 2nd Ruin Wall, destroy a second radiator.

Phase 3, after destroying two radiators: An invincible second Boss (Selvaria) will appear at the NE end of the map along with the ace and other enemies. Destroy the last Radiator then destroy the Batomys with heavy anti-tank fire.

North Team:

123

1: Lancer #1
2: Lancer #2
3: Largo

South Team:

1
2
345

1: Lancer #3
2: Lancer #4
3: Rosie
4: Sniper
5: Alicia - ZM Kar 1(g)

Classes used: Scout, Lancer, Sniper, Engineer, Edelweiss

Turn 1:
CP1-2: Use Sniper to kill the scout and sniper, then hide behind the wall facing the NE corner where Selvaria will arrive.
CP3-4: Use Alicia to kill the shocks and lancer.
CP5-10: Use your Lancers to destroy the front and front-right turrets. Leave them in front of the Batomys so they "ride with it" during enemy phase and end up safely out of turret range.

Turn 2:
Finish off most or all of the turrets. You can start using the ladders to proc potentials like Veggies or Largo Lover as well. It is not necessary to destroy all of them, but if you leave any alive make sure to stay out of their LoS like on turn 1. Focus on the side turrets and leave the rear for last.

Turn 3:
Finish off any remaining turrets and start knocking down the two ruin walls.

Turn 4:
Move the Edelweiss in front of the safe spot. Destroy one of the radiators. Interestingly, you have tons of CP to spare, so it doesn't really matter whether you destroy the radiators with lancers or use a grenade. CP isn't much of an issue on this chapter.

Turn 5:
Move Edelweiss near the downramp where the reinforcements will be arriving. Have most of your other troops retreat. Deploy an Engineer if you don't have one out yet, and move your engineer/some lancers into the safe hiding spot.

Turn 6:
Destroy the right radiator. As soon as you do Selvaria shows up. Use Sniper to pick off the enemy lancer then hide out of LoS. Edelweiss should kill most enemies with IF. Everyone else should be well hidden.

Turn 7-9:
Finish off any remaining infantry, move the Edelweiss in front of Selvaria to cover your troops, then grenade the last radiator on turn 9 and destroy the Batomys using lancers/Engineer to resupply.







[B11] Chapter 8a "The Woodland Snare, Escape from Forest Snare"
4 turns

Stealthy mission. Pretty easy to no damage since you're not supposed to get in direct fire anyway. I just rushed through this mission and didn't feel like replaying it. Try to get a team attack on the ace.







[B12] Chapter 8b "The Woodland Snare, Reunion in the Forest"
3 turns

This is one of the stranger missions to complete in this challenge run. There's no likely way you can kill all the tanks and lancers aiming at the Edelweiss on turn 1, so you have no choice but to haul Welkin to the tank asap and back it out of LoS. That strategy wasn't hard to figure out, but you need to maximize your AP and positioning to make it possible.

Improvements: Possibly give Alicia the ZM Kar 2(g) to double kill the shocks on turn 3.

Deployment:

XX1
XX2

Welkin - ZM Kar 1(g)
Alicia - ZM Kar 2(g)

1: Largo
2: Rosie - ZM MP3(g)

Classes used: Scout, Lancer, Shock, Edelweiss
CP used: 24 CP/20 kills

Turn 1:
CP1: Send Alicia to kill the scout, then move north and hide behind the fence.
CP2: Send Welkin east past the fence and shock leader, then kill the scout behind the mortar cannon.
CP3-4: Continue Welkin through the ravine and into his tank. Kill the two snipers along the way.
CP5-6: Move Welkin east slightly, just enough to mortar the scout leader, then back off out of all south enemy LoS.
CP7: Send Largo north to destroy the mortar cannon.
CP8: Move Rosie east into the small passage out of LoS.

Enemy positioning seems to be very finicky on this turn. The best result I've seen is to have the 4 lancers crouched together with a shock, so you can use the Edelweiss + shock IF to kill off some of the lancers and save a CP.

Turn 2:
CP1: Move Rosie east and shoot the nearby tank's radiator.
CP2-3: Move Welkin east and mortar the group of shocks and sniper. Use enemy IF if possible to kill some of the lancers.
CP4: Use Rosie to kill whatever enemies are near the Edelweiss. Enemy shocks might fire at Rosie from behind the tank, but I tested her standing there 10 mins and not a single shot hit her, so I think it's safe to say it's safe back there.
CP5: Move Largo east and up the ladder to shoot the radiator of the remaining tank. If Rosie only spent 1 CP, you can spare a 2nd shot if you miss.

Turn 3:
CP1-2: Use Alicia to grenade the north shock while breaking the middle shock's sandbag, then double kill the other two shocks. (used 3 CP in video)
CP3-4: Move Welkin east and mortar the remaining shocks, then break down the gate while nudging Rosie forward.
CP5-6: Move Welkin up to the shock leader on the base and headshot it.
CP7: Capture with Rosie. If the shock isn't dead yet, wait behind the Edelweiss until the shock has to reload, then run out and fire at it before it can start firing again.
Chapters 9-10B Walkthrough
[B13] Skirmish 4 "Barious Desert" Normal
3 turns

Compared to Ch 6 there's no ace, the enemy sniper reinforcement might not crouch in the trench and no sandstorm.

Since there's no sandstorm you have to stay a bit farther back out of LoS on turn 2, but you can still cover the distance and finish off the tanks and etc. on turn 3 fairly comfortably.

Deployment:

West Team:

1 2
3

4 X 5
6

1: Alicia - ZM Kar 1(g)
2: Nancy
3: Shock #1 - ZM MP 2(g)
4: Largo
5: Melville
6: Rosie

Classes used: Scout, Lancer, Shock
CP used: 28 CP/20 kills

Turn 1:
CP1: Move Alicia north to kill the scout hiding between the nearest debris walls, continue east through Trench 01.
CP2: Kill the scout leader at the end of Trench 01, then proceed north to capture the middle base (avoid shock LoS).
CP3-4: Move Alicia up the stairs and kill the shock leader and (grenade) crouching sniper. End out of LoS on the stairs.
CP5: Move Nancy east through Trench 01, kill the sniper standing on the building, then proceed west.
CP6-7: Use Nancy to kill shock and lancer.
CP8-9: Move Shock north and kill the shock and lancer along the way, then end out of LoS.
CP10: Deploy Lancer from the middle base.

Turn 2:
CP1-2: Use Shock to kill the crouching lancer leader, then move forward again out of LoS.
CP3: Use Melville to kill the shock near your base, then kill the shock near the mid base then hide out of LoS.
CP4: Send Nancy NW, killing the lancer near the mid base then hide out of LoS.
CP5: Move Lancer north out of LoS.

Enemy tanks shouldn't move or fire on anyone. Make sure everyone is well hidden from the enemy sniper.

Turn 3:
CP1-6: Move Lancer north, destroy the two east tanks. Takes quite a lot of CP to move that far, but you can fire right into the radiator for accuracy.
CP7: Move Nancy north, kill east shock in trench.
CP8-10: Move Shock north, kill sniper then west tank.
CP11: Move Melville north, kill west shock in trench.
CP12-13: Kill shock on base then capture.




[B14] Chapter 9 "A Midsummer Incident"
2 turns

A short mission with few enemies. The Edelweiss can be very useful for blocking enemy IF.

Deployment:

1
23
4 5

1: Salinas
2: Rosie
3: Alicia
4: Largo
5: Scout

Classes used: Scout, Shock, Edelweiss
CP used: 12 CP/5 kills

Turn 1:
CP1-2: Move Salinas west and hide in the small corner that faces north, right next to the road that the armored car is traveling down.
CP 3-4: Move Welkin east and cover Salinas. Interestingly, it's possible to mortar the NW scout with the Edelweiss, but I don't recommend it. No enemy should fire on Salinas on EP.

Turn 2:
CP1: Move Scout south and kill the sniper.
CP2-4: Move Alicia east/north to the top of the map, then west/south to kill the scout and lancer.
CP5-6: Have Welkin mortar the remaining scout to the west, then form a blockade for Salinas to reach the target car radiator unharmed.
CP7-8: Move Salinas behind the Edelweiss, and carefully run behind the target car radiator. He should not be in danger of getting hit if you time it right. Attack the target car radiator twice, triggering Tank Lover once.





[B15] Chapter 10a "Liberation of Fouzen, Infiltration of Fouzen"
4 turns

There isn't much room for creativity here, just move Welkin forward while killing all in his path.

Alicia - ZM Kar 2(g)


Turn 1:
CP1-6: Move Welkin forward, killing two scouts along the way.
CP7-9: Move Alicia forward into trolley B, then kill all 4 snipers.

Turn 2:
CP1: Move Alicia down the ramp, spot the tank on the bridge, then kill the leader shock.
CP2-7: Move Welkin forward, killing the tank across the bridge (lucky radiator shot) and the two remaining shocks. If you want a 4 turn clear you don't have much choice but to get the lucky radiator shot. Even if you miss you can still recover and get a 5 turn clear pretty easily, which is still an A rank.
CP8: Move Alicia west across Bridge 04, grenade the lancer in the grass, then hide in the grass.

Turn 3:
CP1-6: Move Welkin west across the bridge, kill the lancer standing on the bridge, then directly mortar kill the scout, then kill the lancer near the grass, then proceed west.
CP7-8: Move Alicia north, kill the shock on the enemy base, capture it, then head south towards the trolley.

Turn 4:
CP1-6: Move Alicia into the trolley, grenade or double kill the two snipers, then kill the ace from around the corner (you can get a safe blue sight line on him and still shoot him). Then shoot the tank radiator 4 times.
Remaining CP: Move Welkin across the bridge, finish off the tank, gun down the two lancers (use Alicia to help if needed), then reach the goal.







[B16] Chapter 10b "Liberation of Fouzen, Liberation of Fouzen"
4 turns

Improvements: Could make turn 4 more CP efficient, though the level is pretty much over by then.

This chapter involves scouts and shocks running through a maze of elevator lifts and trolleys, with a bit of lancer assistance.

Deployment:

8
1 4 7
2 5
3 6

1: Alicia - Gallian-1R
2: Largo
3: Scout #1
4: Shock
5: Scout #2
6: X
7: Cherry - ZM Kar 3(g)
8: Rosie

Classes used: Scout, Lancer, Shock, Edelweiss
CP used: 41 CP/20 kills

Turn 1:
CP1-2: Move Edelweiss west and mortar the shock, then back off.
CP3: Move Alicia west and kill the shock, then hide out of tank LoS.
CP4-5: Move Largo west.
CP6: Move Scout #1 west and grenade the barricade.

Past turn 1, I'm pretty sure enemy mortar locations are random. You might want to reload if you get a bad one.

Turn 2:
CP1: Move Alicia through the trolley, grenade the crouching leader shock on the NW base, then take the trolley again and head downhill.
CP2-3: Move Largo through the trolley, destroy the md tank radiator from above, then take the trolley back.
CP4-6: Move Scout #1 through the trolley, activate the elevator, take the elevator down and kill both shocks, capture the NW base, then grenade the NW bridge.

Turn 3:
CP1-3: Fire at the tank radiator with Largo. You can spare all 3 CP/ammo. If you want a more reliable method, try getting a Royal Sniper reward and killing it in 3-4 CP.
CP5-8: Move Alicia down the ramp, grenade the sandbags around the lancer near Trench C (don't hit the lancer itself), then kill the scout and both shocks and activate the north base elevator.
CP9-10: Send Scout #2 down the north base elevator, head east, kill the scout leader, ride the trolley, activate the east base elevator, then kill the sniper ace. Move through the east base elevator then north base elevator and end on the lift to the Bridge 04 elevator.
CP11-12: Move Cherry down the north base elevator, up the Bridge 04 elevator, grenade the scout leader then kill it, then hide out of LoS.
CP13-15: Send Rosie through the north elevator then take Bridge 04 elevator, kill the two crouched lancers, then end out of LoS.
CP16: Send Shock to kill the crouched lancer near Bridge 02.

Turn 4:
CP1-2: Have Rosie destroy the remaining tank by firing at its radiator.
Clean up any remaining enemies and finish. I could have been more CP efficient on this turn but I already had tons of CP to spare so w/e. Prob. could have one shot the last tank with Salinas w/ tank lover. 7 CP spare
Chapters 11-12 Walkthrough
[B17] Skirmish 5 "Upper Fouzen" Normal
3 turns

Similar to Chapter 10b. The ace is replaced with a normal sniper, no mortar bombardments, no train, and you get 2 extra CP. With no train on the map you're only limited by how fast you can kill the tanks and activate the elevators. Take advantage of the lack of train IF by activating the north base elevator on turn 2 instead of 3, allowing for a 3 turn clear.

Deployment:

8
1 4 7
2 5
3 6

1: Alicia - Gallian-1R
2: Largo
3: Scout #1 - Gallian-1R
4: Scout #2 - Gallian-1R
5: Scout #3 - Gallian-1R
6: Shock - Mags M1R
7: Cherry - Gallian-1R
8: Rosie - ZM MP 3(g)

Classes used: Scout, Lancer, Shock, Edelweiss
CP used: 33 CP/19 kills

Turn 1:
CP1-2: Move Edelweiss west and mortar the shock then back off.
CP3: Move Alicia west, kill the shock.
CP4: Move Scout #1 west, grenade the barricade.
CP5-7: Move Alicia through the trolley, activate the elevator, and kill both shocks.
CP8-9: Move Largo west.

Turn 2:
CP1: Move Alicia through the trolley then down the ramp and grenade the lancer.
CP2-4: Move Largo through the trolley then destroy both md tanks. Can miss 1 shot.
CP5-7: Move Scout #1 downramp, kill the lancer, move east across Bridge 02, kill the north shock, activate the north base elevator, then kill the shock near the elevator.
CP8: Send Rosie to kill the crouched lancer near the elevators.
CP9-10: Send Scout #2 to kill the scout leader in between the two buildings, then take the bridge 04 elevator and kill the SE shock.
CP11-12: Send Scout #3 to kill the SE sniper, then grenade the SE bridge.

Turn 3:
CP1: Move Alicia north and kill the reinforcement lancer.
CP2-3: Move Scout #2 up the Bridge 04 elevator and grenade then kill the scout leader.
CP4-5: Send Rosie through the Bridge 04 elevator to kill both of the crouched lancers.
CP6-9: Move your other scouts up the Bridge 04 elevator then destroy the md tank w/ team attacks. Or just try to get a lancer up there.
CP10-12: Kill the remaining crouched shock then finish.

Alternately, you can kill all crouched enemies on turn 3 using the Shamrock.





[B18] Chapter 11 "The Marberry Shore"
4 turns

This is the first mission with smoke grenades and an emphasis on using the Edelweiss's arsenal. Instead of scouts assisted by a lancer, they'll be assisted by a shock this time.

Deployment:

West Team:

1: Ted - Gallian-1R

East Team:

1
23
4

1: Nancy - Gallian-1R
2: Alicia
3: Rosie
4: Largo

Wendy - ZM MG 3(g)

Classes used: Scout, Shock, Edelweiss
CP used: 37 CP/21 kills

Turn 1:
CP1-4: Move the Edelweiss NW, drop a smoke grenade, then continue NW and kill the east scout with a mortar. Move into targeting mode with the anti-armor weapon selected to see where you're going through the smoke.
CP5-6: Move Nancy and Ted NE, attack the crouched shock.
CP7: Deploy Wendy at base.

Enemy shock should leave its crouched position and stop when your scouts IF.

Turn 2:
CP1-6: Move the Edelweiss NW. Push the west scout ahead and get it killed by IF. Throw a smoke grenade near the north base, then destroy the md tank's radiator, then mortar the left gatling bunker.
CP7: Move Wendy N, kill shock along the way.
CP8: Move Ted N, kill west shock, then end near crouching east shock.
CP9: Move Wendy N, kill east shock w/ team attack and continue N.
CP10: Move Nancy N, destroy east ragnite canister, then move NE through the smoke and make the crouched leader shock on north base face SE.
CP11: Move Ted N, kill south crouched scout w/ team attack, then move west around the heavy tank and get close to crouched leader shock.
CP12-13: Move Wendy N, kill crouched scout then crouched leader shock w/ team attack.
CP14: Have Nancy trigger Good Buddy, team attack heavy tank, end facing scout on west base. (Lebowski's suggestion about using team attack on the tank)

Enemy deployment requests are random.

Turn 3:
CP1-2: Drop a smoke grenade on the west invulnerable guns.
CP3: Move Ted forward and kill the scout w/ team attack.
CP4-5: Move Nancy forward, kill the shock leader then capture the west base, then move into the base and grenade the crouched shock.
CP6: Move Ted into base, kill shock w/ team attack.
CP7: Move Ted west around building corner.

Enemy shock and ace should move and face Ted, md tank should move NE.

Turn 4:
CP1: Kill shock with Ted.
CP2: Shoot at scout behind ace with Ted, make ace turn around.
CP3: Kill ace.
CP4: Kill scout.
CP5-6: Move Nancy around, proc Good Buddy and destroy heavy.
CP7-9: Destroy md tank, capture. 11 CP spare






[B19] Chapter 12 "The Fight for Bruhl"
2 turns

Another scout rush stage. This is more difficult than it appears to clear in 2 turns while killing everything.

Deployment:

123X
456X

1: Largo - Lancaar M1R
2: Nancy - ZM Kar 3(g)
3: Ted - Gallian-1R
4: Alicia - Gallian-1R
5: Rosie - ZM SG 3(g)
6: Sniper - GSR-1R

Classes used: Scout, Lancer, Sniper
CP used: 22 CP/20 kills

Turn 1:
CP1: Snipe the east shock.
CP2-3: Move Alicia north, kill scout leader, then continue NE to kill the shock.
CP4: Move Ted north and kill sniper on roof.
CP5-6: Move Nancy north, proc Good Buddy, grenade sniper leader and shock, then continue north to kill sniper on mid base.
CP7: Move Ted north, kill sniper near mid base.
CP8-10: Use Largo to proc Veggies 3x and destroy md tank. End hidden in grass.

Turn 2:
CP1: Use Ted to kill the shock near south AT.
CP2: Use Alicia to kill south AT w/ team attack then move next to mid AT.
CP3: Use Ted to kill the sniper near south AT.
CP4: Use Alicia to kill sniper on west roof.
CP5: Use Nancy to destroy mid AT.
CP6: Use Ted to destroy shock/lancer leader sandbag.
CP7: Use Nancy to kill shock and lancer leader.
CP8-9: Kill both snipers on the windmill.
CP10-11: Grenade and kill ace.
CP12: Destroy AT cannon and capture. 2 CP spare. On skirmish 7 you should be able to kill the generic sniper and AT cannon on base with 1 CP.





[B20] Skirmish 6 "Marberry Shore" Normal
4 turns

Similar to Chapter 11, except enemies have higher stats and you have access to better weapons. The ace is replaced by a generic shock. You can't kill the scout on turn 1 with a mortar anymore, its HP is too high.
Chapters 13-14, Reports 2-5 Walkthrough
[B21] Chapter 13 "The Clash at Naggiar"
3-4 turns

As you might expect, scouts play a heavy role in this mission. 3 turning this takes quite a bit of luck, so don't be afraid to go for a slower more reliable 4 turns if you don't care about turn counts that much.

Deployment:

West Team:

1 2
3X

1: Alicia
2: Scout
3: Sniper

East Team:

1 2
34

1: Melville - ZM Kar 3(g)
2: Scout
2: Rosie
3: Largo

Classes used: Scout, Lancer, Sniper
CP used: 28 CP/25 kills

Turn 1:
CP1-2: Move Sniper up the left ladder, snipe the first scout from behind LoS at ground level, then the 2nd scout from the top of the guard tower. Climb down and end in the trenches.
CP3-4: Move Alicia through the west path, kill the west shock in the ditch. Continue north and make the ace face SW, then move NE kill the shock next to the ladder.
CP5-6: Move Cherry through the west path, kill the shock at the start of the 2nd trenches. Continue up the ladder and grenade the ace.
CP7: Use Alicia to kill the ace.
CP8: Use Cherry to shoot the ragnite canister.

Turn 2:
CP1-2: Use Cherry to grenade the crouched shock leader on the west base, climb down the west ladder, then climb up the east ladder and kill it. Proceed east.
CP3-4: Move Alicia east, team attack the shock to the east, then proceed south to the guard tower and shoot the ragnite canister behind the east gatling. End near the mid base.
CP5: Use Cherry to kill the remaining shock in the west trench.
CP6: Snipe the far scout on the east side of the map.
CP7-8: Move Scout north through the east trench and kill the scout, then kill the westmost shock in the trench.
CP9-10: Move Melville north through the west trench and kill the shock next to the bunker, then the leader shock.
CP11: Deploy lancer at west base.

If you want to 4 turn it, deploy the lancer from the middle base on turn 3, then get up close to the radiator.

Turn 3:
CP1: Use Scout to kill the remaining east shock then move into the mid base making both shocks face SE.
CP2: Move Cherry into base, grenade both shocks.
CP3: Move Melville into base, proc trooper killer, kill both shocks, capture base.
CP4: Lance heavy tank. (can afford 1 miss)
CP5: Move Scout into base, kill east shock.
CP6: Move Alicia into base, kill east scout.
CP7: Move Melville into base, proc trooper killer, kill shock on base and west scout.
CP8: Move Alicia down ladder into trench, attack/kill shock in trench. (can shoot twice)
CP9: Kill remaining shock and capture. 2 CP spare




[A04] Report 4 "War Without Weapons"
3 turns

Deployment:

1 23
45 X
X 6

1: Alicia
2: Sniper
3: Scout #1
4: Rosie
5: Scout #2
6: Largo

Classes used: Scout, Lancer, Sniper, Shock, Shamrock
CP used: 21 CP/17 kills

Turn 1:
CP1-4: Move Shamrock north to destroy both md tanks.
CP5-6: Snipe the lancer and sniper standing around.
CP7-9: Kill the crouched shock and sniper near your base.

Turn 2:
CP1-2: Move Shamrock NE, run over the two crawling shocks, then mortar the crawling lancer.
CP3: Move Shock north, kill both shocks that the Shamrock ran over.
CP4-5: Move Alicia north, grenade the ace in the grass from above the hill, then get around behind and headshot. Continue to kill the mortared lancer. At this point you should have enough kills for the remaining enemy shocks to start retreating.

Turn 3:
Finish off all of the shocks that are now standing around trying to retreat north. Lots of CP to spare.





[B22] Chapter 14 "Loss Within Victory"
3 turns

This is a bit of a strange map where you need to kill a bunch of reinforcements before they get a chance to do anything. That means getting around behind tank radiators and such before they spawn, and lots of running around.

Improvements: Finished in 3 turns instead of 4. It's more difficult if you don't use a mortar support order on the enemy snipers, because hauling your own sniper onto the roof costs a lot more CP.

If you for some reason don't want to use the Shamrock's flamethrower, you will have to either use orders to kill the enemy snipers, or take 4 turns to finish.

Deployment:

X12
XX3

1: Scout
2: Marina
3: Yoko

Classes used: Scout, Lancer, Sniper, Shamrock
CP used: 33 CP/17 kills

Turn 1:
CP1-2: Move Largo forward, attack the gatling and ace from behind.
CP3: Move Scout forward, kill the ace from behind.
CP4: Move Largo forward.
CP5: Move Yoko forward, destroy a barricade and continue SE.
CP6-7: Move Shamrock north, flamethrow the gatling/AT, then move SE.
CP8-9: Move Sniper forward.

Turn 2:
CP1-3: Move Largo NE
CP4: Move Scout NE
CP5-6: Move Sniper NE
CP7: Move Yoko SE.

Turn 3:
CP1-4: Move Sniper NE, capture base, snipe one NW lancer, then climb the ladder and snipe both snipers.
CP5-12: Move Largo NW until he's almost behind the tank spawn point, then kill one infantry and then blow up the tank.
CP13: Kill two remaining NW enemies w/ scout.
CP14-15: Move Shamrock SE, flamethrow all 6 enemies in one attack.
CP16-17: Kill SE boss w/ Yoko.





[A02] Report 2 "Signs of Awakening"
Objective: Capture enemy Base Flag
2 turns

Deployment:

1
4
6 2
5
3

1: Largo
2: Rosie
3: Scout #1
4: Scout #2
5: Sniper

Classes used: Scout, Sniper, Shock, Lancer
CP used: 19 CP/20 kills

Turn 1:
CP1: Snipe the scout near your base, then retreat.
CP2: Move Rosie east, up the ladder, grenade the barricades.
CP3: Move Cherry east, up the ladder, kill the engineer.
CP4-5: Move Alicia around and attack the light tank, then kill both scout and engineer in one attack and head north.
CP6-7: Move Largo east and destroy the tank, then head west and climb the ladder.
CP8-9: Use Melville to kill both lancers near Edelweiss then move east to the ladder.

Turn 2:
CP1: Use Melville to grenade the west group.
CP2-4: Use Alicia and Melville to kill the lone crouched shock and east group using team attacks.
CP5-6: Use Alicia and Rosie to grenade then kill the south group.
CP7: Send Largo around to hit tank radiator.
CP8-10: Take out the four shocks in the base and capture.






[A03] Report 3 "What Lies Beyond Hate"
1 turn

Same as before, pick off some enemy scouts.




[A05] Report 5 "Flower of the Battlefield"
4 turns

Deployment:

12

1: Shock
2: Scout

Classes used: Scout, Shock, Lancer, Edelweiss
CP used: 24 CP/20 kills

Turn 1:
CP1-2: Hide the Edelweiss west of the tents.
CP3: Move Shock NW in grass.
CP4: Move Largo N in grass.
CP5-6: Move Rosie and Scout NE, grenade and kill lancer in grass, then hide in grass.

Turn 2:
CP1: Use Largo to destroy the md tank.
CP2-6: Move Shock NW, kill the shock, scout in grass, all 4 enemy shocks, and sniper in grass.

Turn 3:
CP1-2: Use Largo to destroy both tanks.
CP3: Use Rosie to kill both generic shocks.
CP4: Use Scout to kill the shock leader.
CP5-6: Use Rosie to kill both scouts.

Turn 4:
CP1-4: Kill both lancers crouched in grass.
CP5: Kill engineer.
CP6: Kill NE sniper.
Chapters 15A-16 Walkthrough
[B23] Skirmish 7 "Windmill Plaza" Normal
2 turns (have not completed this map yet)

Deployment:

123X
456X

1: Largo - Lancaar M3R
2: Nancy - ZM Kar 4(g)
3: Ted - Gallian-3R
4: Alicia - Gallian-3R
5: Rosie - ZM SG 4(g)
6: Sniper - GSR-3R

Classes used: Scout, Sniper, Lancer
CP used: 20 CP/20 kills

The ace tank is replaced with a md tank and the ace sniper is replaced with a generic sniper. You get 10CP instead of 12, so you only have 20 CP to finish in 2 turns instead of 24. With 4 less CP this scenario is more difficult to 2 turn than Ch 12.

Turn 1:
CP1: Snipe the east shock.
CP2-3: Move Alicia north, kill scout leader, then continue NE to kill the shock.
CP4: Move Ted north and kill sniper on roof.
CP5-6: Move Nancy north, proc Good Buddy, grenade sniper leader and shock, then continue north to kill sniper on mid base.
CP7: Move Ted north, kill sniper near mid base.
CP8-10: Use Largo to proc Veggies 2x and destroy md tank. End hidden in grass.

Turn 2:
CP1: Use Ted to kill the shock near south AT.
CP2: Use Alicia to kill south AT w/ team attack then move next to mid AT.
CP3: Use Ted to kill the sniper near south AT.
CP4: Use Alicia to kill sniper on west roof.
CP5: Use Nancy to destroy mid AT.
CP6: Use Ted to destroy shock/lancer leader sandbag.
CP7: Use Nancy to kill shock and lancer leader.
CP8-9: Kill both snipers on the windmill.
CP10: Kill sniper and AT at base w/ team attack and capture. Nancy should be able to kill the sniper without grenading the sandbags, and Alicia and Ted should be able to destroy the AT cannon with their support attack. 0 cp spare





[B24] Chapter 15a "Citadel Ghirlandaio, Fight for Ghirlandaio"
4 turns

Deployment:

West Team:

1
23
4

1: Alicia
2: Ted
3: Largo
4: Rosie

East Team:

1
XX
X

1: Nancy

Classes used: Scout, Lancer, Shamrock
CP Used: 48 CP/20 kills

Turn 1:
CP1-4: Move Shamrock north, get the shock killed by IF, then shoot gatling turret, then break the crouched lancers sandbag, then destroy the md tank.
CP5-6: Kill the west scout in grass w/ Alicia and Ted.
CP7: Move Nancy north, kill the lancer, capture the base and activate the first switch, then move west.
CP8-11: Move Ted/Nancy west then north, destroying the middle md tank.

Enemy reinforcement requests and mortars are random and can ruin a 4 turn attempt.

Turn 2:
CP1-3: Move Ted/Nancy east, destroy the north md tank using good buddy, then capture both north bases while killing the sniper leader along the way.
CP4-5: Move Shamrock SE, kill crouched scout.
CP6-7: Move Alicia east, attacking the ace tank from the guard tower then killing the shock in the trench. End crouched on the south end of the trench to attract the ace scout's attention.
CP8-12: Retreat Largo. Deploy Largo and Jann left side. Deploy two lancers right side.

Turn 3:
CP1-8: Take out left bunker. Take out right bunker.
CP9-10: Use Shamrock to kill ace scout. It is possible to knock the ace out of the grass and have it stand up facing away from the Shamrock for a behind headshot.
CP11: Use Nancy to kill ace tank w/ team attack.
CP12: Use Alicia to kill shock leader on mid base.
CP13: Use Nancy to kill heavy gatling w/ team attack, then hit the 2nd switch and capture the mid base.

Turn 4:
CP1-8: Take out mid left bunker. Take out mid right bunker.
CP9: Kill shock in trench.
CP10-11: Grenade and kill crouched shock leader, then hit the last switch.





[B25] Chapter 15b "Citadel Ghirlandaio, Selvaria's Last Stand"
3 turns

Deployment:

1357
2468

1: Lancer (3 turn only)
2: X
3: Alicia
4: Largo
5: Noce
6: Ted
7: Rosie
8: Nancy

Classes used: Scout, Shock, Lancer, Edelweiss
CP Used: 36 CP/21 kills

3 turn strat. See below for more reliable 4 turn strat.

Turn 1:
CP1-2: Fire smoke grenade on Selvaria.
CP3: Have Rosie kill crouched shock.
CP4-5: Have Lancer destroy heavy gatling, then move north and destroy heavy tank radiator.
CP6-7: Destroy md tank with Largo + veggies, hide him behind the wreckage.
CP8-12: Move Nancy and Ted up east path, kill shock on steps and sniper leader, then team attack the heavy gatling, activate the lift switch, capture SW base, then end out of LoS.

Turn 2:
CP1-2: Fire smoke grenade at Selvaria then head for east elevator.
CP3-7: Move Alicia and Noce up west path, kill shock on steps and sniper leader, then team attack the crouched shock (must do this in 2CP), activate the lift switch, grenade crouched lancer, then end out of LoS.
CP8-10: Continue Ted and Nancy along east path, kill sniper and team attack next heavy gatling. Hide out of LoS of heavy tank.

Turn 3:
CP1-2: Move Edelweiss through the east lift and fire smoke grenade at Selvaria.
CP3-5: Move Nancy north, capture NE flag, kill reinforcement shock, kill both snipers, and open both gates.
CP6-7: Move Edelweiss through east gate and destroy heavy tank.
CP8-9: Move Noce and Alicia north, killing the west lancer and scout along the way.
CP10-11: Move Alicia NE, kill the mid tank destroyer.
CP12-13: Move Noce NW, kill the west tank destroyer w/ Nancy.
CP14: Finish off Selvaria w/ Alicia + Noce team attack.

4 turn strat (more reliable)

Do not deploy the lancer in position 1.

Turn 1:
CP1-2: Fire smoke grenade on Selvaria.
CP3: Have Rosie kill crouched shock.
CP4-5: Send Shamrock NW to destroy heavy tank.
CP6-7: Destroy md tank with Largo + veggies, hide him behind the wreckage.
CP8-12: Move Nancy and Ted up east path, kill shock on steps and sniper leader, then team attack the heavy gatling, activate the lift switch, capture SW base, then end out of LoS.

Turn 2:
CP1-2: Fire smoke grenade at Selvaria then head for east elevator.
CP3: Send Largo to kill west heavy gatling.
CP4-9: Move Alicia and Noce up west path, kill shock on steps and sniper leader, then team attack the crouched shock (may use 3 CP for this), activate the lift switch, grenade crouched lancer, then end out of LoS.
CP10-12: Continue Ted and Nancy along east path, kill sniper and team attack next heavy gatling. Hide out of LoS of heavy tank.

Turn 3:
CP1-2: Move Edelweiss through the east lift and fire smoke grenade at Selvaria.
CP3-5: Move Nancy north, capture NE flag, shoot at reinforcement shock, grenade/kill the snipers, and open both gates.
CP6: Kill reinforcement shock with Ted.
CP7: Deploy lancer at NE base.
CP8-9: Move Noce and Alicia north, killing the west lancer and scout along the way.
CP10-11: Move Alicia NE, kill the tank destroyer.
CP12: Move Noce NE, capture base/finish off any snipers.

Selvaria will run to the NW or NE corner during 3EP. She won't fire on anyone unless they IF her, so face your units in her path against walls so they don't fire on her and take a counterattack.

Turn 4:
CP1: Destroy heavy tank w/ lancer.
CP2-3: Destroy tank destroyer.
CP4: Finish Selvaria with a team attack. Use smoke if needed. You have lots of CP remaining for any enemies left.





[B26] Chapter 16 "The Maiden's Shield"
8 turns
No video

The objective of this mission is to cause landslides to block off the path towards the capital. Hit the 2 Ragnite canisters by the Old Kloden Road gates. This should divert the Marmosa southeast into the Garrison. Next, hit the 2 ragnite canisters at the SE end of the map on Kloden Highway. This should divert the Marmosa south into the trap. Those are the only 4 you need to hit, don't hit any others or you'll just slow it down and miss the A rank.

Turn 1:
CP1-2: Move Shamrock over the Edelweiss's radiator.
CP3-4: Have Edelweiss fire a smoke grenade on the Marmosa, turn 180 to face the Marmoda, and move south backwards. Note - it is possible to time it so the enemy doesn't get off any IF, so you don't really need to use the Shamrock.
CP5-6: Move Shamrock south while facing the Marmosa.
CP7-8: Move Alicia south, kill lancer.

Turn 2 onward: Keep driving backwards while killing everything with Alicia and hitting the 4 ragnite targets. Very easy stage.
Chapter 17 Walkthrough
[B27] Skirmish 8 "Naggiar Plain" Normal
3 turns (have not completed this map yet)

There's no more aerial bombardment, you get your tanks at the start of the mission, the ace has been removed, some leader positions have been swapped, the shock near the east bunker is now crouched, and there are two Tank Destroyers added mid field. Despite having both tanks at the start, you still only get 10 CP. There are 26 enemies to kill, not counting any reinforcements, which I'm pretty sure is the highest of any VC map.

You save 2 CP by not having to kill the ace, but the two tank destroyers and newly crouched shock more than make up for it. I finished this with a scant 1 CP instead of 2 CP like on Chapter 13.

Deployment:

West Team:

1 2
3X

1: Alicia
2: Scout
3: Sniper

East Team:

1 2
34

1: Melville - ZM Kar 3(g)
2: Nancy
2: Rosie
3: Largo

Classes used: Sniper, Scout, Lancer
CP Used: 29 CP/26 kills

Turn 1:
CP1-2: Move Sniper up the left ladder, snipe the first scout from behind LoS at ground level, then the 2nd scout from the top of the guard tower. Climb down and end in the trenches.
CP3: Move Cherry through the west path, kill the west shock in the ditch, then end near the west Tank Destroyer's radiator.
CP4: Move Alicia through the west path, destroy the Tank Destroyer w/ team attack, then proceed N.
CP5: Move Cherry NE, kill the shock at the start of the 2nd trench.
CP6-7: Move Alicia NE, kill the shock near the ladder, then climb the ladder and shoot the ragnite canister.

Turn 2:
CP1: Use Cherry to grenade the crouched shock leader on the west base, climb down the west ladder, then proceed east.
CP2: Move Alicia up the east ladder, kill the shock, then proceed east.
CP3-4: Move Alicia east, team attack the shock to the east, then proceed south to the guard tower and shoot the ragnite canister behind the east gatling. End near the mid base.
CP5: Use Cherry to kill the remaining shock in the west trench then proceed east.
CP6: Snipe the far scout on the east side of the map.
CP7: Move Scout north through the east trench and kill the scout, then move west near the Tank Destroyer radiator.
CP8: Move Melville north, destroy the Tank Destroyer w/ team attack, then proceed N.
CP9: Move Nancy N, kill the east shock.
CP10: Move Melville N, grenade the shock on the east base.
CP11: Move Nancy N, kill the shock on east base.
CP12: Use Melville to kill the west shock.
CP13: Deploy lancer at west base.

Turn 3:
CP1: Use Nancy to kill the remaining east shock then move into the mid base making both shocks face SE.
CP2: Move Cherry into base, grenade both shocks.
CP3: Move Melville into base, proc trooper killer, kill both shocks, capture base.
CP4: Lance heavy tank. (can afford 1 miss)
CP5: Move Scout into base, kill east shock.
CP6: Move Alicia into base, kill east scout.
CP7: Move Melville into base, proc trooper killer, kill shock on base and west scout.
CP8: Move Alicia down ladder into trench, attack/kill shock in trench.
CP9: Kill remaining shock and capture. 1 CP spare





[B28] Chapter 17 "The Bridge to Hope"
4 turns

Deployment:

NE Team:

1
2

1: Yoko
2: Largo

W Team:

12

1: Nancy - ZM Kar 5(g)
2: Ted - ZM Kar 4(g)

SE Team:

1 2
34

1: Alicia
2: Jann
3: Rosie
4: Sniper

Classes used: Scout, Lancer, Sniper, Edelweiss
CP Used: 39 CP/21 kills

Turn 1:
CP1: Snipe SW base scout.
CP2: Move Ted NW, kill shock on mid base, then move into crouched scout's attack range while ending before it IFs.
CP3: Move Nancy NW, kill crouched scout using team attack (good buddy not necessary), proceed to SW base.
CP4: Move Ted to SW base, grenade sandbags near the N crouched shock on the SW base, then end near the ace.
CP5: Move Nancy to SW base, proc good buddy and kill ace w/ team attack, then end near north building facing SW base.
CP6: Have Ted kill N shock on SW base, then move next to Nancy.
CP7: Move Alicia W, kill SE shock in between buildings, then end near SW base out of LoS.
CP8-9: Back Edelweiss out of LoS behind the buildings while nudging Yoko out of enemy LoS. You can make a lucky shot on the AT Cannon on the NE roof if you want, but it's not necessary.

Deployments and smoke grenades are random. For this run it's ideal if two reinforcements are on the SW base and one is on the middle or NE bases. It doesn't matter what smoke he fires.

Turn 2:
CP1-2: Use Alicia to grenade and kill the shock on SW base, then capture.
CP3: Deploy Lancer at SW base.
CP4: Move Nancy NW, fire at NW tank's radiator.
CP5: Move Ted NW, fire at NW tank's radiator.
CP6: Use Nancy to proc good buddy then team attack NW tank's radiator and destroy it.
CP7: Use Ted to grenade shock from the corner wall fragment on the NW base, end out of LoS.
CP8-9: Use Nancy to grenade the shock while breaking the lancer's sandbags, then kill the lancer, capture base, and end out of LoS next to Ted.

If you have captured 2 or more enemy bases by 2EP, Jaeger will retreat west instead of advancing east. This is bad if you're trying to 4 turn it. Once Jaeger moves east on 2EP, he'll keep moving east even if you cap all the bases on turn 3.

Turn 3:
CP1: Use Lancer to destroy S heavy tank.
CP2: Move Yoko NW, attack boss. In the video I fired on the AT cannon but later I thought it'd be more reliable to attack the boss and kill the AT cannon on turn 4.
CP3: Move Alicia N, grenade crouched sniper, then capture mid base and end out of LoS.
CP4: Use Ted to capture NW base, move east and kill shock reinforcement, then around behind the NE building and up the ladder.
CP5: Move Nancy up NE building rear ladder, double kill the lancer and sniper, then end near the AT on the roof.
CP6: Move Ted NE, destroy AT on roof w/ team attack. If you destroyed it with a lucky Edelweiss hit on turn 1, skip this.
CP7: Move Yoko NW, destroy heavy tank.
CP8-10: Kill both shocks on NE base, capture, retreat or hide out of LoS.
CP11: Have Yoko attack boss, and then hide or retreat.
CP12: Deploy Lancer

Turn 4:
CP1-9: Destroy boss using your lancers. Might be able to save some CP using an Engineer to resupply Largo/Jann.
Chapters 18A-18B Walkthrough
[B29] Chapter 18a "Shadow of the Valkyrur, Marmota's End"
4 turns

Some ladder climbing and other repetitive things have been edited out of the video. This was a first attempt, could definitely go back and improve some things, mainly on turns 3-4. Finishing in 3 turns seems theoretically possible, but I haven't tried it.

Deployment:

1
2 3
4 5 6
7 8

1: Rosie
2: Largo
3: Engineer
4: Jann
5: Lancer #1
6: Lancer #2
7: Sniper
8: Alicia

The most immediate threats on turn 1 are the gatling turrets, AT cannons, and nearby lancers. A smoke grenade can provide cover for your lancers to get up close and take out the turrets and cannons, while Alicia and a sniper can take care of the infantry threats. The sniper and lancer inside the hatch are threats, but you can safely LoS or outrange them with good positioning.

Classes used: Scout, Lancer, Sniper, Engineer, Shock, Edelweiss, Shamrock
CP Used: 39 CP/22 kills

Turn 1:
CP1-2: Use Edelweiss to fire smoke grenade in front of the turrets, while also covering your 3 frontmost deployments.
CP3-4: Use Lancer #1 to kill the west and middle gatling turrets, end hiding in the corner near the damaged plating.
CP5: Use Sniper to kill the SW lancer then retreat.
CP6: Use Alicia to kill the NE lancer then exit and re-enter smoke to recloak.
CP7-8: Fire on the two 2500 HP cannons with Jann and Lancer #2, end hiding in the corner near the damaged plating.
CP9-10: Use Largo to proc Veggies on a ladder then destroy both 2500 HP cannons, end near the other lancers.

On turn 2 you mainly want to clean up the infantry on the west side of the map while breaking the damaged plating and moving onto the Marmota's upper deck.

Turn 2:
CP1: Destroy east gatling turret.
CP2: Destroy damaged plating.
CP3-4: Use the Shamrock to kill the 3 shocks (flamethrower not necessary). Would use Rosie if she had better deployment/weapon.
CP5-6: Use Alicia to double kill the sniper and lancer, then make the shock on the ramp face south and kill it.
CP7: Move Engineer to the upper deck then kill the other shock.
CP8-10: Move your lancers up and start attacking the 3200 HP cannons.

Shock reinforcement from the SW corner.

Turn 3 is a mix of attacking the Marmota and preparing for the annoying sniper and lancer reinforcement. Your lancers on the Marmota upper deck are vulnerable to sniper fire, there's pretty much nowhere to hide up there unless you fire a smoke grenade. It might be possible to IF the sniper before it can shoot, but I didn't have much luck.

Turn 3:
CP1: Move Rosie out of LoS if needed.
CP2-3: Destroy the 3200 HP cannons.
CP4-5: Destroy both heatsinks.
CP6-8: Attack the Valkof lance.
CP9-10: Fire smoke grenade on upper deck to hide from incoming reinforcements. Could try to IF the sniper reinforcement before it can fire but I didn't have much luck.

Sniper reinforcement from the SW corner, and lancer reinforcement from the Marmota's rear hatch. Everyone should be hiding or in smoke cover.

Turn 4 is pretty simple, just clean up any remaining infantry and destroy the Valkof lance.

Turn 4:
CP1-2: Kill any remaining infantry.
CP4-10: Finish off the Valkof lance.





[B30] Chapter 18b "Shadow of the Valkyrur, Final Showdown"
2 turns

Deployment:
Alicia, Largo, Rosie, Shock(s), Lancer(s), Sniper(s)

The towers that activate are random, these are general strategies.

Classes used: Scout, Lancer, Shock, Sniper, Edelweiss

Turn 1:
CP1: Snipe far tower(s).
CP2-3: Drop smoke in front of Maximilian, but not on top of him. Use Edelweiss to block tower guns if needed.
CP4-5: Use lancers to destroy two other towers.
CP5+: Use a shock to fire at Max from inside the smoke, then exit and recloak before ending turn. Use potential procs to increase damage if needed.

After taking some damage Max will teleport to the back of the map. On enemy phase he should walk forward with nothing to target and end close to where he started on turn 1.

Turn 2:
Repeat the same steps. Just keep aiming at Max from inside smoke with a shock. Use potential procs to increase damage if needed.




[B31] Skirmish 9 "East Bank of Vasel" Normal
3 turns (have not completed this map yet)

The objective is now to capture a base at the west end of the map, the A Rank requirement is 3 turns, and you only get 8 CP instead of 10. The ace is gone, there's a leader shock on the west base, and the boss tank has been replaced with a regular heavy tank. Obviously no free smoke grenades from the boss, either.

You only get 24 CP to clear 20 enemies in 3 turns, including 4 heavy tanks and 8 crouched infantry. I decided to switch things up and take the NE base first instead of the SW.

Deployment:

NE Team:

1
2

1: Audrey - Theimer M20R
2: Nancy - ZM Kar 5(g)

W Team:

12

1: Salinas - Mags M30R
2: Ted - ZM Kar 4(g)

SE Team:

1 2
34

1: Musaad - Gallian-S20R
2: Largo
3: Alicia - Gallian-S20R
4: Rosie

Classes Used: Lancer, Scout, Shock


Turn 1:
CP1-2: Move Yoko NW, destroy AT on mid base and heavy tank.
CP3: Move Nancy NW and double kill lancer and sniper on NE roof.
CP4: Move Ted NW, destroy AT on roof w/ Nancy. End below ladder.
CP5-6: Have Nancy proc Good Buddy and kill both shocks w/ Ted.
CP7: Move Salinas W, kill SE shock.

You can't afford any enemy reinforcements arriving on NW base.

Turn 2:
CP1: Move Alicia W, kill scout on SW base.
CP2: Use Nancy to cap NE base, move SW, then kill shock on mid base.
CP3: Move Ted SW, kill scout on mid base, capture, continue SW.
CP4: Move Nancy SW, proc Good Buddy, kill N shock on SW base w/ Ted. Make S shock on SW base face NW.
CP5: Move Salinas SW, kill S shock on SW base w/ Nancy, cap SW base.
CP6: Destroy SW tank w/ Salinas Tank Lover.

Turn 3:
CP1-3: Destroy W tank.
CP4-6: Destroy NW tank.
CP7-9: Kill lancer, shock, and sniper on NW base. Assuming Sniper doesn't leave its crouched position next to the shock.
CP10-11: Kill shock on W base, capture.
Hard Skirmish 1-3 Walkthrough
[C01] Skirmish 1 "Outskirts of Bruhl" Hard
2 turns

This is a tricky mission for a no upgrade/no damage/all kills run. Even the OP shamrock flamethrower can't one shot enemies anymore w/o upgrades (shocks are left with 8 HP). No more ultimate damage lancers, either. Lots of tank maneuvers in this mission.

I don't think I can 1 turn this without taking damage. Instead I'm going for a 2 turn w/o the Shamrock flamethrower to make things more interesting/skillful. I'll avoid using flamethrower unless absolutely necessary for turncount, such as Ch 14. I did equip the Shamrock with a gatling turret.

The gatling isn't necessary to complete this scenario, using the Shamrock's cannon is fine.

Deployment:

56
X4
3X
2
1

1: Rosie - Mags M30R
2: Alicia - Gallian-S20R
3: Largo - Theimer M20R
4: Audrey - Theimer M20R
5: Knute - ZM Kar 5(g)
6: Susie - Gallian-S20R
Shamrock: Gatling equipped

Classes used: Scout, Shock, Lancer, Engineer, Edelweiss, Shamrock
CP Used: 17 CP/18 kills

Turn 1:
CP1-2: Select Edelweiss, immediately turn right to avoid radiator damage, then fire a smoke grenade on the tree near the bridge. Shove Dallas SE, then back into the smoke.
CP3-4: Move Shamrock forward, get shocks/lancers killed with IF, kill the crouched sniper w/ gatling, then hide back in smoke facing the bridge.
CP5: Use Knute to grenade W crouched sniper leader, disarm mines along the way.
CP6-7: Use Susie to proc Good Buddy w/ Knute and destroy the two W tanks.
CP8: Use Rosie to destroy the S heavy gatling, recloak.

Turn 2:
CP1-2: Move Shamrock onto the bridge, get as many enemies killed by IF as possible, and cover up mines. You can get the gatling turret and all 3 shocks killed by IF and mine explosions if needed, although it will take a while.

Theoretically you can kill 6 enemies with the Shamrock's 2CP - leave both gatlings alive, get them killed by IF, get the 3 shocks on the bridge killed by IF and running over mines, then kill the shock on base. It's not necessary though since you have plenty of CP to kill the shocks with Rosie.

CP3-6: Use Largo and Lancer to destroy the two E tanks. Proc Veggies twice.
CP7-10: Use Rosie to kill any remaining shocks/crouched sniper and capture.


1 turn no upgrade/all kills w/ damage taken:

Even while taking damage, it's more difficult without Ult. Damage lancers and upgraded tank weapons.

CP1-2: Use the Shamrock to get as many enemies killed by IF as possible.
CP3: Use Knute to grenade W crouched sniper leader, disarm mines along the way.
CP4-5: Use Susie to proc Good Buddy w/ Knute and destroy the two W tanks.
CP6-7: Use Largo to proc Veggies to one shot the two E tanks. He must proc both at the same time to one shot the tanks.
CP8: Use Rosie to kill shock on main base.
CP9: Use Rosie to kill E crouched sniper, capture.




[C02] Skirmish 2 "Vasel Riverside" Hard
2 turns

The Shamrock gets to rampage through the streets while making use of its gatling gun. The gatling tends to be ignored on upgrade runs, but it's pretty useful on a no upgrade run once the flamethrower can no longer one shot infantry.

To 2 turn this skirmish took some interesting tank maneuvers. 6 total enemies were killed by enemy IF.

The gatling isn't necessary to 2 turn this scenario, but it's more reliable at destroying turrets than the cannon.

Deployment:

1 2 3
4
X X
56

1: Alicia - Gallian-S20R
2: Ted - Gallian-S20R
3: Nancy - Gallian-S20R
4: Musaad
5: Largo
6: Rosie
Shamrock: Gatling equipped

Classes used: Scout, Shamrock
CP Used: 17 CP/20 kills

Turn 1:
CP1-2: Move Shamrock N, get west shock killed by IF, then kill east shock. Continue N on east side of ramp.
CP3: Move Ted N, kill shock in corner.
CP4-5: Move Shamrock N, knock standing shock close to sniper, then get both lancers killed by gatling IF, then destroy AT cannon.
CP6-7: Move Shamrock W, get crouched shock killed by gatling IF, then destroy gatling.
CP8: Move Nancy N, double kill sniper and shock, end on NE base.

Enemy reinforcements always seem to be 3x at NE base.

Enemy shock near crates should move east and get stopped by Shamrock IF - seems to be triggered by one of your units standing on NE base.

Turn 2:
CP1-2: Move Shamrock W, get crouched leader shock and injured shock killed by gatling IF, then destroy gatling, break crouched shock leader sandbag, then proceed S. You can attempt to double kill the gatling/crouched shock or push the crouched shock into gatling fire range if needed.
CP3-4: Move Shamrock S, double kill crouched lancer and sniper.
CP5: Use Ted to kill sniper on roof, move into west library passage.
CP6: Use Nancy to kill NW shock, move near Ted.
CP7: Use Nancy to proc Good Buddy and kill west gatling, then move next to AT on base.
CP8: Move Ted onto base and team attack kill AT on base, then move next to east gatling.
CP9: Use Nancy to destroy east gatling then capture. 1 CP spare



[C03] Skirmish 3 "Kloden Wildwood" Hard
3 turns

Back in Kloden with lots of AT cannons pointed at your tanks, and lots of gatlings facing your scouts. Kloden Wildwood's multiple paths are pretty much made for scouts to run around in. So it's no surprise that I use pretty much only scouts, although Rosie and the Edelweiss both get to do something.

Deployment:

4
15
26
37
8

1: Ted - ZM Kar 5(g)
2: Nancy - Gallian-S20R
3: Largo
4: Rosie - Mags-M30R
5: Shock - Mags-M30R
6: Scout - Gallian-S20R
7: Alicia - Gallian-S20R
8: Cherry - Gallian-S20R

Classes used: Scout, Edelweiss
CP Used: 24 CP/19 kills

Turn 1:
CP1-2: Move Edelweiss and break the sandbags near the side gate, then move next to Shamrock and fire smoke to cover both tanks.
CP3: Move Ted W, kill shock, continue W.
CP4: Move Nancy W, kill gatling w/ Good Buddy.
CP5: Use Nancy to destroy W tank destroyer w/ Good Buddy.
CP6: Move Ted forward, destroy next tank destroyer w/ team attack, then move next to engineer while facing the remaining tank's radiator.
CP7: Move Nancy forward, proc Good Buddy, then destroy last tank destroyer and kill engineer w/ team attack.
CP8: Move Alicia south along path and attack AT on hill.
CP9: Move Cherry south along path and destroy AT on hill.

Shock by W gate moves W. Lancer in base moves next to broken sandbags near side gate.

Turn 2:
CP1-2: Move Alicia through base, kill shock in base, continue east and grenade lumber pile, then move uphill and end near AT cannons.
CP3-6: Move Cherry through base, kill lancer, then continue uphill and destroy the AT cannons w/ team attacks.
CP7: Use Alicia to destroy east gatling in base.

Shock should get itself killed moving W towards your base.

Turn 3:
CP1-4: Move Cherry downhill, destroy both gatlings.
CP5-6: Grenade and kill crouched shock.
CP7-8: Move Alicia west, kill both gatlings, then capture. 3 CP spare
Hard Skirmish 4-5 Walkthrough
[C04] Skirmish 4 "Barious Desert" Hard
3 turns

Holy tanks, there's a lot of em on this map. As usual for this skirmish there's no sandstorm and few places to hide. I think my original strat for this skirmish is a bit neater. In that one I used lancers, an engineer, a sniper, and a scout. In this one it's just the shamrock and the ever reliable 3 scout trio of Alicia, Ted, and Nancy. It's an effective but repetitive strat.

If I wasn't using as many scouts I'd use Largo/Jann/Audrey with damage bonuses to take the tanks out faster, plus an engineer to resupply. That would likely take 4+ turns but might be more interesting than yet another scout rush.

Deployment:

West:

X 1
2
X 3
4

1: Rosie
2: Alicia - Gallian-S20R
3: Scout - Gallian-S20R
4: Largo

East:

5: Ted - Gallian-S20R
6: Nancy - Gallian-S20R

Classes used: Scout, Shamrock
CP Used: 22 CP/20 kills

Turn 1:
CP1-2: Move Shamrock forward (watch out for scout IF), knock shock out of the way, destroy west light tank, then get the nearby light tank killed by IF.
CP3: Use Ted to kill W scout, move east behind E light tank.
CP4: Move Nancy E and destroy E tank.
CP5: Move Nancy W, kill scout leader, end behind middle light tank.
CP6: Move Ted W, destroy middle light tank, end near N light tank.
CP7: Move Nancy W, destroy N light tank, end out of LoS.
CP8: Move Ted W, kill lancer leader, end out of LoS.

You should be out of LoS of enemy sniper. Enemy shock near your base should move S and die to IF.

Turn 2:
CP1: Move Ted N, attack nearby tank destroyer, continue N along east side of map.
CP2: Move Nancy N, destroy nearby tank destroyer, continue N along east side of map.
CP3-4: Move Alicia N, kill sniper and shock leader, capture mid base and end out of LoS.
CP5: Move Nancy N, attack S light tank and continue N.
CP6: Move Ted N, team attack destroy middle light tank.
CP7: Move Nancy N, team attack destory light tank next to the heavy tank, end facing heavy tank from behind the debris wall.
CP8: Move Ted N, team attack heavy tank, hide out of LoS.

I assume the tanks to the north aren't scripted to move until a later turn. They don't seem too interested in Ted or Nancy even if they're spotted.

Turn 3:
CP1: Use Nancy to proc Good Buddy, destroy heavy tank, continue W near N light tank.
CP2: Move Ted W, kill shock leader on base, end near Nancy.
CP3: Use Nancy to proc Good Buddy, destroy N light tank.
CP4-6: Move Alicia N, destroy S light tank, continue N, then team attack the two remaining destroyers w/ Ted and Nancy, then capture. 2 CP spare



[C05] Skirmish 5 "Upper Fouzen" Hard
3 turns

This level has a lot of enemy phase movement, most or all of your units are separated, and enemies are scattered all over the map. One of the more unique hard mode skirmishes, although in practice there isn't much room for creativity. First priority is obviously the 4 lancers surrounding the Edelweiss and Shamrock, then the lone enemy sniper (should have been more of these), then the tanks, then mopping up the relatively harmless infantry.

On the other hand, the mixed up positioning gives me some opportunity to use a few close range shocks instead of tons of scouts running around. I was thinking about driving the Shamrock into enemy HQ and roasting everything with the flamethrower. lol

Got a chance to deploy a new scout, Aika.

Deployment:

1 2 3
X
4
5 67

1: Aika - Gallian-S20R
2: Largo
3: Alicia - Gallian-S20R
4: Nancy - ZM Kar 5(g)
5: Yoko - Theimer M20R
6: Rosie - Mags-M30R
7: Ted - Gallian-S20R

Classes used: Scout, Shock, Lancer, Edelweiss, Shamrock
CP used: 23 CP/21 kills

Turn 1:
CP1: Move Yoko through Trolley Line C, activate the west elevator, destroy E heavy tank, then hide out of LoS.
CP2: Move Aika S through the west elevator, kill the sniper leader, then hide out of LoS.
CP3-4: Use Edelweiss to back up over the lancer in grass, then move forward and mortar the crouched lancer and shock.
CP5-6: Move Rosie up the east base elevator to kill the lancer that was knocked out of the grass, then move west and kill the lancer.
CP7-8: Use Shamrock gatling to kill W lancer, get S lancer killed by scout IF, then move north.

A ton of enemy activity this phase. More than just about any other scenario in the game.

Shock on Bridge 01 should move east and get killed by Edelweiss/Rosie IF.
Scout near your base should move north and die to Shamrock/Alicia IF.
Shock near your base should move north and stop due to Alicia IF.
Shock and scout in middle should bunch up by north base elevator.
W heavy tank moves uphill SW.
Bridge 02 heavy tank moves E.
Shock on small bridge moves S next to the west stop of Trolley Line D.

Turn 2:
CP1: Use Aika to proc Good Buddy and grenade crouched scout from above.
CP2-3: Use Yoko to take the elevator down and destroy both remaining heavy tanks. You can spare 1 miss.
CP4: Use Ted to kill shock by Trolley Line D.
CP5: Use Nancy to double kill shock/scout by north base elevator.
CP6: Use Alicia to kill shock by allied main base and continue S.

A random enemy reinforcement (a scout or shock) automatically arrives from enemy base and moves E across Bridge 02. If you get an enemy scout reinforcement it will attack Ted/Nancy unless they are hidden.

Turn 3:
CP1-2: Fire smoke on gatlings facing Bridge 02.
CP3: Kill reinforcement scout/shock, continue W.
CP4-5: Grenade/kill scout leader.
CP6-8: Destroy the heavy gatlings.
CP9: Grenade/kill remaining shock and capture. 1CP spare
Hard Skirmish 6-8 Walkthrough
[C06] Skirmish 6 "Marberry Shore" Hard
4 turns

Deployment:

No initial deployment.

Alicia - ZM Kar 5(g)
Rosie - Mags-M30R
Largo - Theimer M20R
Yoko - Theimer M20R

Classes used: Scout, Shock, Lancer, Edelweiss
CP used: 32 CP/20 kills

This is easily the most difficult starting position of any hard mode skirmish - Rosie, Largo, and Alicia are surrounded and nearly any movement guarantees they'll be fired on. Turn 1 is obviously the most interesting, but turns 2-4 aren't exactly slouches. Still managed to clear in 4 turns despite having 8 CP instead of the 12 CP you get in Chapter 11.

Turn 1:
CP1-4: Move Edelweiss forward, drop smoke grenade on Rosie and Largo. Back off slightly and face west. The smoke grenade should be at least dropped close enough that Rosie and Largo can move into the smoke without taking IF from the gatling bunkers.

On enemy phase, the shock next to the Edelweiss should try to move NW. Edelweiss should be facing west so that it doesn't IF the shock until it's moved too far N for it to throw a grenade in response.

It's important that you maximize the Edelweiss' movement, otherwise your smoke grenade won't be close enough for Rosie/Largo, or the shock will throw a grenade at the Edelweiss.

CP5: Move Rosie E through trench (hug wall to avoid gatling IF), kill sniper.
CP6-7: Use Rosie to kill shock facing Alicia, then destroy the gatling facing Alicia from around the corner.
CP8: Move Largo S through smoke, avoid mines, kill scout through smoke, recloak.

Turn 2:
CP1-4: Move Edelweiss NW, get 2 shocks killed by IF, throw smoke on north base and mortar west gatling bunker. It is possible to get the shock next to the crates killed by IF, but you will be waiting a long time.
CP5: Use Alicia to destroy east gatling bunker, end near shock leader on north base.
CP6: Move Rosie N, kill shock near Largo.
CP7: Move Rosie W, destroy tank destroyer.
CP8: Move Rosie N, kill shock leader on north base w/ team attack.

Enemy deployments are random.

Turn 3:
CP1-2: Use Largo to destroy tank destroyer, then capture E base.
CP3: Use Rosie to double kill shock and gatling turret, then capture N base.
CP4-5: Fire smoke at W guns.
CP6-7: Move Alicia S, kill shock on W base (you can get a closer shot from the side of the hill, ignore vid), capture W base, move into main base and grenade W barricades.
CP8: Deploy Yoko. Not Audrey as in the vid lol.

Just like Chapter 11, moving an allied unit into the enemy base causes the AI to move its units into a vulnerable position. If you have no units in the base the enemy won't budge.

Turn 4:
CP1-2: Fire smoke at W guns.
CP3-5: Move Yoko forward, fire at tank destroyer, then kill shock facing Alicia, then continue around the corner to destroy the heavy tank.
CP6: Use Alicia to finish off the tank destroyer.
CP7: Use Alicia to grenade the two remaining shocks. End before fired upon.
CP8: Use Alicia to double kill the shocks. There is a very small time window where you can reliably get into aim mode before any enemies can IF. You must do this to aim at the shocks before they can IF. Alicia should have ZM Kar 5(g) to kill the shocks easier, not Gallian-S20R as in the video. Capture afterward.

Going into aim mode before enemies can IF is a last resort tactic that I've been trying to avoid, but I really wanted to use it here to get the 4 turn.

Looking back, I might want to try capturing the west base on turn 2 and deploy Yoko a turn earlier, so I don't need to waste a 2nd smoke on turn 4.





[C07] Skirmish 7 "Windmill Plaza" Hard
3 turns

There's nothing remarkable about this stage, it's a pretty standard scout rush. Not a big surprise this level is one of the most easily ignorable of any hard mode skirmish.

I think it might be fun to revisit some stages without using scouts and see how they change. Dang scouts are just too good. Engineers are a decent scout replacement, although their run speed is slower. Sniper only run? lol

Deployment:

6 X X
1 2 3
4 5

1: Largo - Theimer M20R
2: Rosie - Mags-M30R
3: Ted - Gallian-S20R
4: Nancy - Gallian-S20R
5: Alicia - ZM Kar 5(g)
6: Scout - Gallian-S20R

Classes used: Scout, Shock, Edelweiss
CP used:

Turn 1:
CP1-2: Fire smoke in front of main base.
CP3: Move Alicia SE, kill shock on roof.
CP4: Move Nancy SE, kill sniper leader on guard tower.
CP5: Move Ted SE, kill sniper on roof near allied base.
CP6: Move Nancy S, double kill snipers on E base, hide in grass behind house facing heavy tank.
CP7: Move Alicia S, kill shock on roof, hide in grass behind house facing heavy tank.

Turn 2:
CP1: Move Ted S, kill sniper on W base, continue S into grass.
CP2-3: Use Nancy to proc GB and destroy both gatling turrets, end behind heavy tank.
CP4: Use Ted to kill sniper leader on enemy base.
CP5: Use Alicia to double kill sniper and lancer behind heavy tank.
CP6: Use Nancy to destroy heavy tank w/ team attack.
CP7: Use Scout to kill east sniper.

Turn 3 is mostly a clean up turn. Sorry for the quick and dirty run.

Turn 3:
CP1: Use Rosie to destroy gatling turret. Should have got Rosie closer to help kill the crouched shock w/ team attack.
CP2-3: Grenade/double kill shocks, end near shock on W base.
CP4: Kill shock on W base.
CP5+: Kill shock on roof then capture. DODGE!




[C08] Skirmish 8 "Naggiar Plain" Hard
4 turns

Deployment:

12345
67X

1: Ted
2: Nancy
3: Alicia
4: Sniper
5: Lancer
6: Rosie
7: Largo

Most of the alternate routes have been barricaded off, making it one big run through the trenches.
This is yet another map that scouts do really well in, along with a bit of sniper/lancer support. It seems like a lot of maps are so large they're basically designed for scouts and engineers to move through, as the other classes are really slow in comparison.

I'm not putting much effort into this stage as pretty much nobody gives a crap about it. In any case, the one highlight is Largo one shotting a tank destroyer from the front by stacking Loyal Teammate and Veggies.

Classes used: Scout, Sniper, Lancer
CP used: 24 CP/20 kills

Turn 1:
CP1: Use Largo, proc Loyal Teammate + Veggies on ladder, destroy tank destroyer.
CP2: Attack S gatling.
CP3: Destroy S gatling.
CP4: Kill scout in trench by west base ladder.
CP5: Destroy gatling near west base w/ team attack.
CP6: Snipe shock by E base.

Reinforcements are random. You should probably avoid all reinforcements if you want to 4 turn.

Turn 2:
CP1: Hit ragnite canister by cannon bunker, capture west base.
CP2: Kill scout by mid base from above.
CP3: Kill gatling by W base w/ team attack.
CP4: Proc GB, destroy gatling on mid base.
CP5-6: Grenade/kill scout around corner on mid base, capture mid base.

Turn 3:
CP1: Destroy heavy tank.
CP2: Kill scout east of mid base.
CP3-4: Destroy gatling east of mid base. I can't figure out any way to kill this gatling without doing the aim mode before IF trick.
CP5: Proc GB, destroy east gatling 2, capture east base.
CP6: Kill scout west of east base.

Turn 4:
CP1: Kill remaining scout.
CP2: Destroy east gatling w/ team attack.
CP3: Destroy gatling turret on main base.
CP4-5: Grenade/kill shock on main base.
CP6: Destroy remaining gatling w/ team attack, capture. Another episode of Nancy and Ted's excellent adventures.
Hard Skirmish 9, Hard EX Skirmish 1 Walkthrough
[C09] Skirmish 9 "East Bank of Vasel" Hard
2 turns

This is technically the last skirmish you can use tanks, so it's fitting that they play a major role in this battle. No tanks in ex-hard, and only limited tank control in other DLC maps.

As I was developing the strat for this skirmish, I had plans for a lancer and sniper. Unfortunately they didn't work out for a 2 turn strat. The combination of scout mobility + damage, especially on maps like this where you need to walk a great distance to hit a target, is too good.

I was messing around with the Shamrock gatling at first, but the east base was a pain due to the snipers in the tower. Ended up going with the mortar to shake the buggers out. The flamethrower would probably do well at killing most/all enemies on the east base for 4 CP. But since the flamethrower is not necessary for 2 turns I won't be using it.

I was aiming for 2 turns from the start and managed it, but it wasn't particularly easy. Especially moving the Shamrock around on turn 2.

Deployment:

X
X
1 X
X
2 X
3 4
5

1: Alicia - ZM Kar 5(g)
2: Rosie
3: Cherry - Gallian-S20R
4: Largo
5: Nancy - Gallian-S20R

Classes used: Scout, Edelweiss, Shamrock
CP used: 18 CP/20 kills

Turn 1:
CP1-2: Move Shamrock E, kill SE scout.
CP3-4: Select Edelweiss, drop a smoke grenade Shamrock while covering your other units from LoS. Try to knock Alicia forward a bit to make capturing on turn 2 easier.
CP5: Move Nancy E, kill mid sniper, hide in smoke.

Shocks, lancer(s), and tank destroyer move W. The shocks must move west into the smoke but not through it, or they'll spot your units on the other side and you'll be fired on.
SE destroyer moves W.
NE destroyer moves W then S.
SW scout moves N.

Turn 2:
CP1: Move Cherry E, kill SW scout, continue E.
CP2: Select Nancy, kill NE lancer, move behind the E tank destroyers.
CP3-4: Move Cherry E, destroy two E tank destroyers w/ team attacks, move behind W tank destroyer.
CP5: Move Nancy W, destroy W tank destroyer w/ team attack.
CP6-7: Move Shamrock E, get the SE lancer killed by IF, proceed E and destroy the remaining tank destroyer.
CP8-11: Select Shamrock, mortar both sniper guard posts, then get as many enemies as possible killed with IF. This is a fitting end to major tank operations in this challenge run.
CP12: Move Alicia E, double kill shocks, continue E.
CP13: Move Alicia E, kill any remaining enemies, capture.



[D01] Skirmish 1 "Outskirts of Bruhl" Hard EX / EX Hard / Expert
2 turns

X123
X456

1: Welkin - Gallian-S20R
2: Alicia - Gallian-S20R
3: Cherry - Gallian-S20R
4: Largo - Theimer M20R
5: Rosie - Mags-M30R
6: Shock - Mags-M30R

Classes used: Scout, Lancer, Shock
CP used: 18 CP/20 kills

Once again I have to use quickdraw to get into aiming mode before enemies can IF at me. I'm trying to use this as little as possible because it's tricky to time and there are usually ways to avoid using it.

You need to press R1 the instant you can see the enemy sight lines. This occurs 4 frames after the camera zooms into the normal 3rd party perspective. I'm not sure how many frames you have to press R1 after the sight lines appear, but it's 116.9ms (7 frames) at most. It gets a lot easier once you get the timing down.

I'll be honest, I wasn't expecting 2 turn to be possible at first, but as I worked things through I saw the opportunity and went for it. I also have a more reliable 3 turn strat, as usual.

2 turn strat:

Turn 1:
CP1: Select Shock, kill S scout w/ team attack. Must quickdraw to avoid scout IF.
CP2: Select Shock, kill SE sniper and shock leader w/ team attack.
CP3: Select Shock, destroy gatling #1, retreat.
CP4: Select Alicia, kill N scout, move N, hide behind windmill. Must quickdraw to avoid scout IF. You can kill this scout with a sniper and avoid quickdrawing if needed.
CP5: Select Cherry, kill N shock, hide behind windmill.
CP6: Select Rosie, destroy gatling #2, hide behind tree.
CP7: Select Largo, destroy SE tank destroyer, hide behind tree.
CP8: Select Alicia, kill ace w/ team attack.
CP9: Select Welkin, kill sniper on windmill, hide behind windmill.

Enemy requests 3 reinforcements on 3 bases, if it has all 3 bases: Scout NE, Sniper W, Shock SE. If it has 2 bases it requests 4, 2 on each base.

The 3 enemy tanks on the hill will move S if there's enough CP. If there's only 1 CP remaining an infantry might move instead of the 3rd tank.

Turn 2:
CP1-2: Use Welkin to proc Power of Love and destroy both md tanks, then move towards the E tank destroyer.
CP3: Move Alicia SE, grenade the two shock sandbags, end facing the shocks/gatling line.
CP4: Use Welkin to proc Power of Love and destroy the E tank destroyer, end near Alicia.
CP5-6: Use Cherry w/ team attacks to destroy the AT cannon, 2x shocks, and gatling. Move towards W tank destroyer.
CP7: Move Alicia W, destroy W tank destroyer w/ Cherry team attack.
CP8: Move Rosie E, kill shock on E base.
CP9: Move Largo E, kill remaining shock w/ team attack.

3 turn, more reliable strat:

Turn 1:
Leave the sniper on windmill alive and ignore the ace. All 3 tanks will move instead.

Turn 2:
Don't bother trying to kill the shocks on the SE base yet. Focus on capping the W and NE bases to prevent the sniper and scout reinforcement, while also destroying all tanks. With the W and NE bases capped, a lone shock will arrive at the SE base. You may want a scout near your base to fend off enemy shocks from getting close to the flag.

If you want to kill the ace near the windmill, you have to spend several CP to hit it from behind. In order to turn him around far enough without him IFing you, you need to select the decoy unit, move a bit before he fires, then end turn repeatedly until he's facing away enough to be approached from behind. If the ace moves on 2EP, it might head for the NE base to recapture it. It will ignore IF but fire on anything in range once it caps the flag.

Turn 3:
There should only be a few shocks left and possibly the ace. You'll have plenty of CP to finish up. Obviously I didn't play through the 3 turn strat entirely but this strat probably works. Biggest issue would be avoiding damage during 2EP from the ace if it's still alive.
Hard EX Skirmish 2-3 Walkthrough
[D02] Skirmish 2 "Vasel Riverside" Hard EX / EX Hard / Expert
3 turns

1 2 3
4
5 6
78

1: Yoko - Theimer M20R
2: Nancy - Gallian-S20R
3: Alicia - Gallian-S20R
4: Ted - ZM Kar 5(g)
5: Largo
6: Rosie - Mags-M30R
7: Welkin - ZM Kar 4(g)
8: Shock - Mags-M30R

Classes used: Scout, Shock, Lancer
CP used: 21 CP/23 kills

I'm going to avoid using the ZM Kar 6(g) for now. For comparison, the total vsPers damage of the S20R, ZM 5, and ZM 6 is 225, 300, and 504. The ZM 6 makes the ZM 5 look like a pea shooter, nearly doubling its damage. Enemy HP values are nowhere near scaled to match it. One good buddy proc is enough to kill a crouched shock from full HP with no team attack.

Scouts are already a bit OP so I don't want to make it like Hannes bum rushing maps with the Ruhm. I'm not sure if it's possible to 2 turn this even with the ZM Kar 6(g). You can get some extra double kills w/ the Kar 6 but not sure if it's enough, or if there's enough movement available.

This stage forced me to use a lancer because there's no easy way around the S destroyer without taking damage. I also used shocks for IF, although I didn't move them. I deployed Audrey in case I needed Mooch but managed to avoid it.

Turn 1:
CP1: Move Alicia N into grass, grenade 3x shocks in grass from the SE, move S and end in SE corner of grass near the boat. End her facing NW.
CP2: Move Audrey N, kill shock leader on balcony, continue N.
CP3: Move Audrey N, destroy gatling in alleyway.
CP4: Move Nancy N, kill sniper, end near crouched shock.
CP5: Move Welkin N, grenade scout in grass, end near crouched shock. Might want to end him farther west than I did in the video.
CP6: Move Ted N, kill crouched shock w/ team attack, end near shocks on balcony.
CP7: Use Nancy to double kill shocks on balcony w/ team attack.

The 3 grenaded shocks will run north or south and die to IF.
Reinforcement requests are based on # of enemies killed.

Turn 2:
CP1-2: Select Audrey, climb ladder, destroy S destroyer.
CP3: Move Ted W, climb ladder, grenade shock leader, face ace.
CP4: Move Welkin W, kill shock leader, continue S.
CP5: Move Alicia N in grass, kill scout, continue N, climb ladder and face sniper leader/ace.
CP6: Move Nancy up ladder, proc GB on ladder, kill ace and sniper leader w/ team attack, continue down ladder and S.
CP7: Move Nancy behind N destroyer and attack radiator.
CP8: Move Welkin behind N destroyer and destroy w/ team attack, capture W base and end facing S.

Enemy scout reinforcements will arrive at S base and run north, dying to IF.

Turn 3:
CP1: Move Ted down ladder, destroy damaged gatling, move S near Nancy in front of SW gatling.
CP2-3: Move Alicia down ladder, grenade/kill crouched shock leader.
CP4: Move Audrey down ladder, destroy N gatling.
CP5: Move Nancy S, proc GB, destroy SW gatling.
CP6: Move Welkin S, destroy remaining gatling, capture. 3 CP spare
Btw the weapon loadout might not be optimal for RNG but I didn't feel like restarting.




[D03] Skirmish 3 "Kloden Wildwood" Hard EX / EX Hard / Expert
4 turns

Classes used: Scout, Shock, Lancer
CP used: 24 CP/23 kills

Deployment:

14
25
36
7

1: Rosie - Mags-M30R
2: Alicia - Gallian-S20R
3: Cherry - Gallian-S20R
4: Nancy - ZM Kar 4(g)
5: Rosina - Theimer M20R
6: Largo - Theimer M20R
7: Jane - Mags-M30R
8: Welkin - ZM Kar 5(g)

We get our first look at the DLC exclusive Md Tank+ in this map. It's a Md Tank with a sniper class 2000 range on its gatling gun, bad news for no damage runs. The turret does have the same aim travel time, and its very inaccurate at long range, so it may be possible to run past for very short amounts of time.

It also has a 700 range mortar, although the AI is shaky at mortar aiming and you can often juke tanks into firing completely missed mortars against trees and wall corners. It would be pretty cool to make a tank misfire a mortar into a tree/wall corner and friendly fire kill an enemy during an actual (not staged) run.

Back to the mission, this is the first time I've ever found use for destroying an enemy tank's treads as part of a mission strategy. By taking out the destroyer's treads you can stop the whole tank train from moving SW, which is really important for taking out the md tanks.

Other than that, I think I got a better balance between shocks and scouts. Rosie has a pretty big role, while a lancer gets one important shot off. Engineers and Snipers continue to be pretty much useless - engineers shadowed over by scouts, and snipers shadowed over by everyone. Maybe if I had the anti-tank rifle the sniper would be a bit more useful.

I decided to yet again not use the Kar 6, and I also didn't want to use Good Buddy again. Even if you use Kar 6/GB you prob. can't 3 turn it, so all it does is make 4 turning it more difficult. I tended to go for reliability over end CP count, so no unnecessary distance radiator shots.

Turn 1:
CP1: Move Rosina NW, fire at the tank destroyer's treads, then move NE. There are long distance lancer shots you can make on tank radiators, but it takes lot of reloading.
CP2: Move Jane SE, kill sniper in grass (sadist not necessary), continue S. You have to move fast to avoid the md tanks IF, then fire before being able to spot it.
CP3-4: Move Rosie W, kill shock by tent, continue W, grenade shock in grass.
CP5: Move Alicia W, kill grenaded shock, continue W.
CP6-7: Move Rosie W, destroy both gatlings. Possible to do some luck-based stuff here w/ Rosie team attack to save a CP.
CP8: Move Welkin SE, kill shock by ragnite canister, move towards rear gate exit while out of sniper LoS.

Reinforcement requests on SW and mid base.
NE crouched shocks may move SW. Not sure if this is random or not, but don't rely on it.
Shock in main base moves NE uphill, ignoring Welkin.

Tank destroyer will move SE. If the destroyer's treads are blown it won't move far and the md tanks will be blocked from moving SE. Even if the destroyer moves fully SE w/ treads intact, there's a random chance the md tanks won't move SE.

Turn 2:
CP1-4: Move Alicia and Cherry W, destroy md tanks w/ team attacks. This takes less CP with the Kar 6 or GB. Finish by moving Alicia behind the destroyer.
CP5: Move Welkin through rear gate, uphill, kill shock on hill.
CP6: Move Welkin uphill, double kill snipers, proceed W.
CP7-8: Move Welkin downhill, grenade barricades and kill shock by logs, end in LoS.

Shock arrives at mid base and moves onto SW base.
Scout arrives at SW base and moves near AT cannon.
Crippled destroyer moves SE and breaks logs (thanks). I feel kind of bad for it at this point.

Turn 3:
CP1: Move Rosie SE, destroy tank destroyer.
CP2: Move Rosie SE, kill shock on SW base and damage gatling. It's possible but unlikely to get a double kill.
CP3: Move Cherry SE, destroy damaged gatling and continue E. She must be in range to team attack the AT cannon but out of range of the incoming shock reinforcement when it stops its first CP during EP3.
CP4: Move Alicia E, destroy AT cannon w/ team attack, continue E, and make scout by AT cannon face SW away from Welkin.
CP5-6: Select Welkin, grenade logs, continue W, double kill scout and shock w/ team attack, then continue W again.
CP7: Move Alicia E, grenade barricade leading to east side of mid base.
CP8: Move Jane SE, destroy remaining tank destroyer.

A second shock arrives at mid base that should die to IF. If your units are positioned right it won't fire on anyone on its first CP, and die on its 2nd CP before reaching the SW base.

Turn 4:
CP1-2: Use Alicia and Cherry to grenade and kill ace, then capture mid base.
CP3: Move Rosina NE, destroy crouched NE shocks sandbag.
CP4-5: Move Nancy NE, kill both NE shocks. Have her equipped with the ZM Kar 4(g) not the S20R in the video.
CP6-8: Move Welkin to allied base.
Hard EX Skirmish 4-5 Walkthrough
[D04] Skirmish 4 "Barious Desert" Hard EX / EX Hard / Expert
4 turns

Classes used: Scout, Shock, Lancer, Sniper
CP used: 32 CP/26 kills

Deployment:

West Team:

1 2
3

4 5
6

1: Audrey - Theimer M20R
2: Alicia - ZM Kar 5(g)
3: Cherry - Gallian-S20R
4: Welkin - Gallian-S20R
5: Rosie - Mags-M30R
6: Largo - Theimer M20R

East Team:

1: Wendy - Mags-M30R
2: Marina - GSR-30R

Just like Chapter 6 and Skirmish 4 Hard, this map is packed with tanks. Amazingly, there's a use for a sniper and a lancer on this map, although no engineer. I've only used engineers when I needed to disarm mines or resupply lancers, both extremely rare situations. I've never needed the 3x grenades either.

I'm still refraining from using the ZM Kar 6 or Good Buddy. It might be possible to 3 turn this w/ Kar 6 and GB. Scouts are still really useful on this map given its size. Lancers backed up by an engineer wouldn't be much worse than scouts here as they can fire at long range and hide.

Turn 1:
CP1: Move Welkin E through trench 01, kill NE scout.
CP2: Move Alicia E through trench 01, kill sniper.
CP3: Move Cherry E through trench 01, destroy tank destroyer next to Alicia w/ team attack.
CP4: Move Alicia NE, kill shock on mid base, then move next to NW scout.
CP5: Move Welkin NW, kill NW scout w/ team attack, then move next to W tank destroyer.
CP6: Move Alicia W, destroy W tank destroyer w/ team attack.
CP7: Move Cherry E, attack E tank destroyer, then hide.
CP8: Move Audrey NW, kill W shock behind wall, end out of LoS.

Reinforcement request at NW base every turn, 1 scout and shock.
Shock behind wall near your base runs south and dies to IF.

Turn 2:
CP1-3: Move Audrey NE, destroy tank destroyer near trench 04, then destroy tank destroyer near mid base, then hide.
CP4-6: Move Alicia NE, destroy AT cannon. Proceed NE to grenade and kill ace, end in sight of NE tank destroyer from behind wall.
CP7: Move Welkin NE, kill scout near trench 04, then hide.
CP8: Select Marina, snipe NW sniper, then hide.

Scout and shock arrive at NW base and move south.
NE tank destroyer moves around trying to get an aim at Alicia, but can't fire. The tank's repositioning is important for turn 3.

Turn 3:
CP1: Move Welkin W, kill scout, move NE past md tank.
CP2: Select Cherry, destroy damaged tank destroyer then move NW.
CP3: Move Alicia S, destroy tank destroyer near Welkin w/ team attack.
CP4: Move Cherry NE, attack heavy tank w/ team attack, continue NE. Obviously Welkin could take it out in 1CP w/ Power of Love.
CP5: Select Welkin, destroy heavy tank w/ team attack, move N behind NE destroyer.
CP6: Move Alicia NE, destroy NE tank destroyer w/ team attack, move S.
CP7: Move Welkin S, attack md tank.
CP8: Move Alicia S, destroy md tank w/ team attack. All 3 scouts should be out of any LoS.

Another scout and shock arrive at NW base and move south. If your scouts are spotted they'll be pursued by the enemy shocks/scouts.

Turn 4:
CP1: Move Cherry W, kill shock near NW base, move around behind S destroyer on NE base.
CP2: Move Welkin W, grenade shock leader.
CP3-4: Move Alicia W, kill shock leader and end behind S destroyer, then destroy S destroyer w/ team attack and continue S.
CP5-6: Finish off remaining destroyer on NW base.
CP7-8: Finish off remaining scout and shock.






[D05] Skirmish 5 "Upper Fouzen" Hard EX / EX Hard / Expert
4 turns

Classes used: Scout, Shock, Lancer, Sniper
CP used: 29 CP / 25 kills

Deployment:

1
2
3 4

1: X
2: Oscar - GSR-30R
3: Emile - ATR-X1 or X3
4: Marina - GSR-30R

Alicia - Gallian-S20R
Largo - Theimer M20R
Rosie - ZM MP 5 or 6(g)
Welkin - Gallian-S20R

This is a pretty unique map where snipers and long distance lancer shots are extremely useful. Snipers are so useful on this map that I deploy a record 3 of them, which I doubt I'll do again on this run. Hopefully that makes up for all the maps I didn't deploy a sniper on?

The md tanks lining the upper railway are extremely dangerous to a no damage run (or a lv 1 run in general). For the most part you can't move anywhere until most or all of the tanks have been destroyed.

As you might expect, I make a lot of quickdraws to fire while avoiding any IF. I had to nail down the quickdraw timing/execution on this skirmish. Also you have to end your move as fast as possible because it only takes a tiny fraction of a second for the md tanks to start IFing.

There is some luck involved with Largo hitting his targets, but it's pretty much unavoidable unless you don't mind taking a long time to finish the stage. Every time he misses, you'll have to delay the strat by 1 turn or reload.

You can substitute Emile with Audrey if you don't have an anti-tank sniper rifle, but it will cost more CP with less reliability.

5 turn strat:

Turn 1:
CP1: Select Largo, destroy md tank #4.
CP2: Select Largo, destroy md tank #5.
CP3: Select Largo, destroy md tank #6.
CP4: Select Oscar, kill E scout.
CP5: Select Oscar, kill N mid sniper.
CP6: Select Oscar, kill NE sniper.
CP7: Select Marina, kill NW sniper.
CP8: Select Emile, attack scout leader sandbag, hide.
CP9: Select Alicia, attack N gatling, hide.

Reinforcement requests depend on # of enemies killed. Max 4 mid 2 NW.
Ace will shuffle around.
Scout on mid base will shuffle around.

Turn 2:
CP1: Select Emile, destroy S gatling, go through trolley. You could alternately have Emile destroy all 3 remaining md tanks for more reliability at extra CP cost.
CP2: Select Emile, destroy md tank #1.
CP3: Select Largo, destroy md tank #3. (or Emile)
CP4: Select Emile, destroy md tank #2 from behind the sniper tower, go through trolley.
CP5: Select Rosie, kill shock, move S.
CP6: Move Rosie W, activate and take bridge 04 elevator, then end without action.
CP7: Select Rosie, double kill scouts.
CP8: Select Rosie, kill remaining scout, take elevator back up.
CP9: Move Welkin S, down elevator, grenade crouched shock.
CP10: Select Welkin, kill shock, capture mid base, move towards Alicia.

2 reinforcement requests on NW base.
Ace will shuffle around again.

Turn 3:
CP1: Move Oscar N, snipe scout leader.
CP2: Move Welkin W, destroy gatling #2.
CP3: Move Alicia W, kill SW sniper, continue W through trolley.
CP4: Move Oscar N, snipe ace.
CP5: Move Alicia E, grenade crouched scouts.
CP6-7: Select Alicia, kill E scout and N sniper.

Turn 4:
CP1-3: Kill 2x scout, shock, capture. Got really close to 3 turning this but I'm not sure if it's possible without the best weapons (ZM Kar 9, etc.)
Hard EX Skirmish 6-8 Walkthrough
[D06] Skirmish 6 "Marberry Shore" Hard EX / EX Hard / Expert
4-5 turns

Classes used: Scout, Shock, Lancer, Sniper
CP used: 37 CP / 29 kills


Deployment:

Welkin - ZM Kar 7(g)
Alicia - Gallian-S20R
Rosie - Ruhm
Largo - Theimer M20R

West Team:

1: Marina - ZM SG 7(g)
2: Yoko - Theimer M20R

East Team:

Ramona - ZM Kar 6(g)

This is another rare skirmish where lancers and snipers are as important or more than scouts. Equipping the Kar 6 and 7 turned out to be overkill, but I don't think it matters that much.

You don't have to kill the ace on turn 1. If you can hit it with a lance while it's crouched, it won't run away on EP1. That means you have a spare CP to use Alicia to kill the SW sniper instead of using the Ruhm.

Turn 1:
CP1-2: Move Yoko N, destroy gatling bunker. Shock near Largo should face SW.
CP3: Move Yoko W, destroy frontmost sandbag, hide out of LoS. Ace should face SW.
CP4: Move Largo S, attack ace. Ace should face NE. If Largo procs Veggies you can kill the ace in 2 CP and save 1 CP.
CP5: Move Marina W, snipe S sniper on guard tower.
CP6: Move Marina W, snipe ace, hide out of LoS.
CP7: Select Largo, kill ace, hide out of LoS.
CP8: Move Rosie NW, avoid 2 gatling bunker IF bullets, kill SW sniper. Rosie must avoid 2 shots from the gatling bunker, because if you leave her in position the heavy tank will mortar her.

3 reinforcements SE base, 1 reinforcement SW base
Heavy tank moves S.
Ace will not move if disrupted with a lancer shot, or dead.
Eastmost shock on beach will run south and attack if your units are in LoS.

Turn 2:
CP1: Move Yoko E, destroy gatling on beach.
CP2: Move Welkin N, kill shock #1 on beach.
CP3: Move Ramona N, kill shock #2 on beach.
CP4: Move Largo W, attack shock near guard tower.
CP5: Move Ramona N, kill shock #3 on beach, cap SE base, continue N.
CP6: Move Welkin N, kill injured shock near guard tower.
CP7: Select Welkin, kill crouched shock w/ team attack.
CP8: Call Audrey at SE base.

3 reinforcements SW base
SW reinforcement shock moves NE

Turn 3:
CP1: Select Alicia, attack E crouched shock, face W shock.
CP2-3: Move Audrey N, proc GB twice on ladder, destroy heavy tank.
CP4: Move Audrey W, destroy S heavy gatling.
CP5-6: Move Largo N, destroy E gatling bunker. You might be able to one shot this bunker by having Largo climb the guard tower ladder until he procs Veggies + Loyal Teammate at the same time. This would save 1 CP.
CP7: Move Welkin N, kill crouched shock.
CP8: Move Ramona N, kill shock leader.

3 reinforcements SW base
SW reinforcement shocks move NE, stopped by Alicia IF

Turn 4:
CP1-2: Move Yoko N, climb S guard tower, destroy NW gatling bunker, retreat.
CP3: Move Largo NW, destroy NW gatling turret.
CP4: Move Audrey N, destroy N shock leader sandbag.
CP5: Move Welkin N, kill N shock leader, cap N base.
CP6-7: Move Welkin around mountain, kill 4 shocks.
CP8: Call Oscar from N base.

Turn 5:
CP1-2: Snipe both tank destroyers.
CP3+: Kill remaining shocks, capture.


4 turn, less reliable strat:

Turn 1:
CP1-2: Move Yoko N, destroy gatling bunker. Shock near Largo should face SW.
CP3: Move Yoko W, destroy frontmost sandbag, hide out of LoS. Ace should face SW.
CP4: Move Largo S, proc veggies, attack ace. Ace should face NE.
CP5: Move Marina W, snipe S sniper on guard tower.
CP6: Move Marina W, kill ace, hide out of LoS.
CP7: Select Largo, attack crouched shock near guard tower, hide out of LoS.
CP8: Move Rosie NW, avoid 2 gatling bunker IF bullets, kill SW sniper. Rosie must avoid 2 shots from the gatling bunker, because if you leave her in position the heavy tank will mortar her.

Turn 2 same except Largo doesn't do anything.

Turn 3 same as above strat.

Turn 4:
CP1-2: Move Yoko N, climb S guard tower, destroy NW gatling bunker, retreat.
CP3: Move Largo NW, destroy NW gatling turret.
CP4: Move Audrey N, destroy N shock leader sandbag, proc Mooch.
CP5: Move Welkin N, kill N shock leader.
CP6: Move Ramona around mountain, double kill 2 shocks.
CP7-8: Move Audrey up guard tower, destroy both destroyers with long distance shots.
CP9: Move Welkin SW, kill 2 shocks, move back and capture.



[D08] Skirmish 7 "Windmill Plaza" Hard EX / EX Hard / Expert
3 turns

I just want to get this run over with, don't care that I'm scout spamming. Pretty much no one gives a crap about this skirmish anyway.

Classes used: Scout, Shock, Lancer
CP used: 24 CP / 20 kills

Deployment:

X X X
1 2 3
4 5

1: Welkin - Gallian-S20R
2: Cherry - ZM Kar 7(g)
3: Rosie - Mags M30R
4: Alicia - Gallian-S20R
5: Largo - VB PL XX(g) or greater

Turn 1:
CP1-2: Move Largo SE, destroy the 2 gatlings, end near guard tower.
CP3: Move Alicia SE, kill sniper on guard tower.
CP4: Move Cherry SE, climb tower to distract crouched shock, destroy the 3rd gatling, end near barricades.
CP5: Move Alicia SE, grenade barricades.
CP6: Select Welkin, kill crouched shock w/ Cherry team attack.
CP7: Select Cherry, kill sniper on roof.
CP8: Move Rosie SE, kill nearby sniper, hide out of LoS.

If barricades are down, E crouched shock will move N towards your base and stop on IF or attack anyone nearby. Best to just kill it asap, although it is possible to hide and avoid damage.
Ace moves NE onto hill if barricades are down.
E tank moves E, other tanks advance/move around.
Snipers move around from behind truck cover.
Random mortars.

Turn 2:
CP1: Use Alicia to kill ace from grass.
CP2-3: Use Largo to proc veggies on guard tower, destroy tank destroyer. I used the X3 lance, not sure if XX is possible in 2 shots.
CP4-6: Move Cherry W, kill W destroyer and crouched shock, then south to destroy remaining destroyer.
CP7: Move Welkin S, killing a sniper.
CP8: Move Rosie S, kill sniper on tower.

Turn 3:
CP1-2: Grenade/double kill crouched shocks.
CP3: Move Cherry S, destroy first gatling.
CP4: Move Largo, S, destroy 2nd gatling.. or just use Cherry again.
CP5: Move Alicia S, kill sniper leader on roof.
CP6: Move Welkin S, kill sniper then capture. 2 CP spare




[D08] Skirmish 8 "Naggiar Plain" Hard EX
3 turns

Deployment:

12345
67X

1: Welkin - ZM Kar 6(g)
2: Audrey - Theimer M20R
3: Alicia - Gallian-S20R
4: Marina - GSR-30R
5: Yoko - VB PL XX(g)
6: Rosie
7: Largo

Classes used: Scout, Lancer, Sniper
CP used: 24 CP / 21 kills

Another long maze map that scouts excel in, and other classes struggle. They didn't even lay mines that you need an engineer to disarm to pass without damage. Anyway.. just going to run through this one quick.

Turn 1:
CP1-2: Move Audrey N, destroy W gatling.
CP3: Move Alicia N, attack gatling above ladder.
CP4: Move Welkin N, destroy W gatling #1.
CP5: Move Alicia N, kill scout, move near crouched shock.
CP6-7: Move Welkin N, kill crouched shock w/ team attack.
CP8: Move Marina N, kill ace. For 4 turn/more reliable strat, fire on the guard tower with Yoko instead.

Turn 2:
CP1: Move Cherry N, destroy W gatling.
CP2: Move Cherry N, destroy gatling above ladder, climb ladder and move E.
CP3: Move Alicia up ladder and E, kill scout.
CP4: Move Cherry E, destroy gatling below ladder from above, climb ladder down and move E.
CP5-6: Move Welkin N, kill shock leader and destroy gatling on mid base.
CP7: Move Yoko N, destroy heavy tank.

Turn 3:
CP1: Move Yoko N, destroy gatling near snipers.
CP2: Move Alicia E and kill scout.
CP3: Move Welkin E, destroy gatling, continue S.
CP4: Move Cherry E, grenade snipers.
CP5: Move Alicia E, kill snipers w/ team attack.
CP6-7: Move Cherry, kill both gatlings.
CP8-9: Move Welkin S, destroy remaining gatling from on top of the steps then capture.
Hard EX Skirmish 9 Walkthrough
[D09] Skirmish 9 "East Bank of Vasel" Hard EX / EX Hard / Expert
5 turns

Deployment:

1
2

3
4
5

X7
8

1: Rosie - ZM MP 6(g)
2: Alicia - ZM Kar 5(g)
3: Welkin - ZM Kar 4(g)
4: Marina - ZM SG 7(g)
5: Largo - VB PL XX(g)
6: Cherry - Gallian-S20R
7: Aika - Gallian-S20R

Classes used: Scout, Shock, Lancer, Sniper
CP used: 38 CP / 27 kills

I went with no ZM Kar 6 or 7 because why not?

Turn 1:
CP1: Move Rosie NW, kill NW Shock #1, hide out of LoS.
CP2: Move Welkin NW, kill NW Shock #2, step on mine next to debris.
CP3-4: Use Marina to kill Scout #1, hide out of LoS.
CP5-6: Use Largo and Marina to kill Scout #2, hide out of LoS.
CP7: Move Alicia N around debris pile, S, kill crouched shock.
CP8: Move Alicia S and E behind mid base.

Reinforcements at 3+ kills.
3 light tanks advance.
Snipers patrol.
SW base shock moves N sometimes.
N base shock climbs down ladder and moves W sometimes.

Turn 2:
CP1-6: Move Alicia around capping and killing.
CP7-8: Move Cherry around capping and killing.

I didn't bother experimenting with leaving some flags uncapped to burn enemy reinforcements.

Turn 3:
CP1-6: Move Alicia around capping and killing.
CP7-8: Move Aika around capping and killing.

Turn 4:
Start wiping out the west shocks, ace, and start taking east base.

Turn 5:
Clean up and finish.



Edy's Squad Challenge 1-6 Walkthrough
[E01] Edy's Squad Challenge Scout Mission
4 turns

Lone scout vs 8 other scouts. Alicia is good for a lv 1 run.


[E02] Edy's Squad Challenge Lancer Mission
4-5 turns

Deployment:
12X3
XXX4

1: Alicia - ZM Kar 9(g)
2: Largo - Theimer-M20R
3: Cherry - ZM Kar 8(g)
4: Rosie - Mags M30R
Sniper - ATR-X3
Audrey - Theimer-M20R

Turn 1:
CP1: Move Largo N, proc Veggies, attack Commander tank.
CP2: Move Largo N, destroy Commander tank, hide.
CP3: Move Cherry N, attack east md tank on the way to N base.
CP4: Move Cherry N, kill crouched shock, capture N base, hide.
CP5: Deploy sniper.
CP6: Move Alicia N, attack side md tank #1.
CP7: Move Alicia N, destroy side md tank #1, hide.
CP8: Move Rosie into trench.

Turn 2:
CP1: Move Largo S, proc Veggies, attack southmost md tank.
CP2: Move Largo S, destroy southmost md tank, hide.
CP3: Move Sniper S, destroy md tank #1.
CP4: Move Sniper S, destroy md tank #2.
CP5: Move Sniper S, destroy md tank #3.
CP6: Move Cherry S, kill sniper ace.
CP7: Move Rosie into trench facing base.
CP8: Move Alicia into trench facing base, destroy any remaining north tanks.

Turn 3:
CP1: Move Cherry NW, kill scout hiding in grass.
CP2: Select Rosie, kill shock near base.
CP3: Destroy inc md tank #1.
CP4: Destroy inc md tank #1.
CP5: Destroy inc md tank #2.
CP6: Destroy inc md tank #2.
CP7: Double kill shocks.
CP8: Deploy Audrey.

Turn 4:
Destroy all remaining tanks/shocks.. turn 5 if not.




[E03] Edy's Squad Challenge Sniper Mission
3 turns

Mostly a shooting gallery mission, with almost no risk of taking damage. I took Rosie and Alicia for the first 2 turns, then deployed a sniper on turn 3 to clean up the rest from the guard towers.




[E04] Edy's Squad Challenge Engineer Mission
7 turns

Deployment:
12
34

1: Alicia - ZM Kar 9(g)
2: Rosie - Mags M30R
3: Largo - Theimer-M20R
4: Scout - ZM Kar 8(g)
Lancer - Theimer-M20R
Engineer

A mission where an engineer is really useful to repair the tank and disarm mines? What a rarity!

Turn 1:
Hide Edelweiss in smoke, work towards middle base.

Turn 2:
Get a scout past mid base, kill the lancers near Edelweiss.

Turn 3:
Capture mid base, deploy engineer.

Turn 4:
Repair tank, disarm mines, move tank towards base, deploy lancer, kill more things.

Turn 5-6:
Break through B4 barricade leading to ace, keep moving tank.

Turn 7:
Kill ace, remaining enemies, move tank to goal. Got a C for 7 turns, oops.


[E05] Edy's Squad Challenge Shocktrooper Mission
4 turns

Deployment:
1: Alicia - ZM Kar 9(g)
2: Cherry - ZM Kar 8(g)
3: Aika - Gallian-S20R
Rosie - Ruhm

Kill both snipers and any enemy that will stop and counterattack when fired on during enemy phase. Also get out of the way of the enemy sniper in the grass. Use quickdraw a couple times to avoid IF.

Turn 2 onward is much easier. Use Rosie and the Gallian-S20R scout to outrange incoming enemy scouts that might otherwise stop and counterattack. A couple waves of enemy reinforcements show up but it's pretty easy to mow them down.



[E06] Edy's Squad Challenge Tank Mission
6 turns

Pretty epic showdown vs a ton of infantry, mostly lancers. Don't even bother moving the tank for the first few turns. This is basically squad 7's last mission.

You can fire from the right corner of a wall without taking IF or counterattack damage. You can also do the same thing during enemy phase. I put Alicia at a wall edge and killed lancers as they passed by.

Kill any dangerous lancers, both snipers, and cap both bases on turn 1-2. Then start moving the tank while cleaning up anything remaining. There isn't much to worry about aside from lancers headed for your tank.
Behind Her Blue Flame 1-3 Walkthrough
[F01] Enter the Edy Detachment

No damaging this is a matter of quickdraws and reloading for potential procs. Hard worker and double tank damage to clear out the initial forces facing you, move out of the mortar range, kill the sniper on the hill, etc. You also need lucky dodges against enemies that spawn during enemy phase and fire at you. I'm not interested in doing all the reloading required, but it seems possible.


[F02] Selvaria 1 "Assault on Ghirlandaio"
3 turns

Deployment:

1 5
3 4
2 6

Classes Used: Scout, Shock, Sniper, Engineer
CP Used: 25 CP, 21 enemies

1: Wolfgang (Shock)
2: Richard (Scout)
3: Michel (Scout)
4: Kurt (Scout)
5: Elvin (Lancer)
6: Lilja (Sniper)

Richard is really useful because Power Scout procs a lot, and you can also reliably proximity proc it. Sighting is also good to proximity proc as it greatly increases accuracy.

I'm pretty sure Gallian enemies have double the dodge chance (25%) of imperials. They dodge a lot more often. Combined with the terrible imperial accuracy and I have to wonder how much save/loading the devs were expecting you to do for a 3 turn A rank.

This was a bit tougher than I anticipated to 3 turn, but I ended w/ 3 CP to spare.

Turn 1:
CP1: Move Selvaria E, kill sniper.
CP2: Move Selvaria SE, double kill shock and lancer, continue S.
CP3: Move Lilja E, snipe crouched shock and make it face NE, continue E and make scout face SE.
CP4: Move Johann E, grenade nearby scout.
CP5: Move Johann S, kill E shock w/ team attack.
CP6: Move Wolfgang W, kill nearby shock w/ team attack, continue W next to NW sniper.
CP7: Move Richard S, kill crouched shock w/ grenade, continue S.
CP8: Move Michel S, kill SW sniper w/ team attack.
CP9: Move Richard SW, kill E gatling, end behind damon's tank.

Ton of reinforcement requests. Enemy should have 2 CP remaining after requests.
NW sniper moves and dies to IF.
Crouched shock moves E.

Turn 2:
CP1: Move Johann S, grenade barricades, continue S.
CP2-4: Move Selvaria S, kill scout, move around east behind tank, climb steps and destroy tank, then kill shock between barricades.
CP5-6: Move Richard down stairs, cap SE base, move NW, destroy damon's tank w/ team attack, cap SW base, then destroy W gatling w/ team attack and end in range of W scout.
CP7-8: Move Kurt W, kill shock and scout, cap mid and W bases, end behind NW tank.
CP9: Move Richard N, destroy NW tank w/ team attack.

Turn 3:
CP1: Move Johann N, grenade barricade #1.
CP2: Move Johann N, grenade barricade #2, continue S.
CP3: Move Johann S, grenade barricade #3 while hitting shock in courtyard.
CP4: Move Selvaria forward, kill shock on stairs.
CP5: Move Selvaria forward, kill shock in courtyard, get behind tank.
CP6: Select Selvaria, destroy tank, capture. 3 CP spare




[F03] Selvaria 2a "Silencing the Artillery"
2 turns

Deployment:

1:
2:
3:
4:
5:
6:

So Selvaria techically has a dodge rate near 100% from the front or side, if not 100%. Theoretically it's ok if she gets shot at, barring any 'missed' shots flying low and hitting her anyway. But after playing the rest of the game with "don't let the enemy fire at you" drilled into my head, I want to avoid her being shot at as much as possible, even if it's more CP efficient to rely on her "100%" dodge and counters.

Turn 1:
CP1-2: Move tank SW, get ace and left gatling IF killed. Fire at tank.
CP3-4: Move tank E, get crouched shock and right gatling IF killed. Fire at tank. You can make riskier shots if you want.
CP5: Move Elvin S, destroy tank.
CP6: Move Johann S, destroy W gatling.
CP7: Move Johann S, reach Selvaria, move S towards mid turrets and attack one of the turrets.
CP8: Move Selvaria NW, kill crouched lancer.
CP9: Move Selvaria SE, destroy both mid gatlings.
CP10: Move Selvaria SW, destroy tank on SW base.
CP11: Move Selvaria E, kill sniper #1.
CP12: Move Selvaria E, kill sniper #2.

Turn 2:
CP1: Kill shock on NW base.
CP2: Move Johann E, grenade shock on SE base, move W.
CP3: Move Kurt S, grenade W crouched shock #1.
CP4: Move Walther S, kill W crouched shock #2.
CP5: Move Walther E, kill SE base shock, move W.
CP6: Move Kurt W, grenade W crouched shock #2.
CP7: Move Walther W, kill W crouched shock #2.
CP8: Move Johann S, grenade south barricades, continue S.
CP9: Move Selviaria S, destroy S Gatling #1 and try to hit shocks.
CP10: Move Johann S, kill shock(s) w/ team attack.
CP11: Move Selviaria S, destroy S Gatling #2 + any remaining shocks.
CP12: Move Selviaria S, destroy remaining tank, capture.






[F04] Selvaria 2b "Rout of the Gallian Forces"
3 turns

Deployment:

1: Nonnenhof
2: Kurt
3: Walther
4: Herbert
5: Erich
6: Elvin

Turn 1:
CP1: Move Kurt SW, kill shock near NW base.
CP2: Move Walther SW, destroy NW gatling.
CP3: Move Nonnenhof SW, kill shock on NW base tower.
CP4: Move Nonnenhof S, kill crouched lancer, climb guard tower.
CP5: Move Johann SW, fire at SW shock and make it face NE.
CP6: Move Kurt SW, kill W sniper, end behind SW tank.
CP7: Move Walther SW, destroy SW tank w/ team attack.
CP8: Move Elvin SE, attack E tank.
CP9: Move Elvin SE, destroy E tank.
CP10: Move Erich E, kill E sniper.

If you've killed enough enemies, AI will summon reinforcements until it has 6 CP left.

The four shocks around Selvaria will move once each.

After that, enemies act randomly. One of the shocks might move again, ace might attack Selvaria, S scout might move N, etc. Turn 2 and 3 strat can differ depending on which enemy acts.

Turn 2:
CP1: Move Elvin S, kill shock, make ace face E.
CP2: Select Johann, kill nearby shock, move E towards next shock.
CP3: Move Johann E, kill next shock, then rescue Selvaria, proceed S.
CP4: Move Selvaria E, kill ace, then move S.
CP5: Move Selvaria S, destroy SE gatling, move next to SE crouched shock leader.
CP6: Move Kurt E, kill SE crouched shock leader w/ team attack.
CP7-8: Move Walther E, grenade and kill crouched shock on SE base.
CP9: Move Selvaria SW, destroy S gatling #1.
CP10: Move Selvaria S, destroy S gatling #2.
CP11: Select Nonnenhof, grenade W trench shock from NW base guard tower, then cap NW base and retreat.
CP12: Deploy Heinz on SE base.

Turn 3:
CP1: Move Johann S, kill shock w/ team attack.
CP2-3: Move Heinz S, kill scout w/ team attack.
CP4-5: Move Heinz S, attack tank.
CP6: Move Selvaria S, attack crouched shock #1.
CP7: Move Johann S, resupply Heinz, kill crouched shock #1 w/ team attack.
CP8-10: Move Heinz S, destroy tank. You don't need to proc anti-armor boost.
CP11-12: Move Selvaria S, kill crouched shock #2, capture. 2-3 CP spare




[F05] Selvaria 3 "Covert Op "Azure Witch"

Shoot through walls and make long distance shots to avoid damage. Pretty standard mission otherwise.
9 Comments
Lynette Jan 21, 2019 @ 3:56am 
Thanks a lot!
fatgamecat  [author] Jan 21, 2019 @ 3:48am 
hello, sorry. I have re-uploaded the videos to a new playlist. check the top of the guide.
Heyitsben Jan 20, 2019 @ 12:59pm 
I was wondering what happened to the videos..all of them seem unavailable to view.
Lynette Jun 20, 2018 @ 5:09am 
The video is gone. What happened?
Law Abiding Engineer Jun 4, 2017 @ 1:08pm 
mmmm my second fight where Selveria gets gased, looks a whole lot different than the one in your video. There is no way through the middle, only around
The Big Wan Aug 21, 2016 @ 10:34pm 
Holy fk lol, you just made the game unloseable.
Azure|Kael Dec 22, 2014 @ 7:48am 
A video for the Challenges would have been nice, it's hard to follow accordingly haha
fatgamecat  [author] Nov 13, 2014 @ 5:20pm 
Thank you, glad it helped!
SxSola Nov 13, 2014 @ 9:33am 
Pretty nice guide, I like those Combat and General Advice :3