Starship Troopers: Terran Command

Starship Troopers: Terran Command

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Mission guides, gameplay basics, unit basics and Small tips
By Reise
Mission guides, gameplay basics, unit basics and Small tips
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----------The basic----------
Formations
Micro units formation is the core gameplay of this game.

Set up formation against Arachnids horde, use front line to protect support while support keeping front line alive.


March in formation to keep firing line clear.


Adopt the situations.


Upgrade front line to increase the combat strength in limited space.
Front line and support
Units in this game generally fall into 2 categories: Front line and Support.

Like kights compare to foot soldiers. Arachnids are faster, tougher and deadlier compare to Humans. The only way to win against Arachnids is utilizing formations, using front line units to kill their speed while support units helping in various situations.

2 fundamental aspect of Front line units:
1. Can hold the line against Arachnids advance.
2. Can take a lot of punishment.
In other words, good suppression and good at retaining combat capability.

For example, a lot of people feel MKII is lacking compared to other front line units despite it has way better killing power compared to Rifle troppers and way greater range compared to Epulse. The reason being MKII is not a front line unit despite it requires direct line of sight for it to be fully functional.

Let's do some comparison:
Suppression:

(end when take casualty)

In this case, despite MKII has way better killing power, it took significantly less time for the same Arachnid horde to wipe the MKII out.

Combat capability:

(end when take casualty)

In this case, both Rifle and MKII took 4 hits from a Tiger bug prior to the test which killed 4 soldiers. Rifle troopers is still functional while MKII is basically useless.

To sums it up: MKII is more likely to get hit and each hit is more devastating, thus MKII need front line units to hold the line for it.
Small tips
Dropships can reinforce multiple units at once
Select multiple units then select drop zone to reinforce all of them at once.


Call down reinforcements when soldiers start dying
Dropships will reinforce units to full strength when it touches down. Call down drop ships when soldiers start dying to avoid units getting wiped out.

Put units on Hold Fire mode to avoid aggro bugs unnecessarily
Move your units to a better position before opening fire.


Most of the missions have some mechanics tight to the objectives
Plan your advances or you might lock yourself in a really bad strategic position.


Sometimes sacrificing your unit is better
They are expendable. Jokes aside, sacrificing a unit and calling a new one is way faster than making it walks to drop zone and walks back to front line.
TLDR
1. Try to let front line units do their job at full capacity.
Set up a kill zone, keep firing line clear, move your front line units in formation, switch to Epulse or Marauder if available, etc...

2. If 1 isn't enough, try add support units.
Rocket for anti heavy armor, MKII for anti horde, Radio operator for reinforcements, etc...
----------Unit basics---------
Rifle Troopers

Surprisingly strong front line infantry unit, good killing power against light armor bugs, good suppression and god tier line holding ability. Absolutely necessary before unlocking E-pulse.

Useful abilities
MX-90 Grenade
Limited killing power but useful for stunning Scorpion/Tanker at distances.

Shotgun Suppression
Can stun lock anything in range if given enough soldiers.
Combat Engineers

Essential to build turrets. Can also use as a semi front line unit when supply is scarce. Extra point for fast hive clearing due to it only has 3 troops.

Useful abilities
M7 Incendiary Grenade
Can create a small fire field blocking bug movements. Using on choke point can create a bottleneck that bugs struggle to pass.
Snipers

Support unit that don't have much of use without elite ability.

Useful abilities
Action Mode
Can out run bugs and lure them into kill zones before unlocking elite ability.

Sensor Flare
Can unveil fog of war and draw bugs away without bugs spotting your units. Due to bugs always try to attack the closest target, this ability can derail entire bug train.
Tactical Officer

1 supply point support unit, useful when you don't have access to other support units or supply is scarce.

Useful abilities
Designated Target
Useful in early missions to help dealing with heavy armors and strengthen kill zone.
Radio Operator

Essential for front line reinforcements. Not much of use besides that.

Useful abilities
Assign Drop Zone
Drop troops directly on the front line to feed the meat grinder. Remember put drop zone at a place that can reinforce units without them breaking formation.
Rocket Troopers

Support unit which is essential to kill Tankers, Scorpions and Royal Guards.

Useful abilities
Canister Warhead
Useful against Spitter bugs.

Firestorm Warhead
A better version of Combat Engineer's Incendiary Grenade with significantly larger fire field and greater deploy range.
MKII Troopers

Support unit that is great at thinning out clustered enemy. Use front line units to create a choke point and let MKII mop them up from a elevated position. Also post Scorpion nerf, MKII is pretty good against Scorpions.

Useful abilities
Flagmentation Barrage
Thin out a horde from afar.

Ripper Blast
Delete anything medium armor and below, including your own units.
E-Pulse Troopers

Advance front line infantry, has lesser range, no shotguns but kills bug straight. Effective against medium armor bugs, can kill heavy armor bugs with Rifle Overcharge.

Compare to Rifle troppers:
Rifle troopers still has its use in some situations thanks to the god tier Shotgun Suppression and range, but Epulse is generally better due to 4 reasons.
1. Epulse is less dependent on support, thus the formation with Epulse front line is more effective with the same supply cost and combat width.

Epulse wiped out the same horde swiftly without taking damage despite the range disadvantage.

2. Epulse has lesser range, in other words, it needs less range to be effective.
This makes Epulse better in situations like multiple spawn point in close proximity, tight environment, change formation during engagement, etc.

3. Epulse's default ability is way useful than Rifle's default despite the downside.

4. Generally speaking, Shotgun Suppression(elite ability) is more of a desperate measure, on the other hand, Rifle Overcharge(default ability) itself has the potential to solve the immediate Arachnid problem.

Both can work in current state of the game though, raise 1 Elite Rifle troopers along side Epulses might be handy.

Useful abilities
Rifle Overcharge
Melt bugs like butter but will not be able to fire their gun for a short period of time due to overheat. Active this when you know the front line is going to break, it's either win or dead before the ability ends, you lose nothing in either case. You can also send them on a suicide charge against overwhelming bugs or against heavy armor, take as many bugs with them as possible.
Fleet Liaison

1 supply point Radio operator with ability to call in air strike.

Useful abilities
Assign Drop Zone
Exactly same as Radio operators' ability, use it when RO isn't available.

TAC Strike
Quite useful but better use Assign drop zone if no RO available.
Marauders

Good suppression and killing power against bugs in short range


Less killing power compare to Flamethrower but greater range


Poor killing power against hordes but can deal with heavy armor bugs.

The ultimate front line unit.

Pros compare to other 2 front line units:
1.Won't block firing line

2.Can fire at full capacity while moving
3.Extremely durable
4.Won't lose combat capability when lose health

Cons:
1.Cost 4 supply, 2 war support
2.Need combat engineer to repair(you can demolish then call a new one though)

Useful abilities
Mortar Barrage
Great range and killing power.


Powered Suit Troopers

The ultimate unit of the game. PSTs can do anything on their own if upgraded. You can beat a mission with only PSTs and the power of micro.

1.Incredibly fast, faster than anything in the game. Previously when your unit got caught in a bad position usually means it's going to lose most of its combat capability or outright dies. Not for PSTs, They can change formation in bug's face without it touching them. They can also pull off some really aggressive maneuvers.


2.They are incredibly durable as a soldier. They can survive attacks that normal soldiers would die, combined with their speed, PSTs are really good at maintaining their combat capability.

3.Decent killing power, in between Rifle and MKII level of killing power with Rifle level of suppression.


Useful abilities
Morita MKIII "SAW"
Give them Epulse level of killing power, but individual soldier's burst fire takes much longer time to finish, which makes them a little unresponsive.


Twin-Rocket pack
Give them effective weapon to deal with heavy armor.
---------Mission Guides---------
Mission 01 Pacification
Pretty straight forward mission, just follow the objective.

Mission 02 Hole Patrol
Follow the objective until this point


Move Rifle troopers to clear the hive at right while Combat engineers build up defenses on the road.


After clearing the hive, start pushing HMG positions forward along the road while Rifle troopers capture the station at north of the hive


New secondary objective after you capture the station. i suggest ignoring it, Snipers aren't useful at all in this mission without elite ability and clicking Spitter bugs in a clustered horde of bugs is a pain in the ass. Not worth it, just build more HMG.


After Clearing the hive near the last radio station, put all HMGs over here. Relax and watch the show.


Mission 03 Peace of Mine
At start immediately call down another Rifle troopers and put them on the right side of the wall


After cutscene move all units to clear the new hive north of the base


Main objective of the mission is clearing all 3 hives while defending the base. The most simple and safe route for this map.


Take only 2 Rifle troopers for the mission. Put all resources on base defenses to save yourself the trouble of micro-ing base defense.


Take a small detour to attack west hive from south for a better position.


Spitter bugs will start to spawn after taking the first radio station. Call down 2 more Rifle Trooper units, one for base defense, one for hive clearing team.


Don't forget reinforcing base defense with the supply and war support from completing objectives.


You will unlock Radio Operator after clearing the third hive. Call 1 down to support hive clearing team.


Follow the map clearing the remaining hives.



Mission 04 Cave Cleaning
A Linear mission, just progress through the cave


Point 1 Brood Nest
You can destroy it safely with Tactical Officer from afar but I suggest lure out and kill all drones to earn EXP. Ranking up your units will make your life easier later.


Point 2 Horde
Watch out for your unit formations, this shouldn't be a problem if you clear your units' firing line.


Point 3 Another Brood Nest
If your Snipers already ranked up, set up a kill zone then use Sensor Flare to unveil fog of war on the slop. If not, use Snipers to lure out bugs, after all initial bugs are cleared, march forward your front line units in formation to kill drones pour out of the nest.


Point 4 Tanker bug
Tanker bug will spawn when unit come close to the slop, stay away from it before all bugs are killed.
Use Rifle troopers' grenade to stun Tanker bug or better, use shotgun to stun lock it. And remember to use Tactical Officer's Designated Target on Tanker.


Point 5 Ammunition Cache
Give War support, come in handy next point.


Point 6 Control Room
Set up turret and formation before capturing it.


Point 7 Ammunition Cache 2 (optional)
Don't really need it. Go straight to rendezvous with friendly Rifle Troopers if don't want to take it.


Point 8 Tanker bug 2
Tanker will spawn when the room is cleared. Same as the previous one, just unload onto it.



MIssion 05 No Escape
A mission with 4 parts, just follow the objective.


Ambush at Point 1, let your Rifle troopers take the bullets while Tactical Officer takes enemies out with his grenade launcher. You will find the target on roof of the two story building.


Take your target and keep going, be careful about the Point 2 ambush. Enter the base to end the first part.


Second part objective is defending the base and dealing with 2 hives. Suggest putting 2 Rifle units on right side wall, 1 on left, 1 in the middle to support both side, the middle one must put directly in front of the door to avoid aggro bugs to the door.


A Tanker bug will spawn after the first wave, same as the last mission, just use one bait unit to aggro it. Let the units on the wall unload onto it until it dies. After that send out units to take 2 supply caches and 2 searchlights at Point 3 while building up base defenses before second wave arrives. Remember to build Support Center when you got the War support in order to progress your Battle Tier.


Turn the searchlights facing two passage ways leading to base to check on Tanker bugs.


In between waves, send out units to clear Point 4 and 5 hives. Bring Rocket troopers when clear Point 5 to deal with Tanker bug. Use radio station at Point 6 to retreat to base. Proceed to next part when both hives are cleared.


Hold fire mode is very useful. At Point 7, put your units into position before opening fire.


There's an enemy HMG at Point 8 avoid using the small corridor, throw grenades from the stair.


Build HMG at here to fire on the enemy HMG at Point 9.


After the HMG had been dealt with, you can either release the bugs let them deal with all remaining prisoners or just send in your units. BTW the medical station near the stairs will provide reinforcements after your capture the control room. Proceed to next part when all prisoners died.



Defend the base until mission complete. Use bait unit to aggro Tanker bugs. It should be easy as long as you preventing them destroy your defenses on the wall.


Mission 06 Power Struggle
Cleaning operation with a timer tight to the last objective. This mission is the first mission player needs to think how to tackle the map as a whole or risk soft lock the mission. But there's a way to cheese it.


Select the eastern base as the start. Set up defenses at east against the hive but don't clear it.


Start taking objectives clockwise and build HMGs to spawn kill any bugs come out of that hive.


Keep going clockwise until the reactor core meltdown count down starts. Send someone down the spawn camping hive and put all resources on capturing the core.


Mission 07 In Deep Trouble
Another cave adventure mission with nothing really notable


Only this part, remember to hold fire when set up. Also don't put units on the edge to prevent bug climb into unit.


Mission 08 Tide Breaker
3 phase mission

First phase you need 4 Rifles, 2 HMGs and 1 Engineer.
After cutscene build Support center immediately for Engineer, call down Engineer and 2 Rifles


Use Engineer grenade to help left side when needed.


Transport all units to 2nd defense line after 3rd wave


Phase 2 you need 3 HMGs, 2 Rifles, 3 MKII. Final will be like this.


build Ammo dump when reach Battle tier 2 and exchange 2 Rifle with 2 MKII


Divert units to left side hive around 2:00. Let HMGs deal with bug attacks.


Transport all units to base when Hive is done.


Final stand, 3 tips for this part

1.Build HMGs around Wavebreaker. Build on northern tiles which Scorpions can only hit it at a certain angle.


2.Position MKIIs on slop and HMG tiles to mitigate scorpion threat


3.Use Rifle troopers as meat shield to push back the bugs if they managed to climb in.


Mission 09 Burning Skies
Yet another cleaning operation, utilize everything about unit control and you will be fine.

One cheesing strategy makes your life easier if you don't want to deal with Scorpions. Stay in the green area until you destroy the nest and plasma bug. This will break the mission script somehow which makes Scorpion not spawning. Colonel Hawthorne will ask you to rescue survivors AFTER Plasma bug is dead.


You will find a glitched Scorpion here if you did it right.



If you want to do it the proper way, just remember killing the second last Plasma bug will trigger the bug assault, leave 2 Plasma bugs alive until you clear all hive.


Beware of bug attacks coming from hives, keep an eye on the map if you heard the incoming bug attack announcement.


Use Epulse's Rifle Overcharge to help killing scorpions, this mission is the training ground for Epulses and Rockets formation, use Epulse Rifle Overcharge one by one like volley fire to maximize firepower without making your army completely vulnerable.


Use Rocket trooper's Firestorm Warhead to help advancing or create a barrier when the situation gets out of control.


Mission 10 Valley of Death
Make your way through the valley alive mission. Two major part worth mentioning

1.Right after the starting area. You will encounter a horde in your way. Ambush the horde for exp, use all your unit abilities, you will make it through without losing any troop.


2.Stand against the pursuers.
After the conversation between Hawthorne and Cortez at second radio station, rush forward to deal with the enemies coming your way.


Then rush back through the radio station to set up a defense against the pursuing bugs. Use Snipers and Rocket troopers' abilities to slow down bug advance while you concentrate on dealing with Tanker bug. BTW let your severely damaged units die during this part because you will get a new one at Radio station.


After that just take your time making your way to the extraction. Don't aggro the hive at north unnecessarily then there won't be any trouble.


Mission 11 Mental Issues
Do what you do all the time. Replace all your Rifle Troopers with Epulse, send them on a suicide charge down bugs' attack path. Epluse will take care of them, call a new one if it doesn't.

Mission 12 Razor River
Whac a scorpion. Just a cleaning mission but you need to defend 2 fronts while making advance or the mission will hit a stalemate with you and bug taking each radio station back and forth.


After you made it to the base, set up defenses to defend the north and west while attacking the east hive.


Pull the attack team back to base then attack the central hive from base. Do not disturb the riverbed hive by going down the road near cliff. At this point hives aren't very active, don't need to worry about east radio station, clear central hive swiftly.


First team set up a defense at center while another team attack the west route.


Rendezvous at center and clear the remaining 2 hives. Whack any scorpions pop up from the hole.



Mission 13 Guardians of Steel
Marauder introduction mission with intense micro.

There's not much you can do in the first part, just hold until Marauders show up. After that aggro and kill the bugs on western road.


Follow the green arrow down the road, aggro bugs from the hive by moving close to the nests. Clear all bugs and use Mortar Barrage to help clear and aggro bugs near the nests.


After clearing the nests, aggro bugs on the junction before passing the bridge.


Passing the bridge will trigger cutscene, rush to separate CE from bugs


Next area, move Marauders to block the north alley to protect Rocket troopers from ambush. And don't leave CE behind.


Kill all the bugs and press forward, you will meet your first scorpion in this mission. You can try dodging scorpion's plasma but those plasma might hit the unit behind. Recommend taking the hits to avoid accident.


Move north and deal with bug horde, meet up with Cortez.


And here comes the most annoying part of this game. You will need to fight a scorpion infested 2 bug waves 2 spawn point hive with only 1 Rocket trooper unit.


You will need to use everything you got if you want to make through here with all 3 Marauders intact.
1. Use Rocket troopers' Firestorm Warhead to push scorpion out of its firing range, it will try to move back but the fire is blocking its way.


2.Use Air Strike and Mortar Barrage for extra damage against scorpions.


3.Scorpion always target the closest enemy, keep your infantries behind Marauders.

4.You can use the green area to maneuver, I don't recommend doing it on the road. Accident might happen to your troops


5.Try not to aggro both spawn point at once. Clear right side spawn point first before moving forward.

6.Spitter bugs will target infantry in the range first even if a Marauder is closer to it.

7.I think it's possible to reach next objective with 1 Marauder, but I never tried it.

Press forward after you deal with the hive. Beware of hordes, let Marauders take point. Also there's a scorpion near the truck up ahead.


There will be a horde ambush when you move pass the truck, keep Cortez alive.


Mission turn into ordinary clean up mission after you release Cortez into the wild.


Mission 14 Federatsiyagrad
Another Cleaning operation, first part defending the foothold is the difficult part, after that it's just another regular mission.

Call down 1 MKII and 1 CE right after the cutscene. Enemy attack at center will be the heaviest, north is the lightest. Put MKII at north build roof and Rifle at south to support the center. Use CEs' grenade to help defending center.


After first wave, build a HMG at south building roof and remember to reinforce your units.


During second wave, demolish HMG or let it gets destroyed after you get 1 war support. Build Power Plant then start replacing your Rifle with Epulse. Use up all your supply points before the wave ends, you won't be able to call down units before you complete some objectives.


Concentrate on the attack, use Rocket troopers to kill Royal guard to mitigate front line casualty. Proceed to clear all hives.


Mission 15 Bowels of the Beast
Mandatory Sewer mission. There are Scorpion at green dots.


Try ranking up Sniper and Rifle before the first scorpion, use Sensor Flare to bait scorpion into revealing it's location then shoot it, lure it into shotgun corner camper.


Take Ammo caches at red dots and kill scorpion before destroying the last nest.


Mission 16 The Perimeter
Take back all Wavebreakers and fend off bug assaults. Wavebreakers are great assets during the final defense, don't rush to capture Wavebreaker if you can't protect it from bugs inside the wall. Clear all hives and set up defenses before capturing the last Wavebreaker.


There will be Tanker bugs coming from south, put something there to deal with them.


Mission 17 Fly or Die
Powered Suit Troopers introduction mission. Only 3 things worth mentioning.
1. In order to progress the mission you will need to capture 3 radio stations, but don't capture any radio station before all hives are cleared otherwise you will see this pop up in your screen while you clearing hives.


2.Take SAW upgrade if you decide to not capture any radio station, they melt bugs like butter. If you want to fight scorpions, make a dedicated squad of 3 or more PSTs with Twin Rocket upgrade to whack scorpions.


3.Fight bug attacks head on to crank up the kill count efficiently before all out assault, retreat to runway radio station for last stand when psychic officer tells you they are coming from every direction.


Mission 18 Gatekeeper
Like other defense mission, it's chaotic and difficult at first, become safe and stable when you get the hang of it.

Every wave of bug attacks will come in 4 groups. Each group will take its own route which you need to intercept them.

Two routes at south are the most important, there's no way to kill the bugs that slip through there.


Recommend strategy:
South defense is composed of 2 MKIIs and front line units.


Center defense is composed of 1 Sniper, 1 MKII, 1 Engineer, HMGs and front line units. Use Snipers to intercept bugs going northern route, CE and front line holding the choke point while MKII and HMGs doing the killing.


North defense is composed of 1 MKII, 1 Engineer and HMGs, use CE to hold the choke point while MKII and HMGs doing the killing. Later wave reinforce here with some front line units.


Occasionally, there will be some strayed bugs going through here, don't mind them, HMG at base will take care of them.



First wave is quite busy, immediately disband the 3 Rifles at center, move the CE to north defense. Disbanding infantry unit requires time, you need to do it right away or you will be short on supply.


Move to north defense, first set the flag on roof top then call down a MKII, move the Rifles to center defense, disband the Snipers and remember to make them running. You need to call down MKII before disband Snipers, otherwise the Snipers' ride will block MKII's landing. Put MKII at the lower level corner during first wave to avoid aggro strayed bugs coming from south.


Move to south defense, move the Snipers to center defense platform, move Rifles to the gate. Blow up the barrels to avoid accident.


Back to center defense, put flag on the platform then call down 1 MKII and 1 CE.


Last step, call down 2 MKIIs at south defense then put them on the platform and slop to support front line.


Now you're all set, keep an eye on the map to know the order of the bug attacks. Prepare to use units' abilities when the exclamation mark reach your defense, jump to other exclamation mark when you exhausted all abilities, if you do it well your front line will only take minimum casualties.


You will get 2 War support after first wave, build 1 HMG at north, 1 at center.


Spitter bugs will spawn after second wave, let your front line units and HMGs tank all the spits. Don't let them damage your MKIIs or the front line will break. Micro your units to kill spitter bugs when you can. Keep building HMGs at north and center.


You will advance to Battle tier 3 and earn some extra War support during third wave, immediately build Power Plant or you will delay the timing when you can build Machine Bay. Replace the Rifles
at center and south with Epulses. Call down extra 2 Epulses when third wave ended, put them near the empty hive at south.


Hive will become active after forth wave, sacrifice one Epulse, let the other Epulse clear the hive. Send the surviving Epulse to reinforce the south front line, replace it with Marauder after you build Machine Bay.


Call down 1 Epulse at north after you sacrificed the Epulse at hive, put them at the corner, send them on a suicide charge when bugs piled up at north.


Build Machine Bay during fifth wave, call down 1 Marauder at south and 1 at north. Let Marauders tank the spits. Depends on the order of bug attacks. Demolish north or south Marauder then call down Marauder at center to help. Mission ends after seventh wave.


Mission 19 Operation Guillotine
Nothing really worth mentioning. Just follow objectives.

Bonus Mission 1 Starport Sweep
Cleaning mission against Arachnids base.

This mission has 3 routes, center, left and right, follow this map to save yourself the trouble of microing base defense. Clear right side of the map first because there's only 2 hives and those 2 are more difficult to clear IMO, you don't want to clear the right side against Scorpions.


Post Scorpion nerf, HMGs can deal with them with ease if there's only 1 at a time. Build HMGs right away and spend all supplies on the cleaning team.


Arachnids attack from 3 route, following the map will prevent base getting attacked by Scorpions coming from more than 1 route.


There will be a Tanker spawning immediately after clearing 2 hives, transport cleaning team back to base then intercept it.


Bonus Mission 2 Knights In Powered Armor
Control a small squad infiltrate bug infested area to kill Plasma bugs.

2 universal tips before we started:
1. Plasma doesn't do much to your Marauders, don't need to dodge plasma if you feel lazy.


2. Use Mortar barrage to kill Plasma Grenadiers.



There are 3 obstacle in this mission: Plasma bugs, Royal guards and Scorpions, there are 3 ways you can approach this mission.


Option 1. Kill all Plasma bugs while you clearing hives. This option you will need to face Royal guards and Scorpions. I would say Post-Scorpion-Nerf, this option is totally doable and offers different challenge compare to other options. Pre-Scorpion-nerf this option is a chore to do, it requires save scumming or you will soft lock yourself due to Scorpions wear down your army.

Suggestion:
Elite upgrade: "2 Rocket 1 Engineering tools" or "1 Rocket 1 Saw 1 Engineering tools"
You need at least 1 Rocket for Heavy armors, 1 Engineering tools to repair your Marauders.

Marauder order:
Flamethrower/Gatling -> Howitzer -> Flamethrower/Gatling
Second pick must be Howitzer because you need more anti armor against Royal guards.


Option 2. Leave 3 Plasma bugs alive until you clear all hives. This option you will only need to worry about Royal guards, you also need to micro your units to avoid killing Plasma bugs.

Suggestion:
Elite upgrade: 1 Rocket 1 Saw 1 Engineering tools
1 Rocket and 1 Howitzer can quickly kill an enraged Royal guard.

Marauder order:
Flamethrower/Gatling -> Howitzer -> Flamethrower/Gatling
Second pick must be Howitzer because you need more anti armor against Royal guards.


Option 3. Don't kill any Plasma bug until you clear all hives. This option you will only need to worry about plasma bombardment and avoiding killing Plasma bugs.

Suggestion:
Elite upgrade: 2 Saw 1 Engineering tools
There's no heavy armor in this option, just pick Saw, it can easily saw down hordes of bugs with ease.

Marauder order:
Pick anything you like.

5 Comments
Reise  [author] Feb 24 @ 8:46am 
@Armored_Crow
Glad you like it. Sorry I haven't got around to play DLCs. I got a huge project on hands, before I done with it I don't have much free times.
Armored_Crow Feb 20 @ 8:27am 
This guide was extremely helpful, thank you for your hard work.

Will you be doing one for the dlc campaigns?
Mastodon_2 Aug 17, 2023 @ 10:52am 
Thanks for checking, I guess I missed the spots. Great guide though, it was a big help, especially for the bridge crossing in Guardians of Steel.
Reise  [author] Aug 17, 2023 @ 7:15am 
I booted up the game to check, there still are 3 open slots right side of the landing spot, you might got some weird glitch if you can't build power station there.

https://youtu.be/wx7odWMEKQA?t=159
Mastodon_2 Aug 17, 2023 @ 6:34am 
I wonder if Federatsiyagrad was changed since this guide was written, as when I played through that mission there was no option to build a power station and start producing E-Pulse troops - they would have been a huge help. I had no slots to build on, so had to make down with the basic units that could be called in via radio stations.