Valkyria Chronicles Full A Rank Walkthrough Revision 7 - 05/11/09 Contact - mjfaqs@live.com (Matthew Emirzian) The Main Game/Hard Mode Skirmish walkthrough was written while playing the original version of the game, not the 1.20 DLC update that lowers enemy HP by around 10%. It's best to think of each mission like a puzzle with one or two optimal solutions. Use the pieces you're given to find out what that solution is, and use your skills to execute it. If you're looking for the 'cheat sheet' with some very reliable solutions, keep reading. Please email me if you have any comments or criticism. This walkthrough is written under the following self-imposed guidelines. You do not have to follow them, but you may want to if you like a challenge: 1. New Game, not New Game+ during the Main Campaign. Does not apply to New Game+ or DLC content. 2. Play each Skirmish/Newspaper mission only once as they are unlocked during the Main Campaign. Does not apply to New Game+ or DLC content. 3. A Rank on every mission while killing all Leaders, Aces, and Tanks. I call this a Full A Rank, as it is the highest possible score for a mission. 4. No save/reload abuse trying for lucky long distance shots or potential procs. This guide won't ask you to make a ridiculous shot that takes 20 reloads to get (or even 1), or rely on random potential activations. 5. Use Orders as infrequently as possible. You do not need to issue a single Order through the entire Main Campaign to get Full A Ranks. Video Walkthroughs: All videos are available in 720p resolution if you click the HD button. The game footage has been sped up and clipped to keep each chapter under 10 minutes. Note that these videos are clips, not full walkthroughs with every CP or turn shown, otherwise they would be too long. Pay attention to the turn count in the upper left corner and feel free to pause to examine the map. Playlist: http://www.youtube.com/view_play_list?p=4C5E8738747EB7D2 Flower of the Battlefield: http://www.youtube.com/watch?v=30HG4wBH4d8 Chapter 3: http://www.youtube.com/watch?v=bnxqf34RjJs Chapter 4: http://www.youtube.com/watch?v=K34JGQPDil0 Chapter 5: http://www.youtube.com/watch?v=YVJp-bg6vn0 Chapter 6: http://www.youtube.com/watch?v=PD5f9C8qhpk Chapter 7: http://www.youtube.com/watch?v=xz_Vf1DNQeA Chapter 8b: http://www.youtube.com/watch?v=571FX5pIWEY Chapter 10b: http://www.youtube.com/watch?v=tlN2BA4cmcU Chapter 11: http://www.youtube.com/watch?v=NZJzGDfnSsU Chapter 12: http://www.youtube.com/watch?v=gcpijUccMrw Chapter 13: http://www.youtube.com/watch?v=59wvfqB0iPk Chapter 15a: http://www.youtube.com/watch?v=pUFmSH5JfwM Chapter 15b: http://www.youtube.com/watch?v=6WmsIbBI-QA Chapter 17: http://www.youtube.com/watch?v=uNSOu8tzW8M Skirmish 1 Hard: http://www.youtube.com/watch?v=DV9Ko88qj3w Skirmish 2 Hard: http://www.youtube.com/watch?v=tUohmiFiLUY Skirmish 3 Hard: http://www.youtube.com/watch?v=LsWVShb5a7o Skirmish 4 Hard: http://www.youtube.com/watch?v=1Jxt7C-bZh4 Skirmish 5 Hard: http://www.youtube.com/watch?v=FE6wg_7cgcI Skirmish 6 Hard: http://www.youtube.com/watch?v=9KsiejHB7bo Skirmish 7 Hard: http://www.youtube.com/watch?v=gw_ghn3oHlQ Enter the Edy Detachment: http://www.youtube.com/watch?v=0PJi9l4F2qQ Selvaria 1: http://www.youtube.com/watch?v=KqT5dhbai8g Selvaria 2a: http://www.youtube.com/watch?v=FWxVDjNxlZA Selvaria 2b: http://www.youtube.com/watch?v=IgG9tRF7HAU Skirmish 1 EX Hard: http://www.youtube.com/watch?v=qqaZXw90sDw Skirmish 2 EX Hard: http://www.youtube.com/watch?v=CMvGDfYCDDI Skirmish 3 EX Hard: http://www.youtube.com/watch?v=d9gX8OwHpKY Skirmish 4 EX Hard: http://www.youtube.com/watch?v=05b4PJe-KJs Skirmish 6 EX Hard: http://www.youtube.com/watch?v=aBSAf2u9n-A Skirmish 8 EX Hard: http://www.youtube.com/watch?v=2DC4olaluPM Skirmish 5 EX Hard: Skirmish 7 EX Hard: Skirmish 9 EX Hard: Table of Contents: 1. Version History 2a. General Advice 2b. Combat Advice 3a. Class Level Progression/Stats 3b. Order List 3c. Potential List 3d. Character List/Advice 3e. Decorations List 4. Report/Newspaper Missions [A01] Report "Largo's Passion" [A02] Report "Signs of Awakening" [A03] Report "What Lies Beyond Hate" [A04] Report "War Without Weapons" [A05] Report "Flower of the Battlefield" 5. Main Game Walkthrough [B01] Chapter 1 "In Defense of Bruhl" [B02] Chapter 2 "Escape from Bruhl" [B03] Skirmish 1 "Outskirts of Bruhl" Normal [B04] Chapter 3 "Vasel Urban Warfare" [B05] Chapter 4 "Operation Cloudburst" [B06] Skirmish 2 "Vasel Riverside" Normal [B07] Chapter 5 "The Kloden Wildwood" [B08] Chapter 6 "A Desert Encounter" [B09] Skirmish 3 "Kloden Wildwood" Normal [B10] Chapter 7 "The Battle at Barious" [B11] Chapter 8a "The Woodland Snare, Escape from Forest Snare" [B12] Chapter 8b, 5 "The Woodland Snare, Reunion in the Forest" [B13] Skirmish 4 "Barious Desert" Normal [B14] Chapter 9 "A Midsummer Incident" [B15] Chapter 10a "Liberation of Fouzen, Infiltration of Fouzen" [B16] Chapter 10b "Liberation of Fouzen, Liberation of Fouzen" [B17] Skirmish 5 "Upper Fouzen" Normal [B18] Chapter 11 "The Marberry Shore" [B19] Chapter 12 "The Fight for Bruhl" [B20] Skirmish 6 "Marberry Shore" Normal [B21] Chapter 13 "The Clash at Naggiar" [B22] Chapter 14 "Loss Within Victory" [B23] Skirmish 7 "Windmill Plaza" Normal [B24] Chapter 15a "Citadel Ghirlandaio, Fight for Ghirlandaio" [B25] Chapter 15b "Citadel Ghirlandaio, Selvaria's Last Stand" [B26] Chapter 16 "The Maiden's Shield" [B27] Skirmish 8 "Naggiar Plain" Normal [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" [B31] Skirmish 9 "East Bank of Vasel" Normal 6. 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 7. Additional DLC Missions [D01] Enter the Edy Detachment [D02] Selvaria 1 "Assault on Ghirlandaio" [D03] Selvaria 2a "Silencing the Artillery" [D04] Selvaria 2b "Rout of the Gallian Forces" [D05] Selvaria 3 "Covert Op "Azure Witch"" 8. Skirmish EX Hard DLC Walkthrough [E01] Skirmish 1 "Outskirts of Bruhl" EX Hard [E02] Skirmish 2 "Vasel Riverside" EX Hard [E03] Skirmish 3 "Kloden Wildwood" EX Hard [E04] Skirmish 4 "Barious Desert" EX Hard [E05] Skirmish 6 "Marberry Shore" EX Hard [E06] Skirmish 8 "Naggiar Plain" EX Hard [E07] Skirmish 5 "Upper Fouzen" EX Hard [E08] Skirmish 7 "Windmill Plaza" EX Hard [E09] Skirmish 9 "East Bank of Vasel" EX Hard 1. Version History Revision 1 - 04/21/09 First version. Covers up to Mission 12. Revision 2 - 04/23/09 Covers up to Mission 14 and includes all of the Newspaper missions, also revised the character review section. Revision 3 - 04/27/09 Covers up to Chapter 18b, main campaign finished. Started on Hard Skirmishes. Added medals section and revised characters again. Revision 4 - 04/29/09 Covers up to Skirmish 6 Hard. Heavily revised the General Advice section. Revision 5 - 05/01/09 Covers all Hard mode Skirmishes, Edy Detachment, and Selvaria mission 1. Added find index. Revision 6 - 05/04/09 Finished Selvaria DLC and finished EX Hard 1-3. Added a video and revised Selvaria 2b (had a mistake in it). Guide will be finished after EX Hard 9. Revision 7 - 05/11/09 Finished EX Hard 4, 6, and 8 2a. General Advice There is no reward for killing non-leader enemies, only Leaders, Aces, and Tanks. 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 mission. 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. You can also exploit this 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 a while to use those characters with undesirable traits, but it's worth it for characters like Elysse and Herbert. 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 Full A Rank (all leaders, aces, and tanks killed) turns taken: Skirmish 1 Hard 1 Turn Skirmish 2 Hard 3 Turns Skirmish 3 Hard 2 Turns Skirmish 4 Hard 3 Turns Skirmish 5 Hard 1 Turn Skirmish 6 Hard 4 Turns Skirmish 7 Hard 2 Turns Skirmish 8 Hard 3 Turns Skirmish 9 Hard 2 Turns Skirmish 1 EX Hard 2 Turns Skirmish 2 EX Hard 2 Turns Skirmish 3 EX Hard 3 Turns Skirmish 4 EX Hard 3 Turns Skirmish 6 EX Hard 3 Turns Skirmish 8 EX Hard 3 Turns Skirmish 5 EX Hard Skirmish 7 EX Hard Skirmish 9 EX Hard 2b. Combat Advice 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 with 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. During enemy turn, the AI always reacts to what's in their line of sight, yet it does not share LOS information between its troops. If one enemy spots a troop but the other 4 do not, the whole army won't descend on that person. It may, however, chase after a troop it can see, and in the process run past one of your troops that it previously couldn't see, and that will cause it to spot them and attack. Enemies cannot dodge from the back, but they can dodge from the sides, even if they don't currently see your character. 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 nonexistant. Even generic grey colored soldiers can and will dodge your attacks, so it's best to approach from behind whenever possible. Aces have dodge rates so high that it is pretty much required to fire from directly behind to hit them. 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, or 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 you step on a land mine and end your characters turn while standing on it, you can then run over it with other characters and it will not detonate. When using mortars and grenades, 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 with it if you aim correctly. 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. 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. Mortar grenades from tanks do more damage the closer they are to the enemy. 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. Tanks can run over and detonate small anti-personnel mines without taking damage. A Lancers Mortar Lance can deal extreme damage to a tanks radiator if you fire directly into it (lower the lances aim until the aiming arc no longer shows). This will kill any tank short of a Heavy Tank in one hit. 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 them 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. 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 you can move slightly. 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. While this is a cheap method, it can bring about results when there is no other alternative. 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 not die, so 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. 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. While in third person mode, enemies that fire at you 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. 3a. Class Level Progression/Stats Once classes reach level 11 they gain an AP boost. At lv 11+, Scouts have 900 AP/Medium HP, Shocktroopers have 450 AP/High HP, Lancers have 400 AP/High HP, Engineers have 650 AP/Low HP, and Snipers have 300 AP/Very Low HP. As far as stats go, all level ups do is increase the classes base HP, accuracy, and evasion. Weapons are far more important for determining a troops offensive capabilities. Scout: 4, 6, 14, 17: Potentials 1-4, 9: Order All Units Evade, 11: Equip Rifle Grenades, 12: Order Caution, 19: Order Concentrate Fire Shocktrooper: 3, 7, 11, 18: Potentials 1-4, 5: Order Attack Boost, 10: Order All Units Attack, 11: Equip Flamethrowers, 13: Order Neutralize, 16: Order First Aid Lancer: 2, 4, 11, 20: Potentials 1-4, 7: Order Damage Boost, 8: Order Demolition Boost, 11: Equip Mortar Lances, 15: Order Healing Boost, 19: Order Resupply Engineer: 4,9,14,20: Potentials 1-4, 3: Order Defense Boost, 6: Order All Units Defend, 12: Order Antidote, 17: Order Explosives Boost Sniper: 2, 8, 13, 16: Potentials 1-4, 5: Order Aim Boost, 10: Order All Units Aim, 15: Order: Penetration, 18: Order Attack Weak Spot 3b. Order List Class Learned Orders: All Units Attack: Raises all allies' anti-personnel attack power. CP: 2 All Units Defend: Raises all allies' defense. CP: 2 All Units Aim: Raises all allies' accuracy. CP: 2 All Units Evade: Raises all allies' evasion. CP: 2 Evade Boost: Raises one ally's evasion. CP: 1 Attack Boost: Raises one ally's anti-personnel attack power. CP: 1 Healing Boost: Increases the HP one ally can heal using Ragnaid (S). CP: 1 Defense Boost: Raises one ally's defense. CP: 1 Explosives Boost: Increase the damage done by hand grenades for one ally. CP: 1 Aim Boost: Raises one ally's accuracy. CP: 1 Damage Boost: Raises one ally's anti-tank attack power. CP: 2 NOTE: Overpowered ability that allows scouts and shocktroopers to destroy tanks by hitting the radiator. Demolition Boost: Greatly raises one ally's anti-tank attack power. CP: 3 Caution: Raises one ally's resistance to interception fire. CP: 2 Neutralize: Prevents one ally's attacks from being countered. CP: 1 Resupply: Restocks one ally's ammunition. CP: 1 Antidote: Removes one ally's status ailments. CP: 1 Attack Weak Spot: Makes all of one ally's attacks do critical damage. CP: 3 Concentrate Fire: Raises one ally's accuracy to focus shots on the target. CP: 2 Penetration: Makes one ally's attacks ignore any enemy defenses. CP: 2 First Aid: Fully restores one ally's HP. CP: 3 Aged Gentleman Learned Orders: Medic Request: Evacuates one fallen ally. CP: 1 Healing Request: Restores a set amount of one ally's HP. CP: 1 Heal All: Restores a set amount of all allies' HP. CP: 2 Awaken Potential: Awakens one ally's innate abilities (Potentials). CP: 2 NOTE: Extremely overpowered ability that makes potentials activate almost all the time. Awaken All: Awakens all allies' innate abilities (Potentials). CP: 3 Mortar Support: Attacks the area around one specified enemy unit. CP: 3 Artillery Support: Attacks all enemy units. CP: 6 Sniper Support: Attacks one specified enemy foot soldier unit. CP: 2 Retreat: Orders one ally to retreat. CP: 1 Recon Request: Makes all enemy units' current positions visible. CP: 2 3c. Potential List Accuracy Boost: Firing accuracy is boosted a set percentage of the time. Ambush Spotter: Enemy units in hiding can be spotted from the same distance as a scout. Ammo Refill: They have a set chance of recovering all ammunition after firing. Anti-Armor Boost: Their attack power against tanks is occasionally increased. Bad Back: Bending over to crouch puts a strain on their weak back, causing a drop in defense. Born Leader: Having allies nearby sparks a sense of responsibility that leads to a natural boost in defensive ability. Bug in a Rug: Cozy places like trenches seem calming, and give a boost in attack power. Camaraderie: Having allies of the same unit class nearby puts them at ease, raising their natural evasion. Camp Defender: Bent on protecting the camp by sheer force of will, they naturally become better at evading attacks. Chatty Cathy: Whenever a close friend is nearby, they just can't help but chitchat, a distraction that lowers their accuracy. Child of Nature: Paved roads feel strange and cold, leading to discomfort and lowered defense. City Kid: Standing on paved roads reminds them of the city, making them feel right at home and upping their defense. Claustrophobic: Tight spaces like trenches create a suffocating feeling, leading to a drop in attack power. Concentration: Through intense focus, they are occasionally able to make all shots hit a single point. Country Bred: Standing on bare dirt leads to a boost in concentration, raising accuracy. Damage Boost: Attack power against human targets is boosted a set percentage of the time. Darcsen Bond: Having brethren close by to protect stirs enhanced defensive abilities. Darcsen Hater: Even just being around Darcsens makes them nauseous, leading to a decrease in defense. Dbl. Tank Damage: Attacks have a chance to deal damage to both tank body and tread HP. Defense Boost: While taking action, they occasionally enjoy heightened defenses. Demolition Man: Attacks using hand grenades have a set chance of dealing more damage than normal. Desert Allergy: An allergy to dust and sand leads to a steady drain of HP while in a sandy area. Desert Bred: Standing on loose sand sharpens awareness, leading to improved evasion. Double Action: They have a set probability of being able to take two actions consecutively. Double Attack: They have a set chance of being able to attack twice consecutively. Double Movement: They have a chance of being able to move twice consecutively. Dud Mine: Land mines have a set chance of not exploding when tripped. Eagle Eye: The zoom-in capability is enhanced a set percentage of the time. Evasion Boost: They have a set probability of enjoying enhanced evasion abilities. Extra Shot: They can occasionally follow up an attack by loading one more round of ammunition. Fancies Men: Having men nearby makes them happy, leading to enhanced accuracy when firing. Fancies Women: Having women around makes them want to look good, making them shoot with greater accuracy. Fatalist: When HP reaches a single digit, they dive headlong into despair, causing reduced accuracy. Fearless Will: Attack power and defense increase when they enter the range of enemy interception fire. First Aid Boost: The healing powers of Ragnaid (S) are occasionally increased. Frail Body: Having less than half-full AP makes them feel totally exhausted, leading to decreased defense. Full HP Recovery: They have a chance of recovering all of their HP after attacking. Good Buddy: Being around close friends makes even the battlefield a little cheerier, boosting their attack power. Imp Hater: Pure hatred for the Empire yields a boost in accuracy. Invincible: Enemy attacks occasionally deal no damage. Kamikaze: Both accuracy and evasion receive a boost when HP drops to a single digit. Lone Wolf: Having allies nearby is a distraction that causes a drop in evasion ability. Lonely: Loneliness soon sets in when no allies are nearby, leading to decreased evasion ability. Meadow Bred: Standing in a grassy field helps them relax, enhancing their defense. Melee Skills: Firing accuracy is improved when an enemy is nearby. Metal Allergy: Proximity to metals causes an acute rejection reaction that leads to a steady drain of HP. Metal Head: The smell of iron clears the head, leading to a boost in attack power. Mid-Range Skills: Firing accuracy is improved when no enemies are in the immediate vicinity. Neat Freak: Worries about dirt stains leads to distraction and a decrease in accuracy. Nest Master: Shooting from a position at the top of a ladder grants increased attack power. Neutralize: Attacks have a set chance of preventing the enemy from counter attacking. Night Blind: Unable to see well in the dark, they're quick to panic at night, meaning a loss in accuracy when firing. Night Vision: Their keen sight is unimpeded by the darkness of night, letting them fire with enhanced accuracy. Nocturnal: Their keen eyes pierce the dark of night, allowing for visibility equal to that in the middle of the day. Panicky: Charging into the face of enemy fire makes them panic, decreasing attack power. Pessimist: Having less than half-full HP makes them throw away hope for the future, meaning lessened defense. Phoenix: They have a set chance of returning to life with full HP when their HP reaches zero. Poison Tolerance: An acquired tolerance to toxins renders them immune to status ailments. Pollen Allergy: Heavy pollen allergies mean a steady drain of HP when standing near too much plant life. Power Scout: Sighting five or more enemy units grants a boost in both evasion and attack power. Repair Boost: Repairs performed on tanks have a chance of restoring an increased amount of HP. Resist Counters: Damage taken from enemy counterattacks is lessened a set percentage of the time. Resist Crossfire: Damage taken from enemy interception fire is lessened. Shut-In: When holed up in camp, they cease to pay attention to the world outside, causing a drop in defense. Sighting: Accuracy is improved after sighting an enemy. Skilled Assassin: If able to successfully land an attack without being noticed first, attack power and evasion both rise. Stand Ready: Defense receives a boost when they enter the range of enemy interception fire. Stealth: Defenses are strengthened when in hiding. Super Accuracy: Firing accuracy is greatly boosted a set percentage of the time. Super Anti-Armor: Their attack power against tanks is greatly boosted a set percentage of the time. Super Damage: Power against humans greatly boosted set percentage of the time. Super Defense: Defensive abilities are greatly boosted a set percentage of the time. Super Evasion: Evasion skills have a chance of being greatly enhanced a set percentage of the time. Super First Aid: Healing of Ragnaid (L) greatly boosted set percentage of the time. Super Repair: Repairs performed on tanks have a chance of restoring a greatly increased amount of HP. Tank Destroyer: Attacks against tanks have a chance to deal a lethal blow. Tank Killer: When near a tank, they enjoy heightened accuracy. Tank Slayer: When near two or more tanks, they receive a boost to attack- related parameters. Third Eye: Defensive instincts kick in, offering a chance to avoid any critical damage from enemy counterattacks. Trooper Killer: Confidence that they can best any shocktrooper grants a boost in attack abilities. Ult. Anti-Armor: Their attack power against tanks is permanently greatly enhanced. Ultimate Damage: Parameters relating to anti-personnel attacks are permanently greatly enhanced. Ultimate Defense: Defensive abilities are greatly enhanced on a permanent basis. Ultimate Evade: Evasion skills are greatly enhanced, on a permanent basis. Undercover Fire: When crouching, their attack power is boosted. Undodgeable Shot: Attacks have a set probability of being impossible for enemies to evade. 3d. Character List Tank Operators: Welkin (likes Alicia, Juno, Audrey): Nature Lover, Calm Heart, Sibling Ties, Power of Love. Nature Lover: Being around nature makes his heart soar, bringing about a boost in his abilities. Calm Heart: Unshaken even when surrounded by foes, he remains calmly in command, enjoying a boost in his parameters. Sibling Ties: Whenever Darcsens are nearby, his thoughts drift to his sister, Isara, and his abilities are enhanced. Power of Love: Any time Alicia is at his side, he is filled with the warmth of their love, boosting his abilities. Welkin's unique potentials seem to activate almost 100% of the time the conditions are met. Placing him next to Alicia and a Darcsen gives him a huge stat boost. Zaka (likes Lynn, Wavy, Nadine): Metal Head, Good Buddy, Born Leader, Darcsen Pride. Darcsen Pride: Pride in fighting alongside his Darcsen brethren drives up his attack parameters when they're nearby. Best Scouts: Alicia (likes Welkin, Noce, Dallas): Country Bred, Maternal, Mysterious Body, Valkyria. Undodgeable Shot, Resist Crossfire, Double Movement. Maternal: When any of her close friends are nearby, the desire to protect them drives all of her abilities up. Mysterious Body: Always a fast healer for some reason, she occasionally notices that she's completely recovered from injury. Valkyria: The awesome power of the Valkyrur awakens within her when her HP falls below half-full. Alicia is the games best scouts for surviving interception fire and covering long distances. She has the most HP of any scout. Aika (likes Vyse, Yoko, Dallas): Pollen Allergy, Good Buddy, Runner's High. Stealth, Nocturnal, Resist Crossfire, Double Movement. Runner's High: Having less than half-full AP brings them an adrenaline rush that leads to increased defense. Aika has high HP and good interception fire/runner potentials, although not quite as good as Alicia. Noce (likes Alicia, Homer): Country Bred, Camaraderie, Bad Back, Welkin Hater. Sighting, First Aid Boost, Super Evasion, Concentration. Welkin Hater: Having Welkin around is a drag, causing a drop in firing accuracy. Noce has fairly high HP and his Sighting potential procs all the time, usually several times in a row before you've even gotten to what you want to shoot at - it procs off just about anything, even enemies he just spotted a second ago. Combined with Concentration he is the best scout at making long range attacks with high accuracy. Melville (likes Alex, Nina, Ted): Desert Allergy, Chatty Cathy, Trooper Killer, Energetic. Evasion Boost, First Aid Boost, Third Eye, Double Movement. Energetic: Having full HP leaves them full of pep and ready to go, including enhanced evasion abilities. Melvilles potentials aren't amazing, but he has very high HP, making him a good choice during the main campaign where potentials aren't as important as survivability. Mussad (likes Coby, Nina): Good Buddy, Bug in a Rug, Bloodthirsty. Undodgeable Shot, Power Scout, Third Eye, Ultimate Evade. Recruited by completing the main game once. Bloodthirsty: Their natural aggression gives them a chance of attacking twice in a row. Mussad is the best combat oriented scout - Power Scout seems to activate all the time and gives him a significant damage boost compared to other scouts. Bloodthirsty is great but seems to proc very rarely, so it shouldn't be counted on. Average Scouts: Cherry (likes Rosie, Ted, Ramona): Child of Nature, Chatty Cathy, Fancies Men, Rosie Lover. Undodgeable Shot, Skilled Assassin, Dud Mine, Ultimate Evade. Rosie Lover: Just knowing that Rosie is nearby gives confidence and a boost in attack power. Ted (likes Melville, Nancy, Cherry): Metal Allergy, Fancies Men, Fancies Women, Show-Off. Undodgeable Shot, Nocturnal, Dud Mine, Ultimate Evade. Show- Off: Being sighted by multiple enemies makes them want to show off, upping their defense. Wavy (likes Zaka, Nadine): Neat Freak, Darcsen Bond, Camp Defender, Stonewall. Evasion Boost, Power Scout, Resist Crossfire, Double Movement. Stonewall: Crouching down puts them in full-on guard mode, leading to improved defensive abilities. Freesia (likes Salinas, Walter, Emile): Desert Bred, Fancies Men, Under Pressure. Evasion Boost, Nocturnal, Resist Crossfire, Concentration. Under Pressure: Being the very last to take action gives them a crushing sense of pressure that hinders accuracy. Ramona (likes Edy, Cherry, Audrey): Neat Freak, Chatty Cathy, Chameleon. Undodgeable Shot, Nocturnal, Resist Crossfire, Ultimate Evade. Chameleon: When hidden from view, they can remain calm, cool and collected, leading to increased defense. Montley (likes Nancy, Jann, Herbert): Meadow Bred, Aichmophobic, Impatient. Evasion Boost, Skilled Assassin, Third Eye, Full HP Recover. Aichmophobic: Deathly afraid of pointed objects, being around lancers' weapons makes them hyperventilate, steadily losing HP. Impatient: Hiding from view causes them to quickly get antsy, causing a drop in defensive abilities. Juno (likes Welkin, Aisha, Catherine): Metal Allergy, Born Leader, Claustrophobic, Welkin Lover. Stealth, Skilled Assassin, Super Evasion, Double Movement. Welkin Lover: Just knowing that Welkin is nearby gives confidence and a boost in firing accuracy. Poor Scouts: Nancy (likes Ted, Montley, Emile): Meadow Bred, Good Buddy, Bug in a Rug, Klutz. Stealth, Power Scout, Dud Mine, Full HP Recovery. Klutz: Remembering to load ammo into their weapon sometimes completely slips their mind. Susie (likes Elysse, Knute): Country Bred, Good Buddy, Trooper Hater, Humanitarian. Sighting, First Aid Boost, Super Evasion, Full HP Recovery. Trooper Hater: For whatever reason, Shocktroopers aren't their thing. Attack power is lowered against shocktroopers. Humanitarian: Unable to forgive themselves for harming another person, they cannot take any further action after attacking. Hermes (has no likes): Meadow Bred, Fancies Women, Claustrophobic, Chronic Fatigue. Stealth, First Aid Boost, Super Evasion, Concentration. Chronic Fatigue: Simply moving is so tiring that they are occasionally unable to do anything. Best Shocktroopers: Vyse (likes Alex, Aika, Hector): Child of Nature, Born Leader, Challenge Lover. First Aid Boost, Undodgeable Shot, Super Damage, Double Attack. Challenge Lover: Charging into the face of enemy fire creates a rush of adrenaline that enhances attack power. Vyse has high HP and can put out a ton of damage, even against tank radiators. Rosie (likes Largo, Cherry): Desert Allergy, Strong-Willed, Big Sister, Song of Peace. Undercover Fire, Undodgeable Shot, Dud Mine, Double Attack. Strong-Willed: Plowing through oncoming fire by sheer force of will, she takes lessened damage from interception fire. Big Sister: She just can't abandon her fellow shocktroopers, if any are nearby, her abilities are enhanced. Song of Peace: Being around Darcsens increases her attack power. Alex (likes Vyse, Melville, Hector): Neat Freak, Night Vision, Scout Killer, Acrobat. Melee Skills, Ambush Spotter, Neutralize, Ultimate Damage. Scout Killer: Confidence that they can best any scout grants a boost in attack abilities. Acrobat: High places excite them, yielding a boost in their attack power. Hannes (likes Largo, Jane, Oscar): Child of Nature, Imp Hater, Daredevil. Undercover Fire, Kamikaze, Mid-Range Skills, Ultimate Damage. Daredevil: When surrounded gains an accuracy boost. Aisha (likes Juno, Yoko, Claudia): Desert Allergy, Panicky, Lonely, Starting Dash. First Aid Boost, Ambush Spotter, Neutralize, Ultimate Damage. Starting Dash: Firing accuracy is boosted during the first three turns of the operation. While Aisha is burdened with Panicky and Lonely, her Ultimate Damage makes up for it. However, it's still preferrable to use Hannes or Alex over her if possible. Starting Dash unfortunately doesn't seem to activate very often. Average Shocktroopers: Salinas (likes Edy, Freesia, Audrey): Desert Allergy, Fancies Women, Lancer Killer, Tank Lover. Melee Skills, Ambush Spotter, Super Damage, Full HP Recovery. Tank Lover: Standing near tanks makes them happy, driving up their attack abilities. Lancer Killer: Confidence that they can best any lancer grants a boost in attack abilities. Jane (likes Hannes, Oscar): Child of Nature, Imp Hater, Lancer Killer, Sadist. Undercover Fire, Fearless Will, Mid-Range Skills, Full HP Recovery. Sadist: Inflicting pain on others fills them with a sublime sense of pleasure, upping anti-personnel attack power. Edy (likes Salinas, Ramona, Dallas): Country Bred, Panicky, Born Leader, Rosie Hater. Melee Skills, Undodgeable Shot, Super Damage, Phoenix. Rosie Hater: Having Rosie around is a drag, causing a drop in attack power. Lynn (likes Zaka, Karl): Child of Nature, Darcsen Bond, Shocktrooper Killer, Hard Worker. Undercover Fire, Ambush Spotter, Dud Mine, Full HP Recovery. Recruited by unlocking Karl's hidden potential, then letting him become injured in battle. Hard Worker: A disciplined work ethic occasionally enables them to take a second action after attacking. Poor Shocktroopers: Nina (likes Musaad, Melville, Rosina): Country Bred, Camp Defender, Lancer Hater, Tank Hater. First Aid Boost, Fearless Will, Super Damage, Double Attack. Tank Hater: They feel uncomfortable around tanks, and their attack power suffers as a result when standing near one. Lancer Hater: For whatever reason, lancers aren't their thing. Attack power is lowered against lancers. Wendy (has no likes): Metal Head, Shut-In, Outcast. Damage Boost, Kamikaze, Dud Mine, Phoenix. Outcast: Having allies of the same unit class nearby puts them on edge, lowering their evasion. Coby (likes Musaad, Yoko, Catherine): Country Bred, Born Leader, Bad Back, Alicia Hater. Damage Boost, Undodgeable Shot, Dud Mine, Phoenix. Alicia Hater: Having Alicia around is a drag, causing a drop in evasion. Kevin (likes Karl, Cezary): Metal Head, Claustrophobic, Indecisive. First Aid Boost, Kamikaze, Dud Mine, Double Attack. Indecisive: Too many enemies in the surrounding area make for too many targets. Unable to decide, their accuracy drops. Mica (likes Dorothy): Metal Head, Pessimist, Jam Jinxed. Damage Boost, Fearless Will, Mid-Range Skills, Phoenix. Jam Jinxed: Born under an unlucky star, they are especially susceptible to weapon jamming. Dorothy (likes Mica, Claudia): Metal Head, Frail Body, Stage Fright. Damage Boost, Kamikaze, Neutralize, Double Attack. Stage Fright: Being sighted by multiple enemies puts them on the spot, making them too afraid to move. Best Lancers: Largo (likes Rosie, Hannes, Jann): Child of Nature, Loyal Teammate, Big- Hearted, Veggie-Maniac. First Aid Boost, Tank Slayer, Dbl. Tank Damage, Ammo Refill. Loyal Teammate: When surrounded by allies, he feels the drive and energy to work that much harder, enjoying a boost in abilities. Big-Hearted: His insurmountable spirit is enough to call him back from death, reviving him after his HP reaches zero. Veggie-Maniac: Any time his feet touch the bountiful earth, his love of veggies drives his parameters up. Jann (likes Largo, Montley, Walter): Pollen Allergy, Fancies Men, Largo Lover. Tank Killer, Extra Shot, Dbl. Tank Damage, Ult. Anti-Armor. Largo Lover: Just knowing that Largo is nearby gives confidence and a boost in attack power. Audrey (likes Welkin, Salinas, Ramona): Pollen Allergy, Good Buddy, Camaraderie, Mooch. First Aid Boost, Tank Slayer, Poison Tolerance, Ult. Anti- Armor. Mooch: When ammo stores run out, they manage to scrounge some up from somewhere or other. Recruited by earning 10 or more Medals. Elysse (likes Susie, Homer, Ramsey): Neat Freak, Camp Defender, Scout Hater, Slow Starter. Tank Killer, Extra Shot, Dbl. Tank Damage, Ult. Anti-Armor. Scout Hater: For whatever reason, scouts aren't their thing. Attack power is lowered against scouts. Slow Starter: Their true abilities come to the surface only after five turns have gone by. Slow Starter activates after 5 turns, so you pretty much never see it. Average Lancers: Hector (likes Alex, Vyse, Rosina): Metal Allergy, Born Leader, Intimate Company. Tank Killer, Extra Shot, Super Anti-Armor, Tank Destroyer. Intimate Company: Having only a few allies nearby gives them a strange sense of adventure that leads to improved accuracy. Yoko (likes Coby, Aisha, Aika): City Kid, Born Leader, Largo Hater. First Aid Boost, Tank Slayer, Super Anti-Armor, Ammo Refill. Largo Hater: Being around Largo is a drag, causing a decrease in attack power. Rosina (likes Nina, Hector): Desert Allergy, Darcsen Hater, Into Macho Men. Anti-Armor Boost, Stand Ready, Poison Tolerance, Tank Destroyer. Into Macho Men: Seeing the buff bods of anti-tank lancer units nearby is enough to get their engine firing, raising evasion. Poor Lancers: Theold (likes no one): Child of Nature, Darcsen Hater, Night Blind, Bully. Anti-Armor Boost, Tank Slayer, Poison Tolerance, Tank Destroyer. Bully: Roaming around with a pack of allies makes him feel like a big shot, boosting firing accuracy. Walter (likes Freesia, Jann): Desert Bred, Pessimist, Night Vision, Cocky. Anti-Armor Boost, Stand Ready, Dbl. Tank Damage, Ammo Refill. Cocky: Having full HP makes them get overconfident, leading to a decrease in evasion. Nils (likes no one): City Kid, Lone Wolf, Camp Defender, Misogynist. First Aid Boost, Stand Ready, Super Anti-Armor, Ammo Refill. Misogynist: Having women nearby triggers a constitutional loathing so powerful it lowers accuracy. Best Engineers: Herbert (likes Montley, Ramsey): Desert Bred, Fatalist, Moody. Repair Boost, Resist Counters, Super First Aid, Ultimate Defense. Moody: Fickle to the core, they sometimes don't feel like doing anything, even when commanded. Note: Do not unlock his personal potential or he will suck. Homer (likes Noce, Elysse, Knute): Neat Freak, Frail Body, Lonely, Masochist. Undodgeable Shot, Poison Tolerance, Super First Aid, Ultimate Defense. Masochist: Having less than half-full HP makes them inexplicably happy, granting a boost in defense. Nadine (likes Zaka, Wavy): Pollen Allergy, Darcsen Bond, Camaraderie, Rear Guard. Repair Boost, Resist Counters, Super Defense, Double Action. Rear Guard: Being the very last to take action gives them a strong sense of responsibility that boosts attack power. Her Rear Guard activates every time she's used on the last CP of a turn, and she can deal a ton of damage with it on. Average Engineers: Knute (likes Susie, Homer, Cezary): Metal Allergy, Night Vision, Engineer Killer, Lucky. Undodgeable Shot, Demolition Man, Super Defense, Double Action. Recruited by entering the Command Room with 1 million DCT. Lucky: Pure luck is occasionally enough to narrowly avoid taking critical damage. Engineer Killer: Confidence that they can best any engineer boosts attack abilities. Dallas (likes Alicia, Edy, Aika): Desert Allergy, Man Hater, Fancies Women, Alicia Lover. Defense Boost, Demolition Man, Super Repair, Double Action. Alicia Lover: Just knowing that Alicia is nearby gives confidence and a boost in evasion. Man Hater: Having men nearby triggers a constitutional loathing so powerful it lowers accuracy. Karl (likes Kevin, Lynn): Metal Head, Lonely, Head-Lit Deer. Undodgeable Shot, Poison Tolerance, Super Repair, Invincible. Head-Lit Deer: When faced with an enemy counterattack, sheer terror sometimes prevents them from evading. Poor Engineers: Ramsey (likes Elysse, Herbert): Metal Head, Fatalist, Maintenance Lazy. Repair Boost, Resist Counters, Super First Aid, Invincible. Maintenance Lazy: A lackluster commitment to weapons maintenance occasionally leaves them unable to attack. Claudia (likes Aisha, Dorothy): City Kid, Shut-In, Unlucky. Defense Boost, Demolition Man, Super Repair, Invincible. Unlucky: Sometimes Lady Luck abandons them completely, leaving them unable to inflict critical damage to their target. Snipers: Best Snipers: Marina (has no likes): Pollen Allergy, Lone Wolf, Night Vision, My Way. Nest Master, Extra Shot, Penetrator, Ult. Accuracy. My Way: Having no allies nearby lets them think clearly, improving their evasive skills. Penetrator: Their attacks can occasionally ignore the target's defenses. Ult. Accuracy: Their accuracy is permanently greatly enhanced. Marina's Ultimate Accuracy means her shots are pefectly placed every time, assuming you have a sniper rifle with A level Aim equipped. That alone puts her way above the other snipers. Average Snipers: Catherine (likes Coby, Juno): Meadow Bred, Pessimist, Camaraderie, Ammo Worries. Accuracy Boost, Roof Hunter, Penetrator, Ammo Refill. Roof Hunter: Both evasion and attack power are enhanced when firing up at an elevated target. Ammo Worries: If ammo reaches 0, attack power drops. Oscar (likes Hannes, Jane, Emile): Meadow Bred, Imp Hater, Night Vision, Coward. Nest Master, Extra Shot, Super Accuracy, Eagle Eye. Coward: Having enemies nearby terrifies them, hindering accuracy when firing. Emile (likes Nancy, Freesia, Oscar): Meadow Bred, Frail Body, Good Buddy, Never Say Die. Accuracy Boost, Roof Hunter, Critical Shot, Ammo Refill. Recruited by unlocking Oscar's hidden potential, then letting him become injured in battle. Never Say Die: When HP reaches a single digit, their warrior's spirit burns brightest, granting raised accuracy. Critical Shot: A set percentage of the time, all shots that connect deal critical damage. Cezary (likes Kevin, Knute): Desert Bred, Darcsen Hater, Sniper Killer, Acrophobic. Perfect Dodge, Backup Sniping, Super Accuracy, Eagle Eye. Sniper Killer: Confidence that they can best any sniper grants a boost in attack abilities. Acrophobic: High places make them intensely uncomfortable, causing a drop in their attack power. Backup Sniping: All attack parameters enjoy a boost when shooting with no one else nearby. Perfect Dodge: Cat-like reflexes allow them to consistently dodge enemy counterattacks. 3e. Decorations List: 01: Gallian Medal of Honor Earned: Complete Chapter 9 02: Fouzen Service Medal Earned: Complete Chapter 10 03: Naggiar Service Medal Earned: Complete Chapter 14 04: Ghirlandaio Service Medal Earned: Complete Chapter 15 05: Savior of Gallia Earned: Load a Clear data file 06: The Lance of Gallia Earned: Kill an Ace unit 07: The Bronze Arms of Gallia Earned: Kill 251 enemies 08: The Silver Arms of Gallia Earned: Kill 500 enemies 09: The Golden Arms of Gallia Earned: Kill 1000 enemies 10: The Splintered Horn Earned: Unlock any recruits hidden potential, then allow them to die permanently in a battle. 11: The Crimson Heart Earned: Call a Medic for a wounded ally, or finish the battle before they permanently die. 12: Order of the Golden Wings Earned: Train all classes to Lv 20 13: The Wings of Solidarity Earned: Unlock personnel profiles for every recruit, including the recruits that must be recruited through certain conditions. 14: Excellence in Leadership Earned: Learn all Orders, including the Aged Gentlemans Orders 15: Excellence in Armament Earned: Upgrade all weapons, collect all "R" weapon rewards, and collect every Ace weapon. 16: Excellence in Technology Earned: Purchase every possible tank upgrade, even the 3 that can only be had one at a time, and kill the Aces holding tank parts. 17: Gallian Front Commemorative Earned: Complete every Chapter and Newspaper Report mission. Can only be earned during a New Game+ with the final Ellet report. 18: Order of the Holy Shield Earned: Finish any Chapter (past Ch 10b) without anyone becoming wounded (HP reaches 0). 19: Order of the Holy Lance Earned: Finish any Chapter (past Ch 10b) with an A rank. 20: Randgriz Crest of Honor Earned: Finish all Chapters, Newspaper Report Missions, and Easy, Normal, and Hard Skirmish missions with an A Rank. 4. Report/Newspaper Missions These extra missions can be accessed by paying the newspaper reporter at HQ. They are randomly handed out and if you don't meet the chapter requirements at the time of purchase, you will have to wait until later to play them. For the most part, you'll only get an opportunity to play all of them after clearing Chapter 14. [A01] Report "Largo's Passion" Playable after Ch 4 Turns Needed for A Rank: 3 Objective: Kill Count: 2 Leaders, 2 Tanks Mission Total: 15060 EXP, 19860 DCT Deployment: Deploy Alicia. Tactics: Send Largo and Alicia through the town. Largo needs 9-10 CP to reach the end of the map while hugging every corner and wall, which leaves 2-3 for Alicia. The A rank isn't possible unless you kill everything in one attack (assuming you aren't coming here after finishing a far later chapter than 4). Largo's headshots are of course very luck based, so be ready to hit the reload button when his point blank to the face lance shot goes flying off into the night sky (especially if he has a weapon with poor Aim). [A02] Report "Signs of Awakening" Playable after Ch 7 Turns Needed for A Rank: 2 Objective: Capture enemy Base Flag Kill Count: 4 Leaders, 2 Light Tanks Mission Total: 24640 EXP, 37600 DCT Deployment: 12 X 3 XX 1: Shocktrooper (Rosie) 2: Lancer #1 (Largo) 3: Lancer #2 X: Undeployed Tactics: I'm writing this assuming the party is around lv 7-8, but if you are coming here after finishing ch 14, feel free to use elite weapons or blow away light tanks with shocktroopers, etc. Take advantage of line of sight in this map - Alicia should run up from behind and grenade crouched enemies. Turn 1: CP 1-2: Send Lancer #1 east to blow up the light tank around the corner. CP 3: Send Lancer #2 up the ladder and attack one of the Barriers to knock it down, then run up the second ladder and start running west. CP 4-5: Send Shocktrooper up the same two ladders and throw a grenade at the shocktrooper (hopefully killing it), then finish off the shocktrooper leader. CP 6: Send Alicia up the north ladders and toss a grenade at the two crouching shocktroopers by the east base entrance. This should hopefully kill one and injure the other. CP 7: Send Shocktrooper north to finish whichever shocktrooper survived the last grenade attack. CP 8-9: Send Lancer #2 west towards the west base entrance, then fire on one of the barricades blocking the west base entrance. Turn 2: CP 1-2: Send Alicia around to the west base entrance and grenade the shocktrooper leader and engineer from behind, then finish off the shocktrooper leader. CP 3: Send Lancer #2 through the west base entrance and attack the light tank's radiator. Run north to make the two shocktroopers by the Base Flag face west. CP 4-5: Send Shocktrooper in to gun down the west-facing shocktroopers from behind. End the turn with the shocktrooper in the northeast corner of the base facing southeast. CP 6-7: Send Alicia in through the west base entrance and past the flag to gun down the shocktrooper leader from behind. Capture afterward. [A03] Report "What Lies Beyond Hate" Playable after Ch 10 Turns Needed for A Rank: 2 (Guide uses 1) Objective: Kill all enemies Kill Count: None Mission Total: 48600 EXP, 93120 DCT Deployment: 1: Alicia 2: Scout 3: Largo - CP Bonus Only 4: Welkin 5: Rosie - CP Bonus Only Tactics: Just kill the 3 enemies without being spotted. Easy at any level. CP 1: Send Scout northwest and kill the scout on the roof. CP 2-4: Send Alicia northeast and kill the two scouts standing behind the buildings. [A04] Report "War Without Weapons" Playable after Ch 12 Turns Needed for A Rank: 4 (Guide uses 2) Objective: Kill all enemies Kill Count: 4 Leaders, 1 Ace, 2 Medium Tanks Mission Total: 59640 EXP, 126600 DCT Deployment: 1 23 45 X 6 X 1: Shocktrooper #1 with VB FW 1(g) flamethrower equipped. 2: Scout #1 (Alicia) 3: Largo - CP Bonus Only 4: Rosie 5: Shocktrooper #2 6: Scout #2 X: Undeployed Tactics: There are quite a few enemies hiding in the grass: One lancer in the northmost grass. Two shocktroopers in the NW grass. Two shocktroopers in the SW grass. Two shocktroopers in the middle grass. One ace in the grass N of the tree. Two shocktroopers in the grass NE of the tree. One shocktrooper in the grass SW of the tree. One shocktrooper and one sniper in the grass S of the tree. You should have the excellent Flamethrower from the ace on Chapter 11, which comes in handy here. The weapon can easily cut through crouched shocktroopers in a single attack. Equip it on your favorite shocktrooper and mow down crouching enemies. You can also do fun things like use a tank to run over crouched enemies and knock them out of hiding. Turn 1: CP 1-4: Send the Shamrock north to blow up the medium tank by the tree. Then fire on the remaining medium tanks radiator from on top of the hill. CP 5-8: Move Shocktrooper #1 north to flamethrow the shocktrooper in the grass S of the tree, then run northwest to flamethrow both shocktroopers in the middle grass, then SW to the SW grass and kill one of the shocktroopers there. CP 9: Send Scout #1 north to kill the shocktrooper leader that the Shamrock ran over. End their turn crouched in the grass. Turn 2: CP 1-3: Move Shocktrooper #1 north to kill the remaining shocktrooper in the SW grass, then north to the NW grass and kill those two shocktroopers. CP 4-6: Kill the Lancer by the tree with Scout #1, then head towards the ace in the grass to the north of the tree. Grenade him then crouch into the grass, crawl past him, then headshot him from behind. After this, most of the heavy killing is finished. Just take out the remaining few enemies running around. The ace weapon is a VB FW 2(g), an even better version of the excellent VB FW 1 (g). [A05] Report "Flower of the Battlefield" Playable after Ch 13 Video Clips: http://www.youtube.com/watch?v=30HG4wBH4d8 Turns Needed for A Rank: 5 (Guide uses 3) Objective: Kill all enemies or survive 8 turns Kill Count: 4 Leaders, 1 Ace, 1 Medium Tank, 2 Heavy Tanks Mission Total: 73120 EXP, 149800 DCT Deployment: 12 1: Scout 2: Shocktrooper Tactics: This walkthrough is written for a party lv 14-15 and just finished Chapter 14. If you wait till lv 20/Chapter 18/the best gear, this mission will be easier. Rosie and Shocktrooper should camp the grass in front of the base and use the flamethrower on crouching enemies, Scout should run to the far corners of the map to take out snipers, and the Edelweiss should take out the 3 tanks, fire mortars at any grouped up enemies, and provide heavy interception fire. The attack priority is: Tanks, Scouts, Lancers, Snipers, then Shocktroopers. The level can be somewhat random because positioning is so loose and there's not many places to hide. Turn 1: CP 1-6: Move the Edelweiss forward and drop a mortar on the sniper and scout in the NW grass and run over the lancer hiding in the NW grass. Then drop a mortar on the group of 3 shocktroopers and an engineer, then drop a mortar on the group of 2 shocktroopers and end with the Edelweiss's back to the hill to avoid radiator damage. The Edelweiss should be doing a lot of interception fire on shocktroopers. Turn 2: CP 1-6: Use the Edelweiss to kill all 3 enemy tanks. Finish off with the east- most tank and end with the Edelweiss's back to the east boundary of the map. The Edelweiss should be doing a lot of interception fire on shocktroopers. Turn 3-4: With the 3 tanks out of the way, all that remain are shocktroopers, lancers, and snipers. The lancers and scouts are your top priority since they can possibly kill the Edelweiss, and the scouts can possibly slip into the base. There should be two scouts in the grass east of the base that need to be killed, the sniper in the NE corner, a lancer or two, the NW scout, and maybe a shocktrooper or two left. If you played the map well, you can finish in 3 Turns, otherwise it's easy to do it in 4 or 5. If you have the best gear/levels/etc. it's possible in 2 turns. The ace part is a Firing Calculator for the Shamrock. 5. Main Game Walkthrough [B01] Chapter 1 "In Defense of Bruhl" Turns Needed for A Rank: 2 Objective 1: Kill scout leader Objective 2 (after killing scout leader): Reach escape point Kill Count: 1 Leader Mission Total: 730 EXP, 2290 DCT Tactics: Turn 1 CP 1: The scout leader is located past the other 5 or so soldiers, crouched behind some sandbags. Move Alicia north dodging interception fire, then toss a grenade at the leader. If he doesn't die from that, just gun him down, and this part of the mission will automatically end. Turn 2 CP 1: Run to the exit point with Welkin. [B02] Chapter 2 "Escape from Bruhl" Turns Needed for A Rank: 3 Objective: Kill the light tank Kill Count: 2 Leaders, 1 Ace, 1 Light Tank Mission Total: 2140 EXP, 5260 DCT Tactics: Turn 1 CP 1-3: Move Alicia north through the grass in between the fence and the hill. Pass the house then toss a grenade at the 4 soldiers by the sandbags, and finish off any that survived. Turn 2 CP 1: Use the Town Watchmen to kill the scout leader hitting the gate. Turn 3 CP 1-2: Move the Edelweiss west and drop a mortar onto the scout leader. CP 3: Send Alicia to kill the ace hiding in the northeast corner of the map behind a tree. Get up close and throw a grenade at him. CP 4-9: Move the Edelweiss SW and fire on the tanks radiator to destroy it. You can make 3 shots at it, so don't worry if one misses. Save your game before the last shot so you can retry if the recruits you get at HQ are bad. The Ace weapon is a ZM Kar 1(g) rifle with high damage, but low accuracy/range. It's best used if you plan on getting up close to an enemy. Headquarters: Important! If you don't get at least a few good recruits (see character list above), reload Chapter 2 (right before killing the tank) and try again. The recruits you get will make up the bulk of your army for most of the game, so you'll want at least 2 good Scouts, Shocktroopers, and Lancers. The snipers/engineers you get don't really matter, however. Class Level Training after finishing Skirmish 1: Scout 4 Shocktrooper 2 Lancer 3 Engineer 2 Sniper 2 [B03] Skirmish 1 "Outskirts of Bruhl" Normal Turns Needed for A Rank: 1 Objective: Capture enemy Base Flag Kill Count: 2 Leaders Mission Total: 2180 EXP, 1700 DCT Deployment: X X X X X 1 X 2 1: Alicia 2: Shocktrooper X: Undeployed Tactics: CP 1: Use Shocktrooper and throw a grenade at the east scout leader. CP 2-3: Use Alicia and take the very long route around the field to the remaining scout leader to avoid interception fire. Throw a grenade at the remaining scout leader, then proceed south to kill the scout by the flag and capture. [B04] Chapter 3 "Vasel Urban Warfare" Video Clips: http://www.youtube.com/watch?v=bnxqf34RjJs Turns Needed for A Rank: 1 Objective: Capture enemy Flag Kill Count: 4 Leaders, 1 Ace, 2 Light Tanks Mission Total: 6900 EXP, 11460 DCT Deployment: East Team: Deploy one Scout. West Team: 1 2 3 X X 1: Shocktrooper 2: Largo - CP Bonus Only 3: Lancer X: Undeployed Tactics: CP 1-2: Send Alicia to kill the Ace hiding in the bushes to the right of the ramp - run her along the east map boundary to avoid enemy fire. As soon as you see the ace appear, crouch down into the grass to avoid his fire, then toss a grenade at him. Crouch closer in the grass for better accuracy then finish him off. CP 3: Send Scout north to kill the NE shocktrooper leader with a grenade. CP 4-5: Send Shocktrooper through the alley on the left side of the Library, turn right hugging the library wall, then kill the scout leader. Continue north to kill the shocktrooper leader by the Base Flag. CP 6-8: Send the NE Lancer through the right alleyway next to the City Library then north onto Old Bridge Avenue. Kill the Shocktrooper in front of the alley, then the west tank. Proceed north to fire at the north tank radiator. It's a hard shot so you may have to try a few times. Unfortunately there is simply no way to get closer to this tank for the shot. CP 9: Kill the remaining shocktrooper by the Base Flag with Shocktrooper then capture. The Ace weapon is a ZM MP 1(g) machine gun with high damage, but low accuracy/range. It's best used if you plan on getting up close to an enemy. Headquarters: Class Level Training: Scout 5 Shocktrooper 3 Lancer 4 Engineer 2 Sniper 2 [B05] Chapter 4 "Operation Cloudburst" Video Clips: http://www.youtube.com/watch?v=K34JGQPDil0 Turns Needed for A Rank: 2 Objective: Capture enemy Base Flag Kill Count: 4 Leaders, 5 Light Tanks Mission Total: 13300 EXP, 16060 DCT Deployment: 1 2 3 4 5 6 X X 1: Scout #1 2: Lancer #1 (Largo) 3: Lancer #2 4: Scout #2 (Alicia) 5: Rosie - CP Bonus Only 6: Sniper X: Undeployed Tactics: Turn 1 CP 1-2: Send Scout #1 north to kill the shocktrooper around the corner to the east, then grenade down the north breakable wall and hide behind the inactive tanks. Make sure to stay out of line of sight of any enemies. CP 3-5: Send Lancer #2 and Scout #2 north through the grenaded wall behind the inactive tanks. Make sure to stay out of line of sight of any enemies. CP 6: Send the Sniper to hit the energy tank next to the S Tank. CP 7-8: Send Lancer #1 northeast to fire at the S Tank, while alerting the scout leader and getting scout leader to fire on Lancer #1. End Lancer #1 south of the tank next to the S Flag. Turn 2 CP 1: Use the Sniper to kill the scout leader. CP 2-3: Use Lancer #1 to move NE and kill the eastmost tank. CP 4-6: Use Lancer #2 to kill the tank just north of the grenaded wall, then the NE tank, then the final tank. CP 7: Use Scout #1 to kill the Shocktrooper leader. Approach him from the side and headshot him. CP 8-10: Use Scout #2 to kill the enemy scout near the Base Flag from the east, to avoid alerting the shocktrooper near the Base Flag. After killing the scout, move next to the flag then toss a grenade at the shocktrooper, which should knock him off the flag and allow you to capture. Headquarters: Class Level Training after finishing Skirmish 2: Scout 5 Shocktrooper 5 Lancer 6 Engineer 3 Sniper 3 [B06] Skirmish 2 "Vasel Riverside" Normal Turns Needed for A Rank: 1 Objective: Capture enemy Base Flag Kill Count: 4 Leaders, 2 Light Tanks Mission Total: 7120 EXP, 7480 DCT Tactics: This mission is almost exactly like Chapter 3, except there's only 8 CP available and there is no ace. Since you no longer need to kill the ace, that means you have an extra CP in comparison to Chapter 3. Use that extra CP to get the Lancer closer to the north tank for a more accurate shot on the radiator. [B07] Chapter 5 "The Kloden Wildwood" Video Clips: http://www.youtube.com/watch?v=YVJp-bg6vn0 Turns Needed for A Rank: 4 (Guide uses 3) Objective: Capture enemy Base Flag Kill Count: 6 Leaders, 1 Ace, 1 Medium Tank Mission Total: 19280 EXP, 26360 DCT Deployment: North Team: X X12 X: Undeployed 1: Scout #1 2: Shocktrooper (Rosie) South Team: 1 3 X 4 5 1: Scout #2 2: Lancer (Largo) 3: Welkin 4: Scout #3 (Alicia) Tactics: Turn 1: CP 1: Move Scout #1 east along the north-most path (avoid the land mine next to the houses), then kill the scout leader. CP 2-4: Move Shocktrooper east and kill the Anti-Tank Cannon by the marsh, then continue east. CP 5-6: Move Lancer southeast and fire at the fallen trees to clear them, then run east one more time, but stay out of the lancer/tank line of sight. CP 7-8: Move Scout #2 and 3 southeast behind Lancer. Turn 2: CP 1-3: Move Lancer east, kill the north lancer, then fire into the medium tanks radiator, then fire at the crouched shocktrooper. CP 4-8: Use Scout #2 and #3 to kill the remaining enemies along the south path and proceed northeast towards the main base gate, using a heal if needed. CP 9-10: Move Rosie east, kill the shocktrooper leader and ignore the shocktrooper, then throw a grenade at the shocktrooper leader hiding around the corner near the north base gate. Turn 3: CP 1-2: On the enemy turn, the ace may or may not start moving. If he stays in his corner, gun him down with Rosie. If he starts moving, take him out with whoever can headshot him from behind. CP 3: Send Rosie or one of the Scouts to toss a grenade into the stacks of wood at the SW of the base. CP 4+: Move Scout #2 and #3 past Rosie and towards the base flag. Throw grenades and gun down anything preventing flag capture. Take as many CP as you need for this. The Ace weapon is a Shocktrooper ZM MP 2(g), it has even better damage than the ZM MP 1(g), but the range is still poor. Headquarters: Class Level Training: Scout 7 Shocktrooper 5 Lancer 7 Engineer 3 Sniper 3 [B08] Chapter 6 "A Desert Encounter" Video Clips: http://www.youtube.com/watch?v=PD5f9C8qhpk Turns Needed for A Rank: 3 Objective: Capture enemy Base Flag Kill Count: 5 Leaders, 1 Ace, 3 Light Tanks Mission Total: 22550 EXP, 32390 DCT Deployment: Reserves: One Lancer on reserve, ready to be deployed. West Team: 1 2 3 4 1: Scout #1 2: Scout #2 (Alicia) 3: Rosie - CP Bonus Only 4: Largo - CP Bonus Only Tactics: Turn 1 CP 1-5: Send Scout #2 through Trench 01 and kill the scout leader without being spotted by the shocktrooper leader. Kill the shocktrooper leader then run west towards the lancer leader. Grenade and kill the lancer leader then run north and hide behind the wall fragment north of Trench03 and heal herself. Make sure Scout #2 is out of line of sight of snipers. CP 6-7: Send Scout #1 through Trench 01 to capture the middle Flag, then hide behind the east wall from the snipers. CP 8: Deploy a Lancer to the middle Flag Turn 2 CP 1-4: Send Scout #1 north into the L shaped wall fragment to kill the ace. Move west towards the shocktrooper leader near the Base Flag, then kill it with a grenade and gunfire. CP 5-7: Send Scout #2 northwest along the map boundary, approach the crouching shocktrooper leader from the east, then kill it with a grenade and gunfire. Crouch down in Trench 05 afterward. CP 8-10: Send Lancer north to kill the east-most tank from behind. The enemy tanks will probably kill Scout #1 on the Base Flag, but that's ok. You can rescue them with Scout #2. Turn 3: CP 1-3 or 4: Send Lancer out to kill the remaining two tanks. You have plenty of CP to spend to get up close to the tanks, so don't worry about inching closer for a kill. CP 5 onward: Send Scout #2 to kill the enemy sniper on the Base Flag, rescue Scout #1, and capture the Flag. The ace weapon is a sniper ZM SG 1(g), which has high damage, but low range/accuracy. Headquarters: If you haven't upgraded the Edelweiss yet, now is the time to do so. There should be a new report available for purchase. Class Level Training after finishing Skirmish 3: Scout 8 Shocktrooper 7 Lancer 8 Engineer 6 Sniper 5 [B09] Skirmish 3 "Kloden Wildwood" Normal Turns Needed for A Rank: 4 Objective: Capture enemy Base Flag Kill Count: 7 Leaders, 1 Light Tank, 1 Medium Tank Mission Total: 15630 EXP, 19950 DCT Tactics: This skirmish is almost exactly like Chapter 5, except your south team starts farther back, there is no ace, the Medium Tank is now a Light Tank, and the boss tank is now a Medium Tank. Some of the enemies are also slightly easier inside the base. The same tactics from Mission 5 will work here, with a few exceptions. Since your south team starts farther back, your north team is actually closer to the enemy base, so position any slow moving units (Lancers, Shocktroopers) you intend to head into the base from there. You don't need to kill any ace. You may have to take out reinforcements by the enemy base flag if you don't finish the mission by Turn 3. Finally, you will have to bring a Lancer up into the enemy base or use Order Damage Boost to take out the Medium Tank there. It may be worth capturing one of the Garrisons to deploy slower units like Lancers closer to the base. Taking on the Light Tank on the south road is slightly different this time. One, it fires at anything approaching from the west. Two, it's blocked between the sandbags so you will have to destroy some of them to be able to reach the tanks weak point. With that in mind, it may be wiser to approach it from behind by running south through the middle path from the North Team. [B10] Chapter 7 "The Battle at Barious" Video Clips: http://www.youtube.com/watch?v=xz_Vf1DNQeA Turns Needed for A Rank: 9 Objective: Destroy the Batomys Kill Count: 1 Ace, 1 Heavy Tank Mission Total: 30000 EXP, 46440 DCT Deployment: North Team: 123 1: Engineer 2: Lancer #1 3: Lancer #2 (Largo) South Team: X 1 234 X: Undeployed 1: Lancer #3 2: Sniper 3: Rosie 4: Alicia 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 northmost 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. Mission Advice: Each Lancer should be doing 550 damage to the Batomys Turret (assuming they have the latest Weapon upgrade from HQ), which should allow the Edelweiss to finish them off with one more shot, which is 3CP per turret. While the Edelweiss is fairly accurate, your Lancers will be as bad at aiming as usual, so you need to get them as close as possible to the turrets. Approach the turrets from the side so they don't fire on your lancers. Always keep the Edelweiss at a distance from the Batomys, and don't expose its radiator to attack. Don't allow the Batomys to stay still, or you'll delay how long it'll take to defeat it. Controlling the Edelweiss: The Edelweiss 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. Remember, the Edelweiss needs a wide clearance to be able to turn around. The Batomys can not cause any damage by running people over, nor can the Edelweiss or any tank, so feel free to stand as close as you want. Selvaria cannot damage the Edelweiss unless she hits its radiator. Tactics: Phase 1, Turn 1 Player: CP 1-6: Use the Edelweiss to attack the front right then front middle turret, then after attacking back off to the NW flag very close to Lancer #3. Finish off the two turrets with Lancer #1. CP 7-8: Move Lancer #3 south to attack the two Ruin Walls that surround the SW Flag, then after attacking move to the SW flag. Enemy Turn 1: The Batomys should move southwest towards the NW flag. Phase 1, Turn 2: CP 1-10: Use the Edelweiss to attack the front left, rear right, and rear middle turrets. Attack the rear middle turret again with the Edelweiss to destroy it, then back up north while facing towards the Batomys. Use Lancer #2 to take out the rear right turret, and Lancer #1 to take out the front left turret. CP 11: Kill the lancer with Sniper if possible. Don't worry about it if not. CP 12: Kill the sniper with Lancer #3. End their turn behind a wall away from the shocktroopers. Enemy Turn 2: The Batomys should run directly over the NW flag. This will end Phase 1 and start Phase 2 of the mission. Phase 2, Turn 3: CP 1-3: Use the Edelweiss to attack the remaining turret, then finish it off with Lancer #3. CP 4-5: Use Rosie to kill either of the shocktroopers if they are still alive. Command her to retreat at the SW Flag either way. CP 6: Use Alicia to kill the lancer if it's still alive, then run back towards the Batomys, otherwise stay put. CP 7: Move Lancer #3 towards the Batomys. CP 8: Repair the Edelweiss if needed. CP 9: Start moving Sniper towards the SW Flag. Enemy Turn 3: The Batomys should fire on the first Ruin Wall, exposing its radiators. It won't move, however. Phase 2, Turn 4: CP 1: Toss a grenade into the left radiator to destroy it. NOTE: You can either use grenades or fire lance shots at the radiators to destroy them. Since CP isn't really an issue, the only difference is the time it takes to keep selecting a lancer and firing. Enemy Turn 4: The Batomys should move southwest towards the second Ruin Wall. Phase 2, Turn 5: Retreat all units at the SW Flag except for Largo and Engineer. Repair the Edelweiss if needed then move the Engineer behind the small wall fragment west of the NW Flag. You still have Turn 6 to escape anyone who didn't make it this turn. Enemy Turn 5: The Batomys should fire on the second Ruin Wall, exposing its radiators. It won't move, however. Phase 2, Turn 6: Destroy the right radiator with Alicia's grenade, then run back into hiding. Everyone else should have retreated. Move the Edelweiss to the left side of the Batomys, but not too far forward, or the lancers will hit Edelweiss's radiator. Enemy Turn 6: The Batomys should move towards the SW Flag. The Edelweiss should be making interception fire on the enemy infantry coming down the ramp, including the ace who will certainly die. Phase 3, Turn 7: Move the Edelweiss in front of the wall fragment to cover Engineer and Largo from fire. Enemy Turn 7: The Batomys should move directly onto the SW Flag. Phase 3, Turn 8: Repair the Edelweiss if needed. Take a shot or two with the Edelweiss if you feel like it. Enemy Turn 8: The Batomys should fire on the third Ruin Wall. Phase 3, Turn 9: Move the Edelweiss directly in Selvaria's face to provide line of sight cover for Engineer. Take out the rear radiator with Engineer's grenade, then fire on the Batomys with the Edelweiss and Largo. As long as you have 20 CP at the start of the turn, you can take the Batomys out. The ace weapon is a ZM Kar 2(g) rifle. It has better stats than the ZM Kar 1 (g), but its range is still half of the Gallian rifle. Headquarters: Class Level Training: Scout 9 Shocktrooper 8 Lancer 8 Engineer 6 Sniper 5 [B11] Chapter 8a "The Woodland Snare, Escape from Forest Snare" Turns Needed for A Rank: 4 Objective: Reach escape point Kill Count: 2 Leaders, 1 Ace Mission Total: 31080 EXP, 51360 DCT Tactics: It doesn't really matter if you trigger any spotlights, since you should be moving too fast for any of them to hit anyway. Turn 1: CP 1: The first enemy is a scout leader along the north path in the bottom row. Fire at him with Welkin before being spotted (use L2 to shoulder look and spot him), then run around to the blue flowers along the south path in the bottom row. CP 2-3: Send Alicia southeast to those same flowers where Welkin is standing. Turn 2: CP 1: Control Welkin, press X near the flowers with Alicia standing by, and she'll get an AP boost. Move Welkin past the bridge and spotlights onto the south path of the middle row. CP 2-3: Alicia should make it far enough west along the same path to spot the scout in the grass - toss a grenade at him then kill him with a counterattack when he fires during enemy phase. Turn 3: CP 1: Start with Alicia this time, move her west to the 2nd blue flower. CP 2: Move Welkin to the 2nd blue flower and activate it, then continue along the path. Hug the right side while going north to avoid being spotted by the scout, headed for the tree that is providing cover from the ace/scout. Once Welkin reaches the tree, toss a grenade at the ace, which should also kill the scout. This will cause the ace to face south, which will allow you to attack him from behind from the east path. After the grenade toss, quickly turn around and run along the east path, then end Welkin's turn facing the ace's back. CP 3: Move Alicia north to join with Welkin. Use the same tree as cover from the ace as she hobbles north. Get behind the ace and fire at him, which should trigger a joint Alicia-Welkin attack and almost certainly kill him. Note that you have to fire almost directly from behind at his head, or he'll probably dodge the shots. Turn 4: CP 1-3: Move Alicia and Welkin to the escape point. You don't need to bother with the 3rd blue flower. The ace weapon is a ZM MP 3(g), another shocktrooper weapon with better damage but worse range compared to stock guns. Headquarters: You can now develop 3 different types of rifles. For now, Accuracy Boost rifles are the best to have equipped. Later on, Firepower Boost rifles are very useful for dealing damage. Class Level Training: Scout 9 Shocktrooper 9 Lancer 9 Engineer 7 Sniper 7 [B12] Chapter 8b, 5 "The Woodland Snare, Reunion in the Forest" Video Clips: http://www.youtube.com/watch?v=571FX5pIWEY Turns Needed for A Rank: 3 (Guide uses 2) Objective: Capture Base Flag Kill Count: 4 Leaders, 1 Ace, 2 Light Tanks Mission Total: 35780 EXP, 60140 DCT Deployment: 123 4X5 1: Scout 2: Scout #2 3: Rosie 4: Largo - CP Bonus Only 5: Shocktrooper X: Undeployed Tactics: Turn 1: CP 1-3: Move Welkin towards the enemy scout (out of LOS of the shocktrooper), then make a quick cut to the east side of the fence. Stop there and throw a grenade at the shocktrooper leader, then keep running east and down into the riverbed (watch out for the mines). Keep moving through the riverbed and up the ladder to reach the Edelweiss. It's a tight run, but you can make it in 3 CP - when approaching the ladder, walk slowly and press X as soon as it appears. Or, you can upgrade Scouts to Elite (lv 11), which will make the run very easy. CP 4: Move Alicia east along the same route as Welkin, tossing another grenade to finish the shocktrooper leader off. CP 5-8: Move the Edelweiss east, running over the shocktrooper along the way, then fire on the shocktrooper leader. Move the Edelweiss east again, blowing up the enemy tank radiator, and run over the two sandbags in front and the scout leader. Turn 2: CP 1: Send Scout northeast to kill the ace. CP 2: Kill scout leader with Shocktrooper or Rosie, whichever one is in better shape. CP 3-6: Move the Edelweiss east, break down the barricade, then fire at the 2nd tanks radiator. Then destroy the shocktrooper leader by the Base Flag, then drive back in front of the shocktroopers to provide LOS coverage for Scout #2. CP 7: Use Scout #2 to run up to the Base Flag and capture it. Once again another tight run. The ace weapon is a ZM SG 2(g), a sniper weapon with the same limitations as the 1(g). Headquarters: You can now upgrade machine guns to Firepower Boost, Clip Size Up, and Added Effect. Clip Size Up is better for now. You can also upgrade sniper rifles to firepower, accuracy, or added effect. Accuracy is better for now. Class Level Training after finishing Skirmish 4: Scout 10 Shocktrooper 10 Lancer 10 Engineer 8 Sniper 7 [B13] Skirmish 4 "Barious Desert" Normal Turns Needed for A Rank: 3 Objective: Capture enemy Base Flag Kill Count: 5 Leaders, 3 Light Tanks Mission Total: 28190 EXP, 44270 DCT Tactics: A simple repeat of Chapter 6. The only differences are that there's no ace and no sandstorm The same Chapter 6 scout rush/Lancer deploy strategy will work here. [B14] Chapter 9 "A Midsummer Incident" Turns Needed for A Rank: 5 (Guide uses 1) Objective: Disable the Gallian APC Kill Count: 1 Tank Destroyer (for some reason, this is what the Gallian APC is classified as) Mission Total: 38580 EXP, 67500 DCT Deployment: 1 23 4 X 1: Shocktrooper 2: Alicia - CP Bonus Only 3: Largo - CP Bonus Only 4: Rosie - CP Bonus Only X: Undeployed Tactics: CP 1-6: Use Defense Boost and Damage Boost on Shocktrooper and send them northwest to the A2 block, which is where the APC is during Turn 1. Get behind it and attack the glowing weak spot - it should go down in one attack. Cheap but effective. Headquarters: Rifles: Accuracy Boost 5 Class Level Training: Scout 10 Shocktrooper 10 Lancer 10 Engineer 10 Sniper 9 [B15] Chapter 10a "Liberation of Fouzen, Infiltration of Fouzen" Turns Needed for A Rank: 5 Objective: Reach the destination Kill Count: 8 Leaders, 1 Ace, 2 Light Tanks Mission Total: 44100 EXP, 77940 DCT Deployment: 1 4 X 2 5 X 3 X X 1: Scout #1 2: Welkin 3: Scout #2 4: Largo - CP Bonus Only 5: Rosie - CP Bonus Only X: Undeployed Tactics: You can get the Edelweiss caught in mortar blasts and it will only be scratched, and of course your infantry should be way too fast to be caught by one. Avoid unnecessary damage to the Edelweiss's treads as there are a number of mines on the bridge it must run over or have an engineer disarm. Turn 1 CP 1-4: Move the Edelweiss around the corner, firing on the two enemies with gunfire. CP 5-7: Move Scout #1 into the trolley then fire on the shocktrooper leader to weaken it, then move further north and toss a grenade on it for the kill. Keep moving north and kill the sniper leader, then start moving down the hill, out of tank/sniper fire. CP 8-10: Move Scout #2 through the ground route - kill both shocktroopers from behind. End Scout #2s turn in between the two buildings that are next to Bridge 04. Turn 2: CP 1: Move Scout #1 past Bridge 04 to 'spot' the tank resting on it, and stop just out of its attack range. CP 2-9: Move the Edelweiss across Bridge 02 and north while firing on the tank on Bridge 04 to destroy it. Turn 3: CP 1-6: Move the Edelweiss across Bridge 04 and kill the lancer standing out in the open. Move west, fire a mortar round onto the Scout #1 leader and shocktrooper by the Flag, then keep moving west towards Bridge 03. CP 7-9: Kill the shocktrooper by Bridge 04 with Scout #2, then run across the bridge and 'spot' the lancer hiding in the grass. Toss a grenade at it then gun it down. CP 10-11: Move Scout #1 across Bridge 02 and into the trolley. Head north up the ramp and stay out of the tanks attack range. You can try to kill one of the snipers although it'll be a long shot. Turn 4: CP 1-2: Gun down the sniper leaders then run out of sight of the lancers/tank. CP 3-8: Destroy the tank with the Edelweiss. Try to trigger the spotlight closer to the east end of the bridge, so the mortar doesn't land on the Edelweiss. Stop at the west end of the bridge to avoid triggering more spotlights. CP 9-10: Move Scout #1 onto Bridge 03 and kill both lancers. Turn 5: CP 1: Kill the ace (in the corner next to the sniper leaders) with a grenade. CP 2-3: Move the Edelweiss to the destination. The ace weapon is a ZM Kar 3(g), another high damage, short range rifle. Headquarters: You can get your first set of Royal Rewards, so equip them on your preferred troops. Class Level Training: Scout Elite 11 Shocktrooper 10 Lancer 10 Engineer 10 Sniper 10 [B16] Chapter 10b "Liberation of Fouzen, Liberation of Fouzen" Video Clips: http://www.youtube.com/watch?v=tlN2BA4cmcU Turns Needed for A Rank: 6 (Guide uses 4) Objective: Destroy the NW bridge, then destroy the bomb under the main bridge Kill Count: 4 Leaders, 1 Ace, 3 Medium Tanks Mission Total: 47840 EXP, 86840 DCT Deployment: 1 2 3 4 5 X 6 X 1: Rosie 2: Lancer #1 (Largo) 3: Scout #1 (Alicia) 4: Scout #4 5: Scout #2 6: Scout #3 X: Undeployed Reserves: One Lancer (Lancer #2), ready to be deployed. Tactics: Your scouts must be Elite (level 11+) from now on to keep following the guide. I decided not to use Order Damage Boost for this mission, but it is a lot easier using it since you don't need to worry about carting lancers around. Turn 1: CP 1-2: Move Scout #1 west and drop a rifle grenade charge on the crouching shocktrooper, then finish him off with gunfire. Take the lower ramp down, and stop out of sight of the lancer at the bottom. CP 3: Move Scout #2 west and drop a grenade on the barricade. CP 4-6: Move Scout #3 west and take the trolley. Proceed north to activate the lift, then move to the cliff edge and grenade and gunfire down the crouching shocktrooper leader. End Scout #3s turn in front of the lift. CP 7-8: Move Lancer #1 west across Bridge 01. Turn 2: CP 1-2: Use Scout #3 to grenade and gunfire the shocktrooper below the lift. Take the lift down and head north to capture the NW Flag. End the turn near the Makeshift Bridge, facing towards the southeast. CP 3: Deploy Lancer #2 at the NW Flag. CP 4-6: Move Lancer #1 down the ramp and east onto the south side of Bridge 02, in line of sight of the east tank. What should happen is the east tank will move towards Lancer #1 and drop a mortar round on him, which should do almost no damage thanks to Lancers anti-blast armor. Turn 3: CP 1-2: Move Lancer #2 south and attack the north tanks radiator to destroy it, then use the lift to escape the Train's gunfire. CP 3: Toss a grenade at the NW Makeshift Bridge with Scout #3. CP 4: Move Lancer #1 east and attack the east tanks radiator to destroy it, then continue east. CP 5-6: Send Scout #1 east across Bridge 02, shoot down the scout then the shocktrooper, then activate the elevator north of the Allied Base Flag. CP 7-8: Send Scout #4 into the north base elevator, turn right and shoot the scout leader in between the two buildings west of the SE trolly, then get into the trolly, then advance to kill the ace from behind, then run back and take the trolley and then take the Bridge 04 elevator. CP 9-10: Send Rosie into the north base elevator, turn left and shoot the shocktrooper leader hiding in the corner right next to the elevator, then move and take the Bridge 04 elevator. Move one more time and crouch behind the sandbags facing the final tank. CP 11-13: Send Lancer #1 east into the Bridge 04 elevator, healing himself along the way. The tank should move forward towards Rosie. Turn 4: CP on this turn is very relaxed, so feel free to take plenty of time reaching the cliff. CP 1: Send Lancer #1 north to destroy the final tanks radiator. CP 2-3: Send Scout #4 north to rifle grenade the scout leader, then run past the shocktrooper, activate the elevator, and use it to get to the cliff. Shoot the bomb to finish the mission. The ace weapon is a ZM SG 3(g), another high damage, short range sniper rifle. Headquarters: If you happened to be rewarded GSR-1Rs and Gallian-1Rs, they are both excellent weapons to equip immediately. Class Level Training after finishing Skirmish 5: Scout Elite 12 Shocktrooper Elite 11 Lancer Elite 11 Engineer Elite 11 Sniper Elite 11 [B17] Skirmish 5 "Upper Fouzen" Normal Turns Needed for A Rank: 4 Objective: Capture enemy Base Flag Kill Count: 4 Leaders, 3 Medium Tanks Mission Total: 44140 EXP, 78940 DCT Tactics: This map is a clone of the Chapter 10b mission you just fought. The only difference is that there's no ace, no train or bridges to bomb, and you have an extra tank which offers one more CP per turn. The same strategies will work here, and the map is easier overall due to the differences. [B18] Chapter 11 "The Marberry Shore" Video Clips: http://www.youtube.com/watch?v=NZJzGDfnSsU Turns Needed for A Rank: 8 (Guide uses 4) Objective: Capture enemy Base Flag Kill Count: 3 Leaders, 1 Ace, 2 Medium Tanks, 2 Heavy Tanks Mission Total: 56510 EXP, 106790 DCT Deployment: West Team: 1 2 3 4 1: Largo 2: Alicia 3: Scout 4: Rosie - CP Bonus Only Reserves: One Lancer, ready to be deployed. Tactics: Your Lancers need the normal anti-tank type equipped for this mission, even if they are elites that can use mortars. The basic strategy is to ride the Edelweiss northwest onto the raised cliff and provide fire and smoke support while your infantry run a loop around the cliff then south into the base. Turn 1: CP 1-4: Move the Edelweiss north and fire a smoke grenade at the right invulnerable gun, then move north again and fire a mortar round on the scout behind a barricade to the northeast. CP 5-6: Move Largo north/northeast towards the trench, capture the south Flag along the way. CP 7-8: Move Alicia and Scout north/northeast to fire two rifle grenades at the crouching shocktrooper. Turn 2: CP 1-10: Move the Edelweiss northwest and fire a mortar round at the west shocktrooper leader. Next, attack the medium tanks radiator and destroy it. Next, fire a mortar round onto the north shocktrooper leader/scout, which will kill the scout and injure the shocktrooper leader. Next, machine gun down the shocktrooper standing next to the trench. Finally, fire a smoke grenade in between the north end of the trench and the heavy tank that is south of the north-most Flag. The smoke cloud should cover the whole distance between the trench and the tank. CP 11-13: Move Largo through the trench then north through the smoke cloud, and fire on the north heavy tank's radiator. CP 14: Move Alicia through the trench and rifle grenade the shocktrooper leader. CP 15-16: Move Scout through the trench then east around behind the east Gatling Bunker to hit the Ragnite Casing, throw a grenade at the crouching scout in the smoke, then north to capture the north Flag. The enemy will call in a reinforcement at either the west Flag or base Flag, which will arrive on turn 4 enemy phase. If it's the west flag, you can capture it before the reinforcement arrives. If it's the base Flag, you will have to deal with whatever is deployed at the base - a scout, lancer, or shocktrooper. Turn 3: CP 1-4: With the Edelweiss, fire a mortar round behind the northwest Gatling Bunker, which should hit a ragnite canister and destroy it. Then fire a smoke grenade between the two west invulnerable guns. CP 5-6: Move Alicia southwest to kill the scout and capture the west Flag, then keep moving southwest into the smoke. Fire a rifle grenade on the crouched shocktrooper leader in front of the heavy tank, then move around the west side of the base and stop behind the large building out of line of sight. CP 7-8: Move Scout southwest and fire a rifle grenade at the same shocktrooper leader, then move around the west side of the base. Make sure the Scout is visible to the west invulnerable turrett, so the ace and shocktrooper at the base will start to chase after Scout during enemy phase. CP 9: Deploy Lancer at the west Flag. Deploy an extra unit or two if you need to take care of an incoming Base Flag reinforcement. Turn 4: If there is an enemy deployed at the Base Flag, it will almost certainly have run through the front end of the base and be positioned at the entrance gates. Deal with it however you see fit, since there is plenty of CP to use up this turn. CP 1-2: Fire a smoke grenade between the two west invulnerable guns again. CP 3-5: Move Lancer south and blow up both tanks radiators. CP 6-8: Fire a grenade at the ace and shocktrooper with Alicia, then move Scout around the building to headshot the ace from behind. Then grenade the scout by the flag and capture. The ace weapon is a VB FW 1(g), an excellent flamethrower that is far more powerful than the one you can currently develop. Headquarters: Class Level Training: Scout Elite 12 Shocktrooper Elite 12 Lancer Elite 12 Engineer Elite 11 Sniper Elite 11 You should now have access to the A10 Scout/Engineer rifle, which fires 7 shots instead of 5. Switch to this rifle instead of the Accuracy rifle. [B19] Chapter 12 "The Fight for Bruhl" Video Clips: http://www.youtube.com/watch?v=gcpijUccMrw Turns Needed for A Rank: 1 Objective: Capture enemy Base Flag Kill Count: 5 Leaders, 2 Aces (one of which is in the tank), 1 Medium Tank Mission Total: 64170 EXP, 116490 DCT Deployment: 135X 24XX 1: Scout #1 (Alicia) 2: Scout #2 3: Lancer (Largo) 4: Scout #3 5: Rosie - CP Bonus Only X: Undeployed Tactics: Equip your lancers with Mortar Lances for this mission. Equip your scouts with Gallian-1Rs or Gallian-A10s if you have them. CP 1-3: Move Lancer north. Kill the sniper leader and shocktrooper, then the scout leader, then fire directly into the ace tank's radiator. CP 4-5: Move Scout #1 north/northwest and fire at the sniper leader on the roof. While the shot looks long, your rifles should be extremely accurate by this point so it should not be a problem. Next, fire a rifle grenade on the shocktrooper leader from the east, so the blast sends him eastward next to the crouching lancer leader. Afterward, run towards the Heavy AT Cannon next to the Base Flag. CP 6-8: Move Scout #2 north and drop a rifle grenade on the lancer leader and shocktrooper leader. The grenade should kill the shocktrooper and injure the lancer. Walk slowly through the mines, finish off the lancer leader with a headshot from behind, then run towards the Heavy AT Cannon next to the Base Flag. CP 9-10: Send Scout #3 north and fire a grenade at the crouched ace and Heavy AT Cannon, then stand next to the Heavy AT Cannon next to the Base Flag. CP 11: Kill the Heavy AT Cannon using a Team Attack between the three scouts. Team attacks will always trigger if they are in proper range - you will see their names in the northeast corner of the screen if they are close enough. There is no randomness involved in this attack. CP 12: Headshot the ace and capture. The Ace weapon is a ZM SG 4(g), one of the usual worthless ace sniper rifles. You also get an Enhanced Block Pin. Headquarters: Class Level Training after finishing Skirmish 6: Scout Elite 13 Shocktrooper Elite 13 Lancer Elite 13 Engineer Elite 13 Sniper Elite 11 [B20] Skirmish 6 "Marberry Shore" Normal Turns Needed for A Rank: 8 Objective: Capture enemy Base Flag Kill Count: 3 Leaders, 2 Medium Tanks, 2 Heavy Tanks Mission Total: 52570 EXP, 98290 DCT Tactics: This mission is almost identical to Chapter 11. The only difference is that there's no ace, and the Medium Tank to the north and Heavy Tank in the middle are switched, and the enemies no longer have status effect weapons. The same Chapter 11 strategies will work here. The Medium Tank's radiator in the middle is harder to hit with the Edelweiss, but it's still possible by hugging the right wall for the correct shot angle. [B21] Chapter 13 "The Clash at Naggiar" Video Clips: http://www.youtube.com/watch?v=59wvfqB0iPk Turns Needed for A Rank: 5 (Guide uses 3) Objective: Capture enemy Base Flag Kill Count: 2 Leaders, 1 Ace, 1 Heavy Tank Mission Total: 67020 EXP, 136620 DCT Deployment: West Team: 1 2 3X 1: Scout #1 (Alicia) 2: Scout #2 3: Sniper X: Undeployed Reserves: One Lancer, ready to be deployed. Tactics: Turn 1: CP 1-2: Move Sniper up the ladder into the sniper nest. Kill the scout near the sniper nest, then the shocktrooper east of the Cannon Bunker. CP 3-4: Move Scout #1 out of the east side of the bottom trench, run north and kill the scout, then run into the east side of the top trench. From there, take the left path and climb the ladder, then run around the Artillery Cannon to get the ace to face southwest, then throw a grenade at the ace. CP 5-7: Move Scout #2 along the same path and headshot the ace from behind, then run behind the shocktrooper leader by the west flag and drop a grenade on him. CP 8: Finish off the shocktrooper leader with Sniper. Turn 2: CP 1: Reserved in case the Shocktrooper near the west Flag starts moving. CP 2: Move Scout #1 northeast and drop a rifle grenade on the shocktrooper standing behind a box near the middle Flag. Try to land the grenade to his side so he goes flying into the small trench. CP 3-5: Move Scout #2 east and drop a grenade on the shocktroopers at the middle Flag, then kill both shocktroopers and capture the flag. End their turn on the flag. CP 6-7: Move Scout #1 towards the enemy Base Flag. Kill the shocktrooper facing east from in between the two tents, then move along to the second tent and kill the shocktrooper facing south. CP 8: Deploy Lancer Turn 3: CP 1: Move Scout #2 east and kill the shocktrooper leader from behind. CP 2-5+: Move Lancer up behind the heavy tank and hit its radiator. Afterward, just take out the scout and shocktrooper by the base flag and capture. You have tons of CP to finish them off with. The ace weapon is a ZM Kar 4(g). Headquarters: Class Level Training: Scout Elite 14 Shocktrooper Elite 14 Lancer Elite 14 Engineer Elite 14 Sniper Elite 11 There should be a new report available for purchase. [B22] Chapter 14 "Loss Within Victory" Turns Needed for A Rank: 3 Objective 1: Capture enemy Base Flag Objective 2: Destroy the two heavy tanks Kill Count: 1 Ace, 1 Destroyer, 2 Heavy Tanks Mission Total: 77990 EXP, 161990 DCT Deployment: X1X XXX 1: Scout X: Undeployed Tactics: Turn 1: CP 1-6: Send Shamrock north towards the Tank Destroyer to destroy it. Take the ace out along the way with a mortar round then anti-tank cannon from behind. CP 7-8: Send Scout north to capture the Base Flag. CP 9-10: Send Edelweiss southeast towards Dromedarius A Turn 2: CP 1-6: Send Edelweiss southeast and hit Dromedarius A's radiator twice to destroy it CP 7-12: Send Shamrock northwest towards Dromedarius B Turn 3: CP 1-4: Destroy Dromedarius B with Shamrock The ace weapon is a ZM MP 4(g), a shocktrooper weapon that has higher damage than the stock weapon and the M3R, but 80 less range. Headquarters: Class Level Training after finishing newspaper missions/Skirmish 7: Scout Elite 15 Shocktrooper Elite 15 Lancer Elite 15 Engineer Elite 15 Sniper Elite 15 You should be able to purchase all newspaper articles by this point. I was able to purchase Signs of Awakening, What Lies Beyond Hate, and Flower of the Battlefield, and I already had Largo's Passion and War Without Weapons. [B23] Skirmish 7 "Windmill Plaza" Normal Turns Needed for A Rank: 1 Objective: Capture enemy Base Flag Kill Count: 5 Leaders, 1 Medium Tank Mission Total: 57550 EXP, 112750 DCT Deployment: 135X 24XX 1: Scout #1 2: Scout #2 3: Lancer (Largo) 4: Rosie - CP Bonus Only 5: If you are not using Alicia actively as one of the scouts, place her here for the CP Bonus. X: Undeployed Tactics: This skirmish is almost exactly like Chapter 12, except you only get 10 CP instead of 12, and you still have to kill the same enemies as before to capture. However, your equipment should be better than Chapter 12. Equip your lancers with Mortar Lances, and equip both scouts with Gallian-3Rs or Gallian A-11s. CP 1-3: Move Lancer north. Kill the sniper leader and shocktrooper, then the scout leader, then fire directly into the medium tank's radiator. CP 4-6: Move Scout #1 north/northwest and fire at the sniper leader on the roof. Next, fire a grenade precisely between the two sandbags that the lancer and shocktrooper leaders are crouched behind. This won't hurt them, but it will take out both sandbags and make them stand up. Next kill the shocktrooper leader and end Scout #1s turn behind the Base Heavy AT Cannon. CP 7-9: Move Scout #2 north and kill the lancer leader, then run towards the Heavy AT Cannon next to the Base Flag. Next, move Scout #2 towards the Base Flag and toss a grenade at the sniper and Heavy AT Cannon. This grenade must kill the sniper (or at least knock it out of the Base Flag area) and damage the Heavy AT Cannon. CP 10: Finish off the Heavy AT Cannon with a Team Attack between the two scouts, then capture. [B24] Chapter 15a "Citadel Ghirlandaio, Fight for Ghirlandaio" Video Clips: http://www.youtube.com/watch?v=pUFmSH5JfwM Turns Needed for A Rank: 6 (Guide uses 2) Objective: Activate 3 switches 3 Leaders, 2 Ace, 3 Medium Tanks, 1 Tank Destroyer Mission Total: 82730 EXP, 168290 DCT Deployment: West Team: 1 2X X 1: Shocktrooper #1 (Rosie) 2: Scout (Alicia) X: Undeployed East Team: 1 XX X 1: Lancer #1 (Largo) X: Undeployed Reserves: Lancer #2, Lancer #3, Shocktrooper #2, and Engineer, ready to be deployed. Tactics: Equip your lancers with normal anti-tank lances, not mortars. Shocktroopers should have their uber ace flamethrowers equipped. The objective of this mission is to capture key Flags and deploy troops from them for a quick assault. One of the aces is hidden in the NE grass on this mission. Turn 1: CP 1-2: Move Lancer #1 along the east path, take a left around the corner and destroy the tanks radiator, then crouch in the grass. CP 3-5: Move Shocktrooper #1 north and flamethrow the shocktrooper, fire on the Heavy Gatling, activate the first Switch, flamethrow the lancer, then capture the middle Flag and run east. CP 6-8: Move Scout all the way to the far northeast Flag by the north end of the map and capture it, then crouch behind the sandbags. Drop a rifle grenade+gunfire on the ace along the way to kill him. CP 9-10: Deploy Engineer and Lancer #2 at the middle Flag. CP 11-12: Deploy Shocktrooper #2 and Lancer #3 at the far northeast Flag. Turn 2: CP 1-3: Move Shocktrooper #1 east around the hill. Keep running around the hill and hit the Tank Destroyers radiator to kill it, then run west and kill the shocktrooper, then activate the second signal. CP 4: Move Engineer north and disable a couple mines to clear the way to the Medium Tank. CP 5-6: Send Lancer #2 northwest to blow up the Medium Tank, taking the path cleared of mines. CP 7-9: Send Shocktrooper #2 up the ladder to flamethrow the east Gatling Bunker and kill the sniper leader. CP 10: Send Lancer #3 west to destroy the Medium Tank. CP 11-12: Send Scout west to rifle grenade and kill the shocktrooper, then hit the last switch. The ace weapon is a ZM Kar 5(g), and the ace part is a Firing Calculator for the Edelweiss. Headquarters: Class Level Training: Scout Elite 16 Shocktrooper Elite 15 Lancer Elite 16 Engineer Elite 15 Sniper Elite 15 You should begin to recieve the next set of royal weapons, which are close to the best in the game. [B25] Chapter 15b "Citadel Ghirlandaio, Selvaria's Last Stand" Video Clips: http://www.youtube.com/watch?v=6WmsIbBI-QA Turns Needed for A Rank: 8 (Guide uses 3) Objective: Defeat Selvaria Kill Count: 3 Leaders, 2 Heavy Tanks, 2 Tank Destroyers, 1 Medium Tank Mission Total: 86350 EXP, 179590 DCT Deployment: 1X23 XX45 1: Lancer #1 2: Scout #1 (Alicia) 3: Shocktrooper (Rosie) 4: Lancer #2 (Largo) 5: Scout #2 X: Undeployed Reserves: Sniper, Scout #3 Tactics: The mission strategy is to run up the stairs, activate the elevator(s) and open the closed gate(s), bring the Edelweiss to the upper level and hit Selvaria with a smoke grenade, then kill her with headshots from behind in one turn. Scouts should have the A11 (Firepower Boost) rifle equipped. Lancers should have anti-tank lances equipped. Equip the Edelweiss with +accuracy items. Turn 1: CP 1-2: Move Edelweiss north towards Selvaria just close enough to fire a smoke grenade near her, then turn around and move southeast towards the east elevator. CP 3-4: Move Lancer #2 north to destroy the Heavy Tank from behind. After, run back behind the building cover. CP 5: Move Lancer #1 NE to destroy the Medium Tank. End their turn standing behind the box next to the east elevator. CP 6: Move Scout #1 up the east stairs, kill the shocktrooper then get as close to the Heavy Gatling as possible. CP 7-9: Move Scout #2 up the east stairs and attack the Heavy Gatling 2 times with a Team Attack to kill it. Then activate the elevator and sttop south of the activation switch to hide. CP 10: Move Scout #1 south and then east around the corner, stop behind the large tower out of line of sight. CP 11-12: Move Shocktrooper east through the elevator, kill the sniper leader, then keep running south and east around the corner to kill another sniper leader. If you kept everyone hidden, the enemy will shuffle back and forth with nothing to hit. Turn 2: CP 1: Send Shocktrooper north to kill the Heavy Gatling. CP 2-3: Move Scout #1 north along the east side to capture the NE flag, open the closed gate SW of the flag, then hide by the crates. CP 4-7: Move the Edelweiss into the east elevator then move north along the path and through the opened gate. Drop a mortar onto the two scouts by the north Flag and kill the Heavy Tank along the way. Move north one more time and fire on the Tank Destroyer. CP 8-9: Deploy Sniper and Scout #3 Selvaria should run off into the NW corner if she has nobody to attack. Turn 3: CP 1-6: Move the Edelweiss west and destroy the north Tank Destroyer. Continue west and drop a smoke grenade onto Selvaria. CP 7: Move Sniper SW and kill the sniper leader on the other side of the map. CP 8-11: Move Scout #3 west across the map to kill the Tank Destroyer. CP 12-15: Move Scout #1 west towards Selvaria. Headshot her from behind twice to finish her off. If you can't manage to kill her during Turn 3, forget about moving any infantry in her line of sight until you're confident you can take her down. You still have 5 turns left for an A rank. Headquarters: Class Level Training: Scout Elite 16 Shocktrooper Elite 16 Lancer Elite 16 Engineer Elite 16 Sniper Elite 15 You should gain access to the T-MAG 12 Shocktrooper gun, which fires 30 shots. [B26] Chapter 16 "The Maiden's Shield" Turns Needed for A Rank: 8 Objective: Lead Marmosa away from the capital Kill Count: 1 Ace Mission Total: 87760 EXP, 181560 DCT Deployment: Alicia Tactics: 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. Use Alicia to run around killing infantry and hitting canisters when needed. The Ace is standing at the Marmosas destination point on Old Kloden Road. The ace weapon is a ZM SG 5(g). Headquarters: Class Level Training after finishing Skirmish 8: Scout Elite 17 Shocktrooper Elite 16 Lancer Elite 17 Engineer Elite 17 Sniper Elite 16 [B27] Skirmish 8 "Naggiar Plain" Normal Turns Needed for A Rank: 6 (Guide uses 3) Objective: Capture enemy Base Flag Kill Count: 2 Leaders, 1 Heavy Tank, 2 Tank Destroyers Mission Total: 71410 EXP, 147250 DCT Deployment: West Team: 1 2 34 1: Scout #1 (Alicia) 2: Scout #2 3: Lancer #1 (Largo) 4: Sniper East Team: 1 2 XX 1: Rosie - CP Bonus Only. 2: Lancer #2 X: Undeployed Reserves: Lancer #3 Tactics: This skirmish mission is somewhat different from Chapter 13. There's no more aerial bombardment and you get your tanks at the start of the mission, the ace has been removed, the leaders are different, and there are two Tank Destroyers added mid field. The Tank Destroyers can be taken out easily with Lancers. The new leaders are one of the shocktroopers by the middle flag that you have to kill anyway, and one of the shocktroopers in the far east trench area, which is easy enough to reach once you've taken the middle flag. Turn 1: CP 1-2: Move Sniper up the ladder into the sniper nest. Kill the scout near the sniper nest, then the shocktrooper east of the Cannon Bunker. CP 3-4: Use Lancer #1 to shoot down the west Tank Destroyer, then run back into the trench. CP 5-6: Use Lancer #2 to shoot down the east Tank Destroyer, then run back into the trench. CP 7-9: Move Scout #1 out of the east side of the bottom trench, run north and kill the scout, then run into the east side of the top trench. From there, run east and gun down the two shocktroopers on the way to the middle Flag. CP 10: Move Scout #2 along the same trench path. Turn 2: CP 1-4: Use Scout #2 to grenade and gun down the shocktroopers by the middle Flag then capture it, then head southeast to gun down the shocktrooper. CP 5-6: Use Scout #1 to run up near the Base Flag and kill the two shocktroopers near the tents. CP 7: Deploy Lancer #3 Turn 3: CP 1: Send Scout #2 east to kill the shocktrooper leader. CP 2-3: Send Lancer #3 to blow up the Heavy Tank CP 4: Toss a grenade at the scout and shocktrooper on the Base Flag then capture. [B28] Chapter 17 "The Bridge to Hope" Video Clips: http://www.youtube.com/watch?v=uNSOu8tzW8M Turns Needed for A Rank: 5 (Guide uses 3) Objective: Defeat General Jeager Kill Count: 4 Leaders, 1 Ace, 1 Medium Tank, 3 Heavy Tanks Mission Total: 98570 EXP, 194050 DCT Deployment: NE Team: 1 2 3 1: Edelweiss 2: Engineer 3: Lancer #1 (Largo) W Team: 12 1: Lancer #2 2: Scout (Alicia) SE Team: 123 45 1: Lancer #3 2: Shamrock 3: Lancer #4 4: Lancer #5 5: Rosie - CP Bonus Only Tactics: Equip your lancers with Theimer B06s or Theimer B05R. Bring your best lancers for lv 17 (only 3 potentials) like Largo, Jann, Audrey, Yoko, and Hector. The boss takes 10 lancer shots + a tank shot for the armor to break off, then two more lancer shots directly on the Radiator. That means you need 14 CP saved up to take the boss out in one turn so he doesn't heal himself, and 4 lancers who can fire 12 shots without needing to reload. After every turn the boss will attack then fire a smoke grenade on one of the enemy bases. Enemy reinforcements will be deployed at random bases. Turn 1: CP 1-2: Send Lancer #1 NW to destroy the NE Heavy Tank. CP 3-4: Send Edelweiss W to drop a mortar round on the shocktrooper by the NE Flag. Stop a little ways into the intersection, short enough that your engineer can reach the Edelweiss then run back for cover in 1 CP. CP 5: Send Lancer #2 SW to the corner of the south road that the SW heavy tank is on. Stay out of line of sight of the tank. CP 6-8: Send Scout NW to the east wall covering the middle Flag - toss a rifle grenade at the scout leader through the corner opening. Afterward run an arc north of the middle Flag, avoiding alerting the shocktroopers, then finish off the scout leader. Next run southwest to the SW flag and kill the scout leader there, then hide around the corner. Turn 2: CP 1: Send Engineer out to heal Edelweiss once, then run back into hiding around the corner. CP 2-3: Send Edelweiss west and drop a mortar on the shocktrooper leader by the NW Flag. End the turn with it's back to a wall and radiator covered. CP 4: Send Lancer #2 west to kill the SW heavy tank. Try to hit the radiator while up against the north wall. CP 5-6: The ace should have ran southeast into the small cul de sac at the bottom of the map and crouched behind the sandbags. Send Scout south behind the shocktroopers, then east into the cul de sac. He will be either facing northwest, or northeast - enter from the direction that you can approach him from behind. Drop a grenade on the sandbags but don't get the ace caught in the blast radius. Next move up from behind and headshot him. Jaeger should move east and fire on Edelweiss. If not you'll have to delay your kill on him while your lancers catch up. Either way all leaders/tanks/aces should be dead by turn 3. Don't worry if you end up killing him on turn 4 or 5.. just save up CP until you feel ready to jump the boss with your lancers. Turn 3: CP 1-4: Use Edelweiss to fire on the boss, then move west and blow up the NW heavy tank. CP 5-17: Send Lancers #1, #3, #4, and #5 at the boss. Keep firing until he blows up. You do not need to proc any potentials - no Extra Shots or Super Anti-Armor required. If you don't feel up to killing him this turn, just get your lancers in position and wait till the next one with a full stock of 20 CP. The ace weapon is a ZM MP 5(g). Headquarters: Class Level Training: Scout Elite 17 Shocktrooper Elite 16 Lancer Elite 19 Engineer Elite 17 Sniper Elite 16 [B29] Chapter 18a "Shadow of the Valkyrur, Marmota's End" Turns Needed for A Rank: 5 Objective: Destroy the Valkof lance Kill Count: None Mission Total: 95880 EXP, 191040 DCT Deployment: Deployment: 1 2 3 4 5 6 7 8 1: Lancer #1 (Largo) 2: Lancer #2 3: Lancer #3 4: Shocktrooper #1 (Rosie) 5: Lancer #4 6: Alicia 7: Shocktrooper #2 8: Sniper Tactics: Equip Largo with the Theimer B05R, as it has slightly higher damage than the stock ones. Equip the Edelweiss with as much Accuracy as possible (+60) to make hitting targets easier. Phase 1 of the mission is to lancer/tank shot the damaged plating, then send a scout up onto the Marmosa to destroy the two Heat Sinks, which should make the Valkof spear vulnerable to attack. Phase 2 of the mission is simply to destroy the Valkof. It takes 16 normal lancer shots to take the Valkof out, and only the very end tip of the spear can take damage. The Edelweiss can't aim high enough to hit it so you'll have to use lancers. The 2500 HP Anti-Tank Turrets can be taken out with 1 tank + 3 stock lance shots, or 1 tank + 1 Theimer B05R shot + 1 stock lance shot. Turn 1: CP 1-2: Move Sniper behind some sandbags and kill the two Lancers CP 3-6: Back the Edelweiss's radiator up against the second inactive tank from the left, and fire on the left and right anti-tank turrets. CP 7-8: Use Largo to hit the left and right anti-tank turrets. CP 9-10: Use Lancer #2 to hit the left and right anti-tank turrets, which should destroy both of them. Turn 2: CP 1-2: Snipe the Lancer and the shocktrooper on the Marmosa next to the Damaged Plating. CP 3: Use Lancer #2 to fire a lancer shot at the Damaged Plating, then head towards the ramp. CP 4-6: Send Alicia up the damaged plating ramp and up two ladders. Kill the shocktrooper and destroy the Left Heat Sink and Right Heat Sink. CP 7-10: Start filing your Lancers up the damage plating ramp. You should be able to get in a few shots on it. Turns 3-4: Finish off the Valkof with lancer fire (you did bring 4 of them, remember?). Feel free to take a few CP to wipe out the shocktroopers/snipers on the ground. Headquarters: Class Level Training: Scout Elite 17 Shocktrooper Elite 18 Lancer Elite 19 Engineer Elite 17 Sniper Elite 16 [B30] Chapter 18b "Shadow of the Valkyrur, Final Showdown" Turns Needed for A Rank: 3 Objective: Defeat Maximilian Kill Count: None Mission Total: 100440 EXP, 198400 DCT Deployment: Rosie, Largo, Alicia, 2 Shocktroopers, and a Sniper. Place them anywhere. Tactics: The way to defeat this boss is to destroy the 3 towers connected to him, which will make the boss vulnerable, then take him down to 1/2 health. The next turn he will summon 3 more towers in random spots. Repeat the same process until the boss is dead. Turn 1: CP 1-2: Take out the 2 nearby towers with Rosie. CP 3: Snipe the far north tower. CP 4+: Drop a smoke grenade on the boss and Team Attack him with shocktroopers. He will fall to the far end of the ship once below 1/2 health. During enemy phase, the boss will walk back to his original spot and make an area attack, then reconnect with 3 random towers. Turn 2: CP 1-4: Take down the 3 new towers. CP 5+: Drop a smoke grenade on the boss and Team Attack him with shocktroopers until dead. Headquarters: At this point you will have to load a Clear File and start a New Game+. Once you reach Chapter 3, you get most of your roster back plus Mussad, and you can continue on to Skirmish 9 Normal, then Skirmish 1-9 Hard. You could also play through some/all of the campaign again and earn some of the best weapons twice, get all classes to lv 20, get your full roster back, and unlock some more recruits potentials. You can get your entire roster back by about Chapter 9, which is easy enough to blaze through. From this point on you should just assume every class has their 4th battle potential unlocked and they are lv 20 or close to it. [B31] Skirmish 9 "East Bank of Vasel" Normal Turns Needed for A Rank: 3 Objective: Capture enemy Base Flag Kill Count: 4 Leaders, 4 Heavy Tanks Mission Total: 84040 EXP, 167440 DCT Deployment: NE Team: 1 2 3 1: Edelweiss 2: Lancer #1 (Largo) 3: Scout W Team: 12 1: Lancer #2 2: Sniper SE Team: 123 XX 1: Engineer 2: Shamrock 3: Rosie - CP Bonus Only X: Undeployed Tactics: This level differs quite a bit from Ch 17. The objective is now to capture a Flag at the west end of the map, and the A Rank requirement is 3 turns. The ace is gone, the shocktrooper leader that was on the NW flag is now at the Base Flag, and the boss tank has been replaced with a regular heavy tank. Since you don't need to kill the ace, and don't need to cart around an armys worth of lancers, the mission is far less difficult than 17. Turn 1: CP 1-2: Send Lancer #1 NW to destroy the NE Heavy Tank. CP 3-4: Send Edelweiss west to drop a mortar on the scout leader by the middle Flag. CP 5-6: Send Scout NW to grenade and gun down the shocktrooper leader by the NE Flag. CP 7: Send Sniper west to kill the scout by the SW Flag. CP 8: Send Lancer #2 SW to the corner of the south road that the SW heavy tank is on. Stay out of line of sight of the tank. Turn 2: CP 1: Send Engineer out to repair Edelweiss then fall back into hiding. CP 2: Send Lancer #2 west to destroy the SW heavy tank. CP 3-6: Move Edelweiss west, fire mortars on the shocktrooper leader. CP 7-8: Move Scout west while hiding out of LOS. Turn 3: CP 1-4: Blow up both tanks with Edelweiss. CP 5: Capture the flag with Scout. 6. Skirmish Hard Walkthrough For Hard mode, you'll want to take only the best recruits along. The following recruits have "Ultimate" potentials that activate 100% of the time, making them greatly superior to their counterparts (except Alicia if you use Awaken Potential). From this point on, I will be referring to characters by their name, as you need that specific troop, not a substitute. All classes must have their 4th battle potential unlocked as well. Scout: Mussad - Ultimate Evade (he is guaranteed to join on a New Game+) Shocktrooper: Alex/Hannes/*Aisha - Ultimate Damage Lancer: Jann/Audrey/Elysse - Ultimate Anti-Armor Engineer: *Homer/*Herbert Sniper: Marina - Ultimate Accuracy *These 3 characters have Ultimate abilities, but some unfortunately bad personal potentials. Warning! I will advise you to use Elysse at some points due to her Ultimate Anti-Armor, but if you unlock her bad personal potential she will be a worse recruit. If you haven't unlocked it already, refrain from using her until you've unlocked everyone elses potentials that you would like to, then don't visit Castlefront St again, so it will remain locked (see 2a. General Advice for details on personal potential unlocking). Best weapons in the game outside of the DLC weapons: All of the Royal weapons listed are rewards for completing Chapter 18a and 18b. Combine the 'Ultimate' potential recruits with these weapons and you will have the best recruit/weapon combinations in the game. Scout/Engineer: Best accuracy/range weapon: Gallian-S20 Best anti-personnel weapon: Gallian-A20 Best anti-armor weapon: Gallian-S20R Best overall damage, but poor range/accuracy: ZM Kar 5(g) (Ch 15a Ace reward) Shocktrooper: Best accuracy/range weapon: Mags M30R Best anti-personnel weapon: Mags M30R Best anti-armor weapon: Mags M30R Best overall damage, but poor range/accuracy: ZM MP 5(g) (Ch 17 Ace reward) Best Flamethrower: VB FW 2(g) (Rosie's newspaper report mission Ace reward) Sniper Best Rifle: GSR-30R Lancer: Best Anti-Tank Lance: Theimer-M20R [C01] Skirmish 1 "Outskirts of Bruhl" Hard Video Clips: http://www.youtube.com/watch?v=DV9Ko88qj3w Turns Needed for A Rank: 1 Objective: Capture enemy Base Flag Kill Count: 4 Leaders, 3 Tank Destroyers, 1 Light Tank Mission Total: 76840 EXP, 150840 DCT Deployment: 12 34 56 X 7 1: Audrey - Theimer M20R equipped 2: Jann - Theimer M20R equipped 3: Rosie 4: Hannes - VB FW 2(g) equipped 5: Largo - CP Bonus Only 6: Alicia - CP Bonus Only 7: Engineer X: Undeployed Tactics: CP 1-2: Use the Edelweiss to fire a smoke grenade near the front of the bridge - do not get the tanks caught in the smoke or you won't be able to fire on them later. Afterward, roll out and bulldoze the shocktrooper leader northeast until he is standing next to the sniper leader by the NE Flag. With your remaining movement, try to get the generic shocktroopers to face away from the party. CP 3-4: Use Audrey to fire on the two NW Tank Destroyers and kill them. After firing on the 2nd tank, use her to make the generic troopers face away from the shocktrooper and sniper leader if possible, to provide better cover for the next CP. CP 5: Use Hannes to flamethrow or grenade the shocktrooper leader and sniper leader by the NE flag. CP 6: Use Rosie to shoot at the sniper by the NW flag. CP 7-8: Use Jann to fire on the two Tank Destroyers from across the river. CP 9: Move Engineer across the bridge, disarm any mines they step on. Proceed to headshot the shocktrooper leader on the Base Flag and capture. [C02] Skirmish 2 "Vasel Riverside" Hard Video Clips: http://www.youtube.com/watch?v=tUohmiFiLUY Turns Needed for A Rank: 5 (Guide uses 3) Objective: Capture enemy Base Flag Kill Count: 6 Leaders Mission Total: 76260 EXP, 152540 DCT Deployment: X 1 X X 2 X 3 4 1: Scout #1 2: Alicia - CP Bonus Only 3: Rosie - CP Bonus Only 4: Largo - CP Bonus Only X: Undeployed Reserves: Scout #2 Tactics: Unlike the previous mission, this is more of a slog through the city streets against mostly infantry and gatling guns. It's hard not to get an A rank while also killing all the leaders/tanks, simply because the route is so linear. The basic strategy is to take the Shamrock and a scout and charge through the streets. Unfortunately this mission isn't quite as difficult as Hard 1, since you can get a Full A Rank in 3 turns, while the A rank limit is 5. Equip Scouts with the A20 and equip Shamrock with +Ammo and +Accuracy Turn 1: CP 1-6: Move Shamrock north, avoiding mines and breaking sandbags - try to knock into the shocktroopers so they are easy to run past. The key to doing this is that their 'sight' is reset when they are knocked down, so you need to bulldoze them at full speed and get away before they 'respot' the Shamrock and face north, which is bad for Scout #1. Drop a mortar round between the two sandbags by the NE flag, which should make the lancers stand up. Next, move north into firing range of the Heavy Gatling and drop a mortar round on the standing shocktrooper leader. Finally, destroy the Heavy Gatling next to the NE Flag then back up south to block the shocktrooper in the alleyway's LOS. CP 7-8: Move Scout north, kill both lancers by the NE Flag, then capture the flag, then retreat. CP 9: Deploy Scout #2 at the NE flag Turn 2: CP 1-6: Move Shamrock west, run over the crouching shocktrooper leader in front of the alley, then fire on the Heavy Gatling by the NW Flag. Next run over the shocktrooper on the NW Flag then gun him down when he stands up, then move south towards the east Library alley. Finally, fire on the Heavy Gatling through the east Library alley (make sure you ride over the anti-personnel mine and set it off) and back up north up against the shocktrooper by the box. CP 7-9: Move Scout #2 west, kill the shocktrooper leader and continue west to capture the NW Flag. Next kill the sniper leader on the building and run south. Finally kill the sniper leader in front of the Library with a grenade and run into the east Library alley. Turn 3: CP 1-4: Using Scout #2, kill the Heavy Gatling and Heavy AT Cannon by the Base Flag and capture. [C03] Skirmish 3 "Kloden Wildwood" Hard Video Clips: http://www.youtube.com/watch?v=LsWVShb5a7o Turns Needed for A Rank: 3 (Guide uses 2) Objective: Capture enemy Base Flag Kill Count: 3 Leaders, 3 Tank Destroyers Mission Total: 78930 EXP, 157490 DCT Deployment: 1 X2 X3 X4 5 1: Marina 2: Rosie - CP Bonus Only 3: Largo - CP Bonus Only 4: Alicia 5: Engineer Reserves: Audrey or Jann with a Theimer M20R equipped Tactics: This mission features lots of Turrets positioned around to attack your infantry and tanks, but the number of actual enemies on the map you need to encounter to grab the flag is quite small. Also there are not many leaders or tanks, making it easy to get a Full A Rank while capturing in time. However if you like Engineers, this map is for you, as they are very useful in this mission. Turn 1: CP 1: Move Alicia south towards the Old Path, the southmost path on the map. Run south through the middle area, turn right and take the small path then grenade the two barriers blocking the way. CP 2: Move Engineer along the same path as Alicia. CP 3-8: Use Edelweiss to blow up the three Heavy AT Cannons on the hill. End Edelweiss' turn facing towards the inside of the base, as there will be a lancer leader coming out to attack and Edelweiss needs to kill it with interception fire during enemy phase. If you don't maanage to kill it with interception fire, there's always Turn 3. CP 9: Deploy Audrey/Jann at the south Flag Turn 2: CP 1: Kill the Engineer leader with Marina. CP 2-4: Send Audrey/Jann NW to destroy the three Tank Destroyers. CP 5-7: Use Engineer to toss three grenades at the Heavy Gatlings on the other side of the fallen trees. CP 8-9: Use Alicia to drop a grenade on the fallen trees leading up to the Base Flag, then run up to the Base Flag and capture. [C04] Skirmish 4 "Barious Desert" Hard Video Clips: http://www.youtube.com/watch?v=1Jxt7C-bZh4 Turns Needed for A Rank: 8 (Guide uses 3) Objective: Capture enemy Base Flag Kill Count: 4 Leaders, 9 Light Tanks, 1 Heavy Tank, 3 Tank Destroyers Mission Total: 84790 EXP, 165190 DCT Deployment: 1 2 3 6 4 5 1: Audrey - Theimer M20R equipped 2: Jann - Theimer M20R equipped 3: Alicia 4: Rosie - CP Bonus Only 5: Largo - CP Bonus Only 6: Marina Reserves: Engineer Tactics: With 8 turns for an A rank, even the slowest turtle strategy is guaranteed victory. Despite the multitude of targets, however, the map can be cleared in 3 turns if you use Audrey and Jann to one shot the low HP tanks. If you can't finish it in 3 turns, there's always the remaining 5. Turn 1: CP 1-3: Snipe the scout and shocktrooper near the allied base Flag and the lancer leader further north. CP 4-5: Use Jann to blow up one of the nearby light tanks then head into Trench 01 and blow up the tank at the end of it. End his CP out of LOS. CP 6-8: Send Audrey north then east to take out the three tanks. End her CP out of LOS. Turn 2: CP 1: Move Alicia east through Trench 01 and kill the scout leader. CP 2: Move Audrey northeast and blow up the tank near the middle Flag, then continue north. CP 3-4: Move Alicia around to kill the shocktrooper leader on the middle Flag and capture it, then kill the sniper. CP 5-6: Move Jann north twice, fire on the closest tank. CP 7: Deploy Engineer at the middle Flag. Turn 3: CP 1: Send Audrey north and blow up the nearest tank. CP 2: Run Engineer northwest towards the Base Flag, resupplying Audrey and Jann, and healing one of them if needed. CP 3-5: Send Jann N and blow up the heavy tank from behind, while taking out two light tanks along the way. CP 6-7: Send Audrey NW and blow up the last 3 tanks. CP 8-9: Send Engineer to the Base Flag to kill the shocktrooper leader then capture. [C05] Skirmish 5 "Upper Fouzen" Hard Video Clips: http://www.youtube.com/watch?v=FE6wg_7cgcI Turns Needed for A Rank: 4 (Guide uses 1) Objective: Capture enemy Base Flag Kill Count: 2 Leaders, 3 Heavy Tanks Mission Total: 82310 EXP, 165110 DCT Deployment: 1 2 3 X X 4 56 1: Hannes - VB FW 2(g) equipped 2: Marina 3: Alicia - CP Bonus Only 4: Lancer 5: Largo - CP Bonus Only 6: Rosie - CP Bonus Only X: Undeployed Tactics: All of the action is centered around the enemy base on the lower west area of the map. Unfortunately for them, their defenses are easily penetrated. Turn 1: CP 1: Use Marina to kill the sniper leader. CP 2: Move Lancer into the trolley then head to the SE edge and hit the north heavy tank's radiator from above, then activate the elevator and ride it down. CP 3-4: Move Hannes south and gun down both scouts. CP 5-8: Move Lancer south by the Base Flag, destroy the remaining two heavy tanks, and capture. [C06] Skirmish 6 "Marberry Shore" Hard Video Clips: http://www.youtube.com/watch?v=9KsiejHB7bo Turns Needed for A Rank: 10 (Guide uses 4) Objective: Capture enemy Base Flag Kill Count: 3 Leaders, 1 Heavy Tank, 3 Tank Destroyers Mission Total: 84480 EXP, 168560 DCT Deployment: No initial deployment. Reserves: Lancer #1 (Jann, Audrey, or Elysse), Lancer #2 with Lancaar-SH M20 mortar lance equipped Tactics: Edelweiss needs +4 ammo equipped. In this mission, Alicia and Largo/Rosie are behind enemy lines and much of your first turn or two will be spent trying to keep them from dying. Afterward it's very similar to Chapter 11 or Skirmish 5 Normal where the Edelweiss fires on enemies from the centre platform while infantry run towards the base. Random reinforcements will be coming in, so it's best to clear the map quickly. Turn 1: CP 1-6: Move Edelweiss and drop a mortar on the scout, then a mortar on the shocktroopers facing Alicia and Largo/Rosie. CP 7-8: Use Alicia to hit the ragnite casing behind the east Gatling Bunker, then kill the sniper. Turn 2: CP 1-4: Move Edelweiss NW and drop a mortar behind the west Gatling Bunker to destroy it. Be careful not to destroy the sandbags Rosie and Largo are hiding behind. Next drop a mortar on the shocktrooper/Heavy Gatling near the N Flag which should kill the trooper and wound the Gatling. Afterward, position the Edelweiss to block LOS to Largo and provide interception fire on incoming enemy shocktroopers. CP 5-7: Use Alicia to kill the weakened Heavy Gatling, grenade and gun down the shocktrooper leader by the N Flag, then capture it and hide out of LOS of the Tank Destroyer. CP 8: Deploy Lancer at the N Flag Turn 3: CP 1-2: Drop a mortar round on the shocktrooper (and any reinforcements that may have arrived) by the middle Flag. CP 3-4: Move Lancer SW blowing up both Tank Destroyers along the way. CP 5: Capture the middle Flag with Alicia. CP 6: Deploy Lancer #2 at middle Flag The enemy may have moved a Base reinforcement out by the front gates. If so, you will have to kill it with Alicia. Turn 4: CP 1-2: Drop a smoke grenade on the east Invulnerable Gun. CP 3: Use Alicia to kill any reinforcement standing by the base gates, then hide behind the outer base wall. CP 4: Move Lancer #2 south and drop a mortar on the shocktrooper leader, which should kill it and also injure the shocktrooper next to it, then move further south behind cover. CP 5: Finish off the remaining shocktrooper with Alicia and move forward, it's fine to take a little Tank Destroyer interception fire. CP 6-8: Move Lancer #1 south and fire on the Tank Destroyer, then hit the heavy tanks radiator. Afterward get the shocktrooper on the Flag to face west. CP 9: Move Lancer #2 and drop a mortar on the crouched shocktroopers back so he goes flying off the Base Flag area, then run past him to make him face north/NW. CP 10: Kill the remaining shocktrooper with Alicia and capture. [C07] Skirmish 7 "Windmill Plaza" Hard Video Clips: http://www.youtube.com/watch?v=gw_ghn3oHlQ Turns Needed for A Rank: 5 (Guide uses 2) Objective: Capture enemy Base Flag Kill Count: 4 Leaders, 1 Heavy Tank Mission Total: 84910 EXP, 171950 DCT Deployment: 1 2 X 3 X X X 4 1: Alicia 2: Largo - CP Bonus Only 3: Rosie - CP Bonus Only 4: Marina X: Undeployed Equip +accuracy on the Shamrock. Tread Def is nice but you should only have to run over one tank mine and avoid the rest. Tactics: Turn 1: CP 1: Kill the sniper leader in the nest with Marina, then run to the allied base Flag and retreat. CP 2-7: Move the Shamrock south and destroy the Heavy Gatling on the road, then keep moving south. Move slightly southeast and fire at the two Heavy Gatlings on the east path, then face the Shamrock towards the heavy tank. You will have to run over the first set of mines, but you can ride between the second set and avoid the third set as well. Largo and Rosie will probably get KOed by snipers, that's ok. Turn 2: CP 1-2: Use Shamrock to blow up the heavy tanks radiator. Afterward, move NW to make the two crouched shocktroopers face SW. CP 3-5: Move Alicia south, kill the shocktrooper leader by the middle Flag then cut behind the house through the grassy area. Keep running southeast into the east path then around to the Base Flag, kill the sniper leader then capture. [C08] Skirmish 8 "Naggiar Plain" Hard Turns Needed for A Rank: 7 (Guide uses 3) Objective: Capture enemy Base Flag Kill Count: 2 Leaders, 1 Heavy Tank, 1 Tank Destroyer Mission Total: 85950 EXP, 179170 DCT Deployment: 12345 6XX 1: Rosie - CP Bonus Only 2: Largo - CP Bonus Only 3: Lancer (Jann, Audrey, or Elysse) 4: Alicia 5: Engineer 6: Marina Equip the Edelweiss with +60 accuracy. Tactics: They just keep getting stingier with the CP. With only 6 CP, you'll be limited in what you can do each turn, but if you keep your troops hidden, the enemy won't have much to do during their turns anyway. Turn 1: CP 1: Send Lancer NW to destroy the tank destroyer, then fall back into the trench. CP 2-5: Send Edelweiss out to destroy the Heavy Tank - aim for the radiator and take two shots. One of them will most likely hit with +60 accuracy. CP 6: Move Alicia to the barricades just outside the trench and grenade herself over them. Move next to the barricades afterward. Turn 2: CP 1: Move Engineer to heal and resupply Alicia then run back into the trench. CP 2-3: Move Alicia east, fire at the scout in the trench near the Base Flag from above (don't let him spot Alicia). Head to the east barricades and grenade herself over them, then run north towards the edge of the trench. CP 4: Send Marina up the ladders into the nest and kill the shocktrooper leader. Turn 3: CP 1+: Run Alicia to the base Flag, grenade and gun down all enemies around the Base Flag, then capture. [C09] Skirmish 9 "East Bank of Vasel" Hard Turns Needed for A Rank: 7 (Guide uses 2) Objective: Capture enemy Base Flag Kill Count: 1 Leader, 4 Tank Destroyers Mission Total: 88010 EXP, 188410 DCT Deployment: X 1 X 2 3 X 4 5 1: Alicia 2: Rosie - CP Bonus Only 3: Largo - CP Bonus Only 4: Marina 5: Lancer (Jann, Audrey, or Elysse) X: Undeployed Equip Edelweiss with +60 accuracy. Tactics: Turn 1: CP 1-2: Move Lancer SE, kill the scout, then move onto the southmost road and kill the closest tank destroyer. CP 3-6: Move Edelweiss and fire on the tank destroyer twice, then back up back to its starting point. CP 7-8: Use Marina to kill the sniper in the nest mid way across the map, then snipe the NW-most shocktrooper. CP 9: Run Alicia NE north of the building by the enemy base Flag. The enemy will generally advance their troops forward and not cause any real threat. Two lancer reinforcements will show up but none of them should be able to get in firing range of your tanks. Turn 2: CP 1-2: Move Lancer east to destroy the remaining two Tank Destroyers. CP 3-6: Move Edelweiss east and fire a mortar on the lancer leader and scouts around the base Flag. CP 7: Snipe the lancer leader with Marina, then fire on the crouched shocktrooper facing north by the Base Flag to make him face W/SW. CP 8-9: Capture the flag with Alicia. 7. Additional DLC Missions From this point on the game version will be 1.20. I recommend doing the Selvaria missions before the EX Hard skirmishes since you will unlock the Ruhm, an extremely powerful shocktrooper gun that basically makes one into a mobile Heavy Gatling turret. Enter the Edy Detachment! Mission [D01] Enter the Edy Detachment Video Clips: http://www.youtube.com/watch?v=0PJi9l4F2qQ Turns Needed for A Rank: 4 Objective 1: Prevent enemies touching the defense zone Objective 2 (from Turn 4 onward): Move Edy to the goal at the SE area of the map Kill Count: 5 Leaders, 2 Light Tanks, 2 Heavy Tanks Tactics: One shocktrooper and scout to the south, one shocktrooper to the west, and one scout to the north arrive as reinforcements every enemy turn. During turn 4 a scout will appear at the west end of the map as well. Enemies will not run into the base unless there is nobody making interception fire on them, so always have someone facing those spawn points. Turn 1: CP 1: Send Jann north to hit the light tank's radiator. CP 2: Use Homer to kill the north scout. CP 3: Use Susie to kill the scout west of the light tank and get out of the mortar range. CP 4-5: Use Marina to kill the scout leader and sniper then run back to hiding. CP 6-7: Send Lynn to kill the west shocktrooper leader, then head north and up the ladder then kill the sniper leader hiding in the grass. CP 8: Use Edy to kill the west shocktrooper leader and end her CP facing east to make interception fire on incoming reinforcements. Turn 2: CP 1: Use Lynn to kill the north scout from above. CP 2-3: Use Jann to kill the shocktrooper next to the light tank, then hit the light tank's radiator. CP 4: Send Homer to Marina then Jann and heal/resupply him, then end his CP behind a tree for cover. CP 5-7: Use Marina to kill the shocktrooper leader at the south end of the map then run back to hiding. CP 8: Send Jann to the wall right next to the heavy tank. Turn 3: CP 1-3: Move Jann west and destroy the heavy tank's radiator, then continue south and heal himself. Finally move around the corner and kill the scout leader then run back for cover. CP 4-5: Use Homer to kill any remaining reinforcement around the defense point, then run towards Jann and heal him. CP 6-7: Use Edy to kill any remaining reinforcement then run towards Jann. Turn 4: CP 1: Move Jann southeast and hit the heavy tanks radiator. CP 2-3: Move Edy south to the goal point. Behind Her Blue Flame Missions: Depending on how you finish this mission, your next mission will be either 2a, or 2b. For 2a, defeat the tank with Damon in it by the SW of the map, and for 2b, do not defeat Damon's tank. To unlock the Ruhm weapon for the Gallian troops usage, you will need to A rank missions 1 and either 2a or 2b. In order to reach Mission 3, you will need to A rank all 3 prior missions - 1, 2a, and 2b. [D02] Selvaria 1 - Assault on Ghirlandaio Video Clips: http://www.youtube.com/watch?v=KqT5dhbai8g Turns Needed for A Rank: 3 Objective: Capture enemy Base Flag Kill Count: 5 Leaders, 4 Gallian Tanks Deployment: 1 4 2 5 3 6 1: Heinz 2: Adalbert 3: Elvin 4: Ernst 5: Lilja 6: Kurt Tactics: Unfortunately the imperials terrible weapon accuracy makes it difficult to get reliable headshots, so you need to compensate by relying on grenades and body shots at times. The enemy will call in reinforcements for every enemy you kill. That means it's good to kill as many as possible to make them waste CP on enemy turn and not cause much trouble for your troops. Turn 1: CP 1-2: Move Selvaria east and kill the lancer, then south and kill the second shocktrooper. CP 3-4: Move Johann east, grenade the scout and sniper, then run south. CP 5-7: Use Lilja to headshot the shocktrooper leader, then take two shots at the sniper leader (it's too hard to get a headshot without needing to reload). CP 8: Move Elvin W and fire on the sniper by the box. CP 9: Move Heinz NW and fire on the gallian tank. Turn 2: CP 1: Move Selvaria south then blow up the enemy tank and keep running around north. CP 2-3: Follow the same path with Johann. CP 4: Use Lilja to fire on the crouching shocktrooper then run back to the base Flag. CP 5-6: Use Heinz to fire on the NW gallian tank and finish it off, then head south and finish off the crouched shocktrooper. CP 7-9: Move Elvin south and fire on the Heavy Gatling. Note: You can also send a scout south to take out Damon's Tank. Turn 3: CP 1: Move Elvin west and blow up Damon's tank if you want to go to 2a. Otherwise, do not move him and you will go to 2b. CP 2: Use Lilja to kill the shocktrooper between the barricades near Selvaria/Johann. CP 3-6: Send Johann north and grenade down the two barricade lines, then toss a grenade over the ledge onto the third set of barricades, which should also hit the shocktrooper next to them. Finally, finish off the shocktrooper that just took the grenade. CP 7-9: Move Selvaria down the stairs towards the Base Flag, kill the shocktrooper then the gallian tank, then capture. [D03] Selvaria 2a - Silencing the Artillery Video Clips: http://www.youtube.com/watch?v=FWxVDjNxlZA Turns Needed for A Rank: 4 (Guide uses 3) Objective 1: Reach Selvaria with Johann Objective 2: Reach the destination with Selvaria Kill Count: 9 Leaders, 1 Ace, 3 Tanks Deployment: 123456 1: Kurt 2: Lilja 3: Erich 4: Elvin 5: Walther 6: Herbert Tactics: Focus on rescuing Selvaria first, as she's needed to finish the mission. It doesn't matter if you capture the Flags or not, but it will stem reinforcements, so it's generally a good idea. Turn 1: CP 1-6: Move Imperial Tank south and break the sandbag in front of Mussad, then stand in front of him until the gallian tanks friendly fire kills him from behind. Afterward, fire on the Heavy Gatling next to Mussads position. Next, break the shocktrooper leaders sandbag and fire on the other Heavy Gatling. Finally, fire on the Gatling Turret in the NW base. CP 7: Snipe the shocktrooper leader by the gallian tank. CP 8-10: Use Elvin to destroy the gallian tank by the main gates. Fire once from above then once from ground level. CP 11-12: Move Johann down the ladder and south towards the main gates then fire on the west Heavy Gatling and hide next to the barricades. Turn 2: One extra CP available in case you miss something. CP 1-2: Snipe the shocktrooper next to Selvaria from above then climb down the ladder and snipe the shocktrooper leader on the NW Flag. CP 3-4: Send Walther to the NW Flag and grenade and gun down the lancer leader, then capture. CP 5-7: Use Johann to finish off the Heavy Gatling, grenade the wounded shocktrooper, grenade the barricade, then rescue Selvaria. If you don't care about killing the leaders/ace/tanks, you can grenade the barricade leading south and run selvaria to the destination now. CP 8-9: Move Selvaria out of the trenches south slope, run around the tanks area of fire and hit its radiator from behind, then go west over the sandbags and southeast around the corner. Next kill the west sniper leader then proceed SE, and end her CP facing east just out of LOS of the south enemies. CP 10-11: Send Kurt south through the main gate to capture the SW Flag, then proceed east towards the SE Flag. Kill the remaining Heavy Gatling along the way. End his CP crouched behind sandbags. Turn 3: CP 1-4: If Kurt is injured, heal himself first. Move Kurt east behind the shocktrooper leader and crouch behind a sandbag, then grenade and gun him down. Next kill the sniper leader and capture the last Flag. CP 5-7: Send Johann south to kill any shocktroopers that are alive next to Selvaria. CP 8-10: Send Selvaria south, kill both Heavy Gatlings then Damon's tank, then capture. [D04] Selvaria 2b - Rout of the Gallian Forces Video Clips: http://www.youtube.com/watch?v=IgG9tRF7HAU Turns Needed for A Rank: 3 Objective 1: Reach Selvaria with Johann Objective 2: Reach the destination with Selvaria Kill Count: 9 Leaders, 1 Ace, 3 Tanks Deployment: 123456 1: Kurt 2: Erich 3: Lilja 4: Herbert 5: Walther 6: Elvin Tactics: This mission is basically an alternate version of Silencing the Artillery. This can be a tricky mission to get a Full A Rank on, mostly due to the ace who is tough to get behind and kill. Turn 1: CP 1-2: Snipe the Gatling Turret from above with a shot from Erich and Lilja. CP 3-4: Send Erich down the steps and snipe the shocktrooper leader on the NW Flag and west-most shocktrooper. CP 5-6: Move the Imperial Tank SW to drop a mortar on the crouching shocktrooper leader in the west trench - you can see the sandbags from the map view. This should make the shocktrooper face north so you can headshot him, and might take down a barrier or two. CP 7-8: Send Kurt into the west trench and grenade the first barricade, then headshot the shocktrooper leader from behind. End his CP out of LOS. CP 9-10: Move Johann SW, grenade the lancer leader, then continue into the west trench and grenade the next set of barricades. CP 11: Use Erich or Lilja to snipe the lancer leader. CP 12: Move Walther southeast against the wall behind the gallian tank. Turn 2: CP 1-2: Use Johann to grenade the final barricade(s) and rescue Selvaria. If you don't care about killing the leaders/ace/tanks, you can run Selvaria to the destination right now. CP 3-4: Move Elvin SE and destroy the gallian tank. CP 5-7: Move Walther into the east end of the east trench then come out of the south end. Headshot the shocktrooper from whatever position is best (this might take 2 CP depending where he is positioned). Next, throw a grenade at the aces back from directly behind him, so he can't dodge. Afterward reposition the ace to face east. CP 8: Move Johann east and headshot the ace from behind. CP 9-11: Move Selvaria SE to kill the Heavy Gatling by the SE Flag, then the tank and sniper leader by the SW flag. Proceed to capture the SW Flag and move east. End her CP near the south passage leading to the destination. CP 12: Capture the NW Flag with anybody. Turn 3: CP 1-6: Finish off any leaders that are still alive and heal Selvaria if needed. CP 7-9: Send Selvaria south around the west passage to gun down the Heavy Gatlings and Damon's Tank, then run to the destination point. If you are having trouble, use a Defense Boost order. [D05] Selvaria 3 - Covert Op "Azure Witch" Turns Needed for A Rank: 3 Objective: Kill all enemies Kill Count: 3 Leaders, 3 Tanks Deployment: All of the red leader troops for CP Tactics: You're given Selvaria's full Valkyria powers here, so you can't really go wrong on this mission. There are bunches of enemies that are meant to be taken out at once with the Beam Weapon. Just go on a rampage with Selvaria and pick off stragglers with your snipers and scouts. Make sure to capture the bases along the way to prevent reinforcements. It's nearly impossible not to A rank this mission. 8. Skirmish EX Hard DLC Walkthrough Unlike the other skirmishes, the goals in EX Hard vary between kill all enemies and capture the flag. EX Hard shocktroopers and gatlings cause so much damage that firing from range is usually the only way to take them out. Luckily the tanks don't cause nearly as much damage since their guns are not upgraded for this mode. But there is a Medium Tank+ in several missions with doubled range on most of its weaponry. I have completed the missions in non-numerical order so that I can acquire useful ace weapons that make the proceeding levels more reliable to kill all the tanks/aces/leaders. I am assuming you've got the Ruhm from the Selvaria DLC. The Ruhm isn't necessary, but it does make some missions much easier. [E01] Skirmish 1 "Outskirts of Bruhl" EX Hard Video Clips: http://www.youtube.com/watch?v=qqaZXw90sDw Turns Needed for A Rank: 5 (Guide uses 2) Objective: Kill all enemies Kill Count: 3 Leaders, 1 Ace, 3 Tank Destroyer, 2 Medium Tanks Deployment: 1 23 X456 1: Largo - CP Bonus Only 2: Jann - Theimer M20R equipped 3: Hannes - Ruhm and VB FW 2(g) equipped 4: Alicia 5: Rosie 6: Elysse - Lancaar-SH M20 equipped X: Undeployed Tactics: If you don't have the Ruhm, you can still take out the tank destroyer in one round with the M30R, but you will need to use Welkin to kill the sniper leader on the windmill, since normal machine guns can't reach that far. Turn 1: CP 1-3: Use Elysse to mortar both Heavy Gatlings on the bridge. Make sure to fire between them or you may not kill one. Next mortar the crouched scout on the bridge and the crouched shocktrooper. CP 4: Use Alicia to kill the shocktrooper on the W Flag, then get out of the mortar attack range. CP 5: Use Welkin to kill the north scout, then run north to the east side of the windmill. CP 6-7: Use Hannes to kill the shocktrooper leader then move north. Flamethrow the two heavy gatlings and shocktroopers from the side - aim low to hit all four of them. Afterward, run NW towards the ace behind the windmill. CP 8: Use Jann to hit the tank destroyer on the SE flag then move north. CP 9: Move Rosie east across the bridge and flamethrow the crouched sniper and shocktrooper. Hug the left side carefully and walk in front of the sniper to avoid alerting the shocktrooper. Turn 2: CP 1-3: Move Jann W/NW and destroy the two medium tanks and tank destroyer up on the hill. CP 4: Use Hannes to destroy the tank destroyer next to him, then run towards the ace and make him face NE. CP 5: Use Welkin to kill the ace from behind. CP 6: Use Hannes or Welkin to kill the sniper leader on the windmill. You have quite a few free CP available so if you can't kill the ace immediately, you have plenty left to set up a good headshot from behind on poor Johann. The ace reward is a ZM Kar 6(g) rifle. It's got 7 shots and superior damage to the A20, but worse aim and range. [E02] Skirmish 2 "Vasel Riverside" EX Hard Video Clips: http://www.youtube.com/watch?v=CMvGDfYCDDI Turns Needed for A Rank: 3 (Guide uses 2) Objective: Welkin reaches the destination Kill Count: 4 Leaders, 1 Ace, 2 Tank Destroyers Deployment: 1 X X 2 3 X 4 1: Hannes - Ruhm and VB FW 2(g) equipped 2: Rosie 3: Alicia - CP Bonus Only 4: Largo - CP Bonus Only Tactics: This is a pretty easy mission, unfortunately. The west side of the map is practically empty. You can clear this map in one turn if you don't care about the ace/killing the tanks. The Ruhm really isn't necessary here - if you don't have one, bring along the M30R. Turn 1: CP 1: Use Rosie to flamethrow the 3 crouching shocktroopers, then hide in the grass. Make sure to stand back far enough so that the flame is wide enough to hit them all. CP 2-6: Use Hannes to shoot the shocktrooper leader then run north hugging the left wall (avoid the mine). Keep moving north, go over the sandbag, kill the Heavy Gatling in the alley, then flamethrow the shocktrooper leader in the alley. Finally, climb up the ladder and fire at the ace and sniper leader on the rooftops. Apparently this ace sucks at dodging and can be fired at from the front. End his CP out of LOS. CP 7: Move Welkin next to Hannes, taking the same route. Turn 2: CP 1-5: Move Hannes to the west Flag and kill both tank destroyers, heal himself if needed, then kill the heavy gatling in front of the west Library alley. CP 6-7: Run Welkin to the destination point. The ace reward is a ZM SG 6(g) sniper rifle. [E03] Skirmish 3 "Kloden Wildwood" EX Hard Video Clips: http://www.youtube.com/watch?v=d9gX8OwHpKY Turns Needed for A Rank: 4 (Guide uses 3) Objective: Welkin reaches the destination Kill Count: 2 Leaders, 1 Ace, 2 Medium Tanks, 2 Tank Destroyers Deployment: 14 25 36 7 1: Hannes - Ruhm and VB FW 2(g) equipped 2: Rosie - CP Bonus Only 3: Alicia 4: Musaad 5: Largo - CP Bonus Only 6: Lancer - Present to absorb sniper fire 7: Lancer - Present to absorb sniper fire Welkin - ZM Kar 6(g) equipped (from EX Hard Skirmish 1 ace) Tactics: There are many impassable barricades set up that forces Welkin to take the longest route possible to the base. There are two 'Medium Tank +' here that have machine guns and mortars with enormous range. The easiest way to clear the map is to send a shocktrooper and lancer (if you don't have the Ruhm) west and around to deal with the shocktroopers, gatlings, and tanks that Welkin won't be able to. If you don't have the Ruhm, you'll need to bring a lancer along with your shocktrooper to take the 3 tanks down - it's not that much different or difficult. I am aware there are some 'grenade yourself over barriers/off cliffs' things that make the map shorter, but this guide is going to cover the way it was intended. Turn 1: CP 1-2: Welkin first has to pass between the two large middle buildings that a shocktrooper is hiding between. Move around the barriers and hug the west building, then quickly run between the buildings, which should only scratch Welkin a bit. Keep running out of the rear base gate and up the hill, then kill both snipers in one attack by lining up a body shot. Finally, keep running west and grenade the set of barricades, then head down the hill but stay out of LOS of the shocktrooper. CP 3-8: Move Hannes west and shoot down the shocktrooper beside the tent, then keep going west. Next, there is a shocktrooper hiding in the grass to the west. You can flamethrow it before it spots you, but you will have to fire blind (fire just after passing the ragnite casing). Afterward, crawl to the end of the grass in front of the Heavy Gatlings. Next, flamethrow both Heavy Gatlings - aim in between them to hit both. Finally, run out around the corner and blow up all three tanks from behind. Turn 2: CP 1-4: Move Hannes east, grenade the fallen tree, gun down the Heavy Gatling and capture the flag, then proceed east. Kill both shocktroopers along the path leading to Welkin, then move towards the ace. CP 5-6: Use Welkin to grenade the fallen trees then run west towards the allied base Flag, killing the Heavy AT Cannon along the way. CP 7-8: Move Alicia southeast and fire two times at the tank destroyers radiator to kill it. Turn 3: CP 1: Use Alicia to drop a rifle grenade on the ace to make him face NE. CP 2: Move Hannes behind the ace and headshot him. CP 3-4: Move Mussad NE along the north path, grenade and gun down the shocktrooper leader there. CP 5-6: Move Welkin to the allied base Flag and finish. The ace reward is a ZM Kar 6(g) rifle. It's got 7 shots and superior damage to the A20, but worse aim and range. [E04] Skirmish 4 "Barious Desert" EX Hard Video Clips: http://www.youtube.com/watch?v=05b4PJe-KJs Turns Needed for A Rank: 8 (Guide uses 3) Objective: Kill all enemies Kill Count: 3 Leaders, 1 Ace, 1 Medium Tank, 1 Heavy Tank, 9 Tank Destroyers Deployment: West Team: 1 2 3 4 5 1: Jann - Theimer M20R equipped 2: Audrey - Theimer M20R equipped 3: Elysse - Theimer M10R equipped 4: Alicia - ZM Kar 6(g) equipped (if you have a ZM Kar 7(g) already, that makes the mission even easier to do in 3 turns, but it is not required) 5: Rosie - CP Bonus Only East Team: 1 2 1: Marina 2: Largo - CP Bonus Only Tactics: There is a sandstorm that occurs every other turn starting on the first turn. Taking out enemy snipers is top priority, followed by keeping your lancers moving ahead so they can blow things up without wasting a turn with nothing to shoot at. Turn 1: CP 1: Use Welkin to kill the shocktrooper in the L shaped wall north of the start position, then move NW to the next L shaped wall. CP 2: Move Elysse NE and kill the tank N of start spot. Don't venture too far north. CP 3: Move Audrey NE and kill the tank between Trench 01 and 02. Don't venture too far north. CP 4: Use Jann to kill the shocktrooper at the L shaped wall with Welkin (team attack), then move E. CP 5-6: Use Alicia to kill scout leader through Trench 01 then proceed north. Next, kill the shocktrooper leader on the middle Flag, then afterward move to the west side of the debris south of Trench 03. During enemy phase, Alicia should intercept fire on the scout near the debris to get noticed, then the scout will fire on Alicia, and Alicia should counterattack and kill the scout. CP 7: Use Audrey to kill the tank at the east end of Trench 01. CP 8: Use Marina to snipe the sniper on the tower next to the middle Flag then run for cover. Turn 2: CP 1: Use Jann to kill the tank destroyer south of Trench 04. CP 2: Use Elysse to kill the tank destroyer in between the Trench 04 barricades. CP 3: Use Audrey to kill the anti-tank cannon by the middle Flag. CP 4: Use Marina to snipe the sniper near the north Flag then run for cover. CP 5-8: Use Alicia to grenade and gun down the shocktrooper leader by the north flag, then run behind the tank destroyer and kill it, then capture the flag and stand to the left of the flagpole (to avoid sniper LOS). Turn 3: CP 1: Use Alicia to grenade the sniper nest that the ace is in, which will knock him out of it, then get in position for a headshot. CP 2-3: Move Audrey east to blow up the tank destroyer and heavy tank's radiator. CP 4-6: Move Jann north to blow up the medium tank and both tank destroyers. CP 7-8: Move Alicia south and kill the scout hiding in the debris next to Trench 04. If you can't make it in 3 turns, there's still 5 more turns for an A rank. The ace reward is a ZM SG 6(g) sniper rifle. [E05] Skirmish 6 "Marberry Shore" EX Hard Video Clips: http://www.youtube.com/watch?v=aBSAf2u9n-A Turns Needed for A Rank: 5 (Guide uses 3) Objective: Welkin reaches the destination Kill Count: 6 Leaders, 1 Ace, 2 Tank Destroyers, 1 Heavy Tank Deployment: Largo - Lancaar-SH M20 equipped Rosie - VB FW 2(g) equipped Welkin - ZM Kar 6(g) equipped West Team: Alex - Mags M30R and VB FW 2(g) equipped Reserves: Jann, Marina Tactics: I decided not to use the Ruhm for the mission because it was getting a little out of hand how it can just single handedly wipe out entire groups of enemies (just didn't feel very challenging). If you use the Ruhm all you need to do for Turn 2 is charge Hannes/Alex in and destroy everything. Turn 1: CP 1: Use Rosie to step on the grenade overlooking the trench and fall into it. She doesn't need to proc Strong-Willed to survive any interception fire, although it does proc often anyway. Climb up the right side and flamethrow the large group of shocktroopers and gatling bunker/turret. Stand right by the corner of the Gatling Bunker and aim low between the two west shocktroopers (see video). CP 2-3: Use Largo to mortar the shocktrooper in the trench then shocktrooper facing south, then move south and make the ace face north (don't end Largo's CP too close to the ace, though). CP 4-5: Use Alex to run north and shoot down the sniper leader then flamethrow the ace from behind, then run north past him so he faces north yet again. CP 6: Move Welkin NE, capture the beach Flag, finish off the ace from behind (if he is still alive), then head into the trench. CP 7: Deploy Jann Turn 2: At this point if you are using the Ruhm, feel free to charge into the north area and destroy everything with it. If you are not using the Ruhm, continue onward. CP 1-2: Use Welkin to grenade the east crouching shocktrooper (fire it behind him so he moves south), then head into the trench towards the shocktrooper leader and kill him. CP 3-4: Use Rosie to gun down the shocktrooper then flamethrow the gatling turret. CP 5: Move Jann NE and fire on the heavy tank. CP 6: Move Alex north and finish off the heavy tanks radiator. CP 7: Use Jann to destroy the north heavy gatling. CP 8: Use Alex to destroy the remaining heavy gatling and capture the flag, then get out the crouched shocktrooper leaders firing range. CP 9: Deploy Marina The enemy should move its 3 shocktrooper reinforcements near the west Gatling Bunker. Turn 3: CP 1: Use Welkin to drop a rifle grenade on the crouched shocktrooper leader. At this point you can finish the shocktrooper leader off and end the mission, or keep going to kill a couple extra enemies. CP 2-5: Use Alex to flamethrow the Gatling Bunker and enough of the shocktroopers to clear a path SW, then shoot down the two tanks. CP 6: Use Marina to snipe the sniper leader. CP 7: Use Welkin to kill the shocktrooper leader and run to the destination. The ace reward is a ATR-X1 sniper rifle. This rifle has very poor accuracy, poor range, and poor anti-personnel damage, but 800 anti-armor damage, making it perfect for ranged sniping on armored targets. [E06] Skirmish 8 "Naggiar Plain" EX Hard Video Clips: http://www.youtube.com/watch?v=2DC4olaluPM Turns Needed for A Rank: 6 (Guide uses 3) Objective: Welkin reaches the destination Kill Count: 2 Leaders, 1 Ace, 1 Heavy Tank Deployment: 12345 6XX 1: Welkin - Gallian A-20 equipped 2: Largo - CP Bonus Only 3: Marina - ATR-X1 (Anti-Tank) equipped 4: Alicia - ZM Kar 6(g) equipped 5: Knute - Gallian A-20 equipped 6: Rosie - CP Bonus Only X: Undeployed Tactics: This mission makes use of the ATR-X1 (Anti-Tank) sniper rifle found off the Skirmish 6 EX Hard Ace. You can grenade Welkin/Engineer over the barriers for a 1 turn capture, but this guide will be taking the long route. Turn 1: CP 1: Move Marina north and snipe the heavy gatling next to the crouched shocktrooper leader. It's ok if she steps on the mine. CP 2: Move Alicia north and drop a rifle grenade on the crouched shocktrooper leader. CP 3-4: Move Knute north and and disarm the mine underneath Marina, proceed north into the trench and heal himself. Keep going north, resupply Alicia, disarm the mines in front of Alicia, and shoot at the shocktrooper leader. End his CP out of heavy gatling LOS. CP 5-6: Send Welkin north into the trench, heal himself, and shoot the scout north of Alicia/Knute. End his CP at the corner of the trench leading to the ace. CP 7: Move Marina NE towards the tank trench, snipe the heavy tanks radiator to destroy it, then go into the trench to get out of LOS. The enemy should always move its shocktrooper leader west along the trench. Turn 2: CP 1: Move Knute up the ladder to kill the shocktrooper leader, then continue east near the opposite ladder. CP 2: Move Alicia up the ladder to kill the heavy gatling near the opposite ladder. CP 3: Use Knute to kill the scout near the ace and continue east. CP 4-6: Use Alicia to kill the heavy gatling in the middle area from around the corner, then run up the ladder next to the ace. Grenade the sniper nest then headshot the ace when they fall out. Climb down the ladder afterward. CP 7: Use Welkin to attack the heavy gatling to the east. CP 8: Use Knute to finish off the heavy gatling then proceed east. CP 9: Use Welkin to gun down the scout to the east then proceed south. Turn 3: CP 1: Move Marina out of hiding to kill the heavy gatling near the snipers. CP 2-4: Move Knute through the trench and kill the 350 HP heavy gatling, then kill the last heavy gatling in the trench near the destination. CP 5-6: Move Welkin to the destination. The ace reward is a VB PL XX(g) lance. This lance has fairly poor damage, but the 'B' level aim makes up for it. It will be very useful for the upcoming Skirmish 5.