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.