The *NEW* Warzone walkthrough (Done with RED units)

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themousemaster
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Re: The *NEW* Warzone guide. Done with RED units V2.2RC1

Post by themousemaster » 25 May 2009, 03:29

Move your cannons back (and start repairing them), and your mortars forward. HAve your trucks build a new MG-tower line farther up, and let your mortars remove those pesky base defenses. If your mortars decide to act finicky and move around rather than firing, select them and click on the "hold ground" command repeatedly; that should freeze them in their... erm, tracks. THEN assign them to sensor.

They may have a few leftover tanks in the base to attack you with (they do have a factory after all), but they should come out piecemeal, and get eaten alive by your MG/mortars.
Alpha6 - Shell 'em.JPG
When the first wall is down, move your mortars north even farther, and have your trucks build a new sensor tower on the east edge of the map, north of your 2nd MG-tower wall.
Alpha6 - mortars farther up.JPG
This should remove the bunkers, and maybe a couple of their support structures as well. Specifically, their Repair Bay will be in range of your mortars; that is a REALLY good target to take out.

When the bunkers are down, and your cannon-tanks are repaired, move them in for the coup-de-gras. BE SURE to have them set to "return fire", and to manually select their non-shooting targets. We don't want them killing that sensor tower.

They have a few towers in back, so be ready to manually retreat any forces as necessary.
Alpha6 - rest of their base.JPG
The way this screenshot looks, you might still be in for a fight; but look closer, and you will only see 1 medium tank among them. Your 10-pack of cannons should eat these guys for lunch, and that's assuming none of them rushed out the front as you were shelling the base into oblivion. Just be sure to rotate any cannon tanks taking heavy damage behind other ones. Again, slowing down the gamespeed might help. Or, if it's just TOO much incoming fire for you, draw them out 2-3 at a time into range of your mortars.

The techs found in this base are Hardcrete, a Factory module, and the Command Relay Center. However, after researching these 3 things, a whole SLEW of new things opens up to research, including:

Medium "Cobra" vehicle bodies
Medium Cannon
Repair Bays
Chaingun (MG fire rate) Upgrade
7 new defensive structures
Various support-and-defensive structure upgrades

I acquired, and thereby started, the full researching of these at a time of 31:24 remaining in the stage. With 5 research facilities, I didn't have it all done until 12:58 Left (with the intertwined Factory Production and Repair Bay upgrades taking the longest).

While waiting for the research, have your cannons shoot up the NP walls for experience, and have your trucks recycle everything you've built for half-cash back (not that you need cash, but it never hurts).

Once all the research is done, open up your unit design sheet, and do the following:

Get rid of the Repair tank (the rate of repair they offer will be next to nothing once you start using heavier bodies, but the Repair bay makes up for it).
Get rid of any Flamer tank you had been using.
Replace the MG-wheels (or whatever your MG tank is) with a Heavy-MG Cobra Halftrack.
Replace your cannon-viper with a Medium Cannon-Cobra-Halftrack.
Replace your mortar with a Mortar-Cobra-Halftrack.
Replace your trucks with a Truck-Cobra-Halftrack (optional).

But do *NOT* recycle your units yet. Wait till next stage.

When ready, destroy the last sensor tower, and end the stage.


END ALPHA 6

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Re: The *NEW* Warzone guide. Done with RED units V2.2RC1

Post by themousemaster » 25 May 2009, 20:37

ALPHA7

This is going to be your first "oh crap" mission. Alpha 6 was hard (especially if you didn't know what was coming), but at least you could decide when and where to fight. In this stage, the New Paradigm will be gunning for your main base, so there will be no dawdling.

Yes, that's a 2 hour timer. However, the way this stage plays out, you won't be paying attention to it much, as the action is almost non-stop.

As soon as the stage starts, you are going to want to do the following:
Alpha7 - begin.JPG
Send one truck to position 1, and have it upgrade your factory to 3 modules (you have to upgrade it 2 times). Technically, you only have to do it once as you only have medium bodies, but may as well get it out of the way.

Send 2 trucks and your mortar team to area 2. We are going to use the time that the southern MG towers buy us to fortify this area (see farther down).

Have the rest of your trucks upgrade the factories in your main base, and put up a Command Relay Station. As soon as it finishes, RESEARCH the command turret.

As soon as the Command Turret finishes, design a new type of tank as a Command Cobra Halftrack, RECYCLE YOUR MOST EXPERIENCED UNIT, and build 1 of the new tanks.

When said tank is finished, check the "command" menu (the big star in the menu on the lower left of the screen), and look in the bottom window how many units it can support. Recycle that number of tanks (evenly distributed between MG and cannon tanks), and then produce a number of tanks equal to the amount you just recycled. Attach them to the new commander, and set the commander to "Retreat at medium damage". This will cause all of his "under command" units to go to a repair bay at yellow health, and then RETURN to him once they are fixed. Good, no?

When your Main Battle Group (MBG. I will be using this acronym a lot in the future; it refers to the team led by your command tank) is done, send your mortars in for recycling, and replace them with their new heavier counter parts. You can choose whether or not you want to attach them to your MBG; I prefer to have them operate seperately.
Alpha7 - bring it.JPG
Your "main base defense" should look like this by the time the NP forces break through your delaying towers. Notice the repair bay at the top center of the picture; do not forget this. Repair bays are where damaged units head when retreating, and they always return to the closest one; we will be scattering Repair Bays throughtout the map as we advance to account for this. Logistics FTW ;p.

You may notice I have some HMG towers at the top right of that screenshot. Trust me, they are a good idea.

As soon as your MBG is fully stocked, you may move it south to meet the approaching threat (or, let the threat meet your defensive line. But your MBG should be sufficient, and we don't want to waste time).

Move your MBG south to where your delaying MG-tower line used to be, destroying whatever you run into on the way, and have them hold there. Bring in some trucks behind them, and re-fortify this area, this time with defenses suitable to hold the line.
Alpha7 - southern defensive line.JPG
You'll notice a new Repair Bay here as well as the defensive line. The next part of this stage will see a lot of retreating friendly units; it's much better to have them just head here then all the way back to your main base. That's why there is that 2-space gap in the defenses where the road is: to let your units get to the bay easier.

The white circles in the above Screenshot I have intentionally not built; we will be getting additional tech during this stage that leads to other defensive options, so I left these locations free for just that.

See how my money is now running out? And you thought that 10K you waited on in stage Alpha1 was an overkill ;p

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Re: The *NEW* Warzone guide. Done with RED units V2.2RC1

Post by themousemaster » 25 May 2009, 21:23

Park your Mortar group NW of the valley pass, and attach them to the sensor tower you just constructed; trust me, in this next bottleneck, putting them in the valley would be a mistake.

Push your MBG east, and it will hit some defenses. The battle will be drawn-out, but since most of their direct-attack units should have been destroyed when you pushed your MBG south (or on the ex-delaying-MG-tower-line), you shouldn't be in danger of losing units. Their mortar units will be annoying, but if you proceed with a move-and-retreat method, you should eventually goad them into entering the valley, where they will be sitting ducks.
Alpha7 - southern valley.JPG
A word should be mentioned here: If you continuously move, retreat, and move back, you'll notice that you avoid a situation whereby your yellow-health units are trying to retreat, and your green health ones are trying to push forward, and they block each other. By keeping mobile, your units should be able to suitably get by each other as necessary, while not actually yielding much ground, as all of your green health units are almost constantly pushing. This strategy will prove useful for most of the rest of the game.

As your commander gets "kills" (courtesy of his attached team), his level will go up, and he will be able to supposrt more units. However, I recommend against giving him more than 12 at this time; that same tech we are waiting on to fill out the defensive line will make a good tank in the near future as well.

During this push, the NP will (eventually) try and send reinforcing units from the NE. As long as your 12-unit group is maintaining a 66% strength level (I.E. no more than 4 are in retreat-return-from-repairbay-mode), they shouldn't prove a problem; just do NOT make the mistake of trying to press the reinforcements. Keep up the press-and-retreat method you have been using; over-extending your force now would be bad.

If at any point you find your forward force down to 4-5 units, give your commander the order to repair; the whole MBG will go back to the repair bay, heal up, and be ready for a fresh push. This holds true for... most of the rest of the game.

Also, as you press through, you will run into a scavenger "base" to the south. I won't even bother taking a screenshot of it; it's just a couple emplacements and an oil derrick. Take it out as you press forward.

One last thing to note: Be careful not to let your command tank get ahead of your forces. He's set to "retreat at medium" as well; if he hits yellow health, he will run, and the entire force will follow him. Also, if you have him assigned to a hotkey, and had him selected at the time, the hotkey binding will be lost (he REALLY wants to go repair). If you find him taking a few hits, you may wish to manually tell him to go repair; at least then you you maintain control (and your hotkey binding)
Alpha7 - Scavengers last stand.JPG
Behold the pinnacle of scavenger organization. This base would have proved dangerous in stages past, but with medium bodies, HMGs, and medium cannons, it is mostly just an annoyance. Just be wary of NP sending in sporadic Mortar units from the north; It is recommended that you take out the bunkers on the left side of this screenshot, and deal with any Mortar tanks in the vicinity before moving into the base proper.

After trashing the base, head back out the *way you came into it*, and then press NE. you will run into a couple more scav bunkers, but also will likely hit some NP towers, and NP units. If you try and go N from the scav base, then any of your untis that try and retreat will have to do so right through a firing team; but if you approach from the SW instead, they will go back through your own force while retreating, which is much better.
Alpha7 - heading north.JPG
Deal with any units you might see, but when you come to this point, you are going to want to head to the NW before you try and get through the tank traps and the superior NP defensive wall.

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Re: The *NEW* Warzone guide. Done with RED units V2.2RC1

Post by themousemaster » 25 May 2009, 21:57

As for your battle units, move the NW, taking out the assorted towers and walls on the way. You will end up in a little mountain depressing with a Factory, and a few towers on the surrounding cliffs; those towers don't do a whole lot of damage though. Take out the factory (and the Sensor SE of if, if it is still up), grab the tech (Tracked propultion), then retreat the way you came, and get ready for the next push.

The tech found in the scav base is the Minipod launcher. This weapons is *ok*, but researching it will eventually yeild the Lancer Rockets.

Once you have access to the Lancer, put it on a Cobra Track. Check how many more units your commander can hold, recycle that number of old MG and cannon viper-tanks you have sitting back at your main base, and build some Lancers. Also, once you have access to the Lancer bunkers and hardpoints, place some at the areas I circled for your Southern Defensive Line.
Alpha7 - the next step.JPG
Bring in your trucks and your Mortars, and set them up where the scav base used to be. Don't bother actually building set defenses here, but do set up a repair bay, and a sensor tower on the northern cliff edge. And capture the oil spout here while you're at it.

Move north, and "remove" the next NP wall. After everything so far, this is the easy step.

Then move due west, and have your team shoot up all the Minipod towers that were surrounding the old factory (if any are still standing)

Move back to where you killed the Repair Bay, and SAVE YOUR GAME.

Move north, and you will get a cutscene. NP are now airlifing in reinforcements.

Quickly kill the sensor tower on the ledge west, and then move east to a depression in the mountains. Bring your trucks and mortars up here and put up a repair bay FAST, as your MBG holds off the tanks that are coming from the north.
Alpha7 - set up here.JPG
Once secure, start pushing North against the EAST EDGE of the map, heading for the Landing Zone. By taking out the Towers at the corners of the ridge, the LZ will become locked, and NP will no longer be able to fly in forces.
Alpha7 - the landing zone.JPG
You do NOT want to approach this place from the road; NP has a number of mortars that will rain heck on you the whole time. However, if you took out the sensor tower I mentioned earlier, and then lead your MBG (after the LZ is taken) up the road, take out ONLY the snesor tower on the cliff, and then retreat, NP's mortar ranges will decrease substantially.

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Re: The *NEW* Warzone guide. Done with RED units V2.2RC1

Post by themousemaster » 25 May 2009, 22:33

So, have you taken out those Sensor towers yet? Good.

HAve your MBG rally at your most forward Repair Bay (the one that you put in the picture 2 above this sentence), and then press them north, taking out the power plant and oil derrick. witht hem gone, NP will have no incoming funds for the rest of the stage (not that they won't have some stored, mind you). Aside from those 2 buildings and 2 towers, there is nothing in the NE corner of the map, so I won't bother with a screenshot.

Now, use the New Paradigm Landing Zone and set up a mobile bombardment base. I love artillery ;p.

Put up a sensor tower near the east edge of the plateau, and have your mortar tanks stay behind it. Gradually push them forward as the NP mortar pits (which, due to having their sensor towers destoryed, is now less than yours). Keep your MBG north of your Mortars to cover them from any incoming tanks.
Alpha7 - mortar setup.JPG
Alpha7 - shelling NP.JPG
Eventually, you will be able to research the Bunker Buster rocket (after finishing all the Lancer techs, it is automatically opened). This weapon absolutely TRASHES anything that doesn't move; but it does NOTHING against anything that does. If you wish, you can make some "bunker buster" vehicles for bringing down structures; I don't usually, though, as your MBG (now with Lancers!) will drop most structures more than easily enough. At least, I don't make any bunker busters *yet*. Check back later for another way to use this weapon.

When you feel you have done enough damage to the NP base, move your MBG north of it, and press in. You will get the Fuel Injection Engine tech, speeding up your units. Immediately push west, and you will run into a metric truckload of scavenger minipod bunkers; which will be rather useless against your cobra tanks. Knock them all out.

Move your tanks to the west, and set up your "final staging point". Get a repair Bay up.
Alpha7 - final prep.JPG

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Re: The *NEW* Warzone guide. Done with RED units V2.2RC1

Post by themousemaster » 25 May 2009, 23:21

Right about now, NP is going to open up a new LZ to airdrop tanks in from. This new LZ is south of your target base, so to get to it, you are going to have to... basically, finish the stage.
Alpha7 - NP main base.JPG
Alpha7 - Np LZ2.JPG
Don't worry about the northern Scav base at this time; have your trucks place a couple MG bunkers north of your repair bay, we'll come back for them later. Also, grab the oil derrick at the NE of the map, if you didn't yet.

Push south into the NP base, and level it. Most of it's defenses are MG; which isn't too bad vs your Cobra bodies. Don't get bottle-necked though; if you find a large number of units (say, a landing force) approaching, back out of the entry-valley, and use it to bottleneck them instead. You should have time (in the screenshot above, I've got an hour left).

The main base will give your the Research Module upgrade. We'll be adding this to our base shortly.

Push straight through to the LZ, and kill the surrounding towers to lock it. Head back north to the scav base, and run over it. There's nothing dangerous in it. Having left the sensor tower I indicated, you now have an hour to prepare for the future.

Detatch 8 units from your MBG (2 rockets, 3 cannons, 3 MGs), and move them back to your LZ at your main base (they will be the initial detatchment to Alpha8). Build 2 new trucks to join them there. Have the rest of your MBG hold position at the repair bay north of the final NP base, in prep for next stage.
Alpha7 - future prep.JPG
Alright, here's the skinny: The next stage is going to ask you to "build a forward base" where the NP's main base was. However, during that stage, NP will be airdropping people in around the board. That's why your MBG is stationed where it is. As far as "building a forward base", just a couple structures will do; but the stage won't end till the dropped off forces are all cleaned up.

Also, in a few stages from now, NP is going to assault your main base (again), so we are going to pre-empt them.

Prepare with the following:



- Move your mortar team behind the defensive wall at 4. Also, finish building up your defenses here with some rockets.
- place a few defensive structures at 2. This will be one of the airdrop zones next stage; having bunkers absorb the fire while your MBG shoots them up is ideal.
- recycle all the buildings I've surrounded in white boxes. They won't do anymore good.
- At the "NP base" (number 3), put up a couple base structures (a factory and a power plant, not that they'll get much use. Well, you might use the factory to make a truck). Also, put defensive structures at all exits to the base. Make sure they are out of range of the sensor tower you are leaving up to extend the stage though.
- Set up a full range of defenses at point 1. When the NP launch their "big" assault in a few stages, this road is where their heaviest untis will come from.
- Those 2 trucks I told you to sit by the 8 units at your LZ? use them to upgrade all your research stations with the new module.

Afterwards, take care of anything else you want. Letting your cash tick back up after all these preparations is a good idea.

Kill the sensor tower to end the stage.

END ALPHA7
Last edited by themousemaster on 26 May 2009, 23:22, edited 1 time in total.

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Re: The *NEW* Warzone guide. Done with RED units V2.2RC1

Post by psychopompos » 25 May 2009, 23:38

you use quite different strats to me it seems.
also, i got a beta base one walkthrough here
viewtopic.php?f=8&t=116&start=120
feel free to use or adapt.

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Re: The *NEW* Warzone guide. Done with RED units V2.2RC1

Post by themousemaster » 25 May 2009, 23:50

ALPHA7.5

No screenshots this time.

Simple stage. Put up support structures around the flashing green dot, and kill stuff at the flashing red ones.

That's really all there is to it.

END ALPHA7.5
Last edited by themousemaster on 26 May 2009, 23:22, edited 1 time in total.

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Re: The *NEW* Warzone guide. Done with RED units V2.2RC1

Post by Raem_Lylar » 26 May 2009, 01:30

You do realize that the mission in which you must upgrade your power generator and the mission you must recover the heavy machinegun in are both alpha 3 right? :-S

:rolleyes:

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Re: The *NEW* Warzone guide. Done with RED units V2.2RC1

Post by themousemaster » 26 May 2009, 17:07

Raem_Lylar wrote:You do realize that the mission in which you must upgrade your power generator and the mission you must recover the heavy machinegun in are both alpha 3 right? :-S

:rolleyes:
Hrm. Apparently not.

Does the game actualyl give stages titles like "alpha3"? If not, then really, my choice of numbering scheme won't really harm anything though :P

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Re: The *NEW* Warzone guide. Done with RED units V2.2RC1

Post by Zarel » 26 May 2009, 17:37

themousemaster wrote:Hrm. Apparently not.

Does the game actualyl give stages titles like "alpha3"? If not, then really, my choice of numbering scheme won't really harm anything though :P
Yes, it does. They're enumerated here:

http://guide.wz2100.net/walkthrough

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Re: The *NEW* Warzone guide. Done with RED units V2.2RC1

Post by Solaris » 26 May 2009, 22:08

Great guide! Helped me a lot when I first started this game yesterday. Kudos! :)

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Re: The *NEW* Warzone guide. Done with RED units V2.2RC1

Post by themousemaster » 26 May 2009, 23:22

Zarel wrote:Yes, it does. They're enumerated here:

http://guide.wz2100.net/walkthrough

Zsheef.

I just went back to edit my previous posts, and found I cannot edit them after a period of time.

I will "correctly" number my steps in the future. If any mod out there wants to edit my previous posts to account for numeric inconsistencies, go for it.

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Re: The *NEW* Warzone guide. Done with RED units V2.2RC1

Post by themousemaster » 26 May 2009, 23:35

ALPHA8

This is one of those missions where you are rushed well beyond what your timer would seem to indicate.

You are told at the start of this missions to get to LZ2, without engaging enemy forces. The reason for this is because NP will be building their base AS YOU TRY to get to LZ2, and if you dilly-dally while trying to get there, you will find yourself trying to shoot through units and structures while you yourself have no reinforcements.

This doesn't mean you have to tell your guys not to shoot back though ;p

Set your 8 tanks to "no retreat", load them up with 2 trucks, and send them out.

Immediately after landing, select everyone, and move east. Have your trucks bring up the rear.
Alpha8 - Scav outpost.JPG
This base is mostly here just to annoy you. Don't even bother stopping for it; simply drive by, and your units should destroy everything as they pass. Remember, we are on the clock here.

Continue to the east edge up the map, head "down" the ramp (north), and turn west. You should be able to see LZ#2 just north of you down the cliff. Sorry, no jumping. A few scav units are waiting here, but nothing hard.
Alpha8 - Proceeding.JPG
A piece of advice: the next part of the stage tends to be a gauntlet. If the unit in front of your 10-man team has been taking a number of hits, leave him at this down-north ramp for now; we can recover him when the stage is complete. In the screenshot, you notice I put up a tower to cover him, just in case an annoying NP unit descides to come around.

Also in the screenshot, you'll notice a subtle suggestion as to which way to head west in. NP will be constructing their base before you get to LZ2, but how far into their construction they get depends on when they first see you. Cut south, and you'll buy a bit of time.

When you get to the 2nd ramp "down" (north), kill the 4 scav buggies, head down the ramp, and turn back east.
Alpha8 - final cutback.JPG
Don't stop for anything; the only thing you should be doing for the next dash east is rotating which units are taking any hits you may be receiving.

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Re: The *NEW* Warzone guide. Done with RED units V2.2RC1

Post by themousemaster » 27 May 2009, 00:16

As you pass by east, enemy trucks and tanks will come out to meet you; the tanks to personally say hi, and the trucks REALLY want to put up a specific bunker.
Alpha8 -  mad dash to freedom.JPG
In fact, NP is willing to send ALL of their trucks to try and get this bunker up. As you are passing by, odds are your Fire-at-will tanks, in addition to havoc-ing their assault force, will take out a number of NP trucks. This is a good thing.

If NP have FINISHED building the bunker in the above picture before you try and get by it, you've progressed in this stage too slowly. I recommend restarting it.
Alpha8 - Ready to move out.JPG
Upon reaching LZ2 (and a quick cutscene), you will have airlifted reinforcements available. Bring in your Commander, 6 of his entourage, and 3 trucks as the first load; this should be enough to handle the stage, but if you want, bring in the rest of your MBG as a 2nd load.

While waiting for your reinforcements, have your 2 original trucks start guarding your LZ; priority one, a Repair Bay (with which to fix up your first team).
Alpha8 - NE scavs.JPG
When your Command tank gets here, assign all your combat units to him, and set him to "retreat at medium damage" (just in case you had set him to something else in the previous stage).

You can send up more units if you'd like, but with what you have now, it's time to start wreaking havoc. Start by heading north into the Scavenger portion of this stage.

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