Jadriam wrote:b: I have been a little stuck in a part of the campaign where you first encounter the New Paradigm; I just lost awful lots of units every time, and think improving my ability overall would involve doing that mission fairly well, with a reasonable number of losses (if any) rather than a near-wipeout. I use a group of MG half-tracks, flamers. and tried Mortars w/sensor tanks. fell short quite a few times. I mixed the turret types and did WORSE rather than better. Any methods you find useful? (it goes without saying I always had a few repair turrets with every group and a truck to guard the lz.
Captain Campaign to the rescue!
Alpha base, Stage 5 if I'm not mistaken.
There are 2 main ways to handle this stage: the brute-force method, and the clever method for those of us strategery-types.
The brute force method is the one Zarel described above. Build a new fleet of tanks, using the heavy-MG blueprints you found on the previous stage. Back them up with some mortars, and sweep the NP base from the bottom (do NOT just charge East from your LZ; the chokepoint you run into will be a slaughterfest. Note: NP is packing cannons and medium bodies, 2 things you don't have yet. This method will work (with sufficient numbers), but it will be costly.
But now for my preferred method...
Start the map by sending in 8of your MG tanks, 1 repair tank, and 1 truck (for the aforementioned LZ defense). Move your 9 tanks to the south edge of the map, and have them mow over the moving scavenger units (if you've played this map a few times, you know where they will spawn). As you are doing this, fly in a couple more trucks, and your mortar tanks (and an optional sensor tank).
Now here's the good part: The NP base will NOT become active until you either A) spot any of it's defensive structures, or B) attack any of their units.
After killing the moving scavs, set all your units to RETURN FIRE mode, and send them East along the south of the map. They will run into another, larger scav force, with a NP sensor tank int he middle of them. If you do NOT hit the sensor tank (just the scavs), the it will retreat all the way to NPs base, but NOT sound the alarm, giving you time to kill the scav base north of where you just fought.
Here's the kicker: that scav base has the Cannon blueprints in it.
When your mortar tanks land, send them south, then east (following the route your MG tanks took), and then position them on the cliff just south of the scav base. have your newly-arrived trucks build a couple MG towers on the ramp downward (the one that the scavs / NP sensor tank just retreated down), and a sensor tower overlooking the scav base. Attach your mortar tanks to it, and let the base fry.
If you are careful, you can grab the blueprints while STILL not alerting NP to you.
With the blueprints, you can now make a viper halftrack cannon tank. Research, make 10 of them, and fly them in.
Move your new tanks all the way around where all of your other tanks so far have gone, and then push them north, with the mortars behind them. The cannon tanks have far more HP than any you have built so far, and will be ideal for meeting the incoming NP command force head-on. With some micromanagement, you can actually not lose a single tank.
NOTE:
The NP base is going to have a LOT of great stuff to research in it... Repair Bay, Command Turret, Medium Body + factory modules, Medium Cannon, and Hardcrete (allowing you to finally make decent defensive structures), not to mention the 40 or so other thigns you can research after those biggies are done. I recommend (after beating your way in past the defensive wall) that you set all of your tanks to hold fire, and manually give target commands to destroy structures,
LEAVING THE NP SENSOR TOWER ALONE. You are going to want to milk the timer of this stage for all it's worth for research. I usually end up in "hyper research mode" with a good 30 minutes left on the timer... and you are going to want at least 3 (if not all 5) research facilities at your main base for this.