Uploaded September 2015 | Updated September 2026, 2 weeks ago
In which I make several silly mistakes and am glad to have the Antidote order.
Apparently Busard forgot to change the turn requirements for ranks -- they hadn't been changed from the original version, but he said the A rank should be done in four turns. (It's good I still had a save from before the stage.)
Lancers find their use here again -- they're the only way to take out the heavy tanks at any decent rate. Worth noting is those Heavy Tank Guns: they seem to have a much wider interception arc than before, so most often, trying to run directly behind the tank to proc Tank Slayer is a suicide mission. The Scout's grenade launcher proves invaluable in forcing Shocktroopers out of crouching while staying outside their interception fire range. Engineers and their three grenades with superior Range (120 compared to the 90 of regular grenades) find their use here as well, especially Knute in taking out the Ace reliably with his Demolition Man potential proc'ing.
I made several mistakes by getting tagged with the Attack Down debuff several times and nearly having Musaad fall to interception fire on Turn 4. Assuming things were played a bit more carefully, the Antidote order would be unnecessary.
For my original six-turn clear of the stage (made before finding out the actual A Rank requirement should have been four turns), see here:
youtube.com/watch?v=jWz4y7dnzjY
In which I make several silly mistakes and am glad to have the Antidote order.
Apparently Busard forgot to change the turn requirements for ranks -- they hadn't been changed from the original version, but he said the A rank should be done in four turns. (It's good I still had a save from before the stage.)
Lancers find their use here again -- they're the only way to take out the heavy tanks at any decent rate. Worth noting is those Heavy Tank Guns: they seem to have a much wider interception arc than before, so most often, trying to run directly behind the tank to proc Tank Slayer is a suicide mission. The Scout's grenade launcher proves invaluable in forcing Shocktroopers out of crouching while staying outside their interception fire range. Engineers and their three grenades with superior Range (120 compared to the 90 of regular grenades) find their use here as well, especially Knute in taking out the Ace reliably with his Demolition Man potential proc'ing.
I made several mistakes by getting tagged with the Attack Down debuff several times and nearly having Musaad fall to interception fire on Turn 4. Assuming things were played a bit more carefully, the Antidote order would be unnecessary.
For my original six-turn clear of the stage (made before finding out the actual A Rank requirement should have been four turns), see here:
youtube.com/watch?v=jWz4y7dnzjY










