Uploaded December 2021 | Updated September 2026, 2 weeks ago
Objective: Hold the line for 5 turns or all enemy units defeated
Turn count: 3
Rules of the run:
- Normal mode
- Story maps only (uploads will be based on the order I do the maps)
- Password accessories (Varrot's Specs) are used
- No High or Super Potentials
- All orders, Drill Grounds, Special Powers and Ace weapons obtained are allowed
Playlist: youtube.com/playlist?list=PL_hU8yTpQwwu6kk9dS-DjZ6jlCevBuig0
Equipment List
- Serge: Soldier Amulet
- Shin: Bronze Bullet, Gallian-R
- Kurt: Medium Med-Pouch
- Alphons: Varrot’s Specs, ZM2Kar
- Imca: Self-Defense Knife
- Clarissa: Ceremonial Dagger
- Leila: ZM-MPX
- Riela: Generic Scope
Light Tank B-3
- Rear Armor
This is a tight 3 turn clear and while reinforcements are not called in the camps, they are spawned in area 1 where the defensive line must be held by Imca and Riela. Fortunately with this setup, we only need to spend 1 SP on turns 2 and 3 in order to kill the enemies since Fencer Imca with Open Fire deals enough damage to 1HKO the Shocktroopers and Scouts. We still have the rest of the map though and the tank is necessary for killing a Heavy Tank on turn 1 in area 4. It additionally kills 1 enemy Sniper and knocks away an enemy Scout lying in the grass which will prove useful on turn 2. The rest of the CP on turn 1 will then be dedicated to area 3 where the enemy camp is taken and every enemy but the Scout and Fencer are killed. Kurt is deployed as a lancer since he can reach the Heavy Tank there on turn 1 with 2 CP use if he uses Direct Command. The EP is not too bad but it needs to be noted that Imca (given a Self-Defense Knife to help) must not get knocked down (in hindsight Riela should have been an Engineer just in case Imca went down) which must happen again on turn 2 EP. On turn 2, the most of the enemies are killed by Alpohns who will then take the enemy camp there. This will allow the tank to kill the last enemy and to retreat on 1 CP. Imca’s Open Fire is important here as it’s used to kill most of the enemies close to the defensive line and it does a lot of damage to the Fencer ace. Last few CP uses are used to kill enemies in area 2 and to capture the last enemy camp. On the final turn, the rest of the enemies are routed although Serge did miss 1 shot which uses up the spare CP left over. If a vsPersonnel accessory was given to Leila, she would have killed the Scout that ran over on turn 2 EP. Overall, this map went very well and Shin reaches Scout Veteran at the end.
Sorry about the recording messing up at 1:34-1:35 and 2:00-2:05.
Objective: Hold the line for 5 turns or all enemy units defeated
Turn count: 3
Rules of the run:
- Normal mode
- Story maps only (uploads will be based on the order I do the maps)
- Password accessories (Varrot's Specs) are used
- No High or Super Potentials
- All orders, Drill Grounds, Special Powers and Ace weapons obtained are allowed
Playlist: youtube.com/playlist?list=PL_hU8yTpQwwu6kk9dS-DjZ6jlCevBuig0
Equipment List
- Serge: Soldier Amulet
- Shin: Bronze Bullet, Gallian-R
- Kurt: Medium Med-Pouch
- Alphons: Varrot’s Specs, ZM2Kar
- Imca: Self-Defense Knife
- Clarissa: Ceremonial Dagger
- Leila: ZM-MPX
- Riela: Generic Scope
Light Tank B-3
- Rear Armor
This is a tight 3 turn clear and while reinforcements are not called in the camps, they are spawned in area 1 where the defensive line must be held by Imca and Riela. Fortunately with this setup, we only need to spend 1 SP on turns 2 and 3 in order to kill the enemies since Fencer Imca with Open Fire deals enough damage to 1HKO the Shocktroopers and Scouts. We still have the rest of the map though and the tank is necessary for killing a Heavy Tank on turn 1 in area 4. It additionally kills 1 enemy Sniper and knocks away an enemy Scout lying in the grass which will prove useful on turn 2. The rest of the CP on turn 1 will then be dedicated to area 3 where the enemy camp is taken and every enemy but the Scout and Fencer are killed. Kurt is deployed as a lancer since he can reach the Heavy Tank there on turn 1 with 2 CP use if he uses Direct Command. The EP is not too bad but it needs to be noted that Imca (given a Self-Defense Knife to help) must not get knocked down (in hindsight Riela should have been an Engineer just in case Imca went down) which must happen again on turn 2 EP. On turn 2, the most of the enemies are killed by Alpohns who will then take the enemy camp there. This will allow the tank to kill the last enemy and to retreat on 1 CP. Imca’s Open Fire is important here as it’s used to kill most of the enemies close to the defensive line and it does a lot of damage to the Fencer ace. Last few CP uses are used to kill enemies in area 2 and to capture the last enemy camp. On the final turn, the rest of the enemies are routed although Serge did miss 1 shot which uses up the spare CP left over. If a vsPersonnel accessory was given to Leila, she would have killed the Scout that ran over on turn 2 EP. Overall, this map went very well and Shin reaches Scout Veteran at the end.
Sorry about the recording messing up at 1:34-1:35 and 2:00-2:05.



