Uploaded November 2021 | Updated September 2026, 2 weeks ago
Objective: Occupy enemy base camps
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
Training Grounds
- Level 4 Durability
- Level 5 Accuracy
- Level 2 Evasion
- Resupply order
- Level 2 vsArmor
Equipment List
- Kurt: Charm of Movement
- Riela: Varrot's Specs, ZMXKar
- Imca: Darcsen Ribbon
The first real hard map in the game. Right off the bat, you have problems since Squad 7 takes up 5/9 of the deployment slots right away and they aren't near a base so you can't retreat them without wasting CP. The very first action in the game is also very difficult because you want to have both Kurt and Guilio hitting the enemy tank while at the same time not getting shot by Riela. You also want to have a reasonable amount of HP (around 110+) in order for the next Direct Command to bring both Kurt and Guilio to the base so they can both be redrawn without losing CP. Riela with the ZMXKar finishes off the Shocktrooper in the base and then has to make sure they don't capture the flag in area 1 (it doesn't matter if she get downed or not). Rest is straight forward although on turn 3 you want a scout to grenade out an enemy from the flag in area 3. In this take I fail to take out Dahau (missing 1560 exp and 1980 dct) since it takes 2 headshots out of 3 to kill him so I improvised by having Imca run past him.
Objective: Occupy enemy base camps
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
Training Grounds
- Level 4 Durability
- Level 5 Accuracy
- Level 2 Evasion
- Resupply order
- Level 2 vsArmor
Equipment List
- Kurt: Charm of Movement
- Riela: Varrot's Specs, ZMXKar
- Imca: Darcsen Ribbon
The first real hard map in the game. Right off the bat, you have problems since Squad 7 takes up 5/9 of the deployment slots right away and they aren't near a base so you can't retreat them without wasting CP. The very first action in the game is also very difficult because you want to have both Kurt and Guilio hitting the enemy tank while at the same time not getting shot by Riela. You also want to have a reasonable amount of HP (around 110+) in order for the next Direct Command to bring both Kurt and Guilio to the base so they can both be redrawn without losing CP. Riela with the ZMXKar finishes off the Shocktrooper in the base and then has to make sure they don't capture the flag in area 1 (it doesn't matter if she get downed or not). Rest is straight forward although on turn 3 you want a scout to grenade out an enemy from the flag in area 3. In this take I fail to take out Dahau (missing 1560 exp and 1980 dct) since it takes 2 headshots out of 3 to kill him so I improvised by having Imca run past him.










