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<4> Desert Islands +----+----+----+ +----+----+----+
| | | | | | | |
| | FT | RF | | 1 | 2 | 3 |
+---++----++---+ +---++----++---+
| | | | | | | |
| RA| VF | | | 4 | 5 | 6 |
+---++----++---+ +---++----++---+
| | | | | | | |
| VF | RF | VF | | 7 | 8 | 9 |
+---++----++---+ +---++----++---+
| | | | | | | |
| |RF RA| | | 10| 11 | 12|
+---++----++---+ +---++----++---+
| | | | | | | |
| VF | FT | | | 13 | 14 | 15 |
+----+----+----+ +----+----+----+
You will have 3 groups of grunts and 1 of psychos in territory 14. Send
grunts to 13 and 15, and the psychos and remaining grunts to 8 (they should
get 11 on their way). Change the fort to manufacturing jeeps, and the robot
factory in 11 (when you get it) to psychos. Save your game.
The grunts going to 15 will find a jeep. Send this and the grunts up to
12, then along to 9 (just sit on the road, don't go for the flag yet). The
grunts going to 8 may have died, this doesn't matter as long as you have a
full group of psychos left. Change the factory in 8 to producing gatlings,
and send the psychos up slightly so they can intercept a group of enemy
psychos going for 9. The grunts in 13 will have found a tank. Send the tank
to 7 and the remaining grunts to 10. By the way, all three of the above
parts must be done simultaneously, don't wait to finish the first part
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