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before starting the second. Save again.
The light tank in 7 will have to fight a jeep, make sure you win. Get
the territory, and let it produce one jeep before changing it to gatlings.
After the psychos in 8 have beaten the enemy psychos (try to take them while
they're in the water, so they will have lower accuracy) send your grunt in 9
to get the flag. Change the factory to producing gatlings. The jeep in 9
will probably have to fight a light tank, it is IMPERATIVE that you win. If
you don't, the tank will run rampant and take most of the lower territories.
Again, all of that must be done simultaneously. If you have successfully
done that, save again.
Build up a small force in 9 (one light tank and three jeeps will be
plenty) then send it up to 6 and then on to 3. Send any spare units that you
have up to three from now on. Once you have a nice army there, send them all
across to the fort and destroy it.
<5> Hot Nuts +---+---+---+ +---+---+---+
| | | | | | | |
| VF| VF| RF| | 1 | 2 | 3 |
| | | | | | | |
+---+---+---+ +---+---+---+
| | | | | | | |
| FT| | FT| | 4 | 5 | 6 |
| | | | | | | |
+---+---+---+ +---+---+---+
| RF| |RA | | | | |
| | RF| | | 7 | 8 | 9 |
| RA| |VF | | | | |
+---+---+---+ +---+---+---+
You begin with 2 groups of grunts and 2 of psychos in territory 6. Send
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