Empires Shall Fall

Empires Shall Fall

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Bonus Mission 5 (Shamrock)(4/300)
By lobothesacred
This is a guide meant to show players how to beat the fifth bonus mission as efficiently as possible.
   
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Upgrades
A pivotal part of beating this mission quickly is selecting the right upgrades. In order to beat this mission successfully in four turns we need two specific abilities. For starters we'll need the marauder's upgrade to move after unloading.


This will be vital since we'll need this ability to begin capping both of the computer opponent's headquarters on turn three.

The other upgrade we'll need in order to pull this off will be the zeppelin's enhanced movement upgrade known as turbo acceleration which will allow the zeppelin to move 10 spaces in a single turn.





Turn 1
To begin this mission successfully we'll need to create a truck, two marauders, and a zeppelin on our first turn.

Turn 2
For starters were going to want to load our marauders into our transportation units. We'll then be sending the truck down South towards the orange computer opponent. And feel free to move the truck as far South as possible and then wait. After all, we don't need to unload our marauder just yet.


Next we'll need to move the zeppelin Northwest in order to unload the marauder into the river on a square that red's gunner can't reach.







And it's important that we unload the marauder since it'll take damage if it's still in the zeppelin at the start of turn three which would make winning on turn four impossible.

Finally we need to create a flak unit before we end our turn.







I also create a riflemen, but that's a holdover from when I would take out two of red's units on turn four which isn't necessary for getting a power rating of 100 on this mission.
Turn 3

At the start of this turn we need to reload the marauder into the zeppelin and drop them off at red's HQ and begin capping it.







Next we'll need to move the truck into it's final position and drop off our other marauder and begin capping orange's HQ as well.






Finally we need to move the flak unit within range of red's gunner. This will cause red's gunner to attack our flak unit on red's turn which will reduce it's health enough for us to kill it with the flak unit on turn four and we need this kill in order to get a perfect score.
Turn 4
My advice is you should use the flak unit to eliminate red's gunner first to secure your power score of 100 and then finish capping the enemy HQs.