General TipsMiddle Control Point/Sniper: On turn one, build an infantry and move it onto the control point in your base. After it takes that control point, move it three hexes west to the location that Cannon started the game. On the next turn, play the sniper card on it and move it one more spot west onto the hill. I then leave it there for the rest of the game. It will provide helpful vision and some support on the left side. Normally it won't die, but ironically it died somewhat early in the game that I finally beat this level.
Left Control Point: Use the delta on the left to move south and take the control point ASAP. As mentioned previously, you will use Husky to protect this control point from being walked upon in turn 12. Its best to get Husky sitting on the control point itself, and this may require moving directly there after the speed buffed heavy tanks from the left side have been dealt with. Also, send one - or preferably two - planes to help Husky protect this control point (but not your super-fighter). After the two infantry attempting to take it have been killed, you can ignore it. Although the computer will recapture it later, at the point when it does you have a big enough victory point lead to sit out protecting the control point by your base.
Right Control Point: Ignore this completely. The computer will take this control point early in the game and send troops to help capture and protect it. By ignoring it - and the troops it sends for protection - you will create an essential roadblock that keeps Dagnor's position relatively safe and you will have to fight less troops.
Right Factory/Right Delta: Use your delta infantry on your right side to capture this ASAP then move your infantry to the hill with Dagnor and have him assist in protecting the south-east entrance, while moving a hex or two here and there for purposes of avoiding detection. If Dagnor is forced to retreat from this hill, this Delta will play a vital role in vision of the south-east entrance, even though his vision range is only three. When the computer captures this factory, do not attempt to retake it.
Left Factory/Delta: After I would capture the left control point, I moved that delta infantry as follows. Four hexes north-east (onto bottom hill). Two hexes north-east then two hexes north-west (to top hill). Four hexes north-east. Four hexes to the left (captures factory). After capturing this factory, I move the delta infantry east and then south-east and position him on the west hill just north of the sniper. At some point the computer will capture the left factory from you and I will use this delta to retake it.
When the computer captures the left factory with a delta kevlar infantry, that infantry will simply sit and protect the factory, even if shot at from distance. However, there will also be a fighter very near it. The way I would re-take it is by first clearing it with my super-fighter along with an AA. The super fighter and AA make quick work of the fighter protecting the infantry. Once the fighter is dead, the infantry is easy to pick off - the super fighter has the vision to see hidden units and both it and the AA can shoot four hexes while the delta kevlar can only shoot three hexes. After it is dead, retake it with your own delta infantry. The left factory will likely be taken again late in the game; when this happens don't attempt to retake it again.
Super-Fighter/Northern Protection: Very few enemy troops attack from the north, but its important to stop the ones that do. On turn 4 a fighter will move onto the far north-east corner of the northern hills protecting your base. With three well positioned AA along with a well positioned Flak and Super Fighter, this will die as soon as it pops on this hill without ever firing a shot. Following it is a light tank. I start the game by placing two artillery against the right wall. After the enemy fighter dies on turn 4, move your super fighter, along with a regular fighter, onto the right side of your northern hills and the light tank will also die quickly without having fired a shot.
Next, you will have to deal with a fighter and artillery hero coming from the north-west along with a recon coming from the north-east. It is important to deal with these by using only the super fighter and a regular fighter, as you will need the rest of your troops to deal with enemies attempting to enter your two southern entrances. If you position your super fighter and fighter on the top left hill (of the northern hill protecting your base) and the hill south-east of it, you will block the fighter and recon from entering your base and getting vision for the artillery hero.
After the recon and fighter are dead, finish off the artillery hero (maybe use Cannon's long range to speed this up) and then move the regular fighter south-west to assist Husky protect the left control point. This fighter may be injured and this fighter may end up dying - so be it. The computer will then send a recon hero and ranged arty from the north, but the recon hero will simply position itself on a hill far north or your base. Keep the troops in your base from being too far north and his recon hero will be essentially worthless, although your Super Fighter can be used to kill it safely anyway. But use the super fighter to first kill the ranged artillery, though, and shortly after you will need it to recapture the north-west factory.
Late in the game the computer may send some speed infantry from the north and very late in the game they will probably send two fighter heroes while you are making your final defense. Other than that, there is nothing to worry about from the north after the ranged artillery. At some point I use the Major Air Overhaul card on the super fighter (usually right after I retake the north-west factory). The super fighter can then be used carefully to help with vision on the south and west sides.
Turn 9: This is an important turn to keep track of. Toward the end of turn nine, the enemy will place a recon onto the second range of hills to the west of your base. This recon will give the computer vision of any of your artillery up against your western hill, and the computer will likely have artillery in position to shoot them. Make sure you have no artillery pressed against your western hill on turn nine to avoid taking critical damage.
Turn 15: Another very important turn to keep track of. On this turn, a massive southern force will attack you. The exact troops in this force seem to vary, but it almost always seems to include BOTH a Fighter Hero and Heli Hero coming from over your southern hills. If McKracken is injured and is too far south, this is an easy turn to lose on. Be sure to have lots of AA ready, but beware, this attack may include two heavy tanks entering from your south-east entrance as well.
Fortify Card/Artillery: I use the fortify card early in the game as soon as an artillery unit gets in the hexagon directly in the middle against the right hand wall of hills. I generally will have three total artillery on the right and three total artillery on the left (including Cannon) and may buy one more late in the game that I move around as needed. Because you may use different cards than I did, I should make one important note.
None of your artillery on the right side should have a range buff. If they do, at some point they will shoot and kill the heavy tank that acts as a roadblock near the control point on the right side.
Good Luck!!!
