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Battle Engine: Aquila

--------------------Configurations, Units, and Cooperative Missions

Only Aquila's configurations, weapons, operations, Forseti and Muspell units,
and the three Co-op missions (and EVO equivalents) are covered. If you don't
like it, you can go to hell.

Battle Engine: Aquila

There are four main configurations of Aquila; although you play three of them
for about 85% of the game. Each configuration is adept at different tasks, and
not all are suitable for all missions. There is no "catch all" configuration
that is a jack of all trades. You will need to accept the limitations of each
variant and select the proper one as the mission and fighting styles define it.
Aquila's operations are determined by the weapons it carries. Weapons are
separated into two types: energy and ammunition. Energy weapons have limitless
use, but is limited in its deployment over a period of time. Ammunition
weapons are limited by the amount of ammunition stocked, but can be applied
any number of times until stock is diminished. Weapons are segregated by
deployment in walker or jet mode, and again by pod (although this subsegregation is meaningless in game terms).
Pulse Cannon
Type: Energy
Class: Walker, Primary Pod
The primary weapon of the Pulsar and Blazer, the Pulse Cannon can fire many
weak shots rapidly by tapping the fire button, or be used to fire a charged

shot that is very destructive. It is always better to use fully charged shots
to completely eliminate an enemy rather than to spread the damage over a group
of enemies. This has something to do with the Fuzzy Wuzzy Fallacy, a theory of
wargaming that is beyond the scope of this document. Like the other Primary
Pod Walker Weapons, the Plasma Cannon can be augmented by enemy weapon fire.
The augemented plasma cannon is a rather large energy explosive that
originates from a ranged point of detonation. Fired into a group of enemy
armour, the results are most impressive.
Beam Laser
Type: Energy
Class: Walker, Primary Pod
This weapon is available only to the Lancer. It emits an intense beam that has
a fairly adequate range, and lashes out at the instant you press fire.
However, the narrow focus of the weapon makes it unsuitable for multiple foes.
The main drawback is its inability to be deployed for long periods before it
overheats. For single enemies, like bosses, this weapon can find some use for Thunderhead is especially designed to be ass raped by this weapon. Like the
other Primary Pod Walker Weapons, the Beam Laser can be augmented by enemy
fire. When augmented, the beam laser can lock-on and track multiple targets
over a short distance.
Type: Ammunition
Class: Walker, Primary Pod
The Sniper's main weapon is ammo dependent, and zooms in automatically when it
is about to fire. It is extremely powerful, able to bring Sky Tyrants down to
no armor (a single Blaster bolt will kill it afterwards), and you can be
assured of one hit kills against fighters and most tanks. The Railgun is a
very fast weapon once fired, and its effects are near instantaneous. Like the
other Primary Pod Walker Weapons, the Railgun can be augmented by enemy fire.
The augmented railgun triggers small explosions along the shot flight path
that get more intense at 70% to 90% of its maximum range, and can destroy a
single Sentinel tentacle with one shot. Getting to be in the range to carry
out that attack at maximum efficiency though, requires a lot of practice.
Vulcan Cannon
Type: Ammunition
Class: Walker/Jet, Arm Pod
This is available to all configurations - and available in walker and fighter
mode on the Pulsar. It is a rapid firing, small caliber weapon that excels
against lightly armoured targets like aircraft or infantry, but fairs poorly
against tanks and other hard targets. It is ammunition dependent, and runs out
of stock fast if you fire indiscriminately.
Blaster Cannon
Type: Energy
Class: Walker, Arm Pod
This weapons is an excellent substitute for the Vulcan, and insures that you
will have a secondary weapon when ammo is scarce. Firing repeatedly will
overheat it, so you will need to have another weapon available to fire while
it cools down. It does better against tanks and hard targets than the vulcan
cannon, but do not expect to kill waves of tanks with this weapon.
Type: Ammunition
Class: Walker, Hull Pod
A high yield plasma explosive that has limited range, poor aim, but used
against tank hordes often. When you have a chance, you want to use this
weapon, but it is ammunition hungry. When you need to kill something

absolutely, positively destroyed in less than five seconds, use grenades.

Grenades are excellent in anti-materiel missions where the goal is to level
buildings and factories producing enemy units. A common tactic against Quell
Heavy Lifters is to fire grenades while descending to the ground in walker
Flux Missiles
Type: Ammunition
Class: Walker, Hull Pod
These walker only weapons are designed to have the Aquila act as a surfaced
based anti-air interdiction unit. Flux missiles rip apart aircraft like wet
tissue at a backyard bukkake, and they perform equally well against surface
armor. The down side is that flux missiles cannot track infantry, and they are
ammunition hungry. You will want more of weapons since they run out so fast.
Tapping fire will fire one missile, but charging fire will launch four
missiles instead.
Type: Ammunition
Class: Jet, Hull Pod
The Pulsar's main weapon while in flight, micro-missiles barrage enemies with
five or ten small warheads. Although they do little damage, the small size of
this weapon means a proportionately greater volume can be carried. Like all
jet mode deployed weapons, the micro-missile is ammunition dependent. One fivemissile barrage will destroy a Muspell Lightning Interceptor and fifteen
missiles will down a Sky Tyrant bomber. Fifty or more are enough to take out a
Quell Heavy Lifter, if you are so inclined.
Spread Bomb
Type: Ammunition
Class: Jet, Hull Pod
The main weapon of the Blazer while in flight. This is excellent ground attack
ordnance. It works wonders against slow moving air targets like carriers - and
to a limited degree, Sky Tyrant bombers. The small explosions can incinerate
several targets stationed close together, and the explosions can saturate a
small area. Spread bombs are limited in the respect that they can only fire
straight ahead, but when you have a Repair Pad available, try to use the
Blazer and make use of this great weapon.
Type: Ammunition
Class: Jet, Hull Pod
The Lancer's jet mode weapon. It has double the amount of ammo of the spread
bomb, but none of the effectiveness unless it scores a direct hit. If faced
with one large target, or a lot of slow moving ones, it is suitable for
deployment. Just don't use it against anything slower than a Sky Tyrant
bomber, or you'll just be wasting shots.
Cloaking Field
Type: Energy
Class: Special Ability
The Sniper's one claim to fame sucks beyond crap. As a human, you can see the
visual distortion as it nears you, and the machine (the AI) can "see" the
Sniper regardless of the cloak. The Cloak is effective only against the
crappiest units (i.e., the ones you don't have a problem killing forty or
fifty of) so it's use is rather dubious in the game.

The Configurations
------------BEA-01 Pulsar
------------w - Pulse Cannon
w - Vulcan (2000)
w - Grenades (80)
j - Vulcan (2000)
j - Micro-missiles (200)
The Pulsar is an extension of the BEA-00 Prototype that Hawk piloted on RI-04.
It behaves as you would expect - on the ground, the Pulse Cannon and Grenades
wreak havoc with the Vulcans providing limited back-up. In the air, the Vulcan
and Micro-missiles is perfectly suited for the anti-air role. If you are new
to mech simulations, the Pulsar is the most elementary of configurations. The
only thing to be wary of is the Vulcan - it is used in both modes, hence the
increased ammunition load out.
------------BEA-02 Blazer
------------w - Pulse Cannon
w - Blaster
w - Grenades (80)
j - Vulcan (1000)
j - Spread Bombs (50)
The Blazer is the Pulsar's non-union Mexican ground based equivalent. If a
mission calls for major strikes against ground targets rather than air
targets, choose the Blazer. Even the Vulcan is quite capable of taking out Sky
Tyrants (if you are not hurried, otherwise, use one or two Spread Bombs
first). The extra firepower of the spread bombs can be used on aircraft if you
are close enough. Apart from the Pulsar, the Blazer is the configuration used
most often. It's interesting to note that once both a Blazer and Pulsar has
run out of weapons, the Blazer has more operating weapons than the Pulsar.
------------BEA-03 Lancer
------------w - Beam Laser
w - Blaster
w - Flux Missiles (50)
j - Vulcan (1000)
j - Torpedoes (100)
The Lancer is a configuration more suited for stable defence rather than
outright seek and destroy. The Beam Laser is inadequate against multiple
enemies and its torpedo weapon is not as damaging as the spread bomb (but with
double the amount, it can be used on large slow targets like carriers and
battleships). The flux missiles are very good at tracking enemies and do heavy
damage, but you run out of them very quickly. The Lancer is a decent
configuration in co-operative missions and then, only some of them. In single
player, Thunderhead is about the only boss you want to use a Lancer against.

------------BEA-04 Sniper
------------w - Railgun (25)
w - Blaster
w - Flux Missiles (50)
j - Vulcan (1000)
s - Cloaking Field
The Sniper configuration is a specialized unit that has no obvious use in the
game. Its cloak ability is dubious but the power of its railgun against small
to medium threats are exceptional, if limited. It would be a good thing if
Lost Toys licensed this fellow out for the next MechAssault. Think about it.
Now ejaculate. Huhuhuhu. The railgun is a devastating weapon against fighter
swarms travelling in a straight line (entering the play field), and can be
used in support with another Aquila in co-operative mode to destroy bomber
flights quickly.

Forseti Units
You should learn to recognise what kind of units that fight with you, or you
end up not protecting a valuable unit and lose it to some stray enemy fire.
Naturally, you should defend only your objectives, but when you have the time
in co-op to mess around with a buddy (or in the Battle for Yenya) you can see
your dumb ass Forseti buddies in action.
--------------Troopers and Dragoons are the tiny ass infantry you see on the ground. The
guys in white (as opposed to the guys in black - the Muspell kill all freaks)
who take pot shots at targets in the field and die by the hordes. Dragoons are
air deployed (meaning they die as soon as they hit the ground), while Troopers
advance with the armor line (meaning they die 1 second after the tanks do).
Have a care not to advance over your own infantry with the Aquila's retro
rockets on, or you kill them instantly with the hot gasses.
---------------Saber Light Tank
---------------Sabers are the mainstay of the Forseti wermacht and as such your
primary buddies most of the time. They are fairly slow, and can fire worth a
darn at most enemies. Sabers are so numerous, you can let them get blowed up
with much concern, but try not to lose too many of them or you may find
yourself under-defended. Note that tanks and other surface vehicles can be
blocked by Aquila, so try to get out of the way when your buddies advance.
-------------Broadsword MBT
-------------The Broadsword is basically an upgunned version of the Saber and forms the
main force on later levels. They cannot withstand a saturated artillery
barrage, so try to let them do the advance by eliminating strong points along
the enemy battle line.

Bardiche Assault Tank

--------------------This is a tank that uses the Beam Laser from the Lancer. Like all other tanks,
the Bardiche is slow, so don't expect it to get into range until the Muspell
have completely set up a kill corridor ready to take out your allied line.
Still, it's range is fairly decent if it can get into battle. If you can move
the Aquila to stop some tanks from blocking the Bardiche's advance, you can
let this unit waggle to the front in a little while. The Bardiche's appearance
though, is rather uncommon, so the only time you can do this is in co-op.
----------------------Archer Mobile Artillery
----------------------The Archer uses plasma cannons shots that travel in a high parabola, like the
Marshal's guns, and can devastate small tanks easily. However, you need to see
the Archer to range, which can take a while. That, and its tendency to get
killed from Sky Tyrant bombs or Lightning and Storm missiles, make it kinda
crappy. Definitely, try not to fire on them and distract enemies long enough
to buy them the time to unleash their attack.
--------------------------Valkerie/Venom ATF Fighters
--------------------------Both the Valkerie and Venom fighters perform similarly, although the longer
shaped Valkerie is weaker when attacking. Both fighters are equally inept at
dealing with Storm ATFs and are no match for anything the Muspell can muster
(except for bombers).
--------------------Monitor Strike Bomber
--------------------The Monitor basically drops a large number of Spread Bombs over the ground and
anything caught in their wake turns into a woman's thirty day special.
Monitors are swatted by Lightning and Sotrm missiles, so all you need to do is
kill off Muspell fighters and Monitors can enjoy complete air superiority.
Monitors are used only in some missions, and if friendly and enemy troops mix,
they are not to discriminating in where they drop their load, making them
rather stupid in terms of combat operations.
-----------------------------Penetrator Ground Attack Craft
-----------------------------Penetrators are rarely seen, since they either get chewed up by the Muspell
air cover, or they are rapidly shot down by the flak or machinegun turrets.
Then there's the occasional Warspite Dome that causes havoc with the Forseti
air traffic. Penetrators fair well against enemy tanks but lack the numbers to
do anything about it. Several Quell Heavy Lifters landing in conjunction can
overwhelm Forseti air forces, and you will need to use Aquila to help out
Pentrators with the killing.
-------------------------Turtle Landing Craft Naval
-------------------------Every wet navy has landing barges, and the Forseti are no exception. Turtle
LCNs basically "spawn" a limited supply of tanks and infantry until they are
destroyed or their stock limit has been met. Unlike the Forseti and Muspell
factories, Turtle LCNs have a limited number of units they can produce before
they stop being useful. The grenades that they are armed with have limited
range, and only seem to be used when they are not beached. Once they land to
disgorge cargo, Turtle LCNs need to be defended until they no longer have

cargo to spawn. After which, you can dispense with them altogether. No Turtle
LCNs are used in co-op mode, but they appear in Skirmish mode.
---------------------------------------------Packhorse Supply Frigate, Highside Transporter
---------------------------------------------Both are transport craft (moving objectives), but the Aquila can sit on the
Packhorse and fire. Highsides are only encountered once in the single player
game, but Packhorses are used almost anywhere the game wants to see you fail.
Not to worry though, the co-op mission involving the Packhorses is rather
easy, until of course, you go EVO.
----------------------Marshal Support Frigate
----------------------It seems like there's more than one Marshal, so you wonder why two are not
used instead of one. The Marshal should be treated as a very large, very
vulnerable target despite how many guns you think it has. If you thought
Aquila can tear apart the Manticore Battleships easily, then the same goes for
Lightnings going against a lone Marshal. It gives decent fire support - but in
the co-op game, it will not be doing anything but provide another spot for you
to land (and a Repair Pad).
-------------------Venturer Air Carrier
-------------------The Venturer is basically a mobile air fortress that you can land on and get
repaired and restocked. It's also really resistant against surface attackers
like tanks and artillery. However, Lightnings and Storms can rip apart the
Venturer quickly. The Venturer is used in one co-op stage as a mobile landing
spot - in fact the only landing spot - so you should get familiar in how the
Venturer moves (slowly), turns (by banking), and its vulnerabilities

Muspell Units
---------------The standard Muspell infantry may been genetically enhanced, or whatver the
hell they want to call it, but you can kill all of them by moving Aquila over
them and pressing the retro-rockets. Roasting them saves ammunition, and
allows you to attack another target while killing infantry. Scores of infantry
firing at Aquila can augment the primary walker weapon, at the cost of no
energy lost.
--------------------Heavy Weapons Warrior
--------------------This soldier is separated from the rest of the mob since it has a man-portable
rocket launcher that can severely cripple Aquila's shields. En masse, HW
infantry can tear through Aquila's shielding, leaving it vulnerable to armour
damage. You can tell HW infantry apart by their singular red glowing star
attack; that glow is the rocket coming at you. You can roast them if you are
close, but you can use some Vulcan or Blaster fire to kill them. Retro-rockets

can kill a bunch of them if they are under Aquila.

----------------Raider Light Tank
----------------More accurately, the Land Raider, but I don't use that name. Don't like it?
Then kiss my ass. Raider Tanks are like the Forseti Sabre LTs. They appear in
large numbers, have one gun, and die very fast. The best thing to do is to
strafe while firing the Plasma Cannon. Once you take enough fire to get
augmented, aim dead center of the metal mass and fire.
----------Growler MBT
----------Growlers are twin cannon heavy tanks that
Broadswords. They appear more and more in
end of the game, and on EVO, they make up
are not very bright and usually get stuck

are tougher than the Forseti

place of Raider Tanks towards the
the bulk of the tank force. Growlers
behind slopes and other low lying

------------------------Vengeance Rocket Launcher

------------------------The Vengeance unit is a box like hover contraption with a long range sting.
They are usually put in groupings of three and follow the armor line of
walkers or tanks as they advance at the Forseti. The best thing to do is to
shoot over the front line of armour and attack the launchers before they
decimate your forces. Vengeance Launchers are susceptible to a single fully
charged plasma cannon blast. Save your grenades for something infinitely
nastier. Vengeance units do not spawn from Quell Lifters (only tanks do).
--------------------------Steel Rain Mobile Artillery
--------------------------This unit is found idling by itself at the fringe of the battlefield. You can
tell what it is just by its refusal to move forward towards the battleline.
Steel Rain units should be found and killed fast before they can launch their
shells at your position. Since they are exceedingly rare, you can cripple an
offensive simply by killing the arty unit. Unlike the Vengeance, the Steel
Rain is a little more armoured, but still vulnerable to the Plasma Cannon.
This unit also doesn't spawn out from Quell Lifters.
---------------------------Lightning/Storm ATF Fighters
---------------------------Both the Lightning and Storm fighters perform similarly, although the X-wing
like Lightning is more recognizable. Both fighters are equally annoying and
can kill not only friendly aircraft, but start attacking ground forces as well
using air-to-surface warheads. The main advantage of the Muspell fighters is
that they appear in large swarms and can overwhelm your allied airforce. When
Muspell fighters are present, be prepared to fight them off or you'll find
your aircover and your forces in sorry shape.
----------------------Sky Tyrant Heavy Bomber
----------------------This is the much hated bomber that can single handedly destroy your mission.
It carries an infinite number of bombs so it can level any target it comes
across; you need to make sure that it doesn't. Micro-missiles or flux missiles
are the best weapons against this unit, but when you only have a Vulcan, you

should be worried. Especially on EVO. Once bombers show up, you can be sure
they are after only one thing and that is to destroy your objectives.
--------------------------Enforcer Grand Attack Craft
--------------------------Enforcers are rarely seen, and are sometimes mistaken for fighter or bombers
but they behave like neither. They fly close to the ground and attack your
tanks and infantry with missiles. Enforcers are vulnerable to air attacks, but
that means thinning your air cover to deal with this threat. Enforcers make
for bad enemies in stages where Turtle LCNs are used since they can destroy
allied units piece meal. Attack Enforcers after you deal with the Sky Tyrants.
------------------------Thunder Infantry Dropship
------------------------Muspell infantry are deposited by dropship to disrupt and destroy allied
installations. Thunder Dropships are smaller and faster than Quell Lifters,
but they are more vulnerable to micro-missiles. The best way to get rid of
them is to simply hammer them with that weapon, or use plasma cannon fire
while descending from walker mode. Thunder Dropships only appear in a few
stages, and in co-op mode, they are not used.
-----------------Quell Heavy Lifter
-----------------The ubiquitous Quell Lifter is also called the carrier. Quell Lifters are
heavily armored like the Re-entry Pods of Macross, but disgorge more cargo
than a mere dozen Battlepods. Entire armour companies can be disgorged by the
Quell, and that force can be a serious problem if left to its own devices.
Naturally, downing Quell can be troublesome due to the heavy armour. It has a
single machinegun turret for defence, so you can simply land on a wing and
fire at it in walker mode. Quells fall to the ground when destroyed, so stay
clear of it when it starts to crash.
-------------------Manticore Battleship
-------------------The Muspell battleship has four guns that can destroy targets at long range,
and about a half dozen machinegun turrets that can attack enemies at close
range. Manticores are tough - they are the toughest normal units outside of
bosses. You will need almost 40+ grenades to destroy the ship, but it's easier
to simply declaw the ship's turrets. However, the simple fact that you can
destroy the whole thing is appealing. If you don't destroy it, you can use it
as a landing when you need energy for the Aquila.
----------------Gnat Attack Drone
----------------Small pesky flying units that you need to destroy several of for one of the
gallery pictures. Destroy five or ten, then kill the boss that makes these
Gnats. Gnat Drones are annoying to destroy and serve no purpose other than
diverting attention of your allied airforce away from destroying The Hive.
------------------Arachnodrone Walker
------------------The Arachnodrone Walker is an automated unmanned terror weapon. It's launched
en masse into the battlescape and basically swarms over everything. Indeed the
Muspell's advantage in battle lie with the great numbers of war machines it

deploys. With the Arachnodrone, expect to get swamped. Forseti tanks have
problems tracking and destroying Arachnodrones, so you will need to use Aquila
for assistance. The problem with them is that Arachnodrones are armored
against Blaster fire, but vulnerable to Plasma Cannon-fire. The really bad
thing is that they move so quickly, you cannot track them well with the Plasma
Cannon. Flux Missiles provide a good intermediary, but run out of stock too
fast to be of much use.
--------------Cerberus Walker
--------------Think Growler with legs except it has three guns and it can take more damage
than a Growler can. Cerberi can suck up Plasma Cannon-fire, but can return it
as well (hiveloc cannon). Cerberi are the least of your worries, although they
can stop your tanks easily. Weaken them so your tanks can destroy them; if
Cerberi are present, there are larger enemies to worry about.
--------------Marauder Walker
--------------The Marauder is a rather nasty baddie you can face. It is basically a beam
laser carrying walker (a mini-Lancer) that out ranges your tanks and can
destroy them long before the Marauders are threatened. Marauders are taller
than the Dominator walker (see below) and is supposedly weaker in armour, but
no less dangerous. You can easily see where Marauders are on the battlescape;
the red flash of the beam laser is a dead giveaway. Lob a few rounds of plasma
into their running gear and you can rid yourself of a menace.
---------------Dominator Walker
---------------The Dominator is a six-legged walker, lying low to the ground and firing twin
cannon. This large menacing walker is extremely hard to kill, and can march
over all your tanks with no impunity. Only Aquila can outmatch it, and then
only if a few Dominators (three or four) are met at once. Dominators are tough
nuts for your allies to crack, so you should try to destroy them rather than
just cripple them.
--------------Static Defences
--------------Static defences include turrets and everything that doesn't move. Muspell
turrets are embedded bunker like structures that open up when they brace to
fire. You can get rid of the most dangerous ones (missile and artillery firing
ones) with a few fully charged shots or bombs. Generally, you can ignore
static defences unless one seriously threatens an objective or Turtle LCNs.
Turrets can take some time to destroy, and may delay you in acheiving some
---------------------------Thunderhead Artillery Walker
---------------------------The Charged Beam Emitter is the weapon that killed the Venturer; learn how to
kill Thunderhead easily in the walkthrough.
----------------------Warspite Artillery Dome
----------------------The Warpsite is both an artillery unit and a walker. But once you can reveal
its nature, you can simply wait it out and your friends will kill the boss for

you. Read the walkthrough.

--------------------------Thornback Missile Submarine
--------------------------The sub is rather menacing, but you can kill it easily. Read the walkthrough.
----------------------------The Hive Drone Control Center
----------------------------Boring. Read the walkthrough.
-------------------------Fenrir Air Assault Carrier
-------------------------A hard boss that can only be killed in one of two ways (first meeting). For
all its worth, read the walkthrough.
-----------The Sentinel
-----------Walkthrough. 'Nuff said.

Co-operative Play
Kinda like Project Eden, but less fun. There are only three missions and the
EVO counterparts to contend with. The regular missions can be very easy, and
it lets you mess around on the battlescape more often than normal. The EVO coop missions are unlocked when the last stage The Sentinel Awakes, is cleared
(free secret).
Co-op is different in that each player has two lives in reserve (total of
three lives). If any player loses all his/her lives, the game is over. A new
life grants a fully stocked ammunition stock, energy, and armour and players
should choose when to judiciously die. Two dedicated pilots can tear up any
mission easily. However, two pilots who do not know what they're doing can
really screw themselves. Picking correct complementary machines can help too.
-----In Co-op mode, the player who is doing air duty should use this configuration.
It fairs well against ground targets, but if possible, leave surface craft to
the other player using a Blazer or Sniper (hopefully Blazer). The Pulsar's one
weakness is its heavy reliance on ammunition weapons. Even 2000 rounds of
Vulcan ammo are expended fast if pilots do not learn to conserve ammo, or do
not re-arm at Repair Pads. This is a serious problem if the Repair Pads are
-----In Co-op mode, teams using a Pulsar and a Blazer can quickly tackle almost any
problem thrown their way. Blazer pilots can perform limited air duty from the
ground using the Blaster, but this is not recommended. If you do need to
attack aircraft in Walker mode, find a high peak to perform defilade fire, or

shift from fighter to walker mode and use retros to slow descent as you fire
on targets (if you are out of Vulcan stock). An effective tactic, but at the
cost of mobility.
-----In Co-op mode, the Lancer can serve a medium fire support role to a Pulsar or
Blazer. The Lancer is a bizarre configuration in that it excels against air
units while in walker mode, and performs very well against ground units in
fighter mode. It is the exact opposite of the previous two configurations,
requiring some reconsideration in tactics. The Lancer works best in mixed
teams; two Lancers on the same team are not recommended unless both pilots
intend to play "defender" to your Forseti allies.
-----In Co-op mode, the Sniper functions as it's intended (except the cloak). It
provides long ranged fire support for its teammate and allied forces but
little else. The cloak is useless, since all enemy units already know where
both players are. However, the Sniper is capable of taking out lone units like
bombers, turrets, Muspell Walkers, and generally putting holes in the enemy
armour line. However, the sheer number of enemy units you face in Co-op, plus
the fluidity of battle makes it very difficult to find a nice spot to snipe
from. The best part of the Sniper is the range of the railgun. You can kill
many things while the other player runs interference.

Mission 1
---------Defend the firebase's four administrative buildings from Muspell invaders!
--------To begin, the Muspell arrive in staggered sets, so you have the luxury of a
badly planned invasion going on. Landers (Quell Lifters) will land to the east
and to the west of the base, as well as have some tanks roll up the beach at
the base perimeter. You should beware of the mountain pass that allows enemy
forces to approach the south of the base.
About 2 minutes into the mission, bombers will appear to the south of the base
to attack. You should destroy them all, or you may find yourself without a
Repair Pad. A Lancer sitting in the firebase can defend the base fairly well
if the pilot is top (i.e., skilled), but it's better that two Aquilas on the
move will have a better time of it.
The Sniper is not very useful in this mission, since
Lancer is not very good either, but on normal, it is
is probably dead meat since there are more tanks and
sides of the base. The Pulsar can take out the Quell
and the Sky Tyrants as well. The Blazer can wipe the
mean time. Two Puslars can also do just as well as a

enemies can mob it. The

okay. On EVO, the Lancer
mobile artillery on the
Lifters before they land,
tanks off the map in the
Pulsar-Blazer team.

Mission 1 - Evo
The EVO variant brings in double the bombers, but the main threat is the
mobile artillery (Steel Rain) units on the edges of the base. Left unchecked,
they can demolish all the outlying buildings, causing enemy tanks to destroy
the main objective buildings. Look for the Steel Rain units first, then attack
the Quell Lifters to minimise the threat of being overrun.

Mission 2
---------Safeguard at least one Packhorse Supply Frigate to the neutral zone!
--------You start with four Packhorses and one Marshal with a Repair Pad.
bombers will attack your convoy as you approach the neutral zone.
are not the realy problem, although if they aim at an Aquila, the
that you dodge strike what's underneath you - usually the Marshal

Fighters and
The fighters
or a

To make matter worse, a single Muspell Battleship is lying in wait right of

the bat. At the same time, mines are in the water ahead of the convoy. Mines
will severely damage the Marshal as the convoy keeps going. One player should
destroy the mines while the other destroys the battleship. That done, fighters
will come to attack the convoy.
There will be two waves of bombers. The first will be a single flight
accompanied by fighters. The second wave will follow about 2 minutes later,
but will consist of two flights of bombers, one from the south-west, and one
due west at the front of the convoy. Letting one bomber through will be enough
to sink the whole fleet.
One Sniper and one Pulsar is the recommended team, with the Sniper using the
flux missiles for the fighters, and the railgun for the first flight of
bombers. Before that, the Sniper unit can use its Blaster to take out most of
the minefield. The Pulsar should exhaust the grenades for the battleship, then
use micro-missiles for the bombers, fighters, and more bombers. Repairs will
be in order, so keep track of who goes in first. You need 30 seconds
to "recharge" the Repair Pad.
Mission 2 - EVO
The EVO mission makes the fighters more aggressive, launching more torpedos at
the convoy, and a vast increase the number of bombers on the second wave. The
Sniper will need to focus entirely on the forward flight of the second wave the Pulsar player needs to die and promptly respawn behind the convoy to
attack the second flight (second wave) quickly. If you are lucky, you will
have enough ships to make past this insane mission. Two Pulsar units may be a
better choice if you cannot take down all the bombers in time. Just time your


Mission 3
---------Destroy at least 75% of the bombers!
--------This mission is hard only if you don't realise that you can basically ignore
the Manticore battleships below. However, you can take them out since the
enemy artillery will damage the Venturer. Again, a Sniper is recommended in
taking down the numerous fighters that plague the sky. The Pulsar player needs
to be very skilled in dodging missiles and in shifting to walker mode in midflight to preserve armor, then shifting back into jet mode.
The difficulty comes when the bombers make their appearance. There are 12
bombers in each flight (three flights). You need to take out the first flight
of bombers then restock for the simultaneous appearance of the last two
flights. This puts a strain on the Repair Pad, and it is advised that the
Sniper take the plunge, since it is relatively safe on the Venturer.
Assuming that you're facing the bombers' flight (you can collide with them),
the Pulsar pilot should attack the right flight, using the Repair Pad to
finish the job. The Sniper should fall off the Venturer, die, and respawn in
mid-flight near a partly submerged structure. Land there and start firing on
the left flight.
Note that one railgun shot will make a Sky Tyrant die with one hit from any
weapon afterwards, so your partner can take flight with the Vulcan and down
the whole flight in one sweep.
Mission 3 - EVO
You will die more often since the fighters get more aggressive. Flux Missiles
can help with the fighters, but the battleships can serve as landing spots to
kill the bombers if you get rid of the guns first. Otherwise, you will need to
decide who lives and who dies. Pulsars can take out the fighters from the deck
of the Venturer, and if they die, respawning near where the bombers run to can
be a good thing with 200 micro-missiles. This mission is hard only in respect
to priority. Opposite is mission 2 EVO, which is simple murder in great

Skirmish Mode
Skirmish mode is most fun between two players by far. Each player pilots a
Battle Engine and tries to work each other over while helping their computer
allies. First player is Forseti and the second player sides with the Muspell
(so don't get confused and fire on your own units). Battle Engines are
infinite for Skirmish Mode so "repairing" is only done if you need a quick

health boost. Instead, you should pilot the Battle Engine to destruction (much
like an OGRE would in this kind of situation). Visit a repair pad only if the
other player is hesitant or was just vaporised, otherwise pay attention only
to your allied forces and sacrifice yourself to have them make head way if
For all Skirmish Mode missions the victory objective is the same -- take over
the island in dispute and you win! The active battlemap is the key to victory
and will only expand if your Battle Engine is on the ground and moving into
enemy territory. Territory that changes into your colour (blue for top player,
red for bottom player) is claimed -- by claiming 100% of the island, you win.
Disputed territory will feature blinking dots on your map. Destroying those
units will let your Aquila claim that area of the island. Don't forget that
after you die, you start in Jet Mode. You need to land to claim your piece of
the island or you lose!
Mission 1 / EVO
Normal and EVO missions differ very little in Skirmish mode except for the
amount of crap each player will face. Players will be nuked more often in EVO
mode than in normal mode. This mission starts off on the island of Kensor. The
Forseti holds one end of the island while the Muspell arrive on the other
side. The destruction of the surface factories will trigger the arrival of
reinforcements by air (Muspell) or by sea (Forseti).
The Forseti player needs to safeguard the base while attempting to fend off
the invading Muspell Battle Engine. To best do this, attack the Muspell
factories drawing the enemy Battle Engine away and destroying the tank
factories. Be ready to pull back (or stay and get blown up) once the Quell
Heavy Lifters show up. If the Muspell armour column gets too large, your
Forseti allies may be in deep shit. As usual, thinking like an OGRE will
usually allow you to win.
The Muspell player needs to protect his factories and nuke the Forseti surface
factories. Once the buildings are gone, Turtle landing craft will be sent in
to reinforce the enemy. If you never hated the Quell's slow VTOL capabilities,
you will soon. Try attacking the Forseti base in full force (in an OGRE
manuever) to distract the Forseti player. The Muspell player can still lose
though, if his own factories are destroyed since the game will only generate
only so many Turtle Landing Craft and Quell Heavy Lifters before the
reinforcement limit is reached.
Mission 2 / EVO
Normal and EVO missions differ very little in Skirmish mode except for the
amount of crap each player will face. Players will be nuked more often in EVO
mode than in normal mode. This mission centers on the island of Nautilus
(where the Hive and Gill-M were). Control on this island is judged more on the
Muspell defenders.
The Forseti player wins easily (relative term) if all the Muspell buildings
are turned into a woman's thirty day special. However, this is easier said
than done since there are a lot of fighters and units on the ground. A key
tactic is to fly around the edge of the island and land behind the base to
start destroying things. This act alone can be an effective enough disruption
to have the Muspell player err in judgement. Otherwise, you should preserve
the Marshal so it can provide a repair depot and artillery to your allies.
Repairing is faster than dying and respawning 30 miles off shore. The time
you need to fly in may make or break your match. If the Muspell player is wise
to this, your only other option is to fight it out on the beach and engage the
enemy machine to preserve the Marshall and your own forces.

The Muspell player should be keenly aware that the high mountains
that "protect" the base also let flying units come right in without being
fired at by the base's prodiguous defences. Be aware where the Forseti machine
is and if you sense that it is going to attack the base from behind, head back
in and defend the factories if needed. The walker factory on this map is the
Muspell player's strongest asset since the walkers can decimate any Forseti
armour unit (except artillery or the beam tank). The most dangerous
adversaries are the numerous ground attack fighters that hit your armour line.
Try destroying the Marshal as well, since the artillery weakens your beach
defenses considerably.
Mission 3 / EVO
Normal and EVO missions differ very little in Skirmish mode except for the
amount of crap each player will face. Players will be nuked more often in EVO
mode than in normal mode. This mission centers on the island RI-04. It is
flatter than the Kensor map but more obstructed by buildings, so the fight
should be more chaotic.
The Forseti player defends the base while the Muspell attack (from a different
heading if you notice). There will be hostile naval support in the
battleships, so spearheading a suicidal charge to destroy the Manticores
should be worthwhile. If you remain in walker mode, you should be able to tie
up the enemy long enough for your own forces to generate units and cover the
island. However, the key to defeating the Muspell player lies in destroying
the Quell Lifters before they land and vie for territory control. Since they
are limited, the Muspell player will eventually lose if enough carriers are
The Muspell player can protect his carriers, but he can also play havoc with
the enemy by landing and destroying the Forseti base. Landing just two or more
lifters should be tide enough to bring the ground advance to a stalemate or at
least keep the Forseti machine busy long enough to destroy the Forseti
carriers and factories. Don't forget that the Forseti have the advantage of
having "owned ground" in the base; if Muspell units do not forcibly occupy the
land, the ownership reverts to the Forseti and you lose unless you are
constantly in walker mode. Consequently, nuking the surface factories and
killing the tanks and other units in the Forseti base can give you the

Did someone say slutty Amish teens?

The Pilgrims would've watch porn, if they could've
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