PSX version of Nectaris ---------------------------- Main Scenarios (16 maps) 1 - Randal This level is just like PCE version, hold the tanks off at the pinch point that bottleneck point. Bring the infantry around for an extra attacker to get surround effect. 2 - Hundra This level you will have the clear units advantage. Just split your units half and half around the mountain. He doesn't really stand a chance, just use good surround effects on him and the level will be quick. 3 - Cinber Run the infantry and the tanks to take the factory. Injure the infantry and the tank, then drop your infantry, to take the factory and those two enemy units as well. 4 - 5 - Bayard This is a rather screwy level. You are at a disadvantage of 17 units to 9. Your factories are below you and there is an infantry unit threatening one of your factories. Lots of fast rabbits on this level so you gotta watch yourself. What I did is, first, run the infantry to the bottom base, may as well get the easy factory. This will give you lots of fast rabbits and fast bison tanks. Second thing to do is to run the rabbits into the trench to stop that one infantry from getting that factory. He will send air units so move your anti air in position. Use your heavy tanks to protect the anti air units, cause those rabbits will come screaming down. You will probably take some losses on turn 3 where they will start trying to attack your base. But if you can hold on, you got a mess load of reinforcements and fast ones coming up in turn 4. Turn 5 you will be able to take the other factory for some more reinforcements. 6 - Webley There isn't much you can do, the enemy has superior air power at the beginning, and he will chase after your eagle and infantry first. There is a biker unit he has which can hit the factory in turn 2 so, no point there. Don't get too cocky, just hold your point on the bridge and protect the octopus unit behind it for as long as you can. Keep that anti air close because you don't have any access to a factory. Hurry up and get that factory on the left, use the fighters to kill off the hunters. This will give you air superiority with the two eagles. This will give you the power to save those guys on the right who have no factory. The enemy only has 1 hawkeye and two seekers. The rest of the stuff is crappy against air units so you will rule the skys. When taking over that factory or evac-ing your units, remember to block off the factory's deployment hexes and really use the ZOC to help you slow down the enemy. 7 - Parker Again, it is clear you will be at a disadvantage until you can get that factory, You are 10 units, enemy is at 23, the factory has 9 more. It is going to be tough slogging for the first bit. The key behind this level is that the factory is in the center of the map and that your base can only be entered through a narrow trench. You have the biker unit, so it shouldn't be too hard to reach the factory before the enemy does. The trick is to hold on for 2 or 3 turns till you evac all the units out of it. He has 3 hunters plus a heavy gun and a biker unit too. When you get the factory, 3 hunters will be ready to come hit you so better that anti-air ready to work, you got 2 eagles which will most likely be the target. He will also come rushing in with a rabbit unit and have a van with a big gun ready to deploy. So yea, you got your work cut out for you in turn 3. First deal with the 3 hunters, he has a bunch of seekers but no hawkeyes so that will be to your advantage. Your fighters should be able to get good surround effect so use that to kill off the hunters. Use your light ground units including rabbits to finish them off if they aren't dead, but don't spread out too much. Note, the enemy has to come across using a bridge, so you can use this bottle neck to hold up the enemy. 8 - Merkel Well, it is pretty clear that you are only going to get the one factory easily. The enemy will get its factory, which has 2 eagles, the only air power for the level. You will have 3 seekers to protect you. You will have to build a net between the two factories you have and hold the line between your two factories. Other than that, he will be at 20 units you will be at 21 so pretty even otherwise. Note the factory with the eagles only has one deployment hex so once there is an opening, you can send your biker unit up there and try to take the factory. It would make the game a lot easier if you gained control of those eagles rather than trying to fight them. 9 - Ithaca Ok, this is not fair. It is 17 units to their 29. They got the 3 hunters and 3 transports. To top it off they got a small band of units behind enemy lines as it were. There is little chance of you getting at any of the two factories before everything is deployed so... you just have to survive... The saving grace is that they ground forces can only come through a small 2 hex wedge right near the top of your factory, which is good. Turn 1, I deployed 2 bisons on the enemy side, the eagle and all the rabbits and lynx for fast movement on the first turn. There are no hunters on the map until turn 2, since the computer will usually deploy the 3 transports full of infantry & mines. I position my secondary units closer to the base. Note, the units behind the lines will most likely go after the infantry unit. I decided to put a bison on my base for defense. Of course, on turn 2, you rush those units behind your lines and toast them off ASAP but for all intensive purposes, don't spread out too far. Use the 2 bisons to seal off the 1 hex entry points to your factory, this will buy you time. The rabbits and the eagle should be able to dispatch most of the crap that is behind your front lines. Computer on turn 2 will rush land units into that factory below, doesn't matter too much since you will have all the units out of it by now but you will still need it for repairs. He will use the transports to plug a mine into the pinch point near the factory, the will land the other transport and deploy a man near your base, and he will leave the third transport with a man in reserve. His land units will try its hardest to get past your 2 bisons which you used to plug up the road with. This turn he summons the 3 hunters... Now what he has coming down the trench is all heavy land forces, almost nothing in anti-air. I used fighters to block the advance of the ground forces, since all he can get against me is a bunch of rabbits. Other than that, you can clog up the road by placing forces on the other side of his mine to plug up the road. Get your other forces back and start build a support line so that the hunters will have a hard time moving around. With this in mind, the hunters will chase after the two bisons that you have holding those points. They may even kill one of the bisons and break through but if you have guys behind them or falcon fighters behind them, they won't get far. On the computer turn, he will start a mad rush to secure that factory of yours but once you have superior air power, and him with a huge lack of anti-air it might be an uphill battle for him. Problem for you is your position, all your forces are all spread out trying to deal with that and this and whatever, you will have your hands full. But the key thing to note is that one infantry coming on the right (well actually 2) and the one that was on the left if you still haven't killed him. Try your hardest to hold those choke points from the enemy. It will give you time to deal with repairs and killing one by one. Once you gain air superiority and you have that eagle flying around, things will be so much easier. If you can hold out till turn 5 and keep the losses to a minimum, the enemy might actually pull back a bit to protect the trench that he has going to his base. This would be good since that will give you time to repair and gather your forces again. If not, you should be in good shape with all the hunters gone and you should still have some air power left. The computer will also feel real threatened if you send your eagle across enemy lines to harass the one hawkeye he has. Hopefully by this time, your eagle has a lot of battle experience and it can survive a lot of damage from various little guys since he will throw everything at it once the hunters are gone. It was tough but I managed to complete this level with only losing 3 units, 2 of the bisons that I had holding the point at the beginning of the game. 10 - Baikal This level looks kinda hard but it is quite easy when you count up what you have against what the enemy has and what will happen after deployment. Turn one, you will deploy a transport and get an infantry into it. You will be sending it to the factory on the left since the one on the right is not so important. Also note, the one on the right only has 2 deployment hexes so you can use the clog the hexes and capture the factory trick. Rest of the units you will deploy will be anti-air units. You have two deal with the 2 hunters for air superiority. Most likely he will deploy anti-air so have some artillery to wittle them down while you get your infantry around the hexes to capture the factory from them. Once you grab that factory, the game is well on the way to over, the number of units easily swings in your favor. 11 - Savage Ok, this is a level where you are caught between two sets of forces. Unfortunately, you can't just evacuate an area since it is your factory there. One point of good news, there are no transports on the enemy side and there is no walking infantry in the base nearest to your base so really there is no threat of take over. Of course, you might want to try to take it though. Your factory is precariously located near the enemy base. He has lots of anti-air so you are probably not going to get close to it using aircraft, however, threatening it with your transport is a good idea, it keeps the anti-air low and near the base. Computer's turn 2, he will get the one neutral factory that is on the board with his biker. There is really nothing you can do about that. However, if you play the hexes right, you can capture the base in turn 2 if you get enough air cover to damage some of the tanks and use your hadron to damage his hadron a bit, you should just have enough to survive and thus take it. This is important since it will keep the game close but it will also prevent the enemy from gaining any more factories and thus also prevent him from repairing any units. So on your turn 2, what you do is land the transport by the factory. Deploy the infantry above you away from the tanks. Use the eagles to hit the tanks and damage them a little bit. Use your hadron to bomb his. This will allow only allow him to hit the infantry once with one of the tanks and maybe hit him once with artillery but that shouldn't be enough to kill him. By three, he will put the biker into the factory, but now you put your guy in to retake the factory and take his only chance to win. Evac something useful out the factory into your transport before you fly away. I suggest hold the hunters in the base till later when the anti-air is gone away. So, evac out the seeker or something. Other than that, deploy the mines, and leave everything else inside till later. By turn 7, you will get the other factory by walking the man over and then it should be really easy from here on down. The enemy has no factories to do repairs and you just whittle them down. If the advance goes too far away from the factory, deploy the hunters and use them on the base gun or something. They will start high tailing those anti-air back so fast!! 12 - Valmet This is a level which is not too hard to win. Your objective is to swarm around the factory in the middle and take it over with your infantry. This will be a level of attacking and repairing your units using the factory. The factory only has a 1 hex zone around it so the enemy can ever only get one on one confrontations with you and all the hexes are deployment zones. You can use basic factory strategies like block all the deployment hexes and you can do rabbit guerrilla Tactics like attack and run into the factory for repairs. The enemy does have 3 transports but if you got someone on your base at all times, then you are fine. You also have the hawkeye on this level so air power is not a big deal. The enemy also has 4 hunters but again with 2 falcons and all that anti-air it should be no problem. The main target by the hunters is the eagle and bison tanks attacking the factory. 13 - Mauser Ok, you start this level with only 2 units on the board, makes it really limited to what you can do. Well, the biker can hit the factory on turn one, the tank for nothing better to do, can sit on the base. Inside the factory, you will deploy the transport and load the bikers into it. There is only one deployment hex so this would the most logical. Turn 2, you will take the transport and go to the factory below you, and deploy the biker. It might also help if you put the transport at the base of the trench so that the fast tanks can't get near your factory while you are deploying your units. You will probably start deploying air power out of the other factory for now. On his turn 2, he will get that factory on the top and deploy a lot of crap along with one hunter. Turn 3, you move your biker into the factory. There are 4 deployment hexes on this base, with 2 fighters and 1 eagle. By Now, you want to watch out where his hawkeye is, this may determine what you deploy. Next few turns the air war will be fought so you might what to get that air power and anti-air stuff out. With these 2 factories, you will be at 21, and on his turn 3, his infantary will take the other factory to give him 35 units. So with that, you have to survive... It shouldn't be to hard since that your base and factories are located in very dense mountains, so moving around will be quite hard on land. If you can win the air war, then you should have an easier time with things. 14 - Kimber Ok, this level is definitely not fair but the trick in this level is identifying the waves of attackers and dealing with each one as a wave one at a time and concentrating your forces to deal with each wave separately. Stick together and hold your positions around your base and factory, and this level should be pretty easy. Ok, pretty obvious what is going to happen in turn 1. There is no chance for you to traverse the mountain with your infantry to get the factory on the other side of the hill so don't bother. Also, the factory above is possible to get but you will spread your forces out too thin and the deployment hexes of that factory are really limited so even if you do get it, you won't be able to evacuate the forces. So, that just leaves taking your factory. Second phase, is to prepare to deal with wave 1 which are those 3 tanks directly below you. You want to take the factory and deploy a tank unit at the lower hex because if you put an air unit there, he won't be sucked in to attack it. Computer turn 1, he will use the biker to take the factory. If you deployed a tank at the lower hex of your factory, he will try to attack it with the polar tanks from below which is good because next turn you can use surround effect and just anal rape them. He will start deploying a rather scary amount of air power. It is bad enough that it is already his 30 units to your 17. There is also a neutral factory which will end up his too which is another 8 more. So, don't get too cocky here. He should have 3 hunters on the board but they are over 10 hexes away so you don't have to deal with them for 2 turns. He also has 2 hunters really close by, you will have to build a ring around your anti-air and protect your eagle because this is what he will be after. This will give you time to deploy the rest of your air power and destroy the first wave of 3 tanks. Turn 2, you spring the trap the those 3 tanks below you and hit them hard and fast and kill them all. You also want to be strategically moving them back upwards and rearranging the anti-air for next few rounds of attacks. Computer turn 2, the 2nd wave will come after you which will be the 2 hunters from the factory. They will chase after your eagle, or infantry or it will try to help any remaining tanks from wave 1. It will now, also move the next 3 hunters into range. You won't have to worry about these until next turn. Turn 3, you will now deal with wave 2, the 2 hunters. Make sure you utilize your ground units of the seeker and hawkeye to their fullest because your air power is not enough by themselves. Computer turn 3, the third wave will arrive, 3 hunters will fly over. Also wave 4 will also arrive, which are the 2 fastest units from the top factory, a rabbit and a seeker so you might want to be ready for those things. Cover your base maybe with 2 tank units or something. If you lose your eagle, you might want to restart since the game will be really really tough later on without it. Turn 4, you will now have to deal with the 3 hunters and start moving your forces back up to help protect your base. Turn 5, you will now have those tanks from the top attacking you. If you didn't keep an infantry close to the enemy base in the middle, some of the tanks from the other side will spill over and come to attack too, so that will make things even tougher. Computer turn 5, his biker should be able to reach the other factory giving him another 8 units. Now, you will just have to pray and hold out. Turn 6, if you are lucky, he hasn't deployed the 2 hunters out of the factory from the top yet. But that is ok, this will give you a turn breather to repair your fighters and anti-air units. If you got some leisure time, and your eagle is still alive, go an harass some of the enemy units for fun. But don't go away too far. Computer turn 6, he should now deployed the last 2 hunter units, but that is ok, your 3 fighters should be all fixed by now and your anti air should be all up to snuff by now. Turn 7, the 2 hunters are still over 10 hexes away so this gives you a turn to move around and fool around Computer turn 7, the enemy should now have 2 hunters in range now. Most likely again going after the infantry or eagle units that you might have. Computer turn 8, wave 5, the 2 hunters will arrive and wave 6 the fast sluggers and fast rabbits will have arrived from the top. Computer may try to load a transport with a kilroy or bikers to try to take your factory, so don't let your infantry wander off too far. You can do the bait factory trick, by letting him take the empty factory, and then you take the factory over next turn with him in it. 15 - Bisley Well, this is really not fair. You are 25 to 13, you are in the center of the board with 3 enemy bases on the corners... great... The computer has 1 hunter in the bottom left base (but he will probably deploy that turn 2), 3 hunters in the bottom right one (turn 1 deploy) and 2 hunters in the top right one (turn 1 deploy) thus 6 hunters by turn 2, against your 3 fighters, hawkeye and 2 seekers. You can see how important it is to win that factory beside you. It is a neutral factory with 14 units in it, including two very important anti-air units. The two other significant units it has is the 2 eagles. You gotta make a run for that factory with the fastest thing you got. My suggestion is the biker guy, but this needs a full escort of what ever you got because it has to make it. Deploy him and surround him one hex over from your base. With a clear path, he will make it all the way into the factory, you just gotta keep him alive. Turn 3, wave 1 of 2 enemy hunters and probably a slugger tank will come up to attack you from the bottom. A hunter from from the left base will be in range for you to strike at but he wasn't close enough. Two hunters from the side base will be deployed and likewise will be out range. Using the land forces of rabbits and tanks for surround effect and the fighters, you should have no problem beating the two maybe even 3 fighters against you. Computer turn 3, this is where he really strikes, 2 hunters come in from the right and another from the left should come in to attack. The titan tanks from the lower base should now be coming up but won't be able to attack until next turn. There are some other guys coming up from the left base but they will be a few turns as well. Turn 4, counter attack those attacks and prepare for the wave of ground stuff. Turn 5, you should have gotten rid of the hunters by now, you will probably have deployed the eagles from your factory and you should now rule the skies. With a few seekers and a few hawkeyes, you shouldn't have too much problems now. 16 --Meanac This is a particularly tough battle since the enemy has twice the number of units you have. Part 1 is to eliminate all the enemy aircraft, at all costs, even sacrifice tanks and seekers if need be but do it. Part 2 is to eliminate all the anti-aircraft units, mainly the seekers and the one hawkeye but do it. Again if it costs you a couple tanks do it. Part 3 is to eliminate all the enemy infantry. The enemy should only have 2 you need to worry about. Try to get a good shot at them and pounce on them. Part 4 is to kill the guns on his base so your bikers or infantry units can take the base. 17-Ladnar A little different strategy than what you had on Map 1. This time, don't hold the bottleneck because of his atlas guns. The trick is to stay out of the range of the guns and make him come to you. When he does, you your hadron to bomb him and use the lynx to bomb units. The rabbits are pretty strong so try to keep them together and wait for your chance to run out and get surround affect and bobo them. After the core tanks are gone, then rush a rabbit up to the atlas gun to take it out. 18 - Ardnuh You guys are even, but you are at a slight disadvantage when it comes to units. He has the hunter, you only have an eagle. You have a hawkeye, he has a hawkeye and a seeker. You have a polar tanks and 2 bisons, he has 3 sluggers and 2 titans. Play a defensive game and make him come to you, because you have all the artillery. Once his Hunter is destroyed by your hawkeye most likely, then use your eagle to wreak havoc on his units because all he will have left is the 2 ground anti-air. 19 - Rebnic This is a relatively easy level. The key point in turn 1 is to block off all the deployment hexes of the one and only factory. Once you do that then your infantry can grab that next turn. Once you get that, Then the second function will be to deploy those units and help your guy at the base. Note, the biker unit can only land on the base through 1 hex, all the mountains are impassable by the biker. 20 - Nilram The trick behind this level is based off of special ability of the rabbits. Turn 1: You first position the bikers, rabbits and tanks at the top of the entrance to their base. Their mission will be strike the atlas guns using the rabbits move, hit and move again technique. The stupid thing about this level is that, if your bikers get wiped out by the altas gun, in turn 1 you have to restart the level over again. Turn 2: Now, if the bikers survived the hit from the atlas guns, then proceed. Run the 2 rabbits down to the atlas gun and hit it and retreat. If the 2 runs of rabbits don't kill the gun, then send a bison tank to finish the job. After the gun is gone, the bikers should have a clear run to the factory. Send all remaining units to help the run on the factory. As for your base, it is a good idea to run your infantry back to stand on top of the base. Turn 3: Take the factory and that's it. The game should be in the bag then. 21 - Drayab