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If you do this correctly, then on the next day, you can move the infantry unit to the property and begin capture, while sending the APC back to your factory for another pickup-all in the same turn. Then in the same turn, drop off the infantry unit toward the property (which counts as a turn for the infantry unit). Send the APC toward the far property but don't go beyond an infantry's movement range to the property. Build an APC and load it with an infantry unit.
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Don't bother creating indirect-fire weapons as Max. Just as you should understand unit strengths, also understand your CO's strengths.It may hold off the attack long enough for you to generate your own reinforcements! Put a unit on your headquarters to prevent enemy infantry from moving on top and attempting a capture. Use this to your advantage! Move a unit onto an enemy base to prevent reinforcements. If a unit occupies the space that holds a base, airport, or port, then that structure can't build additional units until the unit on the space is moved.For instance, don't send your infantry unit against the enemy's anti-air unit. Understand the unit strengths and weaknesses (check out the unit guide section of this game guide) and never fight a losing battle.That way, when you do attack with the medium tank, you overpower the enemy and will do more damage and suffer less damage in the counterattack! Instead of attacking with your medium tank first, use the indirect-fire unit to weaken the enemy medium tank. But you also have an indirect-fire unit in range. Let's say you and the enemy each have a medium tank about to face off in a duel. Making wise combat decisions can keep your units healthy.Take the time each turn to survey these unique weapons and avoid moving any of your units there. You'll suffer unnecessary damage and could leave the unit extremely vulnerable to a future attack. You don't want to move any of your units into the firing range of an enemy weapon. In the same way you can check any enemy unit to determine its movement or firing range, you can also check the firing range of any of these unique weapons. Several campaign missions feature unique enemy weaponry, such as large cannons or lasers.To assist in achieving a high technique score, build lots of units near the end of the mission so your total units produce is much higher.
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Finally, to achieve a high technique rating, you must not lose more than 20% of your units produced or what you begin the mission with. To achieve a high power rating, you must be efficient in destroying enemy units (10% in a single day). To achieve a high speed rating, simply complete the mission as quickly as possible. Finishing the campaign with an average of an S-rank unlocks Sturm as a usable CO in non-campaign games. A combination of all three ratings determines your rank for the mission (S-rank is the best while A, B, C, etc follow from there). The categories are speed, power, and technique.
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