Attack Pirate Nest | |
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Battle number | ? |
Location | Tydaria |
Result | Sunrider victory |
Belligerents | |
Sunrider | Pirates |
Commanders | |
Kayto Shields | Cosette Cosmos |
Game strength | |
Sunrider Black Jack Liberty |
Pirate Base 2 Pirate Destroyers 2 Pirate Bombers 4 Pirate Grunts Reinforcements: 2 Pirate Destroyers 2 Pirate Bombers 4 Pirate Grunts |
"Attack Pirate Nest" is the third main mission in Sunrider.
Story[ | ]
TBD
Gameplay[ | ]
Kill the Pirate Base.
The Pirate Base have big missiles storages, but except of that, it's basically a harmless foe if you don't get closer than 6 grids to it so it can use its kinetics. You have the choice: Killing the Pirate Base ASAP to end it, but get less money due only getting surrender bonus for left alive units, or you kill all. For taking on all it's important to kill first the ryders and destroyers, as the base will be no threat after turn 3 as it normally fired all of its missiles at you. After you dealed with all the units, you can strip the shield from the base so Black Jack's Laser isn't reduced by it. Either you come a bit closer with the Sunrider, but keeping at least 6 grids distance to the base, to have a higher hitchance with the kinetics, or stay far away and use the lasers. If you take longer than 5 turns to kill the base, reinforcements will join the fight. But those shouldn't be of a problem as they join the fight as nothing should be left except the base.
Reinforcements:
Turn 5:
2 Pirate Destroyers
2 Pirate Bombers
4 Pirate Grunts
Gallery[ | ]
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