Mission and Clear Conditions:
Capture Specific Node
Eliminate Specific Enemies
- 2 Combat Teams
- See Below for Specifics
Unlike the Normal version of this map, we cannot simply run about the edges, and instead must do battle under the covering fire of the Gustavs. Luckily with proper team building, this can be worked around. Once again, these battles mandate your attention but can be made more than manageable if you do so. The Gustav fights are no joke either, but again, can be made manageable with the right planning.
Fighting trash on this map requires doing battle under the watchful eyes of the Gustavs. This requires a team that can survive and also fit all the DPS into either the first 6 seconds or fight from the front line only. We will be opting for the second option this time around, as the trash this team will need to fight are large hordes that are not easily alpha striked..
For those who played Isomer Ranking and went into the ELID zone with recommended comps, this will be a familiar one. Damage is primarily loaded into a Grenadier or Micro-Uzi mod, with an SG to tank the incoming damage and the rest of the team indeed to boost the Damage as much as possible. Something like this here.
When the battle begins, more the Grenadier/s to the front row, then retreat the HGs.
The team intended to fight the Gustavs requires a bit more finesse on EX mode.
First: Taunt Fairy. Have it. Use it. This is not a negotiable requirement. Twin is not an acceptable replacement. SL 10 if at all possible. No, make it so regardless. HP shields can make up some of the difference, but SL 10 is assumed for these battles.
Second: DPS is recommended to be MGs, and 'tanking' left to an SG, probably SAT8. MGs with Armor tiles are very useful for this, specifically the second train segment, which features rapid-firing MG turrets that deal 40 Damage and supposedly 25 Armor Pen. This armor pen appears to be missing in practice, leaving the practical check at 45 as they do appear to be affected by damage variance. Hitting 45 Armor to reduce these volleys to 1 Damage isn't a requirement but boosting the Armor of your SGs beyond just the base of 35-36 with just Armor and a Taunt fairy will go a long way.
In theory you can use RFs as DPS. However, the requirements for doing so are going to be much higher, and I will not be held responsible for the results if you try. Likewise, an SMG tank can in theory be used, but see the previous disclaimer. HGs should have strong tiles, and/or shield Skills. HS2k for instance can stand in for longer on the 2nd segment if you need the extra DPS kick or the survival help on SAT.
Third: These fights can be a little finicky. You want to have the DPS shoot the smaller turrets beside the big central turret first to reduce Damage on your Taunt Fairy. This will involve retargeting them, sometimes multiple times. They may, or may not play along. SL10 Taunt at 3* will allow you to clear with good gear, just keep at it. This is the primary issue with attempting to use RFs in these battles, as they attempt to target the central section first, leaving the smaller, more frequently firing ones to kill the Taunt. For the First and Third Segments, this isn't an issue. They do damage slow enough that the RFs can defeat the 'Boss' segment then lay into them without issues. the MGs on the second segment however, are not so kind, deleting the Taunt Dummy very quickly, and performing warcrimes on your SGs without Armor tiles.
Right. That was a lot of words, and I can feel my own eyes starting to glaze over. Here is a quick and dirty Gustav team. If building this team, probably replace MG5 with Kord for best results.
Mk23 is a very flexible slot, many Damage Boosting HGs all go into her position fine, including P22, Px4 for tiles, Python or Contender. MGs picks as also reasonably flexible, but stick to known good MGS such as the Big 4, Kord, 1895, Kord or Lewis if you can. BAR mod also works well here if you have her.
Each Gustav battle requires slightly different unit positioning micro, so lets have a speed round of battlefield micro!
Gustav Segment one is fairly simple. Activate your Taunt, and retreat any units in the front two columns. Retarget the DPS on the smaller turrets as needed. This may take a few swings to get right.
Segment 2 is the troublesome one. Activate your taunt, and move the MGs into the front column. Leave the units in the rear columns in as long as possible, but retreat before the gustav fires, unless you're doing something with a shield HG or something like that. Retarget the DPS on the turrets is paramount here. Do not perform warcrimes on SAT.
Segment 3 uses the same formation as Segement 2, but the micro is a bit different. Move the MGs up to the front. and retreat the back column units. However! There is a twist! This time, when the Central Gustav is not shelling the back lines the smaller guns will hit the Taunt with an AoE attack the hits position 6, so you'll need to mirco the Doll standing in that spot back and forther over the course of the fight.
This concludes Gustav mechanics in 60 seconds or less.
The Gustav team shall now thread the needle and bring pain to the trains.
Move to the left one node, up two nodes, left two nodes, then down one node to Complete the Seize objective.
If not completing the Seize Objective, then don't move down this turn.
Turn 7 (Kill Gustav 3x Only)
Move the Gustav team down two more nodes to finish the map.