The armies become available once players have built the necessary buildings; Infantry and Engineers come with a Training Base, Vehicles come with the Vehicle Factory.
The Astro-Fighters are unlocked with the Radar Station. The last building available, the Satellite, provides the player with a bombardment ability, costing credits, which players receive through mining Energy Crystals. All parts of the armies are different. They both have health, and many units have special abilities. The Recon Dropship and the 'Hyper Carrier' have space for several Infantry to board and they can release them where ever needed except on acid pools.
With a maximum of two Recon Dropships or Hyper Carriers on the field at once, it is enough to carry all of a player's Soldiers and Engineers. Engineers, or Saboteurs, as they are called in alien form, can fix various vehicles and buildings or hijack opponent structures. In some of the missions, players to not have a main base, which, in effect, makes them unable to build new structures.
The Alien Hive is the base of the aliens. The Alien Commander protects it from the Astronauts. Now get the dropship with rest of crew in it over and send your other engi to take over the base.
You can do what you want here now. Your goal is to send the engineer to the Alien Experiment Lab up north and take it over. There are Turrets protecting it.
The Aliens are a defensive species native to mars. They use Energy Crystals to power everything they have. But it seems like something else is causing these Crystals to disappear…. Astronauts landed near where an average Martian Drone lives, time to investigate.
Some Astros are mining your gems! Now you have 4 drones, destroy the infantry, then the miner should be no trouble at all! Now its time for desperate measures. The Commander orders the Mothership to land. Build a Generator and get gems with the extractor. Just protect it from infantry near where the crystals are.
A scouting Speeder discovers an Astro Training Camp!! Astros begin to notice you and come out of it. Run back to your base. Build some Energy Generators, a Breeding Pit, and some assault turrets.
Make sure your extractor is doing its job. Infantry, engineers, and trikes will come to take over your base. When the forces get weaker, destroy the Training Camp. A clawtank in the outskirts of the battlefields attacked your speeder. First, train a Saboteur to fix him. Kill all the hiding astros, ready yourself, then charge all the way west, passing the 2 defense stations and the clawtank. Open every crate you see and the result will be an army of speeders ganging up the clawtank.
This map is similar to astro level 6: 2 bases divided by an acid lake astros on the left aliens on the right and 2 assault turrets in the middle. Except the screen is larger. Jetpacks will try to attack you. The size of the map means a big enough space between the 2 turrets for the astros to fit in unharmed. Build some more Turrets so that they have most of the island guarded, and a 2nd extractor.
Send them to aim for the Training camp first so the jetpack invasion ends quickly. They WILL take damage so have saboteurs ready and rebuild any crashed fighters. Next go for the Power Plants. The turrets will stop working when you get all of the plants. Blow up everything else after this, the Clawtank will be the only thing stopping you.
The Mothership is being assaulted by the astros, then a Dragon Cruiser saves the day, but the mothership is damaged.
Move the Dragon Cruiser just a little to the west. The astros are doing a really dumb tactic: Spam! The Dragon Cruiser will kill off the swarm of Engineers. Move around on top of the cliff until you find a crate with another dragon cruiser. Next move the speeder back to the mothership, then go up the northern cliff. Move almost all the way to the end and get the alien capsule. With this money you can build an energy generator as a shield. Keep advancing your crew of 2 cruisers and 1 speeder to the west.
Keep killing the spam until you have the training camp in view. Send the speeder past the turrets only AFTER you kill the trike, so it can safely cut the power, now you can destroy the training camp and you will be the victor! The Astros have a huge base, with an excessive amount of turrets and powerplants to power them. They will constantly send astro fighters to attack you 2 at a time.
Build a 2nd extractor protect both with your new vipers , breeding pit, and as many turrets as you can power. When Your base is protected with enough turrets, send saboteurs to the 2 power plants close to you and put 2 turrets next to them to make a buffer zone. Now make a radar station and a foundry. Be wary of enemies flanking from the west. Send a dragon cruiser squad to the Vehicle Factory on the left side of the Astro Base, preferably killing the lone turret on the way.
Leave the technology centre standing for now. With the power plant gone, the radar station is easy pickings, and without the air raids, the level is no longer a problem. This is like Astro level 9, but far more difficult.
I still have yet to win without using the shields cheat. No clue man. This one took me many, many tries. The first thing you must know is that the map is the same for both sides. The Astro base is southwest, Astro outpost southeast, Alien base northeast, and Alien outpost northwest.
The enemy will be fully built though: teched all the way to their uplink, 2 entrance turrets as well as a turret on every wall spot the wall has flat ground spots that are just big enough to build a turret , 1 miner, and their outpost will have 2 turrets. They also have 2 tanks patrolling the center area, and a random ground troop by both of the outposts. Start building as quickly as you can. Send your tank to guard the lake near your miner.
Then all ground enemies will have to either fight your tank or go around, to get hit by your outpost, which you should put a 2nd turret on next. Fill all the wall spots with turrets when you can. This is neither required nor recommended, but you are welcome to try it. Keep defending yourself from the air raids, and repair damaged buildings. Send an engi to your tank if it takes a lot of damage.
Get a 3rd miner built, and an extra one you keep in your base in case of emergencies. Occasionally, the enemy will nuke you indicated by an explosion and the music changing. Repair all affected buildings and rebuild whatever was destroyed right away. With 3 working miners, your economy should be enough to sustain yourself from the attacks, as well as tech up to uplink.
Once your uplink is on and powered, send a unit squad of your choice recommended: fighters and focus fire their power supply and miner. Do not destroy any non-power buildings. Repair and replace every time your squad comes back from destroying a power. That one should shatter and the ones next to it will take heavy damage. When you destroy enough, their turrets will shut down. You are free to storm their base. At this point the air raids should stop coming, and their only attacks will be single units, and a nuke now and then.
You can do whatever you want now. You can build a max size army and storm their defenseless base, you can send fighters to their HQ and nuke to finish it off. You can airdrop an engi to take over their camp, then make more from there and take all the buildings.
If you destroy the HQ, you automatically win, but if you take it over with an engi, you can keep playing now with both Astro and Alien stuff until the last enemy unit is gone. New Technology has been developed for both sides. Some astronauts mining discovered the Alien Hive at Olympus Mons. What could this mean for the war?? Find out in the newer Specops Mode.
It can shoot enemies and produce Switch Fighters. The only building that you build over crystals. A driller is going to be built, but then, an ETX infiltrator fires, which scatters the supplies. Move your Switch Fighter around to collect crates. In the far east and west are 2 ETX infiltrators that will attack you.
They are equally powerful to the switch fighter so you need full health or you will get killed. If you do die, build another switch fighter.
Then you win. Move the Crystal reapers to the west. There will be a few drones and speeders. Each faction has 9 missions, a conflict mode and a special ops mode. There are also bonus missions which can be accessed through various cheat codes that were available in LEGO Club Magazine. Players can build structures, create forces and command them to attack the opponent.
Players start off with just the main base: the Eagle Command Base for the humans, and the Alien Mothership for the aliens. Players can then start by respectively building power plants or energy generators. This provides players with energy, which is needed to power other structures. There are also buildings such as training centres for infantry, defence cannons, vehicle factories, radar stations, technology centres and satellites. Constructing one of these buildings will unlock the next unit in the build chain.
The Eagle Command Base with a Trike next to it a crystal extractor below it and three astronauts. The armies become available once players have built the necessary buildings; infantry and engineers come with a training base, vehicles come with the vehicle factory. The Astro-fighters are unlocked with the radar station. The last building available, the satellite, provides the player with a bombardment ability, costing credits, which players receive through mining Crystals.
All parts of the armies are different. They have various amounts of health, and some have special abilities. The Recon Dropship and the 'Hyper Carrier' have space for several infantry to board and they can release them where ever needed except on acid pools.
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