This one has been an absolute smack in the face compared to others. Even 12, which I failed a few times, I succeeded once I noticed the expanding traktor beam wreckage circle and had enough forces left to survive the stand and defend.
But holy crap. You just do not have enough requisition generation to keep up with the wave after wave of crap that comes at you. One question, and maybe this is where I'm missing something....is the strength and number of waves based on how many generators you have repaired? Or is it a function of time, and you need to get those up as quick as possible?
Comments
korsarz
what difficulty level are you playing?
Bear in mind that it is you who decides when actual fight beings - after Macha's second blow. You have one generator pumping your req. points - it might be a good idea to wait until sth like 5k, 7k or even more if you need BEFORE taking Macha's blow. With so many resources you can spam whatever unit you desire (except for those based on energy as you will not have it all)
Adder007USA
....am I missing something? The only strategic point I've found is the one in the west with no gen or power capacity. Is there one that does have room for one? I play on normal, and am aware the real fight only begins after you pop the second disruptor with Macha
crlmjohnson
I am able to be successful on mission, every time I play it.
I first, kill off of the enemies, before I destory any of the tracker beams, and i rescue all of the captives, plus I find all of the friendly units in the fog.
then I position my units in two areas of the map, then I take attempt to take out the beams, but when I get to the last beam it does not work, so I am not able to complete mission 13.
Adder007USA
Got it.
CRLMJOHNSON, you're approaching the mission wrong. You can only take out two disruptors before the defense begins. You have the right idea to get every friendly unit you can, you'll need it.
The defense mission begins, and you have the task to repair the wraithknight. At this point macha cannot destroy the third disruptor, you must activate the wraithknight, and use its shield ability to destroy the last generator.
The thing I missed the first time was the webway gates. Using wraithguard and reapers (plus the odd spectres that you get from captives) to focus on the gates, and everyone else to deal with incoming, the mission went easy. The biggest challenge is when the wraithlord and his two guard units show up....they can destroy the knight really fast if you don't deal with them quickly.
crlmjohnson
thanks.
i got it.