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The fifth encounter on platform 53 follows the same pattern as the previous encounter. The remaining heavy units are then slow enough to allow enough time to hit them often on their long journey. Of course, we aim to eliminate the computer’s artillery as quickly as possible. When fighting the second wave, we pull my units apart a bit to avoid providing unnecessary targets for the inevitable multiple hits from the opposing Rocket Troops. So this fight does not end without losses. Since the Ninjas are hidden in the forest, they must then be reached. These two hits then cause the two rogues to transform, so the player team takes no damage at the start. These start near the player’s team and can thus land two hits.
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In the fourth encounter on platform 52, we replace two units of the Rocket Troops with rogues because there are two Ninjas in the opposing team. This is not always guaranteed in auto-combat.Īgainst both waves, the rest of the target order can still be optimized to minimize own losses.
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We fight manually and deliberately with 8 Rocket Troops and no rogue mix to take out the computer’s Rocket Troops before they can fire. They still perform well in the Virtual Future.Įncounter 3 on platform 51 also clarifies our assessment of the outstanding strength of the Rocket Troop by using them again. In the second encounter on platform 50, we use the hovertanks from the Future Era. The guild expedition level 4 of the Virtual Future starts so simply.Ĩ units of the Rocket Troop do the job in auto-combat.
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