Guide:Combat Missions: Difference between revisions
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{{Guide}} | {{Guide}} | ||
Combat | Combat is the main part of the game for player to proceed the main story, unlock new chapters, Logistic Support missions and a few functions. | ||
The Combat Mission interface can be accessed through the [[Guide:Combat_Menu|Combat]] menu. There, players may select combat missions. [[File:Icon_combat_combatmission.jpg|160px|right]] | The Combat Mission interface can be accessed through the [[Guide:Combat_Menu|Combat]] menu. There, players may select combat missions. [[File:Icon_combat_combatmission.jpg|160px|right]] | ||
The Campaign Mission interface can be access through the [[Guide:Campaign_Menu|Campaign]] menu. There, players may select campaign missions from previous events. | |||
__TOC__ | __TOC__ | ||
==Main Interface== | ==Main Interface== | ||
| Line 14: | Line 14: | ||
Selection between chapter. | Selection between chapter. | ||
*You can unlock the next chapter by clearing previous chapter mission 6. This will also unlock next chapter Logistic Support and current Chapter Emergency | *You can unlock the next chapter by clearing previous chapter mission 6. This will also unlock next chapter's Logistic Support missions and current Chapter's Emergency missions. | ||
**(except Chapter 0, which can only be | **(except Chapter 0, which can only be unlocked by clearing 04-4E) | ||
| Line 29: | Line 29: | ||
**Emergency: Unlock by clearing current chapter Normal mission x-6. | **Emergency: Unlock by clearing current chapter Normal mission x-6. | ||
**Midnight : Unlock by clearing previous Emergency chapter. | **Midnight : Unlock by clearing previous Emergency chapter. | ||
***For example; chapter | ***For example; chapter 1 Night battles can be unlocked after clearing chapter 02-4 Emergency. | ||
*** Chapter 2-1N can unlock after clearing Chapter | *** Chapter 2-1N can unlock after clearing Chapter 03-4 Emergency, and so on. | ||
== Mission Interface == | == Mission Interface == | ||
[[File:Combat mission lined.png|500px|thumb|right|selected Combat mission window ]] | [[File:Combat mission lined.png|500px|thumb|right|selected Combat mission window ]] | ||
After | After selecting a mission, a mission window will come out. | ||
Explanation from | Explanation from Top to Bottom | ||
'''Enemy Operational Effectiveness''' : | '''Enemy Operational Effectiveness''' : Shows the current mission enemy operational effectiveness. | ||
'''Number of execute''' : How many | '''Number of execute''' : How many times the player had started/executed this mission. | ||
'''Medal Achieved''' : | '''Medal Achieved''' : Medals obtained from this mission show here. | ||
'''Highest Score | '''Highest Score Achieved''' : Highest Score achieved. | ||
'''Potential | '''Potential Drop''' : Potential drops from current mission, note that some common T-dolls that is not listed still drop. | ||
'''Limited | '''Limited Drop''' : Drops that are limited to drop only from this mission. | ||
'''Autonomous Mission''' (Auto Battle): Setup echelon for autonomous | '''Autonomous Mission''' (Auto Battle): Setup echelon for autonomous missions. | ||
*''' | *'''Minimal OE Requirement''' : Minimal Operational Effectiveness required for the Auto Battle mission. | ||
*'''Experience Reward''' : Experience you can gain from Auto Battle. | *'''Experience Reward''' : Experience you can gain from Auto Battle. | ||
'''Normal Battle''' : | '''Normal Battle''' : Starts the Mission, which redirects player to the [[Combat]] screen. | ||
== Autonomous Mission == | == Autonomous Mission == | ||
Under some circumstances, T-Dolls can run | Under some circumstances, [[Griffin and Kryuger]] T-Dolls can run missions autonomously. T-Dolls need strategic data, geographic data of field, and adequate experience to be fully autonomous in missions. | ||
In-game, all of three medals are required to unlock autonomous mission option for each mission, representing "circumstances" mentioned in lore. | In-game, all of three medals are required to unlock autonomous mission option for each mission, representing "circumstances" mentioned in lore. | ||
Autonomous | Autonomous Missions allow player to dispatch echelons into mission without conducting them. Such missions will reward fixed amount of experience, both Commander's, T-Doll's and Fairy's, with random possible rewards, that are same as manual missions. Each autonomous mission has its own defined maximum number of T-Doll/equipment reward. Completion of autonomous mission will always be considered as S clear, meaning that reward pool will always include special rewards assigned for mission, allowing players to have chance of gaining rare reward such as high rank T-Dolls/equipment and even special equipment or mission reward only T-Dolls. | ||
Dispatching Echelons in autonomous | Dispatching Echelons in autonomous missions will require Minimum Operational Effectiveness as well as resources, and such missions will also require some time to complete. Time, resources and Operational Effectiveness required for autonomous missions varies, but normally, larger amounts is required for harder missions. | ||
Player may abort autonomous | Player may abort autonomous missions at any time without losing resources spent for missions. Once an auto-mission is aborted, echelons immediately returns without reward. Resources spent for auto-missions will be fully refunded if you abort an auto-mission. | ||
Autonomous | Autonomous Missions does not count toward number of executes for mission. | ||
Running Auto- | Running Auto-Missions is not cost-efficient. However, completion of auto-missions grants a chance of gaining any kind of rewards available equal to the total level of the deployed echelons for the player. Auto-Missions can possibly be used for a quite handy way of gaining rewards especially limited drops, if planned properly. Running longer autonomous missions while offline is one of the options players may take. | ||
== Normal Battle == | == Normal Battle == | ||
| Line 84: | Line 84: | ||
Each Combat Areas can have up to three different mission categories with different difficulties: normal, emergency, and midnight. | Each Combat Areas can have up to three different mission categories with different difficulties: normal, emergency, and midnight. | ||
Except for rare cases like Area 0, normal mission categories have 6 missions, with the final mission being a boss fight. | Except for rare cases like Area 0, normal mission categories have 6 missions, with the final mission being a boss fight which is based on the map at the start of the game. | ||
Emergency categories have 4 missions, which are based on maps from normal missions, with harder enemies. The final missions of the emergency categories will also have a boss fight. | Emergency categories have 4 missions, which are based on maps from normal missions, with harder enemies. The final missions of the emergency categories will also have a harder boss fight. | ||
Night-Time battles are missions where | Night-Time battles are missions where echelons fight against enemies in complete dark, night maps. Unlike Regular and Emergency Missions, in order to complete night-time battles the player must eliminate all enemies in map within the turn limitations or it will result in mission failure. Instead of dropping T-Dolls, Night-time battles mostly drop equipment. Several of the night-time battle maps provide exclusive equipment drops that can only be equipped by specified T-Dolls. | ||
There are many things need to be | There are many things need to be taken care of in night-time missions: | ||
* No matter how much regular Echelon Combat Effectiveness you have, it is not applied in night-time missions as the echelon combat effectiveness is divided into regular CE and Night CE. Therefore, you must meet the Night Combat Effectiveness requirement in order to clear the map. Otherwise you'll be struggling against most enemies, including armored enemies. | |||
* Unlike regular missions, in night-time battles the T-dolls will fight in the complete dark where enemy location are concealed. Since this case, putting a single HG is highly recommended to provide an illumination for echelons. | |||
* Thus, it is virtually impossible to do night-time missions without a HG class assigned to every echelon assigned to a mission. | |||
* Except for event maps, Night-time missions have NO Headquarters. Players simply have to defeat all enemies on time. | |||
* In night-time missions, a unique node called radar provide illumination for 2 nodes within range. Radar nodes are very useful to reveal enemy locations, so protecting the nodes is a must in case the enemy is about to capture it. | |||
* Except for few cases, night-time missions normally have no boss enemies. | |||
* Player are unable to call reinforcements in the Landing Zones if there is no light source. Therefore, putting T-Dolls with at least 1 HG in an echelon near Landing Zone nodes are recommended. | |||
* During night-time battle, all echelons' accuracy rate has greatly suffered for 90%. This problem can be solved by equipping Night Vision Devices to mitigate the accuracy penalty in night-time missions. Also, a handgun with Flare skill is highly recommended as it will provide up to 100% accuracy for echelon. | |||
* ARMORED enemies can be found in night-time mission maps. Armored enemies takes less damage, based on their armor stats, making them very hard to defeat without great care. They can be also be sometimes found on day-time mission maps, although they can be easily wiped out compared to night-time mission maps. | |||
* Only MGs and RFs (except for few T-Dolls such as [[6P62]]) can equip Armor Piercing Ammunitions to counter armor. AP Ammo reduces effectiveness of armor, based on AP. (if an enemy has 80 armor, a T-Doll with an AP stat of 80 or higher will completely ignore armor.) | |||
* Armored enemies normally have ZERO evasion, meaning that accuracy penalty is mitigated if echelons are fighting against armored units. | |||
* Except for very rare cases in event missions, non-boss enemies with armor are never grouped with non-armored enemies. | |||
* Regular, non-armored enemies in night-time mission, HAVE evasion, and it is normally much higher than non-night time missions. | |||
* This means, that player must prepare both anti-armor echelons and anti-regular echelons in night-time missions. Moreover, anti-regular echelons must be capable of breaching regular enemies' high evasion stats. | |||
* Normally AR based echelons are used for defeating regular units, while RF/MG based echelons are used for armored units. | |||
* There are three type of enemies that requires great care: Tarantulas, Scouts and Aegis. | |||
* Scouts in night-time maps have dangerously high evasion stats. A T-doll with Grenade skill is highly recommended in fights against scouts, as explosives ignores evasion. | |||
* Tarantulas are basically armored Dinergates. Their evasion is lower and they're slightly slower than Dinergates. However, they have high armor, damage and health. They are dangerous and hard to deal with, since Tarantulas mostly will shock T-Dolls as a swarm. (Tanks will get swarmed and melt within few seconds if the Tarantulas manages to shock tank lines before getting wiped out unless they have high armor, evasion, or shields.) | |||
* Use of an MG is highly recommended in fights against Tarantulas and other armored shock enemies. MG classes can use AP ammo, and they have huge damage per second, making themselves an effective counter against armored shock units like the Tarantula. | |||
* Aegis are basically armored Guards. Their evasion, damage is lower and they're slower than Guards. However, they have very high armor and health. They have shields that are extremely hard to deal with, since Aegis mostly generate their shields. | |||
* Use of MGs with very high rate of fire, damage and armor piercing is strongly recommended in fights against armored shielder enemies like the Aegis. | |||
* Guards have zero evasion and Jaegers have almost no evasion, even at night-time mission. They can be defeated with T-Dolls that cannot equip night vision or lack night vision skills. However, it's normal to expect other enemy classes to be combined with Guards and Jaegers, especially the Scout + Jaeger combination. | |||
Latest revision as of 09:03, 6 July 2026
Combat is the main part of the game for player to proceed the main story, unlock new chapters, Logistic Support missions and a few functions.
The Combat Mission interface can be accessed through the Combat menu. There, players may select combat missions.

The Campaign Mission interface can be access through the Campaign menu. There, players may select campaign missions from previous events.
Main Interface
The main part of the interface allow you to select combat mission.

Chapter Menu
Selection between chapter.
- You can unlock the next chapter by clearing previous chapter mission 6. This will also unlock next chapter's Logistic Support missions and current Chapter's Emergency missions.
- (except Chapter 0, which can only be unlocked by clearing 04-4E)
Mission Menu
Select mission here. To access new mission for the chapter you need to achieve bronze or higher medal.
Difficulty Menu
Select difficulty here. There is three type of difficulty, From left to right it's NORMAL, EMERGENCY and MIDNIGHT.
- The unlock requirement are different on each difficulty.
- Normal : Unlock by clearing Previous mission
- Emergency: Unlock by clearing current chapter Normal mission x-6.
- Midnight : Unlock by clearing previous Emergency chapter.
- For example; chapter 1 Night battles can be unlocked after clearing chapter 02-4 Emergency.
- Chapter 2-1N can unlock after clearing Chapter 03-4 Emergency, and so on.
Mission Interface

After selecting a mission, a mission window will come out.
Explanation from Top to Bottom
Enemy Operational Effectiveness : Shows the current mission enemy operational effectiveness.
Number of execute : How many times the player had started/executed this mission.
Medal Achieved : Medals obtained from this mission show here.
Highest Score Achieved : Highest Score achieved.
Potential Drop : Potential drops from current mission, note that some common T-dolls that is not listed still drop.
Limited Drop : Drops that are limited to drop only from this mission.
Autonomous Mission (Auto Battle): Setup echelon for autonomous missions.
- Minimal OE Requirement : Minimal Operational Effectiveness required for the Auto Battle mission.
- Experience Reward : Experience you can gain from Auto Battle.
Normal Battle : Starts the Mission, which redirects player to the Combat screen.
Autonomous Mission
Under some circumstances, Griffin and Kryuger T-Dolls can run missions autonomously. T-Dolls need strategic data, geographic data of field, and adequate experience to be fully autonomous in missions.
In-game, all of three medals are required to unlock autonomous mission option for each mission, representing "circumstances" mentioned in lore.
Autonomous Missions allow player to dispatch echelons into mission without conducting them. Such missions will reward fixed amount of experience, both Commander's, T-Doll's and Fairy's, with random possible rewards, that are same as manual missions. Each autonomous mission has its own defined maximum number of T-Doll/equipment reward. Completion of autonomous mission will always be considered as S clear, meaning that reward pool will always include special rewards assigned for mission, allowing players to have chance of gaining rare reward such as high rank T-Dolls/equipment and even special equipment or mission reward only T-Dolls.
Dispatching Echelons in autonomous missions will require Minimum Operational Effectiveness as well as resources, and such missions will also require some time to complete. Time, resources and Operational Effectiveness required for autonomous missions varies, but normally, larger amounts is required for harder missions.
Player may abort autonomous missions at any time without losing resources spent for missions. Once an auto-mission is aborted, echelons immediately returns without reward. Resources spent for auto-missions will be fully refunded if you abort an auto-mission.
Autonomous Missions does not count toward number of executes for mission.
Running Auto-Missions is not cost-efficient. However, completion of auto-missions grants a chance of gaining any kind of rewards available equal to the total level of the deployed echelons for the player. Auto-Missions can possibly be used for a quite handy way of gaining rewards especially limited drops, if planned properly. Running longer autonomous missions while offline is one of the options players may take.
Normal Battle
See more, Combat.
Difficulty
Each Combat Areas can have up to three different mission categories with different difficulties: normal, emergency, and midnight.
Except for rare cases like Area 0, normal mission categories have 6 missions, with the final mission being a boss fight which is based on the map at the start of the game.
Emergency categories have 4 missions, which are based on maps from normal missions, with harder enemies. The final missions of the emergency categories will also have a harder boss fight.
Night-Time battles are missions where echelons fight against enemies in complete dark, night maps. Unlike Regular and Emergency Missions, in order to complete night-time battles the player must eliminate all enemies in map within the turn limitations or it will result in mission failure. Instead of dropping T-Dolls, Night-time battles mostly drop equipment. Several of the night-time battle maps provide exclusive equipment drops that can only be equipped by specified T-Dolls.
There are many things need to be taken care of in night-time missions:
- No matter how much regular Echelon Combat Effectiveness you have, it is not applied in night-time missions as the echelon combat effectiveness is divided into regular CE and Night CE. Therefore, you must meet the Night Combat Effectiveness requirement in order to clear the map. Otherwise you'll be struggling against most enemies, including armored enemies.
- Unlike regular missions, in night-time battles the T-dolls will fight in the complete dark where enemy location are concealed. Since this case, putting a single HG is highly recommended to provide an illumination for echelons.
- Thus, it is virtually impossible to do night-time missions without a HG class assigned to every echelon assigned to a mission.
- Except for event maps, Night-time missions have NO Headquarters. Players simply have to defeat all enemies on time.
- In night-time missions, a unique node called radar provide illumination for 2 nodes within range. Radar nodes are very useful to reveal enemy locations, so protecting the nodes is a must in case the enemy is about to capture it.
- Except for few cases, night-time missions normally have no boss enemies.
- Player are unable to call reinforcements in the Landing Zones if there is no light source. Therefore, putting T-Dolls with at least 1 HG in an echelon near Landing Zone nodes are recommended.
- During night-time battle, all echelons' accuracy rate has greatly suffered for 90%. This problem can be solved by equipping Night Vision Devices to mitigate the accuracy penalty in night-time missions. Also, a handgun with Flare skill is highly recommended as it will provide up to 100% accuracy for echelon.
- ARMORED enemies can be found in night-time mission maps. Armored enemies takes less damage, based on their armor stats, making them very hard to defeat without great care. They can be also be sometimes found on day-time mission maps, although they can be easily wiped out compared to night-time mission maps.
- Only MGs and RFs (except for few T-Dolls such as 6P62) can equip Armor Piercing Ammunitions to counter armor. AP Ammo reduces effectiveness of armor, based on AP. (if an enemy has 80 armor, a T-Doll with an AP stat of 80 or higher will completely ignore armor.)
- Armored enemies normally have ZERO evasion, meaning that accuracy penalty is mitigated if echelons are fighting against armored units.
- Except for very rare cases in event missions, non-boss enemies with armor are never grouped with non-armored enemies.
- Regular, non-armored enemies in night-time mission, HAVE evasion, and it is normally much higher than non-night time missions.
- This means, that player must prepare both anti-armor echelons and anti-regular echelons in night-time missions. Moreover, anti-regular echelons must be capable of breaching regular enemies' high evasion stats.
- Normally AR based echelons are used for defeating regular units, while RF/MG based echelons are used for armored units.
- There are three type of enemies that requires great care: Tarantulas, Scouts and Aegis.
- Scouts in night-time maps have dangerously high evasion stats. A T-doll with Grenade skill is highly recommended in fights against scouts, as explosives ignores evasion.
- Tarantulas are basically armored Dinergates. Their evasion is lower and they're slightly slower than Dinergates. However, they have high armor, damage and health. They are dangerous and hard to deal with, since Tarantulas mostly will shock T-Dolls as a swarm. (Tanks will get swarmed and melt within few seconds if the Tarantulas manages to shock tank lines before getting wiped out unless they have high armor, evasion, or shields.)
- Use of an MG is highly recommended in fights against Tarantulas and other armored shock enemies. MG classes can use AP ammo, and they have huge damage per second, making themselves an effective counter against armored shock units like the Tarantula.
- Aegis are basically armored Guards. Their evasion, damage is lower and they're slower than Guards. However, they have very high armor and health. They have shields that are extremely hard to deal with, since Aegis mostly generate their shields.
- Use of MGs with very high rate of fire, damage and armor piercing is strongly recommended in fights against armored shielder enemies like the Aegis.
- Guards have zero evasion and Jaegers have almost no evasion, even at night-time mission. They can be defeated with T-Dolls that cannot equip night vision or lack night vision skills. However, it's normal to expect other enemy classes to be combined with Guards and Jaegers, especially the Scout + Jaeger combination.
