Guides Archive

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Toy Soldiers: Cold War Anti-Tank guide


US Anti-Tank I (M72 LAW)

Description:
A portable solution to tanks, the M72 Light Anti-Tank Weapon works effectively against individual targets lacking heavy armor.

Attributes:
Highly effective against vehicles.

Controls:
Aim – RS
Fire – RT
Shell Cam – RT (Hold)

How to best use it:
The Anti-Tank weapons are best used as a second line of defense. Unlike the rest of the weapon classes, these are best used with having both a level two and level three on the battlefield if space allows. Level two allows for direct, sniper-like precision aim with a five shell semi-auto fire, whereas the level three has a long range, single missile fire with a great Cam Shell that gives control over your shot.

US Anti-Tank II (M40 Recoilless Rifle)

Description:
The M40 Recoilless Rifle is equipped for taking out armored vehicles with direct fire. Its effectiveness against personnel should therefore not be a surprise.

Attributes:
Gains rapid fire at the expense of Shell Cam.

Controls:
Aim – RS
Fire – RT
Scope – LT

Tips:
This version of the Anti-Tank gun is very effective against small and medium sized vehicles. With a semi-auto fire, ATVs and the smaller style Humvees can be put down fast, with very little effort, even from great distances.

US Anti-Tank III (BGM-71 TOW)

Description:
The guidance system for the missiles of the BGM-71 TOW makes it difficult to explain missing a large, slow-moving target.

Attributes:
High damage and advanced shell Cam.

Controls:
Aim – RS
Fire – RT
Shell Cam – RT (Hold)

Tips:
A very effective, yet not so obvious use for the level three Anti-Tank gun is as an anti-air weapon. Once shot holding the left trigger enters Shell Cam. You can then hunt down helicopters or jets and drop them from the air with just one missile. Just remember that the AI will not do this for you, you must be in control of the weapon in order to use it as anti-air.

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Toy Soldiers: Cold War barrages guide

Close Air Support
“Make it Rain!’ – A very impersonal method of making all your problems go away. It’s almost rude.

Description:
When activated you will be in gunner seat of a gunship, equipped with a 20 mm, 40 mm, and 105 mm, this gun is ready to handle any type of enemy.

Controls:
Aim – RS
Fire – RT
Change Caliber – Up/Down on D-Pad

Nuclear Strike
“Decisive and unforgiving.” – It can really get a ticker going, especially the Doomsday Clock.

Description:
A massive nuclear bomb that kills anything with in the immediate blast radius, creating a shock wave that does damage to surrounding enemies.

Controls:
Move – LS
Rotate Camera – RS
Call Nuclear Strike – A

Artillery Barrage
“Artillery is King” – A fine display of military firepower at least.

Description:
Artillery fire showers down on your enemies for 10 seconds.

Bombing Run
“Level the Playing Field” It’s not impossible. I used to carpet-bomb toy soldiers in my B-52 back home.

Description:
Call in the bombers, decide where and when your B-52′s drop their payload.

Controls:
Move – LS
Call Bombers – A
Rotate direction – RS

Commando
“Go hard or go home.” – Stories of Commandos past are as wide-spread and fantastical as they come, but none so far have adequately explained his insatiable lust for war.

Description:
He is a Rambo-like soldier who carries a full automatic rifle and auto-fire rocket launcher–both with unlimited ammo.

Controls:
Aim – RS
Move – LS
Jump – A
Sprint – LS (press)
Fire Gun – RT
Fire Rockets – LT

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Toy Soldiers: Cold War Panic at the Wall level guide

Decorations:
Collateral Damage: Destroy 20 parked cars.
The quickest way to achieve this goal is take the tank back towards your Toy Box and on the left hand side full of parked cars.



Stopping Power Destroy 5 Medium Tanks using an Artillery turret.
You must build in Artillery turret, the level of turret does not matter. Once built and Medium Tanks (T-55) come out, take control of the turret and destroy 5 tanks.



Tips:

  • Since everything spawns from one location this mission should be pretty easy.
  • Put an anti-tank and machine gun in front of the Toybox for stragglers
  • One machine gun in front and two anti-tanks should handle most things
  • Artillery as close to the front as possible is a good idea, both for the decoration and for surviving the level

Breakdown



Spawn Locations:

  • Fountain Right/Left (FR/L) - Paths for the enemies are somewhat determined by which side of the big huge fountain they spawn behind.

Wave 1
Air Drop Planes – 2

Wave 2
Air Drop Planes – 4

Wave 3
IFVs – 2 (FR, FL)

Wave 4
Medium Tanks – 4 (FR, FL)

Wave 5
IFVs – 4 (FR, FL)

Wave 6
Medium Tanks – 6 (FR, FL)

Wave 7
Air Drop Planes – 6 [infantry]
Infantry – 60

Wave 8
Helo Gunships – 4

Wave 9
Screw Tanks – 8 (FR, FL)

Wave 10
Medium Tanks – 4 (FR, FL)
IFVs – 4 (FR, FL)

Wave 11
Heavy Tanks – 4 (FR, FL)

Wave 12
Attack Fighters – 6

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Toy Soldiers: Cold War minigames guide

Dolled UpClear waves of soldiers as they make their way around dolls and across the floor.

Weaponry: unlimited machine gun, 4x grenade launcher

For starters: There are four dolls on top of which soldiers will run and two floor entrances. The dolls from left to right are yellow, red, green and blue and will be referred to as such. One floor entrance is between behind the dolls, and one is on the far right side of the table behind the red doll top. Every wave is the same, so memorization is the key to victory here.

Wave order:

  1. Behind green doll splitting left and right
  2. Yellow dolls
  3. Behind yellow doll
  4. Red & green doll
  5. Blue, red, green and yellow doll, very small amount behind dolls
  6. Right entrance, split at VHS tape going back to dolls and across table

Eliminating entire waves as quick as possible is the name of the game here. Your grenades will be key in that effort, but the reloading process takes time so it’s important not to be reloading during that 5th wave when there are soldiers everywhere. Taking out the first wave with entirely grenades is great as it gives you a perfect setup to mow down the second wave with the gun, and then use grenades on the 3rd and 4th wave so that by the start of the 5th wave (you’ll know because four flares will go off behind the dolls) you’ll be ready to thin the heard. Once your grenades have reloaded, switch to the floor and destroy every soldier there. That 5th wave is really key, hitting each of the back dolls once with a grenade should get you the wave clear bonus (there aren’t that many to hit, certainly not enough to use the gun on), achieving those bonuses are what will boost your score as well as chaining them together.

Cardboard TheaterUse the shell cam to destroy targets in a pop-up shooting gallery

Weaponry: unlimited rocket launcher with shell cam

For starters: The game doesn’t tell you what thrill ride is for the minigame, but this is essentially “thrill ride theater”. See target, fire rocket, hold left analog stick forward to ensure maximum speed. For instance, the explosion pop-up is worth 1000 base points and 5000 thrill ride points. As each level of pop-up starts showing up, graduate to that.

Wave Count:

  1. Explosions (1000pts): From beginning.
  2. Jets (2000pts): During third explosion
  3. Missiles (3000pts): During fifth jet (approximately 25 seconds remaining)

The key here is to get maximum points from thrill ride bonus. Like Dolled Up, everything happens in the same order every time. The first explosion is near the left crane, the second near the right crane, and the third back on the left. After hitting that explosion move to the jets. The jets go from the far left and arc about 3/4 of the screen to the right, gradually starting closer to the right after each jet. Once you hit that last jet, graduate to the missiles. To ensure a high score hitting every missile is necessary, even if it means missing that fifth jet. Some aiming can be done after firing and before going into thrill ride, but once the throttle is down it’ll be difficult to steer much so adjust before going to max speed. To really skyrocket the score, hit explosions between jets as you start to memorize the order they pop up in. Any extra time will be wasted after that last missile as there’s nothing left by then (about 6 seconds left), so taking out a jet or explosion even if without full thrill ride is worth it as long as you don’t miss the missiles.

High Noon - Take down incoming enemies as they poor over the salon; enemies graduate over time but so do your weapons

Weaponry: 1st round: unlimited machine gun & 4x grenade launcher- 2nd round: unlimited anti-tank shots- 3rd round: unlimited anti-air

For starters: High Noon is essentially a bigger, badder, longer version of Dolled up and the same strategies apply. Memorize the locations of each enemy and get wave bonuses to score high. On top of that, every weapon here is unlimited ammo, but remember the reticle moves much slower when firing, so don’t fire unless you’re aiming at something.

Wave Order:

Round 1

  1. Cowboys – Middle room, far right room, far left on top
  2. Cowboys – Left room, right room
  3. Cowboys – Top between cacti, coming down towards screen, then to the right slightly after

Round 2

  1. ATVs – Close-up, left and right jumping through the middle
  2. Light Tanks – Top left, bottom right
  3. ATVs – Top right between cacti towards screen, then slightly left after
  4. Tanks – Top left, bottom right

Round 3

  1. Helicopters- Left to right close
  2. Helicopters – Back to front left
  3. Helicopters – Right to left
  4. Helicopters – Back to front right
  5. Helicopters – Left to right

As stated before, tackle this much like Dolled Up. That means wiping the floor with the cowboys by placing grenades well, use ‘em on the first couple waves so they’ll reload before the gun disappears, having wasted grenades is no fun. Once round 2 starts those ATVs are going to be flying at you, and you won’t have time to get the first ones if the reticule’s not there already (might even be able to take out some with the machine gun from Round 1) so be ready. The rest of the round is simple, just get all the ATVs the moment you can or they’ll get away. The Helicopter round, round 3, is definitely the most difficult. These guys start flying in early, so again any pre-aiming time will help. Wave bonuses for the ‘copters are strange, they’re all flying in big groups but they’re split into pairs of two; each pair (one in front one in back) is a wave, keep that in mind or the wave bonuses train will end at round 3.

CAS RoundupPilot an AC130 and mow down a variety of enemies. The AC130 has many different weapons, so use them wisely.

Weaponry: AC130 20mm, 40mm and 105mm guns

For Starters: Unlike the first three, there’s way too much going on in this minigame for memorization. We don’t recommend trying to analyze all this, instead, do what the gun does best: shoot. Everything has to be reloaded in this mode, including the machine gun-esque 20mm, so when you’re out, always switch to another weapon.

 

Thread the NeedleUsing shell cam, pilot a rocket down an endless tube walls with holes of different shapes and sizes rotating at different speeds.

Weaponry: Shell cam rocket

This mode is pretty self explanatory and really comes down to player skill. Pick up stars if possible, but don’t swing too wide or you won’t be able to see far enough down the tube to plan your moves. Don’t forget to use the left stick to modulate your speed, there’s no bonus for going faster, so use it only to make it through a wall you’re not going fast enough to pass. The closer the rocket stays to the middle, the more options the player has, so don’t stray too far from the path.

Flyswatter - Shoot down waves of flies as for points, golden flies explode killing all the flies around them.

Weaponry: Anti-air machine gun

For starters: Flyswatter is all about golden flies, there’s really nothing else to it. Each golden fly is a wave bonus, so getting every single one is a good idea. However, getting the golden flies randomly or as fast as possible won’t necessarily help your score. The key is to bunch them up.

The waves are pretty ridiculous, just as they are in CAS Roundup, either way here it’s less about memorization again. This time, the goal is to get the golden flies where they can do the most damage and when you can get the most in a row. Getting wave clear bonuses will be key here, so if you can line up a couple gold flies, do that first and foremost. Most of the groups will go to the middle of the screen at one point, but anything from the right or left side of the screen won’t be there for long before they pass out of reach, so be quick.

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Toy Soldiers: Cold War Artillery guide


US Artillery I (M102)

Description:
Effective at long range, the M102 can cripple opposing forces before they engaged, resulting in a safer skirmish.

Attributes:
Fires high-damage shells to a distant area.

Controls:
Aim – RS
Fire – RT
Shell Cam – RT (Hold)
Rotate Turret – LB/RB

How to best use it:
Artillery turrets are slightly effective against any and all ground units. The higher the upgrade the more effective it is, doing a greater amount and larger radius of damage. It’s designed to help against almost any type of enemy, the one thing that to remember is that, unlike all other turrets, you have to control which direction it is facing. If you do not keep up with constantly changing the fire trajectory, then these units will end up useless about 50-60% of the time.

US Artillery II (M198)

Description:
Menacing in large numbers, though they nevertheless suffer the same problem as all batteries: You have to purchase them separately.

Attributes:
Fires cluster bombs for a larger are of effect.

Controls:
Aim – RS
Fire – RT
Shell Cam – RT (Hold)
Rotate Turret – LB/RB

Tips:
This is great against troops and small or medium vehicles, with a long-range of fire it’s best to place this where it will have good visibility of the entire field.

US Artillery III (M270 MLRS)

Description:
Capable of releasing a salvo of 12 rockets, the M270 MLRS can eliminate a large section of enemy infantry and change the tide of battle.

Attributes:
Discharges a salvo with wide are effect.

Controls:
Aim – RS
Fire – RT
Shell Cam – RT (Hold)
Rotate Turret – LB/RB

Tips:
As this upgrade moves to rockets it trades infantry effectiveness for a better defense against vehicles. So just remember if you are using artillery for foot soldiers as well as vehicles it is best to save this upgrade for the later waves.

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Toy Soldiers: Cold War – did you know?

Did you know?

  • Toy Soldiers Cold War is the sequel to one of the highest selling Xbox Live Arcade games of all time: Toy Soldiers.
  • All the units in the game are inspired by real-world units, even the Soviet Robot Boss, Project R.I.S.E., is based on American robots built to service nuclear powered bombers.
  • Some of the people working on the project are too young to even know what the Cold War was.
  • Makeshift Turrets were not included in the original design, but were added later because people loved the flamethrowers and gas turrets from the first game.
  • It was a focus of Cold War to remind the player more that they were fighting in a toy box, as a result every toy box has real-world items in it from the time, such as lava lamps, cassette tapes, floppy disks, and old toys like a ball and jacks.
  • In keeping with the Cold War theme, we added more mobile units and transports, including planes that could drop APCs on parachutes who then park and deploy their infantry.
  • “Turbocharge” mode used to be called “Overcharge” but was changed because players thought their weapons were overheating, and stopped firing.
  • Cold War contains 72 unique units; 36 turrets, and 36 vehicles, not including the bosses.
  • The Soviet Laser Tank is actually a hybrid of two real Russian weapons; an anti-air laser system, and a tank called Object 279 which was designed to withstand the shockwave of a nuclear blast.
  • The level set in Giza Egypt is actually set in a backyard sandbox, it’s the only ‘outdoor’ level in either of the Toy Soldiers games, complete with grass, fireflies and a lawnmower.

 

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Toy Soldier: Cold War Rainy City level guide

Decorations:
UnderTOW: Destroy 5 aircraft with the Anti-Tank III.
Upgrade a Anti-Tank turret to level III and then use Shell Cam to direct your rockets into the Soviet jets.

 

The Sound: Repair 5 times.
Simply complete the repair process on a turret five different times, all repairs count across all turrets throughout the whole level.



Tips:

  • Take out Soviet turrets to left of Toy Box as quick as possible, one is hidden behind a box and will have to either be driven to in the tank or more conveniently use the Anti-Tank Shell Cam to get there.
  • Using either your tank or Anti-Tank tirrets to handle any and all aerial enemies.
  • Personally controlling an Anti-Tank turret is your best bet, you can start attacking everything long before they can get to you, giving you the upper hand.

Breakdown



Spawn Locations: All locations are with your back to the Toy Box

  • S1Spawn 1 is located to the far left almost paralleled with your Toy Box
  • S2Spawn 2 is located on the right side of the map almost to the back of the stage
  • S3Spawn 3 is located just to left of S1
  • S4Spawn 4 is located directly in front of your Toy Box
  • S5Spawn 5 is located to the front right in the back corner
  • MSThe main street that leads down the center of the map directly to your Toy Box.
  • HS1Helicopter Spawn 1 is located to the left just behind and between S1 and S3
  • HS2Helicopter Spawn 2 is located to the to the front left side

Wave 1
Infantry -30 (S1)

Wave 2
Helo Gunships – 3 (HS1, HS2)
Infantry – 36 (MS)

Wave 3
Infantry – 30 (S2)

Wave 4
Helo Gunships – 4 (HS1, HS2) [infantry]
Infantry – 48 (MS)

Wave 5
Infantry – 60 (S1, S2)

Wave 6
Attack Helo’s – 3 (HS1)

Wave 7
Armored Jeeps – 8 (S3)

Wave 8
Infantry – 15 (S4)

Wave 9
Medium Tanks – 6 (S5)

Wave 10
Helo Gunships – 4 (HS1, HS2) [infantry]
Infatry – 48 (MS)

Wave 11
Infantry – 30 (S1)
Medium Tanks – 4 (S3)

Wave 12
Attack Helo’s – 6 (HS1)

Wave 13
Infantry – 30 (S2)
Heavy Tanks – 3 (S5)

Wave 14
Infantry – 30 (S1)
Heavy Tanks – 4 (S3)

Wave 15
Attack Helo’s – 5 (HS1)

Wave 16
Helo Gunships – 4 (HS1, HS2)
Infantry – 48 (MS)

Wave 17
Armored Jeep – 2 (S5)
Medium Tanks – 3 (S5)
Heavy Tanks – 2 (S5)

Wave 18
Heavy Tanks – 3 (S3)
Medium Tanks – 2 (S3)

Wave 19
Anti-Aircraft Vehicles – 2 (S5)

Wave 20
Infantry – 80 (S1, S2)

Wave 21
Missile Tank – 1 (S5)

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Toy Soldiers: Cold War Surrounded level guide

Decorations:
Oomph!: Earn 15 Thrill Rides against infantry
When in Shell Cam you can push forward on the LS to speed up the speed of the rocket, this is called a Thrill Ride, just kill 15 infantry while holding up and the decoration is yours.



Helpful: Earn 50 assists
An assist is can only be earned in co-op, either local or XBL will work. How to earn an assist is simple, one player will use a Mortar turret while the other player mans a Machine Gun turret. Attack Infantry with the Mortar which causes them to glow red, the other player now guns down the glowing soldiers and that counts as an assist for both of you, rinse and repeat till you reach 50 kills.



Tips:

  • Artillery cannons and Machine Guns are your best friend
  • Save repairs and upgrades for the bombing waves, bombs don’t do damage to turrets that are upside down.
  • Remembering to constantly re-aim your Artillery cannons will make the difference between pass or fail

Breakdown



Note: (1) All air drop planes come from directly behind your toy box and drop their cargo randomly on the board. (2) All bomber planes come from the top left of the screen and fly diagonally across the level towards the bottom right side of screen.

Spawn Locations: All locations are given with the Toy Box at your back.

  • S1 – Direct left side of street
  • S2 – To left of screen just to the right of S1, on next street
  • S3 – Opposite side of the map slightly to the left
  • S4 – Opposite side of map, just left of S3
  • S5 – Direct left side of map, slightly in front of S1
  • S6 – Top left of screen, in front and to the left of S4
  • S7 – Opposite side of map, slightly to the right
  • S8 – To right of screen behind the Video Tapes
  • VT – Video Tapes on right side of map

Wave 1
Bomber Planes – 3
Air Drop Planes – 1 [infantry]
Infantry – 20

Wave 2
Air Drop Planes – 2 [infantry]
Infantry – 20

Wave 3
Air Drop Planes – 2 [infantry]
Infantry – 20

Wave 4
Air Drop Planes – 3 [IFVs, infantry]
IFVs – 2
Infantry – 43

Wave 5
Air Drop Planes – 3 [IFVs, infantry]
IFVs – 2
Infantry – 43

Wave 6
Air Drop Planes – 3 [IFVs, infantry]
IFVs – 2
Infantry – 43

Wave 7
Air Drop Ship – 6 [tanks, infantry]
Medium Tanks – 4
Infantry – 40

Wave 8
Bomber Planes – 3

Wave 9
Helo Gunships – 1 (S1) [infantry]
Infantry – 12

Wave 10
ATVs – 25 (S1)

Wave 11
Armored Jeeps – 10 (S1)

Wave 12
Helo Gunships – 2 (S1, VT) [infantry]
Infantry – 24

Wave 13
ATV’s – 20 (S2)

Wave 14
Medium Tanks – 6 (S2)

Wave 15
Helo Gunships – 2 (VT) [infantry]
Infantry – 24 (VT)

Wave 16
ATVs – 21 (S3)

Wave 17
Heavy Tanks – 6 (S3)

Wave 18
Screw Tanks – 28 (S1, S2, S3, S4)

Wave 19
Bomber Planes – 3

Wave 20
Helo Gunship – 4 (S1, S2, S3, VT) [infantry]
Infantry – 48

Wave 21
Air Drop Planes – 3 [IFVs, infantry]
IFVs – 6
Infantry – 42

Wave 22
Air Drop Planes – 3 [tanks]
Medium Tanks – 5

Wave 23
Bomber Planes – 3

Wave 24
Infantry – 80 (S5, S6, S7, S8)

Wave 25
Screw Tank – 16 (S1, S2, S3, S4)

Wave 26
Heavy Tanks – 7 (one coming down every street)

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Toy Soldiers: Cold War Capitol Crisis level guide

Decorations:
Miserable Pile of Soviets:Earn a 100 times combo.
There are several waves of just Infantry, any one will suffice, but wave 3 seems to work best. Upgrade a Machine Gun turret to level II or III, take control and gun them down as the bottleneck down the stairway.

 

Spared No Expense: Upgrade 10 times
Just upgrade your turrets a total of 10 times, upgrades will be counted throughout the whole stage across all turrets. If you do not receive this from normal play, then build, upgrade and sell; rinse and repeat until decoration awarded.

 
Tips:

  • Vehicle management should be the most important part of your strategy
  • A Machine Gun turret level II or II by each Toy Box will keep all Infantry out.
  • A minimum of two Artillery cannons is suggested, although four doesn’t hurt.
  • Don’t be afraid to abandon a vehicle to repair or upgrade a turret or to grab a more effective one, there are five total, you will always have a back up.

Boss Tips:

  • The IFV is the most effective vehicle against Project R.I.S.E.
  • Keep a constant eye out for ground and air units that Project R.I.S.E. will deploy.
  • Any turrets you have deployed will be directly attacked by Project R.I.S.E., it is best to just let them be destroyed, rebuilding will only prove to be a waste of time and money.
  • Be prepared to switch between the three aerial vehicles quickly, with that in mind make sure to lock and load missiles and rockets as fast as possible to make there shorter lived time still effective.

Breakdown:



Spawn Locations:The perspective we will be looking at the map from is from directly in front of the Washington Monument looking at the Lincoln Memorial.

  • TB1 – This Toy Box ix located just just the left
  • TB2 – This Toy Box is located just to the right
  • S1 – Spawn 1 is located directly to the left of the Lincoln Memorial
  • S2 – Spawn 2 is located directly to the right of the Lincoln Memorial
  • S3 – Spawn 3 is to the left side behind Toy Box 1
  • S4 – Spawn 4 is to the right side behind Toy Box 2
  • WH – The White House
  • RP – Reflecting Pool
  • RPL – Left side of the reflecting pool
  • RPR – Right side of the reflecting pool
  • LM – Lincoln Memorial

Wave 1
Air Drop Planes – 6 [infantry]
Infantry – 60 (RPL)

Wave 2
Air Drop Planes – 6 [infantry]
Infantry – 60 (RPR)

Wave 3
Infantry – 90 (LM)

Wave 4
Air Drop Planes – 4
Medium Tanks – 8 (RPL, RPR)

Wave 5
Anti-Aircraft Vehicle – 1 (S2)
Heavy Tanks – 4 (S1)

Wave 6
Attack Fighters – 6 (LM)

Wave 7
Anti-Aircraft Vehicle – 1 (S1)
Heavy Tanks – 4 (S2)

Wave 8
Attack Helos – 3 (LM)

Wave 9
Helo Gunships – 4 (S2) [infantry]
Infantry – 48 (RP)

Wave 10
Attack Helo – 4 (S1)

Wave 11
Heavy Tanks – 6 (S3, S4)
Helo Gunships – 4 (S1) [infantry]
Infantry – 48 (RP)

Wave 12
Attack Fighters – 6 (LM)

Wave 13
IFV – 8 (S1, S2, S3, S4)
Infantry – 64 (RPL, RPR, TB1, TB2)

Wave 14
Screw Tanks – 10 (S1, S2)

Wave 15
Screw Tanks – 12 (S1, S2)

Wave 16
Anti-Aircraft Vehicles – 2 (S3)

Wave 17
Anit-Aircraft Vehicles – 2 (S2)

Wave 18
Helo Gunships – 15 (LM)

Wave 19
Super-Heavy Tank – 2 (S1, S2)

Boss Battle: Project R.I.S.E.

Stage 1
Infantry

Stage 2
Heavy Tanks

Stage 3
Helo Gunships

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Toy Soldiers: Cold War Makeshift guide


US Makeshift I (“Fog of War” Bug Spray)

Description:
Model No. SG-380012-L. Signal’s quick-acting bug spray eliminates 99.9% of pests on contact!

Attributes:
Gaseous bug spray for infantry choke points.

Controls:
Aim – RS
Fire – RT

How to best use it:
All makeshift turrets are best used where lots of ground units walk directly by since they have such a short attack radius. A makeshift combined with a mortar and machine gun within its radius will make a wall of death for almost all infantry.

US Makeshift II (Hairspray Flamethrower)

Description:
A makeshift show of ingenuity, this crafty combo is a worthy successor to the magnifying glass for melting plastic.

Attributes:
Short-range flamethrower. Ignites infantry.

Controls:
Aim – RS
Fire – RT

Tips:
Spraying a huge line of fire makes this effective against foot soldiers and a great defense for high foot traffic areas on the board.

US Makeshift III (“Blaze and Daze” firework cannon)

Description:
Use only under close adult supervision. For outdoor use only. Keep away from people and flammable material. Do not hold in hand. Misuse may result in injury or fire.

Attributes:
Pyrotechnic that disorients and ignites.

Controls:
Aim – RS
Fire – RT
Roman Candle – LT

Tips:
This upgrade has two fire modes making it useful in two manners. Primary fire works more like the mortars giving you an arched trajectory, dropping down on enemies from up above. Secondary fire causes the makeshift turret to spin and spew small explosions all around its immediate proximity. The two modes allow you to use this as more of a mid-range weapon that still has close-up capabilities if anything gets near it.

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