Protect your position in the Mariana Islands.
In Tinian, you will be facing 30 waves of exclusively ground units (no air for a nice change). They come from three paths that originate from opposite portions of the map, and they stay separate for the vast majority of their length until forming together right outside your base at the center. Survival here will depend on making full use of the two pieces of high ground as firing bases.
This guide will cover how to get a Full House, which is a perfect round with all medals and 20 victory points, on the Tinian level of the iBomber Defense Pacific campaign, played on Veteran difficulty. In addition, this mission guide will cover the secondary objective and hidden target along with a walkthrough video.
Setup a strong communication outpost to greatly help the war effort.
You will need to construct 6 separate comms towers (upgrades don’t count for extra) by the end of this level. Don’t worry about this until the last wave; build only a couple towers for your turrets, then place the remaining ones you need right as the last few enemies are destroyed before you complete the level. There should be enough funds from the killing of the final wave to facilitate this strategy, but you can optionally sell some turrets to do this.
Supply Crates: 6
Victory Points So Far: 340 (20 unspent)
- Machine Gun lvl 3
X2 Power vs Flamed Specialization
- Cannon lvl 3
- Bomb lvl 3
- Flamer lvl 3
- Comms lvl 3
Increased interest specialization
- Rocket lvl 3
Faster rockets specialization
- Anti-Air lvl 3
Perks used for this mission:
- Ironback II
- Eagle Eye II
- Phantom Strike
Eagle Eye is needed once again to facilitate your turrets covering multiple paths simultaneously and needing to rotate quite often to face new fast-moving or heavily armored targets. You will need every extra second of time spent damaging the enemy to succeed here, while Ironback keeps the significant damage your turrets will be seeing from becoming too much of a pocket book drain. Finally, as is often the case in the final missions, Phantom Strike is quite valuable to offset limited/poor firing positions.
There are two small straw huts on this map, one to the top left and the other near the bottom left. The bottom left straw hut is your hidden target here in Tinian.
As mentioned above, turret placement will focus almost completely on building up the 2 hills that sit near your base. Their range boost along with Phantom Strike and the optimal placement of said hills means the guns placed here will be worth far more defensively than anywhere else. Hold off on building a bomb turret for a while, opting to instead use your growing supply of long-range turrets to clear as many crates as possible when you have the opportunity to do so.
Bombs will have to wait until you have a substantial amount of weaponry on these hills, and the turret itself should be placed as out of the way as possible where it can also be shielded by a companion Machine Gun for protection. This is because there are no good spots for these squishy buildings that are safe from enemy fire except for some of the spaces on the hills, which should absolutely be reserved for your other guns.
Flamers are also a necessity; build one for each path. Two of them can be placed on the hills, but a third for one of the top two paths needs to be placed off the hill (to save room for the other guns) at a good vantage point.
There are two final building points to mention: First, make sure you have a lvl 3 comms on each hill in the last third of the level. Second, work on 3 dug-in Rockets, one for each approaching path. In a pinch, remember you can reposition the rocket turrets if one oncoming path needs some extra ordinance to keep your base safe.
For the secondary objective, as mentioned above, wait for the last few enemies of wave 30 to be almost dead, then pause the game and use the funds from that wave (and from selling any towers, if necessary) to place the remaining lvl 1 comms you need.