Philippine Sea: Turkey Shoot
Controlling the Philippine Sea will be imperative for any assault on mainland Japan.
It’s time for your last and hardest naval mission thus far. The difficulty of the final three missions, starting with Philippine Sea, ratchets up to epic levels. There will be three main paths of enemy naval units, with the southernmost technically being two that stick close together, and two main paths of approach for aircraft. You’ll have to defend for 30 waves.
This guide will cover how to get a Full House, which is a perfect round with all medals and 20 victory points, on the Philippine Sea 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.
Take out the Japanese air force in the area to help the war effort.
In this level, there is a small field to the right of the screen where a number of Japanese warplanes sit parked on the ground. Two well-placed bombs are all that it takes to eliminate the entire group and satisfy the second objective, making this the easiest part of the level.
Supply Crates: 2
Victory Points So Far: 380 (20 unspent)
- Machine Gun lvl 3
X2 Power vs Flamed Specialization
- Cannon lvl 3
- Bomb lvl 3
- Flamer lvl 3
Slower enemies specialization.
- 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
Once again, armor is a necessity due to the heavy damage being dealt to your turrets by the enemy warships. Aiming helps your turrets manage the spread-out waves, and the extra range allows your turrets to effectively cover the enemy’s advance in a level where your turrets need as much of a range boost as possible.
There is a small straw hut in the center of the map on the largest island. This is your hidden target in Philippine Sea.
Placing your guns in Philippine Sea will revolve around making three separate condensed fire groups. Two of these will be where the two supply crates are, and the third will be on the small island just to the left of the crate on the big central island. These three spots are best since the paths converge at their closest towards these locations, considering the limits in placement. Start with a Machine Gun at each spot, eventually upgraded to level 3 and shooting the crates to break them open when you’re not tackling waves.
Each group should have a Cannon, Comms, and a Flamer, with the Machine Guns potentially being sold and replaced for cannons in their spot in the last third of the level. Air starts at level 8, so have an AA ready on either the large center or small left island you’re building upon, upgraded every few levels to keep up with increased air difficulty. Place a second one on the other spot of either island before level 22.
Finally, you will need a bomb turret in this level for the secondary and some sneak attacks. Since space is limited and there are no real safe spots without a shield, you should place a MG with the bomb at the top left corner of the map, the MG positioned to be a shield. Try to also save a bomb or two for the latter levels to help prevent leaks, especially against submarines.