AW 3-3 Walkthrough - Guides

tl;dr map above. // Much thanks to the admin of for the maps. You're awesome!

Welcome to AW 3-3 !

AW 3-3 is when you seriously begin to see the need to use three combat squads.

This guide will use a total of 4 squads including one dummy.

Squad 1 is your primary AR team.

Try to bring a setup with long endurance, lots of HP and some dodge bonus from ARs.

This idea can be ignored if you bring in a 4th combat squad to tag along squad 1 instead of a dummy.

Having a damage grenade SMG also helps tremendously due to high density of mobs.

Squad 2 is your 2nd AR team.

The route where this squad is going has a very high chance of encounters with Brutes (armor piercing swords), so I would advise against bringing a MG squad for this role.

Squad 3 is the base defense squad.

I find it perfectly acceptable to bring in the RF squad you've been using to kill armored enemies in AW.

And finally, squad 4 is a handgun dummy for movement points.

You cannot directly send your dolls to stand on enemy HQ to capture it.

Instead you will be sending squads to capture the two tiles surrounding their HQ so that it is in turn surround captured later.

Begin turn 0 by summoning squad 1 and sending it Southeast one tile.

Call in squad 2 from HQ and end turn.

You'll be repeating this until all 4 squads are deployed.

Same deal on turn 2, bring in squad 3.

And finally, squad 4 on turn 3. Don't forget to swap squads 3 & 4 positions!

On turn 4, send squads 1 & 2 two tiles East and then squad 4 one tile towards them.

Capture that helipad!

On turn 5, resupply squads 1 & 2 by swapping positions.

Send squad 4 Southeast two tiles, swapping position with squad 2.

Send squad 1 Southwest two tiles and have squad 4 following behind them.

Move squad 2 back Southeast one tile and end turn.

On turn 6 move squad 1 up Northwest two tiles, again with squad 4 following closely.

Meanwhile send squad 2 up North just one tile.

You'll have 1 movement point left. It's okay, end your turn.

On turn 7 squad 1 will kill the now weakened Jupiter next to it then resupply at there, also repairing when necessary.

After that rush toward the Northwest helipad.

This is to stop it from spawning additional enemies.

Finally, send squad 2 Northwest one tile and end turn.

On turn 8, squad 2 will do the same of what squad 1 did previously.

Kill the powered down Jupiter, resupply, and then head out.

This time though, stop before the helipad. You need to capture the tiles but squad 2 is alone out there.

Move squad 3 (base defense) up North one tile.

If for some reason there is still an enemy unit standing on West of friendly HQ, kill it first before doing this.

Finally, move squad 4 (dummy) up Northwest two tiles.

On turn 9, move up squad 1 towards enemy HQ and have squad 4 right behind them to capture the tiles.

Squad 2 will advance one tile to capture the hostile helipad. End your turn.

On turn 10, finish the capturing process by sending squad 2 one tile ahead.

Even though it's your 10th turn, the enemy HQ will be captured on enemy's 10th turn.

What a long winded path!

It's theoretically possible to clear here with only two combat squads but every single person I've met who did this experienced massive amount of mental trauma and a possibly accelerated receding hairline.

March onto the final stage in AW, 3-4!


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