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Marberry Shore
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Number S06
Terrain Dirt
Time of day Day
Number of units 10: Welkin (Edelweiss), Zaka (Shamrock), 8-9 Empty Slots
Turn limit 20
Turns for S rank Varies by difficulty
Failure conditions The enemy occupies Gallia's base camp

All ally soldiers and reserves are killed
Welkin dies
20 turns pass

Enemy vehicles Varies by difficulty
Enemy officers Varies by difficulty
Enemy ace(s) None

Story[]

Topography[]

Landmarks and Street Names

Here is a brief on the task at hand[]

"We've received intelligence reporting Imperial activity in the area. This is your starting position. Sweep in quickly and drive their strike force back. Your objective is to occupy their base camp. Good luck."

Strategy[]

  • During the deployment phase, the Gallian forces are split into two groups, but essentially share the same path moving forward. The East group has the Edelweiss, while the West group has the Shamrock. Since the terrain in this skirmish is severely limited in terms of where tanks can be moved, only the Edelweiss is truly needed to complete the mission.
  • Remember that you do not have completely fill out your entire deployment at the beginning of the mission. Having slots open is very useful in long maps (such as this one) where once you take over an enemy base, you can call in reinforcements much closer to where they are needed.
  • Use the ISARA smoke rounds to cover your advances through the invulnerable turret sections, as well as other dangerous areas (such as around the first Heavy Tank you encounter near the 2nd enemy base).
  • Because of the large amount of distance between the enemy bases, most of the movement will be done by a team of Scouts and their grenade launchers (if you have the attachment at this point). Use the occupied enemy bases to move slower units from location to location using reinforcement deployments.
  • Make sure that your units have full AP when making the run through the second set of invulnerable turrets. This mission allows for up to 8 turns to still get an A-rank, so there is usually plenty of time to prepare your run.
  • When destroying the bunkers, do not stand too close to the ragnite crates, as the resulting explosion can heavily damage or kill your character.

  • The deployment pattern in the Hard difficulty splits your forces in two. Largo and Rosie are in a crouched position where the first enemy Medium tank would have been in the lower difficulties (the area that has the overlook into the 2nd set of indestructible turrets). Alicia is isolated in a small corner in the northeast close to where the 1st enemy bunker is located. She is in a crouched position behind some sandbags, but they do not provide much protection from the number of units that surround her. The remaining deployment locations are on the shoreline, where the Edelweiss (southeast deployment area) and the Shamrock (southwest deployment area) are also positioned.
  • The main objective remains the same: capture the main enemy base located to the west. However, most of the enemy unit positions have been changed and will need a different strategy as compared to the lower difficulties.
  • Proper utilization of the ISARA smokescreen shots is essential for this skirmish. Beyond providing cover from the indestructible turrets, you can also use it to allow for close range ambush attacks and covering advances past multiple enemies. Remember that explosions will cause the smokescreen to be prematurely dispersed.
  • You have a full 10 turns to complete this skirmish with an A rank, so there is are more than enough turns to carefully take out all of the enemies and the bases.
  • If you have a Scout in the first sniper tower, you can fire a grenade launcher exactly onto the second sniper tower (with the enemy Sniper inside of it). You will need to move to the corner of the tower and manually aim at the enemy Sniper, as the snap-to targeting does not recognize them as being in range.
  • Instead of having to circle around the Gatling Bunkers and destroying the Ragnite containers, a Shocktrooper's flamethrower will destroy the bunker in one shot from any position.
  • It is important to call in an Engineer from the third base when making the final approach to the main enemy base. If you take the path behind the large building, there are two anti-personnel landmines which looks like there is just enough space to walk through. It is not possible (unless you destroy the pile of planks on next to the building), so you will either have to sacrifice a unit crossing the mines or have an Engineer disarm them.

  • Disclaimer[]

    The following strategy makes use of DLC unlockables (i.e. Kar 9, the Ruhm, etc), and assumes all units are level 20 and equipped with the best available Gallian Royalty weapons. This strategy is quite specific with regards to enemy movements, which may vary from playthrough-to-playthrough; it also relies on very precise actions that may require luck and turn-by-turn saving and reloading as necessary.

    • Expert Difficulty Special Conditions
      • Main Objective Changed:
      • Starting Units Changed:
      • Welkin cannot give Orders
    • As Welkin does not have his tank, if he is ever incapacitated during the battle then that is the end of the game. Keep him out of danger at all costs.
    • A-rank Strategy (3-turns):
      • Unit Placement Diagram:
      • Units Deployed:
        • Rosie: Mags M20R / VB FW 2(g)
        • Alex (anyone with Ult damage): Mags M30R / FF8
        • Largo: Lancaar-SH M20
        • Audrey (anyone with Ult Anti-Armor): Theimer M20R
        • Welkin: ZM Kar 8(g)

    Turn 1

    • Rosie charge the left wall towards the stairs--into the mines---then proceed to the south bunker chokepoint; use her flamethrower to eliminate the bunker and all four enemy soldiers.
    • Largo mortar's the two soldiers nearest left of his starting position. Move towards the enemy ace to distract and draw fire away from the south bunker.
    • Ultimate damage trooper moves up to kill the enemy sniper, capture the flag, then kill the enemy ace.
    • Welkens moves forward; if the Ace is still alive, kill him. Otherwise, grenade the nearest soldier, and relocate behind cover.
    • Use base to summon an Ultimate Anti-Armor Lancer.
    • Alicia so going to die; you could theoretically save her, but her job is done and is no longer needed.

    Turn 2

    • Rosie moves north to kill the soldier that Welkens grenadiered, then proceeds to destroy the northeast bunker with her flamethrower. Her job is done.
    • Ultimate Anti-Armor Lancer moves up to kill the Tank. Then the Gatling gunners.
    • Ultimate Damage Trooper moves up to kill any surviving defenders, then captures the flag.

    Turn 3

    • Welkens moves forward, kills the last defender and completes mission.

    Rewards[]

    Base Reward
    EXP DCT
    13120 23720
    Enemy Ace Reward
    None
    Ranking Bonus
    Turns Rank EXP DCT
    1-8 A 26240 47440
    9-11 B 19680 35580
    12-13 C 13120 23720
    14-20 D 0 0


    Base Reward
    EXP DCT
    16440 31680
    Enemy Ace Reward
    None
    Ranking Bonus
    Turns Rank EXP DCT
    1-8 A 32880 63360
    9-11 B 24660 47520
    12-13 C 16440 31680
    14-20 D 0 0


    Base Reward
    EXP DCT
    26960 81565
    Enemy Ace Reward
    None
    Ranking Bonus
    Turns Rank EXP DCT
    1-10 A 53920 83395
    11-13 B 40440 66735
    14-15 C 26960 37075
    16-20 D 0 0
    Unit Rewards
    Unit Count EXP DCT
    Leader 3 750 750
    Ace
    Light Tank
    Medium Tank
    Heavy Tank 1 750 750
    Tank Destroyer 3 2100 2100
    Total 7 3600 3600

    Base Reward
    EXP DCT
    28100 74000
    Enemy Ace Reward
    Mitz the Talker - ATR-X1 (Anti-Tank)
    Ranking Bonus
    Turns Rank EXP DCT
    1-5 A 56220 74000
    6-8 B 42330 58000
    9-10 C 28100 38000
    11-20 D 0 0


    Valkyria Chronicles Mission List
    Chapter 00 | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08a | 08b | 09 | 10a | 10b | 11 | 12 | 13 | 14 | 15a | 15b | 16 | 17 | 18a | 18b
    Report 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 10
    Skirmish 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09
    DLC 1 | 2 | 3
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