Operation A-Go - Veteran Level Guide - iBomber Defense Pacific

Enemy approaches are exactly the same in Operation A-Go as from Hell's Pocket.
Enemy approaches are exactly the same in Operation A-Go as from Hell's Pocket.

This guide will cover how to get a Full House, which is a perfect round with all medals and 20 victory points, on the Operation A-Go level of the iBomber Defense Pacific campaign, played on Veteran difficulty. In addition, this mission guide will also cover the secondary objective and hidden target along with a walkthrough video.

Operation A-Go - Counter Attack

The Japanese are launching a full scale assault on our position. Defend it at all costs.

It's back to the Hell's pocket for this final counter attack mission, pitting your defenses against a second set of 14 waves of mixed ground and air units. Like the other counter attack missions, primary focus revolves around fortifying the defenses you left off with the previous time you were here and expanding upon the same strategies.

Secondary Objective:

Destroy the Japanese artillery before they destroy your turrets.

Instead of the normal surprise attack fare that opens a counter attack with enemy bombers messing up your defenses, they instead just fly aimlessly over your base while 5 strong artillery piece vehicles move in, 1each up top, to the left and right, and two positioned on the bottom high ground. You will need a nice handful of bombs to handle the pieces your turrets can't reach themselves.

Supply Crates: none

Victory Points So Far: 360

  • 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, Entrenched II and Phantom Strike.
This mission is going to be dishing out far more damage than before on your turrets, with strong enemies and the Japanese artillery pieces really causing your repair bills to skyrocket, necessitating Ironback. Entrenched II gives serious damage bonuses to dug in turrets which will be incredibly helpful against the super heavily armored tanks while Phantom Strike is still as useful as it was previously for the same reasons.

Hidden Target

There is no hidden target here since this level is a counter attack.

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Starting defenses in Operation A-Go that have carried over. The bomb in the bottom right will need to be moved for now, as it is exposed to the artillery.Wave 5 turret placement.!ave 10.Wave 14.
Starting defenses in Operation A-Go that have carried over. The bomb in the bottom right will need to be moved for now, as it is exposed to the artillery.
Starting defenses in Operation A-Go that have carried over. The bomb in the bottom right will need to be moved for now, as it is exposed to the artillery.
Wave 5 turret placement.
Wave 5 turret placement.
!ave 10.
!ave 10.
Wave 14.
Wave 14.

Turret Placement

Turret Placing in Operation A-Go is relatively simple in theory, although things may get a bit hairy when the really tough tanks come in, or the first few waves when the Artillery pieces are all still up and firing on you. Like all counter attacks, your strategy will be to build up around your defenses which have carried over from Hell's Pocket. Some squishy turrets like Bombs may need to be sold and repositioned elsewhere if they are being fired on by the Artillery to prevent wasting an exorbitant amount of funds keeping them alive until you can handle the pieces.

At least 1 of the artillery pieces should be within range of your turret (right) but the top piece parks right next to a raised spot which is great for a Cannon supported by a flamer and comms below it. This adds to defense and saves some bombs since the Cannon can blast the artillery to hell pretty quick.

As the pieces are destroyed and funds are freed from repairs, start building more Rockets with comm support and dig them in, positioned down the lines of approach. They will be invaluable here. Besides upping your ground pounding damage, make sure to add a second AA at wave 3, upgraded to lvl 3 through the next few waves. A third AA will be needed y the end of wave 13, upgraded to lvl 3 as well for good measure.

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