iBomber Defense - Allied Campaign Level Guides - Part 1

iBomber Defense
iBomber Defense

This walkthrough will cover the first 7 missions played in the Allied campaign mode in the PC and iPhone video game, iBomber Defense. The difficulty of the playthroughs performed for the writing of this guide and the creation of its videos are set to Veteran, or the hardest difficulty in the game. In addition, the videos will depict how to get a Perfect rating in every level.

Since the maps and their wave patterns are the same in the quick play mode, this guide and it's videos also can be used to unlock all three medals on Veteran as well; Survivor, Base Defender and Turret Guard.

Table of Contents:

  1. Western Europe - The Fight Starts Here!
  2. Western Mediterranean - Sea Devils!
  3. North West Africa - Seiged
  4. North West Africa - Counterattack
  5. North East Africa - Red Scorpion
  6. Southeast Europe - Eightball
  7. Eastern Mediterranean - Bottleneck

Click here to go to the second half of the guide for the Allied Campaign, covering the final 7 of the 14 missions in the campaign. If you want to find guides for the Axis Campaign, click here.

Where to buy iBomber Defense:
PC Users can find the game downloadable on Steam.
iPhone, iTouch and iPad users can purchase it through the App Store.

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Western Europe - Enemy unit travel paths.Turret placement at wave 11Turret placement at wave 20
Western Europe - Enemy unit travel paths.
Western Europe - Enemy unit travel paths.
Turret placement at wave 11
Turret placement at wave 11
Turret placement at wave 20
Turret placement at wave 20

1. Western Europe - The Fight Starts Here!

The first level in the Allied campaign, Western Europe is a bit of an introductory course in the tactics and strategies of a turret defense game. This level takes place in a forested area where you will face 20 waves of ground forces only.

At this point in the campaign of iBomber Defense you will be limited to only Machine Gun and Cannon turrets to place, both of which can only be upgraded to level 2. You will have to accrue victory points by beating missions in order to unlock additional upgrade levels and turrets. At the end of each level's walklthrough there will be a mention of what I spent the victory points on to help follow the guide.

Turret Placement:
Turret placement in Western Europe is pretty simple. Mainly you will want to have a handful of level 2 Machine Gun turrets along the main path after the two entrance roads converge. Placing your turrets along this route means that they will always be firing at enemy units, instead of only being effective when a wave is coming from its particular direction if placed before the convergence. A pair of cannon turrets will complement the Machine Guns nicely when it comes time for the heavily armored final waves.

Victory Point Spending:
Considering the next few missions will focus solely on weaker ground units, I chose to spend victory points on the Machine Gun and Cannon, unlocking the level 3 upgrade for both weapons.

The current ranks of unlocked items are:
Machine Gun 3, Cannon 3, Anti Air 1

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There is only one path for the naval units in Western Mediterranean.Wave 10 turret placement.Wave 20 turret placement.
There is only one path for the naval units in Western Mediterranean.
There is only one path for the naval units in Western Mediterranean.
Wave 10 turret placement.
Wave 10 turret placement.
Wave 20 turret placement.
Wave 20 turret placement.

2. Western Mediterranean - Sea Devils!

The Western Mediterranean level in iBomber Defense takes us to a channel which enemy naval vessels are trying to cross in order to reach your base. Its time to encounter water units for the first time in the game, using height advantages to boost the range of your turrets.

Naval levels will generally prioritize the placement of Cannon turrets over Machine Gun turrets due to the typically more heavily armored units and further distances from where the naval units travel along their path and spots open for turret placement. This level is somewhat of an exception, still being early on, however Cannon Turrets will still have their value here.

Turret Placement:
Since we recently unlocked tier 3 Cannons and Machine Guns, we are going to focus on getting just a handful of high level turrets for this level, which will suit the purpose of stopping the enemy perfectly well. This is preferable to numerous turrets as optimal firing locations in this mission are slim.

Two Machine Gun turrets should end up occupying either side of the land that makes the first bend in the naval units path while an additional 2 Machine Guns and a single Cannon will occupy the right island. Check the pictures to the right or you can watch the video below for the specific turret placements used.

Victory Point Spending:
At this point the two victory points attained in this mission were spent towards unlocking the Sabotage turret to use for the purpose of slowing down groups of enemies while a point was put into the Anti Air turret to unlock its second level, as it will be needed soon.

Current ranks of unlocked items:
Machine Gun 3, Cannon 3, Anti Air 2, Sabotage 1

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North West Africa unit travel paths.Wave 10 turret placement.Wave 20 turret placement.Wave 30 turret placement.
North West Africa unit travel paths.
North West Africa unit travel paths.
Wave 10 turret placement.
Wave 10 turret placement.
Wave 20 turret placement.
Wave 20 turret placement.
Wave 30 turret placement.
Wave 30 turret placement.

3. North West Africa - Seiged

North West Africa takes us back to facing ground units only in the third level of the Allied campaign in iBomber Defense. In this desert level featuring several plateaus that cannot be built on we will face 30 waves coming from two paths converging quickly to one from the west.

Avoid building turrets near or along the faint outline of a path that curves to the south of the plataue that the two roads converge before. There will be a counterattack bonus mission next that will have that strip of land bombed, destroying turrets placed directly on or near that line.

Turret Placement:
The best place to put the majority of your turrets is along the right side of the path leading to your base, directly north of the base itself. A couple Cannons and handful of Machine Gun turrets all upgraded to level 3 will do an excellent job at dealing with the enemies. We are still early enough into he game where armored units aren't coming in tidal waves, so Machine Guns are definitely prioritized.

One Sabotage turret will do well, placed just before your main group of turrets placed right before the base. Turrets here will also be useful against the units coming on the faint outline path during the next counterstrike mission, which retains whatever turrets you built in this level, minus the ones destroyed. If you notice the wave 30 picture to the right, the one Machine Gun turret in the center of the trio placed to the left of the path close to the base is on the kill zone which will get destroyed when the new path opens up next mission.

Victory Point Spending:
The two victory points i attained in my playthrough of this mission were spent on unlocking Comm turrets to level 1 and the Repair to level 1, reducing the cost of repairing turrets during the game. The Comm turret will boost the range and firepower of nearby turrets while allowing you to accrue interest with saved up money during the levels.

Levels of currently unlocked items:
Machine Gun 3, Cannon 3, Anti Air 2, Sabotage 1, Comms 1, Repair 1

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Enemy unit travel paths in the counterattack level of North West Africa.Wave 10 turret placement.Wave 20 turret placement.
Enemy unit travel paths in the counterattack level of North West Africa.
Enemy unit travel paths in the counterattack level of North West Africa.
Wave 10 turret placement.
Wave 10 turret placement.
Wave 20 turret placement.
Wave 20 turret placement.

4. North West Africa - Counterattack

In this counterattack bonus mission it is time to go back to the previous level, North West Africa, picking up where we left off for another 20 waves, which if you reach without losing any lives you will be awarded 3 victory points. Since this mission is a bonus one, you do not have to pass it to continue with the campaign, however it is entirely possible to earn a perfect here to, even on Veteran.

With my turret placement from the end of last mission retained and a significantly inflated starting treasury it will be time to prepare for some extra challenge. With Comms turrets unlocked after spending last level's victory points we can also start boosting turret range , firepower and earning interest on accrued cash.

Turret Placement:
One Machine Gun turret gets destroyed when the enemy bombers show up at the beginning of the mission to clear the new enemy path. This can be easily compensated for by placing a couple Machine Guns and a Sabotage turret along the faint path while continuing to amass turrets in the patch that was built up near the home base previously.

Getting more Cannons to level 3 and using at least one Comms turret to boost the range and power of as many other guns as possible will be another immense help, since with this placement we can still cover all paths with one group of weaponry. There are still no air units on this level so Anti Air is not an issue.

Victory Point Spending:
With the 3 victory points awarded for completing this mission perfectly, I have chosen to put two opf those points into the Buy upgrade, increasing resell value and providing a larger starting treasury. The third point goes into the Comms turret to unlock the second level.

Levels of currently unlocked items:
Machine Gun 3, Cannon 3, Anti Air 2, Sabotage 1, Comms 2, Buy 2, Repair 1

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Routes of enemy units in North East Africa. Green and yellow paths are ground units, black line is air units.Wave 10 turret placement.Wave 20 turret placement.Wave 30 turret placement.
Routes of enemy units in North East Africa. Green and yellow paths are ground units, black line is air units.
Routes of enemy units in North East Africa. Green and yellow paths are ground units, black line is air units.
Wave 10 turret placement.
Wave 10 turret placement.
Wave 20 turret placement.
Wave 20 turret placement.
Wave 30 turret placement.
Wave 30 turret placement.

5. North East Africa - Red Scorpion

Now were back to the desert again but in a new location, North East Africa facing 3 different paths of ground units that travel between a series of plateaus that we can build on for increased range with the first group of air units faced so far traveling down the center of the map.

The best place to focus on building up your weaponry is on these plateaus that occupy the center of the map. Since the roads weave between and converge around this raised ground, turrets placed along this area will have an excellent field of fire to hit the vast majority of units coming towards your base.

Turret Placement:
Start of placing a pair of Machine Gun turrets where the paths converge into the final single road towards the base, on the plataeu directly northwest of the base. Start saving up for Comms turrets to place on this plateau then continue to build on it with Cannons and another Machine Gun as to have multiple turrets all overlapping the convergence area, especially given the height and Comms range boosts.

Airwaves show up for the first time in the game at wave 20, so make sure to have some Anti Air turrets by then, placing them towards the center of the map to get the best coverage along the air unit's path. Once the first plateau is nicely armed you can work on adding to the other 3 central plateaus while adding Comms to each to give yourself a powerful defense network.

Victory Point Spending:
With the introduction of air units at this point in the game, its best to spend one of the two victory points won from this level on the Anti Air turret to unlock the third level as space for them is often limited, necessitating 3rd level upgrades. Next we can upgrade the Sabotage turret to level 2 in order to have a better tool with which to use to slow the enemy with.

Levels of currently unlocked items:
Machine Gun 3, Cannon 3, Anti Air 3, Sabotage 2, Comms 2, Buy 2, Repair 1

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Red and blue paths denote the travel routes of ground units with air units taking the orange path in South East Europe.Wave 10 turret placement.Wave 20 turret placement.Wave 30 turret placement.
Red and blue paths denote the travel routes of ground units with air units taking the orange path in South East Europe.
Red and blue paths denote the travel routes of ground units with air units taking the orange path in South East Europe.
Wave 10 turret placement.
Wave 10 turret placement.
Wave 20 turret placement.
Wave 20 turret placement.
Wave 30 turret placement.
Wave 30 turret placement.

6. South East Europe - Eightball

Now we are back to the bright green lands of forest to face 30 waves of ground and air units that travel around and over a nearby lake which the base sits just southeast of. Unfortunately the paths here converge very late in an are with little turret placement opportunity so strategies here will have to focus on two separate fire-bases to handle each of the entrance paths of ground units with AA down the center.

There are only two paths that the ground units take, with a third for the Aircraft traveling through the middle curving about to the base. The fire bases we will choose to construct will be on the southern plateau and the open patch between the woods and the lake by the northern entrance.

Turret Placement:
Up through to wave 10 it is best to focus on a pair of Machine Gun turrets for each of the fire bases mentioned above and visible in the wave pictures to the right. Get each pair of Machine Gun turrets to level 3 as they will be facing mostly light units up to this point. Each time a new Machine Gun turret goes up, it should be upgraded to level 3 rather quickly.

From waves 10 through 20 you will want to focus on constructing a 3rd Machine Gun turret at each fire base while adding a Comms Turret to each to enhance their range. By level 15 you will need to have an Anti Air turret placed at the northern fire-base, away from the edge of the path to avoid using up a spot more useful for another gun. Towards 20, adding a cannon with a third Comms turret right next to the base at the convergence paths will allow us a backup against anything that slips through.

Waves 20 through 30 should be focused on upgrading the Comms turrets to level 2 while adding an additional Cannon turret to both fire-bases and on the other side of the path next to the base where the two main roads converge. If you have some extra money, upgrading the Cannons past level 1 should come towards the end as level 2 Cannons aren't exactly necessary here.

Victory Point Spending:
With the two points awarded for the perfect completion of this level, one point was spent on the Comms turret to unlock its 3rd level and its incredible potential for bonus credits while taking the other to use on the Sabotage turret so all the weaponry is upgradeable to level 3. At this point everything is level 3 except for Buy and Repair which still sit at level 2.

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The green path denotes the route traveled by air units while the red and orange mark where the naval units travel in Eastern Mediterranean.Wave 10 turret placement.Wave 20 turret placement.Wave 30 turret placement.Wave 40 turret placement.
The green path denotes the route traveled by air units while the red and orange mark where the naval units travel in Eastern Mediterranean.
The green path denotes the route traveled by air units while the red and orange mark where the naval units travel in Eastern Mediterranean.
Wave 10 turret placement.
Wave 10 turret placement.
Wave 20 turret placement.
Wave 20 turret placement.
Wave 30 turret placement.
Wave 30 turret placement.
Wave 40 turret placement.
Wave 40 turret placement.

7. Eastern Mediterranean - Bottleneck

The seventh level in the Allied campaign, counting the bonus missions, is the Eastern Mediterranean map which has you defending a harbor with a trio of Islands that the enemy naval units will curve around from two main entrances on their route through to your base off-screen to the east.

This time around we will be facing 40 waves of both air units and naval units, with the aircraft showing up at wave 20. Eventually you will return to this mission for a counterattack level so make sure you don't sell anything at the end of this mission.

Turret Placement:
Up to wave 10 should be focused on building 3 Machine Guns and raising them to level 3 each. 2 of them should be placed on the smaller of the two unconnected islands while the third sits at the point of convergence as west as possible against the water.

As you make your way up to wave twenty you should be focusing on the upper and lower pieces of land that make the top of the sideways Y that makes the point of convergence for the two paths of naval ships. Add at least one Comms turret for boosted firepower to the northern side and deploy an Anti Air turret before hitting level 20.

Try to start saving excess cash once you have a second level Comms as you head towards wave thirty, which by then you should have at least two level 3 Cannons and a level 3 Comms with which to grant firepower, range and accruing interest with your leftover money. Lots of Machine Gun turrets are still effective at this point in the game even though facing naval ships since there are still many of the weaker varieties here.

Once you hit level 35, its time to start adding only Cannons, having up to that point filled out the majority of the open spaces along the converging area, adding some extra Anti Air as the heavier bombers start to show up. Remember to check the pictures to the right for a picture of what my turrets looked like at the different waves.

Victory Point Spending:
With the two victory points earned in this level, if having earned the maximum amount from the previous missions so far, you will now be able to have all upgrades maxed out completely. From this point on victory points will be left out of the allied campaign guide for iBomber Defense since spending them is no longer an issue.

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Simone Smith profile image

Simone Smith 5 years ago from San Francisco

Dang, SOE. This is great. And iBomber Defense looks like a lot of fun! I don't have it, but if I did, I'd be pretty set with this guide.

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