"iBomber Defense": Axis Campaign Level Guides Missions 8-14
This walkthrough guide covers the second half of the Axis campaign in the video game iBomber Defense. Within you will find maps and tips for turret placement, written for the Veteran difficulty with videos showing how to get a Perfect rating in missions 8 through 14.
Note: You can use these same methods in Quick Play mode in order to unlock the medals Survivor, Base Defender and Turret Guard, since both versions seem to have the exact same waves on the same maps.
Table of Contents:
- 8. Eastern Mediterranean - Counterattack
- 9. North West Africa - On the Beach
- 10. Southern Europe - Trident
- 11. Western Europe - Cross of Iron
- 12. Western Mediterranean - Spiderweb
- 13. North West Africa - Counterattack
- 14. Great Britain - Final Victory!
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.
8. Eastern Mediterranean - CounterattackClick thumbnail to view full-size
The second counterattack bonus mission in the Axis campaign and the eight mission overall takes you back to the Eastern Mediterranean map to duke it out for another 20 waves of naval ships and aircraft. The aircraft will make their first appearance at wave 4.
The opening surprise attack will take out the smallest island, destroying whatever was on it while opening up a third route from the north just like the Allied counterattack on this map.
Funds in this mission should be spent on upgrading any turrets that were not fully leveled previously while expanding on the north and south land masses we previously put fire-bases on. On your way towards wave 10 try to also get a level 2 Inferno along each piece of land where they can hit all nearby paths.
If you begin to use up all your room, it is worth selling your Machine Guns to replace with an X-Weapon to up your damage output dramatically. The last few waves will be drawn out due to the toughness of the enemy ships and eventually most of your fund will go towards repairing turrets from their heavy fire.
Victory Point Spending:
This is the final mission where victory points will go towards upgrades, the final available purchase being level 3 Inferno which makes all items at level 3 and fully upgraded from here on out.
9. North West Africa - On the BeachClick thumbnail to view full-size
The ninth mission in the Axis campaign in the video game iBomber Defense, North West Africa "On the Beach" takes you to a desert locale for a fight against 35 waves of units. You will face primarily land units with aircraft showing up at wave 20.
The enemies in this level will approach from the north, coming down in 6 ground paths that quickly merge into four which meet up just before the base. Turret placement will focus on setting up 3 main groups of turrets between these paths before the base and stretching outward, taking advantage of the high ground.
Beyond the initial Machine Guns first concept, waves 1 through 15 should focus on getting 2 Inferno turrets positioned so they can cover the four main paths to slow down the fast vehicles that are seen soon into the level. A couple cannons placed strategically will be important as well.
Up through to wave 25 of the level, focus on getting 2 second level Cannons on both plateaus and the right patch of buildable space which goes between two paths. Make sure to have AA up by wave 20 and work on getting an X-Weapon placed in the middle of one of your groups of turrets.
By the end of the level, you will need to have built two AA turrets, one at level 3 and the second at 1, while working on your second X-Weapon after fully upgrading and boosting the first. You may need to sell a turret or two at this point to make room for something more important like the second AA or X-Weapon. Having the 6 Cannons at level 3 is pretty sufficient considering the power granted with the X-Weapons.
10. Southern Europe - TridentClick thumbnail to view full-size
In Southern Europe "Trident", the tenth level in the Axis campaign of iBomber Defense, you return once again to some familiar ground. Unlike the previous time you played on this map, things have gotten particularly more snowed over but more importantly, the Allied counterattack extra path is open from the get go. There are 40 waves of ground units to face in this level with aircraft arriving on wave 19.
Turret placement should focus on two major fire-bases, one to the north and the south along the red/orange and green/yellow converged paths to maximize effectiveness. One or two turrets placed by the yellow/orange split may be worthwhile off the bat, but will lose effectiveness later on. The central high-ground is perfect for a Cannon ton the left most square, an X-Weapon next to that and some Anti-Air to stop the enemy aircraft.
The run up to wave ten should focus on getting your first handful of turrets along the red/orange and yellow/green paths with one positioned right as bot merge before the base. In the picture to thre right there is a turret located on the yellow/orange split, however this will be sold later.
Progressing to wave 20 should have focus on finishing all upgrades to the Machine Guns then sticking one Inferno turret on the convergence points of both yellow/green and orange/red to assist your other weaponry. Cannons placed on the far left square of the high ground and close to the base will have the ability to cover all paths to some extent, so try to get some level 1s up around these points. One AA turret will be needed, placed preferably 2 squares to the right of the high ground Cannon before wave 19. This space in-between will be lefgt for an X-Weapon later.
Towards wave 30 you want to build that X-Weapon on the high ground in the spot mentioned earlier while working towards a second AA turret next to it. Beyond that, its best to have 7 total Cannons at their second level, the one on high ground and 3 on each north and south side fire-base, close to your main base.
The final stretch to wave forty should involve getting two fully upgraded and boosted X-Weapons, with the second placed in a spot next to the Cannons mentioned previously, close to your main base so that it can hit all incoming paths as well. Fully upgraded Inferno turrets will be a worthwhile investment, but still just the two placed early on.
11. Western Europe - Cross of IronClick thumbnail to view full-size
Level eleven of the Axis campaign in iBomber Defense takes place in Western Europe, facing off against three main incoming paths of ground units for 45 waves. Units coming from the red path can actually take one of 3 sub-paths upon reaching the split as depicted to the right before merging again just before the base. Aircraft will arrive to join the fray at the beginning of wave 24.
Turret placement will at first focus on filling up the spaces that exist in the middle of the circle made by the splitting and subsequent merging of the red path along with the subsequent joining of the orange and yellow. From there it will be spread out to occupy the 3 plataues to the west once this first portion is established sufficiently.
Your initial placements should focus on getting 6 fully upgraded Machine Guns up and running in positions where they can best cover the multiple incoming paths. Once those are down place an Inferno turret next to where the yellow and red paths are merged and the orange and red paths, preferably on the inner edge of these roads so they can stop the red path traveling through the middle. Finally you should be able to save up for a single X-Weapon with the numerous weak units that come during these waves, placing it in a position where its power is boosted by your're already built turrets.
From waves 15 through 25 your focus should be on getting a second X-Weapon, then upgrading both to level 2 while upgrading the Inferno turrets. Placing a couple Cannons is good measure during this time in positions where they can boost the X-Weapons. Finally make sure you have your Anti-Air up by wave 24, a good position for this being the southern hill.
Proceeding onward to wave 35, work on upgrading your X-Weapons to their final levels to start causing the really big AOE splash damage that turns the tide in the Axis missions. Once they are built up with upgrades and turrets to boost, preferably Cannons, start working on a new X-Weapon. As you can see in the pictures to the right, four fully upgraded Cannons are possible by wave 35 with work beginning on the fifth. Feel free to start selling some of your Machine Guns for placing more valuable weaponry.
You can continue this strategy along towards the final waves, eventually building up X-Weapon bases on all 3 hills. The western hill is an appropriate spot for a 3rd and final AA turret for good measure.
12. Western Mediterranean - SpiderwebClick thumbnail to view full-size
It is now time to head to the Western Mediterranean during mission "Spiderweb" in the Axis campaign of iBomber Defense, facing 50 waves of naval units winding their way through a series of islands. These units come down along four main paths, travelling west to east and circling the central three islands turret placement will focus on in this level.
Placing your weapons in this level should focus on covering the major convergence areas off the bat while building out radially from these points. Preparations will need to be made before wave 19 when the aircraft first arrive on the scene.
Since naval missions are typically more limited fund wise, placement of turrets, especially early on up to wave 10 is going to need to be rather precise. Level 3 Machine Guns should be placed on the small west island where the red, green and orange paths first split up around, the bend where the orange and green paths overlap yellow, where the orange and red paths overlap around the final bend and a second turret along the yellow and green merged path.
Towards wave 20 you can start placing bigger guns like a couple Cannons and preferably an early X-Weapon on the central and right islands. Placing the X-Weapon in the middle of the map should give it coverage over all paths while you work on boosting it. Focus more on putting heavy fire down assisted with an Inferno turret on the southern bend where the orange, yellow and green paths cross, since the northern red path is lightly traveled, especially early on. Remember to get a level one AA down in time for wave 19.
The small island to the right is the next perfect spot for an X-Weapon on your way to wave 30, placing Cannons now in more locations on the three central islands and the south landmass along the yellow and green line. Keep your finger near the pause button or take careful note of the airwaves in the video below as to keep AA upgrades to a necessity while you continue to invest in ground based firepower.
By wave 40 it is good measure to have three fully upgraded X-Weapons, one on each central island and upgraded Cannons for support. Machine Gun turrets if still present should be in positions where they are soaking up fir for your more expensive weapons to keep repair costs low and your total firepower on the rise. By this time a second level 2 AA turret will be needed after fully upgrading the first.
At this point you should already be doing some pretty impressive damage, but you can continue upgrading your Cannons and spend your remaining funds working towards a pair of the axis super weapons on the southern landmass just bellow the right island. X-Weapons built here can strike the orange, green and yellow path, which is where the really heavily armored ships come down.
13. North West Africa - CounterattackClick thumbnail to view full-size
Mission 13 in the Axis campaign is your final counterattack bonus level, returning to North West Africa for an additional 20 waves of enemy aircraft and ground units. Aircraft wil show up early this time around at wave 2 and the surprise attack will severely damage a large amount of your turrets instead of opening up a new ground path.
Placement of weaponry will mostly be focused on building up around the previously established fie-bases. Unfortunately due to the surprise attack, the starting funds you are provided with will likely be consumed in repairs. You can sell any turrets you don't have the funds to repair and are likely to be destroyed to avoid losing those funds.
Your main focus first off can be centered around the X-Weapon right off the bat considering the substantial defenses you should be starting out with. Make sure to place some additional AA when you have the free funds, or when demanded by tougher waves as this is the only level you can be attacked from two paths of air units at the same time.
Machine Guns still serve their purpose as fodder for the enemies guns when placed strategically. Following the overpowering weaponry strategy, it should be possible to get 6 fully upgraded X-Weapons by wave 20. There really isn't much complicated beyond the extra air defense for this mission.
14. Great Britain - Final Victory!Click thumbnail to view full-size
The fourteenth and final mission in the Axis campaign and the video game iBomber Defense takes you to the wrecked landscape of Great Britain to fend off 50 waves of combined aircraft, naval units and ground units. Enemies will approach from multiple paths, from every direction except north with naval units arriving at wave 10 and aircraft at wave 21.
Turret placement will focus on building defenses close to your home bases and reaching X-Weapon status as soon as possible. Eventually everything will become spread out as like the final level in the Allied campaign, this mission has limited build space.
Try to place an X-Weapon right off the bat with your starting funds directly to the bottom left of the ground base. Follow this up with a Machine Gun quickly upgraded to level 3 placed upon the one section of high ground right below the ground base that the blue aircraft line passes directly over. By wave 10 you should have a second X-Weapon in the patch directly to the right of your ground base with a Machine Gun fully upgraded on the ridge to stop the patrol boats that start off the naval attacks.
Between level 10 through twenty, start placing Cannons around your X-Weapons, ignoring any further Machine Guns (in the pictures you'll see i moved the MG down some spaces to keep the X-Weapon from being distracted, more info in the video below) and placing a couple Inferno turrets down to slow the approach of ground units. Make sure to have AA ready at the end of wave 20.
Waves twenty through thirty should now be focused on upgrading the Cannons placed to boost the X-Weapons, then upgrading the X-Weapons themselves. Try to build an Inferno turret along the upper ridge to slow down the naval units as well. Infernos are practical an unarguable necessity in this level.
Another two X-Weapons, bringing your total to four is a good goal to head towards on the way to wave forty. Putting an Inferno turret near the green and yellow path merge when the surprise attack opens them up at wave 30 is an important helping hand to have.
The final ten waves should be similar to 30-40, building up another pair of X-Weapons with supporting Cannons, maybe a couple Machine Guns once you're already making serious headway to provide a cheaper method of boosting your super weapons. The small patch of green land near your naval bace is a good place to put some extra funds towards a single Cannon as backup in-case anything gets through your northern defenses in the confusion.