It can be done
AUTHORITIES
DAY1
2am
>Keep 'em out.
Send two swat from police station, target hospital and radio station
send one swat from police station, target City hall.
Snake moves downwards, armoury will be my first target
joe moves towards armoury.
All the conscript guardsmen take the truck (except two that have to walk)
unload near the armoury.
Fullbright (golden age trigger) remains in the base.
4am
all locations start pre building for the barricade.
6am
zombies take the airstrip and watchtower by the armoury.
8am
attack on the armoury starts, two guardsmen die. they are down to zombie king.
10am
attack continues. another guardsman fall. but hank takes the armoury.
truck defends the base against a zombie attack.
Noon
Snake has reached the police station.
2pm
swat arrives at the hospital.
4pm
hanks starts cleaning up the armoury-base area.
looks like a zombie gathering up around the hospital.
perhaps snake shouldn't have moved down.
snakes start fighting his way up from city hall towards the hospital again.
6pm
hospital falls to the zombies. the two swat units couldn't stand up to the
zombies without a barricade. Snake will move to the hospital to destroy it.
DAY2
6am
Keep 'em out done. Call 911 next.
sell keep 'em out to all factions. about 100 supplies all in all. that wasn't much, I get more when i demand supplies for peace, pact, alliance and that. Once every 20 turns that usually nets about 300 supplies from the farm and well alot less from the others, never more then 100.
8am
barricades go up in all locations. start pre-building for swat units.
noon
ok my luck sucks today. zombies take out half the guards at the radio station. my moral boost is triggered as Fullbright has to defend himself on the way to the airport.
2pm
swat sucks ass. radio station falls. they didn't even manage to kill a single zombie even with the cover of the barricade.
snake assaults the hospital.
6pm
snake has secured the hospital. not made up my mind on destruction just yet.
(end note; probably the right choice considering I spent alot of time healing in zombie land thanks to the hospital).
10pm
snake barricades himself in the hospital.
DAY3
2am
Hank, Joe, Fullbright and an elite guardsman takes the airport.
10am
Enough zombies have gathered around city hall that they dared to attack.
The attack was repelled without losses. hank and joe is sent from the airport
to clean up around city hall.
2pm
someone finally dialed 911

going for martial law.
rushing all the pre-builds so we will have a swat in every location (except airport) by the next turn.
4pm
extra swat shows up. 140 supplies to build one from scratch. Will wait one turn and rush them for half.
6pm
rush another wave of swats. almost out of supplies now.
10pm
rush the last wave of swats, all out of supplies after this one.
police station and hospital gets swat units. will save my last supplies for one more rush in the hospital at 2am. city hall will have to live with 5 units.
midnight
hank and joe reaches the police station, time to start shrinking the zombie stacks.
DAY4
2Am
Zeb declares war on the zombies.
6am
truck delivers two guardsmen to city hall.
4pm
the area around the police station and city hall has been cleared (for now)
joe and hank will meet up with snake to retake the radiostation.
8pm
zombies take the dog pound (first location they take that wasn't mine)
DAY5
Midnight
Snake, Joe and Hank retakes the radiostation.
moral boost (golden age) ends.
10am
truck drops of two swats and a guard at the radio station. another swat is rushed on location.
4pm
spotted my first mutant zombie (guarding the cinema)
DAY6
10pm
first time I see mutant zombies on the march (turn65).
DAY7
midnight
a small hoard of sneaky zombies managed to sneak upclose to the military base. swat managed to handle the first wave as the heroes made their way back to base to mop up.
6am
monster dog takes out guardsman at the radio station.
10pm
Zombies take the customer services location from the company.
>> nothing much happens here. i defende my locations, hank, joe and snake are trying to take the car park.
DAY9
4pm
Martial Law is declared.
DAY10
2am
spotted the first monster dog. Oh crap!
8am
company hq is run over by the zombies (i assume that means van allen and his chief of security are dead).
6pm
finally. snake, joe, hank, fullbright and 4 swat units manage to take the car park. one swat unit is killed in the final attack vs the zombie king, had to soften him up a bit
DAY11
6pm
The warehouse (company) falls to the zombies.
DAY12
10am
Snake, Joe and Hank takes the Warehouse.
DAY13
2am
Bastion move complete. Bastion now in armoury (biggest location).
8am
President orders in the marines to the island.
8pm
Snake, Joe and Hank starts assaulting the factory.
DAY14
2am
8 marines leave the armoury heading towards the bank.
one guardsman fall at the hospital after a monsterdog attack.
noon
the garage falls to the zombies. looks like the survivors are the weakest links now cause the zombie stacks are moving towards the school.
the marines take up position next to the bank.
2pm
first round of the bank assault, two marines die.
find out that the zombies have made the species jump as the hospital gets bat bombed three times. bats are quite useless thou, atmost the injure a unit for one damage. Here i was more worried more about the integrity of the barricade.
DAY15
2am
Snake and the boys take the factory.
6am
the marines take the bank, three more marines die in the assult. but more marine reinforcements have arrived. three more zombie kings out there (cinema, graveyard and research center)
8am
SLEDGEHAMMER!
10am
two tanks roll out of the military base/armoury.
noon
damn! the barricade can be bombed away. Bats just bombed away my new barricade at the bank!
10pm
snake and the boys take the fast food joint.
DAY16
4am
snake and the boys defend the fast food joint from a zombie stack o' doom.
6 guardsmen dispatched from the hospital take the garage without casualties.
8am
a tank is destroyed outside the hardwarestore
bat bomb away the barricade of the garage, stack of death kills three injured guardsmen inside.
6pm
the marines and a tank takes the corporate hq.
DAY17
Midnight
Snake and the boys take the church, no more building bat bombers.
2am
President authorizes the use of nukes

Two tanks take the hardware store.
4am
monsterdogs eat the troops truck.
i have nukes! and the first f15 begins patrolling over the island
tanks take the customer service center.
zombies takes mr.tokugawa house.
6am
bat bombers take down the barricade at the radiostation.
8am
scary! monsterdogs almost ate a tank!
mutant zombies destroy another tank.
bat bombers destroy the generator at the radiostation.
10am
snake and friends take the dogpound, no mo monsterdogs!
8pm
Tanks take mr.Tokugawas house.
DAY18
8am
Tanks take the Cinema. Zombie king kills 1 tank.
2pm
snake and the boys start assaulting the research center.
10pm
tanks and cruiser arrives at the research center to support the attack.
DAY19
8am
Tanks destroy the final zombie king at the research center. odd I thought there was supposed to be one in the graveyard. Perhaps the survivors killed him. Anyway the zombie menace have been eliminated. Now to make sure all the zombies are gone I guess I have to take out the survivors, farm and company lab.
DAY20
2am
Assault on the school.
8am
the secret lab is destroyed and the company goes down with that.
10am
Ms and Mr Tokugawa die defending the school. School is captured. Three tanks are destroyed trying to take it.
6pm
Attack on the holdout begins.
8pm
Holdout is taken. Smith is dead, 2 marines, 2 nationalguards, 3 tanks and 1 heavy infantry died in the assault.
Day21
Noon
The retirement home is destroyed and the survivors are gone. Only the farm left.
10pm
I nuke the farm, and it is rebuilt in another location. My wheels start racing towards the new location (by the old zombie research facility).
DAY22
2am
Unload guards from the wheels and take the undefended farm.
4am
conquest of the island complete.
GENERAL COMMENTS
Only attack from your locations onto stacks of units (guardsmen), swat can hit and run singles, by the time there are mutant zombies out there only attack if they are injured. Swat only attack if the zombies are in the red.
quick estimate, most zombie location creates a new one every 2-3 turns on average. The core cities put out a new one every turn in the beginning and every other turn later on in the game. So just count the number of zombie
location and figure out how many zombies you have to kill each turn for them not to grow.
Most locations have a building next to them. Attack from that one and not from the street since it grants protection on the defence the following round.
Got to see Monsterdogs so the Zombie AI did reach Zombigeddon, but never built any of the megazombies. I wonder where the zombie-goo resource was.
Is it possible to get an army? You can build the military hq that says it increases the amount of units in an army but I have never gotten any. With the amount of elite troops I had attacking zombies one would think atleast
one had been spawned.
BUG;
says the tank is supposed to be able to attack several times in a turn. it couldn't. perhaps cause the text is a clip from the german pazner.
ANNOYING THINGS;
Why can't the troop truck fortify?
Why does the spending reset to 5.5.0 every turn?
Conclusion for Authority success;
Relocate HQ to armoury.
Holdout until guardsmen (elite guardsmen usually take out mutant zombies)
When you get Sledgehammer and can build tanks you should be able to take control of the situation.