The DLCs have introduced secret and secondary objectives that can be accomplished during certain missions which reward the player either in that or later missions of their campaign with extra units, either from the Steel Legion or Space Marine Chapters. These units are highly experienced and provide a huge advantage during the DLC campaigns. You can reinforce them as they take losses but you cannot replace them if they are destroyed and the game is quite cryptic over what is it that you have to accomplish in order to get them.
Below are the missions that I've found to contain these units and what I have done in order to get them:
Blood Angels:
Mission 01 - Have one of your units (either Steel Legion or Space Marine) enter the hive from the two ramps to the right of the artillery towers before turn 8. Reward - Macharius Vulcan.
Mission 02 - Do not let any imperial victory hex fall. Reward - Wyvern.
Mission 03 - Do not let any imperial victory hex fall. Shadowsword (weapon upgrade).
Salamanders:
Mission 01 - Cleanse the enemy from the northeast of the map. Reward - Vendetta Gunship.
Mission 02 - Hold the upper river crossing from the enemy (same place you get the Devastator Squads). Reward - Basilisk Armageddon Pattern.
Mission 03 - Make sure all 3 Imperial Guard Infantry units survive. Reward - Banesword.
Mission 04 - Make sure more than 20 Imperial Guard units survive. Reward - Warhound Scout Titan*.
Mission 08 - Kill the Ork slavers (a Nobz unit) at the center of hive Volcanus, they are between the two victory hexes at the top of the map. Reward - Baneblade (upgraded)*, Stormblade (upgraded)*.
*Critical units to have if you intend to take on Mission 09a.
Ultramarines:
Mission 01 - On the 2nd turn, you get a message from a Ultramarine saying that the Blood Angels are requesting help. Make sure the victory hex the Blood Angels have remains in their control and that they survive. Reward - In mission 03, Blood Angel reinforcements will appear on the northeast of the map consisting of 1 Sanguinary Guard, 1 Baal Predator, 1 Assault Bike Squad, 1 Whirlwind and 2 Death Company squads.
Mission 04 - The Salamanders control 3 victory hexes to the south of your deployment zone. Make sure it remains in their control and that they survive. Reward - In mission 06, Salamander reinforcements will appear to the north of your position on a small corridor consisting of 1 Firedrake Squad, 1 Tactical Squad with Graviton Gun, 1 Devastator Squad with Multi-meltas, 1 Whirlwind, 1 Venerable Dreadnaught and 1 Vindicator (upgraded).
Mission 08 - Destroy all Ork forces in the city to the southwest of the map. Reward - Orks will be unable to field Gargants in the last missions (unconfirmed).
Mission 09a - Help the Salamanders survive and liberate the refugees in the city to the south of your deployment zone (refugees must survive as well!). Reward - In mission 10, a large quantity of Salamander reinforcements will appear on the south of the map.
Mission 09b - Help the Blood Angels clear the city of Orks and make sure they survive. Reward - In mission 10, a large quantity of Blood Angel reinforcements will appear on the south of the map.
Note that this list is not complete and these may not be exactly what triggers the reward, it's just what worked for me. If anyone has any clues over how to get them or if there are additional ones that I missed, feel free to post or pm me.
*updated, there's nothing on mission 4 for the blood angels, thanks, kerensky!
Armageddon Secret Bonus Objectives Guide
Forum for the strategy game set during the 2nd War for Armageddon.
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Re: Armageddon Secret Bonus Objectives Guide
Post by nexusno2000 »
A bit of a necro here... but I recently replayed the BA campaign, and the triggers for the bonus objectives are NOT the ones listed here. Were they changed in a patch, or were they just always erroneously listed?
M01: Have 12+ Aux units survive until turn 8. Your 3 drop-pods count, so that's 9+ IG units that must survive. No, you don't have to make your IG unit wander up the ramps.
M02: Kill ALL the orcs hiding in the buildings to the far east (where the Wyvern pops out). No, you don't have to defend all VP hexes (which is impossible anyway). Wyvern kinda sucks tho, so just dump it and buy another Whirlwind...
M03: Control all 4 WESTERN objective hexes until turn 10. So, you can actually leave the eastern part undefended and still get the super-heavy (but why would you?).
M01: Have 12+ Aux units survive until turn 8. Your 3 drop-pods count, so that's 9+ IG units that must survive. No, you don't have to make your IG unit wander up the ramps.
M02: Kill ALL the orcs hiding in the buildings to the far east (where the Wyvern pops out). No, you don't have to defend all VP hexes (which is impossible anyway). Wyvern kinda sucks tho, so just dump it and buy another Whirlwind...
M03: Control all 4 WESTERN objective hexes until turn 10. So, you can actually leave the eastern part undefended and still get the super-heavy (but why would you?).
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