Team Survival

Team Survival is a game mode in Hills of Steel 2.

This is the only game mode that is fully cooperative, and also has a chance to reward extra trophies based on team performance.

Three players face a series of waves of AI-controlled enemies. The enemies proceed along the map toward the team's bunker. If a single enemy enters the team bunker, the bunker explodes and the game is over.

Enemy tanks never pause or retreat. Once an allied tank is within range, the enemy tank will fire until out of ammo, reload, then do it again. Enemies will use their Special as soon as it is possible to do so. All enemy tanks are red.

Wave 1
Wave 1 consists of Jokers. Losing at this stage counts as a loss in terms of Trophies.

Wave 2
Wave 2 consists of Bucks. Losing at this stage counts as a loss in terms of Trophies.

Wave 3
Wave 3 consists of Stingers. Losing at this stage counts as a loss in terms of Trophies.

Wave 4
Wave 4 consists of Phoenixes. Losing at this stage counts as a loss in terms of Trophies.

Wave 5
Wave 5 consists of Towers. There are half a dozen Towers, then a single boss Tower. Reaching this stage counts as a victory in terms of Trophies.

Wave 6
Wave 6 consists of Arachnoes. Reaching this stage counts as a victory in terms of Trophies.

Wave 7
Wave 7 consists of 2 boss Bucks. Reaching this stage counts as a victory in terms of Trophies.

Wave 8
Wave 8 consists of Jokers; most are standard, but every 4th is a Boss. Reaching this stage counts as a victory in terms of Trophies, plus one bonus Trophy to every player.

Wave 9
Wave 9 consists of a mix of Stingers and Morties. Reaching this stage counts as a victory in terms of Trophies, plus two bonus Trophies to every player.

Wave 10
Wave 10 consists of a boss Joker, a boss Stinger, and a boss Morty. Reaching this stage counts as a victory in terms of Trophies, plus three bonus Trophies to every player.

Wave 11
Wave 11 consists of two boss Arachnoes. Reaching this stage counts as a victory in terms of Trophies, plus five bonus Trophies to every player.

Strategy
If you have Tower unlocked, this is by far the best tank. Tower's Special blankets an area in bullets, and because the AI never retreats, enemies will blindly proceed into Tower's hail of bullets to be destroyed one after the other.

Tanks that impede enemy progress tend to be less useful. For instance, Wally's wall simply produces a group of tanks that all advance together and actually become far more dangerous.

Beware of letting enemy tanks drive over you. Because they advance so relentlessly, it's possible for them to roll you over, and if even one mostly-dead Joker touches your bunker, the game is over.