This wasn't too difficult a mission for me. Sure, the enemy was breaking through some of my team's defensive lines, but my striders took care of them without problems. Moreover, while the enemy was besieging us with Big Berthas and Merlins, they did little to slow my striders' advance. (I had Merlins of my own laying siege to the enemy's front lines in return.)
As for the Paladins, not only did they break through enemy lines with the help of Funnelwebs and Scorpions, but they went on a rampage deep within enemy territory. In fact, I don't think I ever lost a single Paladin during this mission. Plus I beat it in under 20 minutes, which is more than 10 minutes earlier than the seemingly-generous 30-minute timer for the bonus objective. (I'd compare my experiences with this mission with that of Sirlanna, where groups of Grizzlies quickly advanced through enemy territory almost non-stop.)
I had considered building a Trinity in this mission, but after sending some Owls on suicidal reconnaissance missions behind enemy lines, and seeing how many enemy Antinukes were present, I decided that it was pointless to do so. Big Berthas weren't under consideration at all, since I was doing more damage to the enemy with my Striders.
Likewise, not too difficult a mission, though since the enemy was deploying strike forces consisting of multiple Paladins, Funnelwebs, Dantes, and Scorpions, this was a bit more difficult than Intrepid. Early in the match, one such strike force took out my ally's base on the central-eastern part of the map, including the Antinuke positioned there, forcing me to divert some of my striders towards repelling that strike force. Had it not been for my only Detriment's successful assault on the enemy Trinity to the south, my team would've probably been in even bigger trouble than what we had to deal with.
In order to keep myself from losing any Detriments, and in order to better deal with enemy Paladins and Shoguns, I decided to focus on building assault forces of Paladins supported by Scorpions, Merlins, and Funnelwebs, just like in Intrepid. Moreover, I sent my Detriment for repairs when its health dipped below half health.
One thing that I learned to watch out for is that the enemy Big Berthas will prioritize shooting at the Detriment's location, even while inside my ally's central western base. Because of this, I tried masking the Detriment's radar signal with an Iris, which worked.
Overall, this match took a bit longer than Intrepid, but I was able to finish it in less than 25 minutes.
In order to solidify my control over the seas in the early game, I decided to focus on producing Seawolves, since they're not only fast enough to be able to quickly respond to and intercept emerging threats (including Grizzlies, Shoguns, and Reefs), but they're largely invulnerable to anything that lacks anti-sub capabilities, whilst also having anti-sub capabilities of their own. In fact, since I was mostly controlling smaller units for this mission, it was a refreshing change of pace after having to mostly use striders in most of my previous missions over the last couple of days.
Anyways, since I was warned that I didn't have an antinuke, which implies that the enemy has a Trinity, I decided to build one before finishing the Disco Rave Party. For my starting factory, I opted for an Airplane Plant, so that I could scout the enemy's base with suicidal Owls. Surprisingly enough, some of the Owls managed to survive long enough to still be alive while at the back of the enemy base, which seems to indicate that enemy anti-air capabilities were lacking, especially in the rear. Regardless, I took advantage of the situation, and ordered my Disco Rave Party to start bombarding important enemy infrastructure (mostly factories and strider hubs).
After I finished my Disco Rave Party, my next plan was to assault the enemy's base with Paladins, Detriments, and Funnelwebs. I'm glad to have built them too, as for some reason, the enemy was sending Detriments against me, requiring me to divert my resources to intercepting them. The 1st enemy Detriment attacked my northwestern wall, completely trashing it, but thankfully, it was brought down before it could reach my Disco Rave Party. The 2nd Detriment spawned in the southeast, but thankfully, was intercepted and destroyed before it could break through my southeastern wall. Since I didn't spot any strider hubs, I have reason to believe that the Detriments were spawned via scripting.
Anyways, when I sent my striders forward to assault the enemy base, the enemy tried to fire a nuke at it. While this didn't kill any of my striders, it destroyed the land bridge that connected our islands together, forcing me to use an Athena to build a Djinn to teleport more striders across the bridge.
Because the enemy's defenses were so lackluster (partially due to being softened up by my Disco Rave Party), my striders were able to clean up the enemy base without problems... except that the enemy had a couple Singularity Reactors that were sneakily buried underwater to the southern edge, out of line-of-sight of my striders. However, one of my Detriments could shoot at them once it got right next to them.
Overall, a pretty nice mission that I managed to finish in less than 25 minutes. As for killing 3 enemy Shoguns within 5 minutes, my Seawolf armada managed to do so in about 3 minutes.