War Room High Scores & Strategy

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Re: War Room High Scores & Strategy

by Bonesy » Tue Jul 25, 2017 4:06 am

1) stop spamming
2) loving this lack of proof kiddo

Re: War Room High Scores & Strategy

by HisExclyangelGabriel » Tue Jul 25, 2017 4:04 am

got 17/300 hq cap point stormy 2,5, 22/297 rout 2,5, both non-early hq cap, obviously. really tough to beat.

Re: War Room High Scores & Strategy

by HisExclyangelGabriel » Tue Jul 25, 2017 1:01 am

Web 3,85? O_o

Re: War Room High Scores & Strategy

by HisExclyangelGabriel » Tue Jul 25, 2017 12:59 am

moji 12/299 rout 2,5. i guarantee its really tough to equal, and impossible 2 beat. didnt spam. ridge island & little lion are almost impossible as described above & without early HQ cap. why was i banned at the irc?

Re: War Room High Scores & Strategy

by Bonesy » Mon Jul 24, 2017 12:06 pm

stop fudge spamming you arse

cc, lil lion & rigde island

by HisExlcyangelGabriel » Mon Jul 24, 2017 7:40 am

lityle lion is almost impossible withou sasha, ridle isle is almost impossible without eagle and a certain strat. i also beat CC without sasha, wiyhout skills, and 1 co per army (also sucky co's, except colin, i guess).also, check my usermame.

2,5... i guarantee its really tough to equal, and impossible 2 beat.

moji 12/299 rout

Re: War Room High Scores & Strategy

by Xenesis » Tue May 09, 2017 9:27 am

MoultingPhoenix wrote:
Sun May 07, 2017 7:47 pm
Hello! I know this isn't a particularly good score but I just beat Moji Island 2.0 15/300! I used Olaf with the skills: Icebreaker, Prairie Dog, Pathfinder & Star Power. This is my first war room 300, im p excited :)
Heh, welcome to the path?

Good luck with further runs. It gets easier after the first.

Re: War Room High Scores & Strategy

by MoultingPhoenix » Sun May 07, 2017 7:47 pm

Hello! I know this isn't a particularly good score but I just beat Moji Island 2.0 15/300! I used Olaf with the skills: Icebreaker, Prairie Dog, Pathfinder & Star Power. This is my first war room 300, im p excited :)

22day little lion rout world record-can you beat it?

by AlmightyangelGabriel » Sun Jul 17, 2016 9:23 am

ww.warsworldnews.com IRC | So much for "Hard": https://www.youtube.com/playlist?list=P ... Orez3P3cdO
Topic set by Xenesis!Xenesis@ARG-zOmBiE-0rb.rk6.211.118.IP on Mon Apr 04 2016 01:11:38 GMT+0200 (CEST)
<mib_n3m4vr>: Little lion 22day rout. World record
<Linky>: little lion
<Linky>: is that war room
<mib_n3m4vr>: Yes
<Linky>: btw sven
<Linky>: when is top 32 melee?
<mib_n3m4vr>: I guarantee noone will beat it
<mib_n3m4vr>: Or even equal it
<Linky>: buddy are you from the bible
<mib_n3m4vr>: Not a single wrong move or luckroll
<Linky>: if you're not an archangel I'm not interested
<mib_n3m4vr>: Iam
<Linky>: nah really dude
<Linky>: good job
<Linky>: not a war room guy
<Linky>: do post it in the wwn war room forum
<mib_n3m4vr>: ?
<Linky>: if it's true people will give you praise
<Linky>: here
<Linky>: is that dual strike
<Linky>: http://forums.warsworldnews.com/viewforum.php?f=12
<mib_n3m4vr>: Yes. Post it.
<Linky>: check out the high scores there
<Linky>: nah you do it bruh you take the credit
<Linky>: it's YOUR achievement
<Linky>: you're the man
<Linky>: it allows geust posting if you don't wanna register
<Linky>:
<mib_n3m4vr>: Sounds impressive, my score, huh? Since It's perfected
<Linky>: absolutely
<mib_n3m4vr>: Find your magic and post it
<mib_n3m4vr>: But if i go to wwn forum, this chat will shut down for me

I have proof. I challenge you to beat it or even equal it. Beware though, you are competing against His Excellency gabriel Himself (im sure of that; you'll believe it when you realize noone can beat it or even tie it). It is said little lion is the hardest war room map, especially to rout.

Re: War Room High Scores & Strategy

by DxDyDzD » Tue Jan 19, 2016 12:33 am

Sensei is ridiculous even in the War Room :lol:
Image Image
Sonja lost her HQ on Day 10 and Lash got routed on Day 13. Inf flood ftw

Re: War Room High Scores & Strategy

by ALAKTORN » Wed Dec 30, 2015 1:08 pm

Banker Hills 1.0 5/300 with Colin + Flak. Proof of concept done on emulator with RNG cheatcodes, I captured the “RNG viewer” in the video so you can follow along with what happens luck-wise. I calculated Brawler to give better chances than Star Power, but it might be different with different strategies, and it’s hard to know exactly which is best in the first place anyway.

https://www.youtube.com/watch?v=sUQDQpDrmfs

I’ll play it for real on DS as soon as I get the chance… I also recorded 9 minutes of The Trident with Adder, but never got the 2/3HP Inf to suicide for Power. It must’ve changed its AI to Defense or something, because on an earlier day it moved before the BC, but when suiciding it literally never happened, and I think it never suicides only under Defense AI.

Edit: Sasha would get it with Bruiser + Road Rage if Hachi didn’t COP D5. She uses 3 Recons to kill Tank and has AI Recon attack then suicide on a 7.0HP Recon of ours, double suicide D5. Nell gets it with a Plains v Plains D5 suicide.

Edit: Got 5/300 Flak on DS. :) The D3 suicide surprisingly only took like 5 minutes, but D4 and D5 took a very long time. 3 hours total. My visuals helped out, AI’s D4 ended with me having a 8HP and 7HP Recon, so I had to attack the Tank to 8.4–8.1HP and get hit back down to 2HP in order to charge. Flak’s COP 10HP Recon max damage is 54%, so after Silo it’s barely enough.

Re: War Room High Scores & Strategy

by ALAKTORN » Mon Dec 28, 2015 8:04 am

Back in Dec 2009 a bunch of The Trident D2Ds were posted (Hachi/Sasha, Colin, Adder, Koal) but I didn’t see the one for Jake, Jess, Grimm, Grit, Hawke, Von Bolt, Sonja, Sensei, Lash, Nell, Jugger, and Flak, (aka 105 Ind/Plains Atk) so I’ve made a video of it using Sonja: https://www.youtube.com/watch?v=2VVtsV-AcbM. I’ve also found a different Koal strategy but it requires more luck than what DxD does so I don’t know if I’ll vid it.

Sami also gets an imperfect 8D win but I found no D2D of that.

Edit: Got all the records except Sami’s now, and mine were all a little different from the D2Ds. I had no Technique problems in I think all of them so I didn’t have to build extra units, except with Adder with whom I lost a Mech and an Inf. My TC actually kept 1HP and survived; I was still able to charge by having my Mech countered to 6HP (I also put the E Inf to 2HP and it still suicided).

Re: War Room High Scores & Strategy

by DxDyDzD » Tue Jul 29, 2014 12:25 pm

The interesting thing is, the AI will build something to attack regardless of terrain. In Moji for example, when I put the Recon 6 squares of the west base, it can't actually be attacked by a Tank because of the Sea tiles in between, but the AI builds a Tank there anyway.

I also got Egg Islands Eagle 8/300 recently, the trick is to make the AI build a Md Tank in the east base 2 days in a row. The first time, you need to leave a Recon on the Plains (if you put it further away, like on the Forest, the AI builds Rockets instead). I believe that's also the second method in action, the Plains is exactly 5 squares from the east base.

Re: War Room High Scores & Strategy

by ALAKTORN » Mon Jul 28, 2014 2:31 am

DxDyDzD wrote:More scores.
Some AI exploits:
1) The enemy AI seems to build Recons based on the number of Infs you have. E.g. Spann, if you have 2 Infs on Day 2 it will build a Recon, but if you only have 1, it builds a Mech. Same for Moji, if you have 3 Infs on Day 3 it builds a Recon, but if you have 2 or 1, it builds Mech + Inf.
2) The AI tracks the units that it can attack if it builds out of a certain base. Pivot was the first discovery of this, I believe - on Day 4 you move the Recon 1E so that the AI doesn't build a Tank (I think?). I found this when playing Moji, on Day 4, the Recon in the back needs to move 2S and no further. That leaves it 6 squares from the west base and the AI will build a Tank there instead of S or E.
the first I knew about, the second I probably tried to manipulate randomly, but it’s pretty interesting to know how it works

I have no idea where the records for this game with unused COs usually stood so I can’t awe at your records… I wonder where STL went

Re: War Room High Scores & Strategy

by DxDyDzD » Wed Jul 23, 2014 2:32 pm

More scores.

Spann Island:
Grit 6/300
Drake 6/300
Kanbei 7/300
Grit's strat is a rout with 2 Arts.
Drake's strat is a capture. Works with all bland COs, although they can rout in 5.
Kanbei's strat is the same as Drake's, but the capture takes 3 days instead because the Inf will get attacked.

Moji Island:
Nell, Jugger, Flak 8/300
Max, Kanbei, Grimm 9/300
Luck COs' strat (originally from swifty) is a rout, Recon + Recon + Inf every day.
I originally forgot to exclude Max because his Rockets can't cover the west base, but I managed to win with him anyway.

Pivot Isle:
Kanbei 9/300
HQ Capture. Cap the airport and use a TCop to send in the Inf. Probably improvable if you use APC + Inf instead, but that means fewer Recons/Tanks to attack.

Some AI exploits:
1) The enemy AI seems to build Recons based on the number of Infs you have. E.g. Spann, if you have 2 Infs on Day 2 it will build a Recon, but if you only have 1, it builds a Mech. Same for Moji, if you have 3 Infs on Day 3 it builds a Recon, but if you have 2 or 1, it builds Mech + Inf.
2) The AI tracks the units that it can attack if it builds out of a certain base. Pivot was the first discovery of this, I believe - on Day 4 you move the Recon 1E so that the AI doesn't build a Tank (I think?). I found this when playing Moji, on Day 4, the Recon in the back needs to move 2S and no further. That leaves it 6 squares from the west base and the AI will build a Tank there instead of S or E.

Re: War Room High Scores & Strategy

by DxDyDzD » Fri Jul 18, 2014 3:39 am

Yep, 2.5.

I have my own spreadsheet for records, updated with new ones (I didn't have Fortress Isle, Risky Vale, Risky Duo routs previously):
http://i885.photobucket.com/albums/ac51 ... hart-1.png

Re: War Room High Scores & Strategy

by ALAKTORN » Fri Jul 18, 2014 3:12 am

^Those are 2.5 records? Do we have a topic for individual CO records…? I don’t remember. We had charts on Cyberscore but I think they were removed.

Re: War Room High Scores & Strategy

by DxDyDzD » Fri Jul 18, 2014 3:04 am

Played a few more maps and achieved some individual CO records.
Twin Isle Kanbei 9/300
Sole Harbor (all) 7/300
Moji Island all except Grimm, Kanbei 9/300 <- 3 day capture
Moji Island Andy 8/300

I also have 7/300 on Moji with Sami but I copied a guide for that :p

Re: War Room High Scores & Strategy

by Kouzou » Mon Apr 08, 2013 9:48 am

Lol,you were even so kind to post a D2D strategy for Twin Isle.How nice of you!I tested it and it worked like a charm.Just had to reset a lot of times.Thank you very much!I'll redo Twin Isle,this time by my own like i did with many other War Room maps.My records aren't nearly as good as yours,but it was fun to play.

Re: War Room High Scores & Strategy

by DxDyDzD » Mon Apr 08, 2013 12:21 am

You only need to avoid the Neo and 2 Tanks. Avoiding the Neo is easy. The tough bit is, as soon as the Tanks are built, their movements are fixed. If you save and reload when you regain control, those Tanks will do the same thing every time. Thus you need to "blindsave": save and hope that the Tank movements are correct, and restart the map entirely if they aren't. It's easier on an emulator because you can make savestates.

Once you get the Tanks down the rest of the map is simple, because the AI will build Art and then Mech (this is also influenced by you capturing the S city, if you don't, he builds Rockets), which can't attack your capturing Inf. The Art covers your capturing Inf. It's an AI exploit, the AI is programmed to move indirects last.

D2D:

Code: Select all

Twin Isle 8/300

Day 1:
Build Inf N, APC S.

Day 2:
Load Inf, APC 1S 5E.
Build Recon S.
Save.

Enemy Day 2:
Inf must cap N city.

Day 3:
APC 4S, drop S.
Recon 1S 7E.

Day 4:
Inf 2S, cap city.
APC 3S 3W.
Recon 5S.
Blindsave.

Enemy Day 4:
Neo must move NW.
APC must move SW.

Day 5:
*BLINDSAVE CHECK* Recon 3S 5W, then end. If both Tanks move NW, proceed, otherwise restart the entire map.
Finish city cap.
APC 1S 5E.
Recon 3S 5W.
Build 2 Tanks.
Save and do not overwrite until you finish the map.

Day 6:
*CHECK* Move both Tanks just outside of Neo range and see what happens. Use the information to decide what to kill for Power. Reload Day 5 save.
Recon hit Inf from N.
Load Inf, APC 5E, drop E.

Power
If Neo moves towards your HQ: Recon 3HKOs S Inf. D6 build Mech+Art, D7 build S Tank+Mech. Enemy Neo attacks S Tank, kill Neo with Art+4 Tanks/Mechs.
If Neo moves away from HQ: D6 build Recon+Tank, D7 build whatever. Kill 2 units in the center area.
Grimm: Neo must move away from HQ (move D5 Tanks 2 spaces each), Tank must move towards HQ. Recon 2HKOs S APC. D6 build Mech + Art, D7 build whatever. Enemy Tank attacks road Tank, kill Tank with Art.

Enemy Day 6:
Art must move 1N of HQ.

Day 7:
Cap HQ.
Move APC 1N 3E.

Day 8:
Kill units for Power.
Build units for Tech.
Cap HQ.
Other Twin scores:
Grit, Colin, Grimm 8/300
Yes, the above strat works with these 3 COs. Grimm preserves Tech by allowing the Neo to move away from his bases. I thought Colin and Grit would have problems with Power because their Tank attack is less than 100, but Colin can build more units and Grit's Art has 120 attack.
Kanbei 10/300
This one involves building a ton of Recons and getting them shot to 1HP by the enemy Neo, so that you can charge your SCOP. Inf on HQ under SCOP takes 0 damage from all attacks. You have to lead the Neo to the northeast corner using your Recons, and kill 2 Tanks with 2 Mechs+Tank (I think).

Re: War Room High Scores & Strategy

by Kouzou » Sun Apr 07, 2013 9:20 am

To DxDyDzD,about Twin Isle:
I've seen that pic and i still don't believe it.How did you get that infantry there so fast while avoiding the Neotank and enemy infantries and tanks? I try to do this and that Neotank always blow up my loaded APC.To think you did that in only 8 days,it's fantastic! Congratulations on your feat.

Re: War Room High Scores & Strategy

by Xenesis » Thu Mar 21, 2013 8:05 am

Slazzy wrote:the pic doesnt work
Works fine.

Re: War Room High Scores & Strategy

by Slazzy » Thu Mar 21, 2013 1:43 am

the pic doesnt work

Re: War Room High Scores & Strategy

by STL » Wed Mar 20, 2013 9:24 am

Nice to see you around DxDyDzD :D

I also got new perfect COs when I played a month ago.

Risky Vale 6/300 with Sami and Andy
The strat was very different to lucky COs, with them we used many Recons and closed as many of Kanbei's bases as we can (3 or 4).
In the new strat we leave every base open and allow him to build a NE Tank which is then killed by 2 Mechs. Sami uses COP and Andy SCOP, Andy's +5 heal is actually very helpful here so he isn't much harder than Sami.
Rachel will probably find a way with her SCOP too, but it needs work.

Re: War Room High Scores & Strategy

by DxDyDzD » Sun Mar 17, 2013 8:13 pm

Got Kita 7/300 all-CO. Very ingenious; a D2 inf is used to manipulate AI build, then deleted on D5 to prevent the enemy from building an Inf near its HQ.

Another achievement:
Twin Isle 8/300 all except Kanbei, Grimm, Grit (?), Colin (?)
http://s885.beta.photobucket.com/user/D ... sort=3&o=0

A lot of luck is needed, it's much easier on an emulator with savestates.
APC sacrifices itself to protect capturing Inf.
On emulator I killed Inf + Neo for Power, but on console I killed Tank + Inf (in the center) for Power.

So yeah, I'm still alive, still play this game occasionally. :D

Re: War Room High Scores & Strategy

by ALAKTORN » Sat Feb 09, 2013 1:43 am

awesome job fidel :)

Re: War Room High Scores & Strategy

by fcastro » Mon Feb 04, 2013 10:10 pm

New CO score: Kita Straight 2.5 7/300 with everyone except Kanbei. (played it with Rachel only, but even Grit gets it easily)

AI must send Recon+Tank on the south of our island, so that we can kill them with tank, recon and also 2 mechs (sent by BB).
I think it is mostly the same strat that was used in the old Sami strat, the difference being deleting one unit to prevent AI protecting HQ.
I let you find which buildings and AI moves are required on D2-D3 :wink:

This gave hope to improve Kita Straight 2.0 (current fastest score is 6/276), we'd need to try all possible manips.

Re: War Room High Scores & Strategy

by Slazzy » Sat Jan 12, 2013 2:12 am

How to get the highest scores as on Cyberscore? Any of them needed.

Re: War Room High Scores & Strategy

by Guest » Thu Nov 08, 2012 2:11 am

fcastro wrote:2) Ok. For Hachi I hope it can be impossible as his COP is too long to charge ^^ but I maintain that Grimm could have some chances, ofc with insanest luck XD Well fortunately it looks impossible for now.

1) I'm currently in a run that should end in 287, but I'll finish it only later. (Edit: it was 291)
As there are so many possible ways, I will try to sum them up and maybe we'll be able to see it more clearly soon. And I didnt find a better way for Sonja...

D1: 2 infs. South is for catching SW base, north is for the silos (east silo if we dont want Sonja's inf attacking urs near HQ).

D2: 2 APCs

D3: 2 infs, shot Sami. There are 4 possibilities for shooting 2 infs, but the point is that apparently u must shot north west inf, otherwise he will later load in APC instead of mech. Also note that we could eventually wait d4 for shooting this inf but it didnt show any benefit.
So the best choice seems to shot both west infs.

D4: 2 Recons. Apparently it's not good to shoot Sami now as we later want a 4 hp APC (so a recon can kill it and free the way), however it's possible to get APC out of our way...

D5: For Sonja we drop on road, as I said I didnt find better way.
For Sami we have 3 possibilities to drop inf from APC: west, north and south. I usually drop north to avoid my APC getting attacked (so he'll later survive to mech attack, but note that he can survive 6 hp inf + mech attack), normally inf isnt attacked.
We also have various possibilites to shoot Sami, the best is to shoot the south infs. Also if we can force MD Tank to move 2S on city by shooting him, but note that it's not necessary.

D5 enemy: Usually Md Tank moves randomly south, but if u previously shot him he will always move on city, and so injured inf wont go there. It's good because an inf on this city would be very dangerous for ur HQ inf at next day. Also the question is whether the mech will be dropped from APC or not, I think its linked with if u shot or not the most south inf...
And ofc Sonja makes 4 hp to ur inf.

D6: There are various situations but the plan is clear: shoot Sami as much as u can, and free the way. Also try to hit Sonja's injured inf to 1 hp with recon.

D6 enemy: If u shot Md Tank, Sami has built 2 mechs, they will kill the APC. Your HQ inf can also be hit to 1 hp by being attacked by 3 hp and 10 hp inf. The big question now is to know, when there is only one mech (ie if u didnt shoot Md Tank) if inf will prefer killing 1 hp APC or attacking ur HQ inf. Apparently HQ inf is ignored when he got attacked by 3 hp inf...

D7: Charge as much as u can! :wink:
What map is this? (sorry for double post)

Re: War Room High Scores & Strategy

by Guest » Sat Oct 06, 2012 9:52 pm

DxDyDzD wrote:New high score.
Silo Nation Kanbei 7/300
I managed 7/300 with all the other COs as well.
Basically 2 APC rush, it took me a long time to figure that out because I always went 1 APC + 1 Recon/Tank. The only Recon you build is to decoy the enemy Recon away from its HQ so that you can kill it for Power and keep your capturing inf safe.

Code: Select all

D1:
Build infs in NW & S.

D2:
S Inf 1N 1E, cap.
Build APC in NE.

D3:
Finish cap.
NW inf 3E, load, APC 6E, drop N.
Build APC in NE.
Save.

Enemy D3:
Recon must move 3S 5W.

D4:
Road inf 1N 2E, attack inf.
Road APC 1N 2E.
City inf 3N, load, APC 6E, drop N.
Build Recon in NE.

Enemy D4:
Art must move 1S 3W.

Day 5:
10HP Inf 2E, load, APC 1S 5E, drop E.
Other APC 3E.
Recon 1N 4E.
Damaged inf attack inf OR move 1S.
Build Mechs in NW & NE.
Save.

Enemy Day 5:
West APC must not be attacked from E.

Day 6:
Cap HQ, use APCs to cover inf N & W.

If Recon attacked NW Mech:
NE Mech 1S 1E.
Recon 2S 4W.

If Recon attacked NE Mech:
Recon 2S 3W, attack Recon.
Damaged Mech 1E.
NW Mech 2E.

Build Mech NE.

Day 7:
Destroy both Recons.
Build 2 units.
Cap HQ.
On day 3 the enemy never cooperates in my instance, should note that if it doesnt, you should restart the map.

Re: War Room High Scores & Strategy

by Xenesis » Fri Aug 24, 2012 7:07 pm

Haha. Yeah.

(Quick, do the AW2 Hack! :P )

Re: War Room High Scores & Strategy

by SJCrew » Fri Aug 24, 2012 11:42 am

Well. There goes my pride lol.

Re: War Room High Scores & Strategy

by ALAKTORN » Fri Aug 24, 2012 2:02 am

the list in the first post is horribly outdated, one example being that every CO has 7 days on Sole Harbor except for Kanbei

Re: War Room High Scores & Strategy

by SJCrew » Wed Aug 22, 2012 8:01 pm

0_o Didn't realize the record for Rachel on Sole Harbor was so slow. Add mine, please:

Image

16 days, forgot how I did it. It had something to do with Covering Fire being cheap on small to medium-sized maps though.

I actually forgot how I did most of these, so I'll edit some more in as I find them.

Toil Ferry - 15 days with Sasha; you guys were exceptionally slow here!

Image

Egg Islands - 22 days w/Hawke

Image

Lost Basin - 23 days w/ Hawke

Image

Rivers Four - 18 days w/Jess; not a new record, but just adding my name is fine.

Image

Ring Islands - 22 days w/ Sasha; I actually thought she was the easiest one to do this with, so the high score surprised me. Basically, anyone with an annoying/mass damage SCOP forces my hand to Sasha. I will not watch my units get half-eaten.

Image

Stamp Islands - 21 days w/Sasha

Image

Risky Vale - 14 days w/Kindle

Image

Re: War Room High Scores & Strategy

by Slazzy » Sun Jul 15, 2012 12:14 am

There is an error in your mial's hope guide. Day 1 builds/base locations are wrong. Please, can you correct it?

Re: War Room High Scores & Strategy

by fcastro » Mon Jun 11, 2012 1:24 am

Right I tried offensive setting and AA was preferred. So we now know the difference between normal and offensive setting!
And so apparently AI setting is offensive in War Room (it cannot be "very offensive" since this mode doesn't apply the 69% rule).

Re: War Room High Scores & Strategy

by ALAKTORN » Sun Jun 10, 2012 3:28 am

“Note that without late tank, I tried to lure him away from 1 hp AA with D4 mech, but he ignored it; while in VS mode he prefers mech over 1 hp AA. Dont know why...”

have you tried different AI settings?

Re: War Room High Scores & Strategy

by fcastro » Sat Jun 09, 2012 8:34 pm

Guess what it worked! :D After reading your post I thought about late tank, and it was the key for Grit's success.

Ridge 2.5 is much easier than what I remembered! If ever you have trouble getting it, here are some tips, I guess it should be enough for you:

South way must be used, if you can kill rocket with both recon and inf (f.e. with Kanbei) it is great because AI will then rebuild art and "cover" your cap, else with weak COs like Grit 2 hp rocket goes back to HQ and a mech blocks your way; it is killed with inf and D3 AA. Late tank is needed for tech because t D4 he must come to the south for being lured at D5 by a second AA, else he will always kill the first injured AA. Note that without late tank, I tried to lure him away from 1 hp AA with D4 mech, but he ignored it; while in VS mode he prefers mech over 1 hp AA. Dont know why...

Re: War Room High Scores & Strategy

by DxDyDzD » Sat Jun 09, 2012 12:11 pm

Congrats on your Kanbei scores.

Silo Nation 7/300 all except Kanbei
Surprisingly Grit and Grimm have no trouble following this strat; like Kanbei's strat, the recon is only used to lure the enemy Recon near your bases and to sacrifice itself to the enemy Tank.

Code: Select all

D1:
Build infs in all bases.

D2:
NE inf 3E.
Build APC in NE base.
NW Inf 3E, load.
S Inf 1N 1E, cap.
Build infs in all bases.

D3:
Finish cap.
S Inf 1N 1W, cap.
NW Inf 1S.
APC 6E, drop N.
Build APC in NE base.
Save.

Enemy D3:
Recon must go 3S 5W.

D4:
Finish cap.
City Inf 2N.
NE Inf 1N 2E, attack inf.
Plains inf 3E, load, APC 1N 2E, drop W.
Base APC 6E.
Build infs NW & S, Recon NE.

Enemy D4:
Art ust move 1S 3W.

D5:
10HP Road Inf 1E, load, APC 1S 5E, drop E.
Other APC 3E.
Damaged base inf 1N 2W, join NW base inf.
City Inf 1N.
E plains Inf 2S.
Recon 5E.
Build inf NW, Mechs NE & S.
Save.

Enemy D5:
APC next to art must not be attacked from E.

D6:
Cap HQ.
Cover capping inf with APCs.
NE Mech 1S 1E.
Recon 1N 3E OR 1S 5W.

If Recon attacked Mech:
City Inf 2W, hit Recon.
Inf 1E of HQ 3S, hit Recon.
Join infs 1N of injured infs to them.
Mech 1S 1W.
NW Inf 1S.

If Recon attacked inf:
S Mech 1N, hit Recon.
City inf 1S 2W, hit Recon. Join inf 1N 1W of it.
Base Inf 3S.
If possible, inf 1E of HQ 1S 1E, join

Build inf NW, Mechs NE & S.

Enemy D6:
If Recon moved 1N 3E: Tank kill Recon. 1S 5W: Tank kill APC.

D7:
Kill both Recons.
Build 3 units.
Cap HQ.
On enemy D6 the tank may move first or last. If it moves first your Recon should go 1N 3E to sacrifice itself; if it moves last your Recon should retreat and let the Tank kill your APC instead (your capping inf is safe because the enemy infs cannot kill your APCs, and the tank moves last so nothing else can attack your infs once your covering APC is destroyed).

Hopefully this can help with Ridge Island Grit 6/300. Somehow :)

Re: War Room High Scores & Strategy

by fcastro » Fri Jun 08, 2012 7:33 am

Nice job DxDyDzD! By the way, I have very recently discovered what DxDyDzD means! ;)

Also btw, new (perhaps useless) stuff was found about the game mechanics. AI estimates our mech as costing 4500G (while his mech is still 3000G). It is similar to what we knew that our inf is 2000G and our mega 56000G (or maybe 224000G :p).

We also knew already that when the estimated AI attack is less than 11% or when the estimated counter is more than 69%, the estimated attack must be 4 times the counter. This allows 0.1 hp units to suicide very well, for example 0.1 hp recon (with 110 attack) VS bcop: 2% of bcop is 180G, 1% of recon is 40G. This was the case in the new Turn Survival 16-day strategy of STL, who wonderfully killed my old record (I still have to update the Survival thread btw XD).

However, it seems that the value of the units can be modified in the process. For example AI inf estimating less than 11% will estimate our inf, mech and mega at their real values (1, 3 and 28K). I have no clue why, and moreover AI mech also has very strange behaviour (he seems to estimate inf as being 1500G, ofc only when dealing less than 11% still). But this seems to have absolutely no application...

Anyway, congrats again for the Kanbei score (and also congrats again to stl for the Turn Survival score :))

edit: got Sole and Ridge 2.5 with Kanbei! :) But only imperfect Ridge with Grit, I have to lose 2 units...

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