Single-Player Maps High Scores and Strategy

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Expand view Topic review: Single-Player Maps High Scores and Strategy

Re: Single-Player Maps High Scores and Strategy

Post by Dragon Fogel » Tue Sep 07, 2010 5:45 pm

Okay, finally got it to work.

One tweak: It is not necessary to get the mech down to 5 HP on Day 3. All that matters is that it is down to 5 HP after countering, and that the Mid tank goes down to 5 HP (as it moves differently at 6 HP). I gave up on getting the luck needed for a 5 HP attack and still ended up with 150 Power.

Re: Single-Player Maps High Scores and Strategy

Post by -STL- » Mon Sep 06, 2010 4:28 am

The Mech shouldn´t be able to attack the Art. 2HP Inf blocks the way. The 5HP Mech sometimes kills the 2HP Inf though. The Enemy Bike should attack the full HP Mech, but it always attacks and it always ends 7-3, so i didn´t include it in the D2D. I assume you didn´t move your 2HP Inf 3 West?

Edit: Oh found a mistake in the D2D it said moving Inf 1N instead of 1S, sry.

Re: Single-Player Maps High Scores and Strategy

Post by Dragon Fogel » Mon Sep 06, 2010 3:23 am

I'm trying it out, but I haven't had any luck whatsoever getting the infantry to attack my tank.

Edit: Now after finally doing that, I don't get both mechs attacking my mech on Day 3. Instead I get a bike attacking it and the 5 HP mech attacks my artillery.

Re: Single-Player Maps High Scores and Strategy

Post by -STL- » Mon Sep 06, 2010 12:28 am

5/450 D2D

Day 1:
- Move eastern Tank 2N
- Move Artillery 1W4S
- Move remaining Tank 4S
- Move westernmost Inf 1N
- Move western Mech 1S1W
- Move western Inf 1E 2S and begin capturing neutral city
- Move remaining Inf 1S
- Move remaining Mech 1W

Enemy Day 1:
- Enemy Inf must attack your Tank, your Tank keeps 10HP

Day 2:
- Move westernmost Infantry 3N and launch silo Target the enemy Bike
- Load Gage into Tank, move CO Tank 5S1W and destroy Tank from the north
- Destroy Inf from the north with Tank
- Destroy Inf with Art
- Move western Mech 2S and begin capturing neutral radar
- Finish capturing neutral city
- Move remaining Inf 2S
- Move remaining Mech 1S1W

Day 3:
- Destroy Tank from the north with CO Tank
- Destroy Inf from the north with Tank
- Destroy Inf with Mech
- Move remaining Mech 1S1E and attack Mech, deal 5HP damage
- Attack MD Tank with Art, deal 5HP damage
- Move wounded Inf 3W
- Move Inf which capped the city 1S

Enemy Day 3:
- Both enemy Mech attack your Mech, you keep 2HP

Day 4:
- Move 7HP Mech 1S1E and destroy Bike, join the other Mech into it
- Destroy 8/9 HP Mech with Art
- Destroy 7HP Mech from the north with CO Tank
- Destroy Art with Tank from the west
- Move 6HP Infantry 2W

Enemy Day 5:
- Tank attacks your CO Tank
- MD tank moves into Woods south of your Art
- Bike may attack your Mech

Day 5:
- Destroy 4HP Mech with CO Tank
- Use Inf to uncover MD Tank, destroy it with Art
- Destroy Tank and Bike with Tank and Mech

Re: Single-Player Maps High Scores and Strategy

Post by -STL- » Sun Sep 05, 2010 10:53 pm

I tried it again and as you assumed Inf attack on day 1 and swapped position for Tank and Mech are linked.
And Power is in fact 155, even close to 156 (3% away) if you take the best outcomes XD
We have 16 attacks and only 2 nonkill attacks on Day 3 on the Mech and MD. Needless to say that no suicide is required anymore lol

Re: Single-Player Maps High Scores and Strategy

Post by ALAKTORN » Sun Sep 05, 2010 10:35 pm

what the hell Image

Re: Single-Player Maps High Scores and Strategy

Post by -STL- » Sun Sep 05, 2010 10:28 pm

I tried Hourglass again and got suprisingly Enemy Inf attacking my Woods Tank. On day 2 reattacking him gave 12% more i went for the 447.
On Day 4 Enemy Tank and Mech positions were swapped which turned out as another advantage as i could kill the Enemy Tank with a Day 4 counter and a Day 5 attack instead of Day 4 and Day 5 attack. So i got 5/450 while my Power was probably around 153 XD

So in the end a new 450!!! =O

Re: Single-Player Maps High Scores and Strategy

Post by -STL- » Sun Sep 05, 2010 2:50 am

Ok got it 1 more Power point, 5/446 at least beats the 6 day win =P
I´m 8% away for 1 more Power, 15 attacks in total.

Re: Single-Player Maps High Scores and Strategy

Post by ALAKTORN » Sun Sep 05, 2010 1:08 am

great job Julian ^^

I'm also trying it with my own strategy, but it's requiring a lot of luck… I'm stuck on D3

5/430 for me, 130 Power, I didn't luck abuse day 3 so I think my Power is greatly improvable, but I don't know how much… it probably wouldn't beat the current highscore

edit: 5/442 with the D3 luck abuse, STL wins ^^ I got a weird movement once which could make the strategy better, but it's not happening again

D2D for my strat

D1 same as GFAQ's guide

D2
- NW Inf Siloes Bike, he won't move again
- Inf caps city
- east Inf 2S
- east Mech 1W 1S
- CO Tank destroys Tank
- Tank destroys Inf
- Arty destroys Inf
- Mech 2S caps

D3
- CO destroys Tank
- east Mech destroys Inf
- Tank destroys Inf
- Arty attacks Mech
- Mech destroys Mech
- 2HP Inf 1N 1E
- Inf 1S

Enemy D3
- Tank on Mech ends 7-5

D4
- 5HP Mech 1N 1E
- eastmost Inf joins
- Arty attacks Mech
- Mech 1E 1S destroys Mech
- Tank destroys Tank from N
- CO destroys Bike from W

D5
- Arty attacks MD
- 7HP Mech destroys MD
- Mech destroys Bike
- CO destroys Arty
- Tank attacks Mech

Enemy D5
Mech suicides

either on D2 or D3 MD Tank might move up instead of a Tank, I haven't tested if that's better or not

edit: MD attacked me on D3 while testing the D2D, but I didn't bring down the Silo Inf so I can't test it properly

Re: Single-Player Maps High Scores and Strategy

Post by -STL- » Sun Sep 05, 2010 1:00 am

T9 Hourglass 5/445, 145 Power

Re:

Post by -STL- » Sat Sep 04, 2010 9:19 pm

Unkown1800 wrote:T15 - Jay Islands - 30 Days - 450 Points

Unfortunately, since the AI build varies too much, I can't write a decent D2D strat (except for the start), but I can try to give the idea:

Day 1: Build 2 Bikes
Day 2: Move N Bike 5E and S Bike 4E1N.
Day 3: Move N Bike 2E2S and S Bike 4E1S. Both should start capturing.
Day 4: Both Bikes finish capturing. Build a Battleship.
Day 5: Move W Bike 3E1N1S and E Bike 1N2E2S.
Day 6: Here's where things get tricky. Load CO onto Battleship and move it 4S1E. Move N Bike 4S1W and S Bike 3S2W.
Day 6 Enemy Movement: Greyfield should bring up an Artillery into the Battleship's view. If this doesn't happen, restart the day.
Day 7: Move Battleship 2E and destroy Artillery. Move W Bike 3W1S and E Bike 5W. Both should start capturing.
Day 8: Move Battleship 4E1N. Both Bikes should finish capturing. Build a Carrier.
Day 8 Enemy Movement: Sometimes Waylon may move an Infantry into view of your most eastern City, hence the need to move the Battleship before.
Day 9: Two things can happen.
If Waylon moved an Infantry into view the turn before:
- Move Battleship 1N and destroy it.
- Move Carrier 2S.
If not,
- Move Carrier 4S1E. Move Battleship 3W2S and destroy Rockets.
Regardless of which one is the case, move N Bike 3E1S and S Bike 1E1S and have both start capture. Build one Rig.
Day 9 Enemy Movement: If Waylon didn't move an Infantry into view the turn before, he'll move it into the Bikes' range. Also, Grayfield may also deploy a Tank and an Infantry near your Bikes (try to avoid this event if possible). Whatever happens, though, both events should not occur together. If it does, Waylon's Infantry will attack Grayfield's Infantry, causing some delays in moving your BShip up faster later on.
Day 10: Assuming that Grayfield didn't drop the turn before, Move BShip back to its previous spot (2N3E) and destroy Infantry. Move Carrier into Reef, move Rig 5E1N and build a Cruiser.
Day 11: Move Cruiser 4S2E, Rig 5E1S, and BShip 3W2S (so the spot where you destroyed the Rockets). Build a Lander.
Day 12: Move Rig 4S2W, BShip 1N, Cruiser 1S3E, and Lander 4S2E. Build a Seaplane.
Day 13: Move Rig 4W1N and resupply BShip. Move Seaplane 7S.

At this point, the units that one may see could be different from another, so I can't write a detailed D2D after this. I could, however, try to give ideas of the result you should try to get:

Up to capturing Grayfield's HQ:
- Continue to build a Seaplane for the next 3 days (Day 13, 14, 15), launching each one 7S (or sometimes 6S1W) on the next day. When the last is launched, move the Carrier closer to the planes.
- Move Lander S of the S Bike and load the Bikes into the Lander. Lander should be able to drop at least one Bike off Grayfield's port around Day 16.
- The Battleship and the 4 Seaplanes should try to take out as many targets with one shot as possible. AA is top priority followed by indirects. These should be destroyed ASAP by the Battleship the Seaplanes. Remember to resupply Seaplanes only if they're almost out of fuel and will crash the next day.
- Cruiser should remain in the Reef to block off any other naval units.
- Build a Cruiser on Day 16 and move it as E as possible. Build a Lander and two Infantry on Day 17, load the Infantry on Day 18 and do the same as the Cruiser. Both of these will meet up with the main force later on.
- If everything goes to plan, the dropped Bike should be able to start HQ Capture on Day 17 at earliest. The Seaplanes should have enough fuel to block off Grayfield's units during that time. If one Seaplane needs to refuel, drop the other Bike W of the Lander to block off that space. Bike can then capture the HQ at Day 18. You may lose that blocking Bike, but that's ok.
- Build a Rig to resupply the Seaplanes upon capture.
- The latest day to capture is Day 20.

For defeating the other two:
- You should HQ Capture Waylon and Rout Tabitha, as your new Port will make Routing Tabitha easier.
- Your initial force (CO Bship, Carrier, 4 Seaplanes, and Cruiser) should meet up with the Cruiser and Lander you've built beforehand East of your starting island. This force should then proceed to capture Waylon's HQ in the same manner as how you captured Grayfield's HQ. HQ Capture can be done around Day 26.
- At your S Port, build in the following order: Bship, Bship, Carrier, Bship, Bship, Carrier. You should be moving them towards Tabitha's HQ from the bottom. Try to level up the Bships as much as possible, as it will come in handy near Day 30.
- When your first Carrier from the S Port reaches 1N of the reefs at the bottom of the map, start producing and launching Seaplanes. The second Carrier should immediately start producing Seaplanes and sending them toward Tabitha's HQ.
- Upon defeating Waylon, start producing Bships from your newly acquired Port. Chances are you will only build 2 from here.
- On Day 30, you should have enough Bships and Seaplanes surrounding all of Tabitha's army. Activate Gage's CO Power and destroy her army.

Subs are not necessary nor are any ground unit aside from Infantry and Rigs, though they may help.

Two more things to note is that you should always try to do one-shot kills to boost Power (excluding the Bships you'll try to level up as much as possible). If you can't, unless it's Tabitha's units or a unit in the way, ignore it. If it's one of the two mentioned, use Bships first and then Seaplanes. Sometimes you may encounter a Tabitha CO Wartank. At worst, it'll require a Bship and 3 Seaplanes to take it down. If that's the case, ignore it first until later on when you have more units to spare. Also, use the saving system starting around Day 6 by saving then moving your units into many directions, thus revealing a wide area and where units may possibly be hiding before loading.

Hopefully this will help you on this Trial Map!

Re: Single-Player Maps High Scores and Strategy

Post by DTaeKim » Fri Aug 06, 2010 1:10 pm

I still can't find this guide. Are you sure it's in this topic?

Re: Single-Player Maps High Scores and Strategy

Post by DTaeKim » Wed Jul 14, 2010 2:26 pm

Seriously? I've missed it after all these years.

Re: Single-Player Maps High Scores and Strategy

Post by -STL- » Wed Jul 14, 2010 7:21 am

For Jay Island there´s a D2D but the basic outline from it should be enough. Make a Co BShip, then a Carrier with Seaplanes destroy the Enemies, block the Enemy Bases and protect your capture with them. Make 1 Cruiser at some point too, i think after capturing blue. I got it in 27 days (31 days following the D2D), Swifty´s record is 25 though.

For Web River you should capture Lin as 2nd. D1 Infs capture Isabella by foot, D2 Inf+APC goes for Lin. I sent some Mechs/Ins NE to appeal all of Lin´s units north. The wood near Lin´s HQ will be helpful^^ After that i stormed Brenner´s HQ with my COP.

Re: Single-Player Maps High Scores and Strategy

Post by ALAKTORN » Tue Jul 13, 2010 6:20 pm

DTaeKim wrote:I'm not aware of a Jay Islands D2D.

I think there is an opening D2D way way back somewhere in this topic

Re: Single-Player Maps High Scores and Strategy

Post by DTaeKim » Tue Jul 13, 2010 10:31 am

I'm not aware of a Jay Islands D2D.

Re: Single-Player Maps High Scores and Strategy

Post by Guest » Tue Jul 13, 2010 8:44 am

Hey guys, do you guys mind posting that Jay Islands D2D (or at least a half way one)? It takes me way too long to do the "normal" way. I have a S Rank, but I like at least a 400+ score

Also, I have followed that Web River one, I can cap Isabella fine, but Brenner just has these indirect attackers that holds me back, the same with Lin.

Re: Single-Player Maps High Scores and Strategy

Post by Dragon Fogel » Wed Jun 09, 2010 11:46 am

Updated.

Re: Single-Player Maps High Scores and Strategy

Post by ALAKTORN » Wed Jun 09, 2010 9:44 am

DTaeKim wrote:When I have time to do so. Where do the new records begin?

3 to add:

Metro Island 6/450 by me

Web River 15/450 by STL also C5 5/448 by STL

Re: Single-Player Maps High Scores and Strategy

Post by DTaeKim » Wed Jun 09, 2010 9:22 am

When I have time to do so. Where do the new records begin?

Re: Single-Player Maps High Scores and Strategy

Post by ALAKTORN » Wed Jun 09, 2010 6:28 am

can I ask someone to compile a list of theoretical fastest wins and current high score+fastest without high score? (the latter can be found on Cyberscore.me.uk)

I think almost all the HQ rush maps are now either fastest or 1 day slower than optimal (and those aren't few either) found it funny when I thought about Metro Island going to 6 days while 5 is possible and thinking "1 day slower than optimal means perfect in this game"

edit: also, when is the first post going to be updated? =P

Re: Single-Player Maps High Scores and Strategy

Post by Craz » Sat May 08, 2010 5:40 am

DTaeKim wrote:I'm assuming this is a strategy against the AI, because it won't work against a normal player.


If I weren't referring to an AI, then I would be saying quite an amount about the standard human intellect. It was just for jokes when I was too lazy to formulate a half-decent plan. It was 2v2, wanted to see how an AI would work with a human on a symmetrical-ish map. Turns out, the AI did a worse job than either of my opponents as it didn't bother capturing stuff. This also means that programming the AI to spam artillery would've made it more viable than otherwise. Wow.

Also, just to make it clear, I never have and probably will say I'm a good AW player. Decent, yes, good, no. Beating the campaigns of the games could be considered 'cake walk' versus competitive play (although some maps were so overtly imbalanced and required cheap tactics and 'exploits'), provided there was competition in said play.

[Reveal] Spoiler: In a sense, it has been a philosophical trip...
...where I, the meek human of standard intellect journeyed into the depths and horrors of Advance Wars. At first, I considered the game to be similar to an RTS (Red Alert 2 was my first) in that it was balanced and fit for heavy PvP (a mirror match on 'tournament' maps would be considered almost perfectly balanced, connection/processor issues aside). I then, in vain, attempted to apply this concept to Advance Wars. There is no way to 'balance' a TBS to the extent of an RTS (in itself faction v. faction wouldn't be). Probably that is why the RTS series flourished in strategy and the TBS only saw RPG-esque releases mainly. Then I questioned myself on why I continued to play Advance Wars every now and then finding some level of enthusiasm and pleasure in doing so. I managed to round it off to several factors, being for the sake of blowing waffles up, the relaxed pace of combat and a little in light theorytarding. Most of my decisions became reflex rather than adaptation at later stages, a fatal flaw if applied to chess where considerably less margin for error is presented. Light theorytarding, I would classify, is considering tactics for missions (campaign and war room) and rather specific instances in combat rather than tackling meta-game as a whole and considering how funds balance out in the field of unit efficiency and potential of use. I found this all FASCINATING. Then I decided to biologically engineer a plant-based virus but found that it's optimal conditions of operations were low temperatures and surprisingly, limited sunlight. These terms of use were truly limiting along with pressures from governments and alike. Funding wasn't an issue, however, having a secure source from the war locked nation's thirst for new weaponry. This little experiment aside, I have veritably determined a method of cloning DNA without damaging the telomeres and theoretical elongate them. Sadly, subjects were severely lacking. Secrecy must be assured to further science under such irrational laws. Finding nobody truly trustworthy asides from myself I took to producing clones with my own DNA. Many failures yielded one success and my research bore fruit. I called him Alpha-C. Despite being unable to survive outside of a stasis tank, the primary organs were operational to extents and the cranial activity was present. It lived to an age of 20 years due to one of my experiments. I guess I overestimated it, with some personal bias and must be more careful in future studies. Beta-C showed greater promise in that it was able to survive outside of stasis but never achieved consciousness. All further experiments I refer to as Betas as none of them were mentally functional. Frustration began to set in and hampered my research significantly. My clients were beginning to file complaints addressing the speed of weapons manufacture and lack of new technology. One day I will successfully create a clone of myself and remove such emotions from the genetic code along with other human characteristics I do not favor. My latest Beta is showing great promise however. By altering hormone levels manually I have forced it into a state of semi-consciousness. Perhaps it even spoke. In all likelihood my cloning process must have somehow hampered the production of such hormones in the cerebral glands. Still a long way to go and so little time. At some point I will begin to run low on the stem cells and embryos required to produce more experiments. It seems my research is coming to an end. Ironic it would be such a beautiful night; I dare wonder what those minute fires hide from humanity after all.

Re: Single-Player Maps High Scores and Strategy

Post by DTaeKim » Sat May 08, 2010 12:22 am

I'm assuming this is a strategy against the AI, because it won't work against a normal player.

Re: Single-Player Maps High Scores and Strategy

Post by Craz » Fri May 07, 2010 12:26 pm

ALAKTORN wrote:there has been a partial strategy written by me (Blue capture) and continued by STL (Yellow capture), after that taking Black is a little harder but nothing too impossible

basically you flood Blue with T-Copters and Infantrys, I don't remember what happens to Yellow but it shouldn't be much different, while manipulating AI's build order and movements, you can get a early free cap

your strategy is something that I think everybody used until I found the early Blue cap =P


You know, after the first capture, I caught on to how I was seriously lacking t-copters. By that time though, things had already gone crazy (with Lin holding 30-ish properties, me with 40 and Tasha out in Poland like young Fortinbras). I would've just found it hard to manipulate the AI enough (yeah, savestates and menu>options) to make sure those infs get the capture. I'm just curious as to why you would flood blue first (although without my earlier intervention, blue would've dominated center, but not until they've set up AAs and whatnot). I'm playing a slightly balanced version of AWDoR too (aka Waylon gets a less obscene buff on COP while getting bikes'n'stuff and Tasha is no less scary than a wall of hadouken (backed by shoryuken and low MK) to a novice street fighter), basically GipFace's suggestions compiled with a few others. This technically made Waylon slightly less useful (if only you could order bikers to haul ass through 3-inch deep streams of sewage) and the others slightly more threatening.

One thing I have learned in all this time is that never EVER declare war knowing a bridge-less river is between you and the opponent.

All in all a painful map compared to others, which I would like to address as well ('cheap' tactics aside which require tool assisted goodies).

Unlike the previous AW, this one has removed the dominance of infantry and replaced it with ARTILLERY and lots of it. Even without input from forums, I realized I could actually easily beat the AI with a fleet of artillery. Thus I did, and rightfully won. It was hilarious, as factories on that map were few, I basically solely produced artys sans the meat-shields. Heck, the artys WERE the meat-shields. Only CO tanks could OHKO them on plains and with a few properties captured in contested grounds, it was like some kinda super-death organism. Heck, the flung anti-tanks and war tanks, which were easily dealt with (I had like 15 artillery pieces when that happened). The AI was playing a good game in that sense, changing up the units and keeping the CO nearby, but the sheer power of my artillery killed everything to the point I wondered why I even needed a mech wall. I guess had it not been close to cities I would've fallen...

...still:

Capture like crazy (the AI will never be as aggressive with infantry/bikes/mechs)
Amass artillery (merge and repair, back up with an AA and a rig on longer battles)
???
Win!

I wonder if AWDoR isn't as crumpets as the campaign would have you believe. LOL CRUMPETS112121

Re: Single-Player Maps High Scores and Strategy

Post by ALAKTORN » Fri May 07, 2010 11:24 am

there has been a partial strategy written by me (Blue capture) and continued by STL (Yellow capture), after that taking Black is a little harder but nothing too impossible

basically you flood Blue with T-Copters and Infantrys, I don't remember what happens to Yellow but it shouldn't be much different, while manipulating AI's build order and movements, you can get a early free cap

your strategy is something that I think everybody used until I found the early Blue cap =P

Re: Single-Player Maps High Scores and Strategy

Post by Craz » Fri May 07, 2010 10:46 am

After s-ranking the campaign, I have learned a lot about how this game plays. The only time I had to submit to my stupidity was during the final mission, which I attained a b-rank (miserable) and had to consult a guide to s-rank since I was lazy. Then I went off to square with the CPU on more even maps and ended up on Tatter River. Yes, the same old crumpets from ages back which always ended in horrible slaughter. I managed to s-rank the thing (very barely, 312 pts in 59[!] days) on first try by abusing Waylon's COP and parking miscellaneous air units around the HQs and capturing them...with much bloodshed. By golly gee johnson, since I'm not familiar with how the AI or the scores roll, it was really ugly.

Then I read about STL clearing it in 11 days with 450 pts and was like :ph43r:

Then I was like :(

Either I suck or someone here has spent a lot of work abusing the AI and the RNG. Though I must say, perhaps it's harder to beat the thing sans them tricks and with a mighty (damn you 50 unit limit) flying armada consisting of half the world's remaining steel (the other half being spent on AAs). Arguably, by the time I captured each HQ, I could have routed them but it wouldn't have given me his/her properties. I beat Gage (yellow), Lin (black) and Tasha (blue) in that order. Here lies my "strategy":

- Capture things just south of red HQ
- While standing off against yellow's factory, send convoy to capture center
- Flood yellow factory with artillery, reinforce center
- Seize the far eastern blue factory (thus saving black, which I will soon regret)
- Amass bombers
- ???
- COP bomber rush + yellow HQ capture
- Lose control of the eastern factory as my forces get crushed between blue and black (worth a shot I suppose...)
- Reinforce center with my fleet, preparing to battle black forces (now dominant)
- 'Creep' a wall of firepower till close enough to HQ (missiles actually proved useful)
- Amass bombers and dusters
- ???
- COP bomber-duster rush + black HQ capture
- Amass fighters and hit 50 unit limit
- ???
- COP bomber-fighter rush + blue rout

Probably a fail tactic in the eyes of vets, in the extremity to the point of breaking one's nose with one's palm. Still, S-RANK GET!

Re: Single-Player Maps High Scores and Strategy

Post by ALAKTORN » Sun Apr 25, 2010 9:34 am

DTaeKim wrote:...what? You managed six days? Holy cow.

I've noticed that when AI is manipulated into making MD Tank, it tends to not waste any money and make very few units, from which came the idea, 7 days is FAR harder (I've done it with AI Tank, not MD)

edit: nice strategy Julian, when I tried to have the Mech move before the Art the Art always moved first, in my strategy Mech is built north and I manipulate it into moving 2N (away of HQ range)

Re: Single-Player Maps High Scores and Strategy

Post by -STL- » Sun Apr 25, 2010 9:16 am

Lol it´s very easy when you know it´s possible
Here´s the D2D

Metro Island 6/450

Day 1
Build APC S, Bike SE, Inf NW

Day 2
Load Inf in APC, 4E
Bike 3E
Build AA SE

Day 3
Load CO into AA, 4E
APC 1N3E
Bike 2N2E

Day 4
AA 1N3E
APC 1S4E, drop E

Day 5
Start to cap HQ
Move APC, Bike and AA out of Enemy attack range

Day 6
Finish capturing

Re: Single-Player Maps High Scores and Strategy

Post by DTaeKim » Sun Apr 25, 2010 6:47 am

...what? You managed six days? Holy cow.

Re: Single-Player Maps High Scores and Strategy

Post by ALAKTORN » Fri Apr 23, 2010 2:48 pm

NEW HIGH SCORE T4 Metro Island 7/450 :) makingi 1 unit less, Tech was perfected, and with better optimization the other unit wasn't needed for Power

as always I've improved after getting a sudden urge of improving these ugly slow wins, since DoR has a loooooot of maps where the theoretical win is at least 1 day faster than the HS (5 is theoretically possible for Metro!)

edit: well, this is funny, after getting the 7/450 I wanted to try a 6 days win, and it's actually very easy to start capping with full HP on D5 XD I'd never thought, doesn't seem possible to win though

NEWER NEW HIGH SCORE T4 Metro Island 6/450 I CAN'T EVEN BELIEVE THIS. LOL. LOL. THIS IS SUCH A RIDICULOUS SCORE, WHAT ARE YOU DOING, AI? LOL. now I feel like all the hours I've put into the 7/450 were wasted XD

Re: Single-Player Maps High Scores and Strategy

Post by ALAKTORN » Fri Apr 23, 2010 12:05 pm

Metro Island 7/393, 150S 117P 126T I was able to win 1 day faster than SwifTy, it might be worth checking if 450 is possible... but it didn't seem so

7/443!!!! >____< 150S 150P 143T if only AI spammed 3 units on last day instead of just 2! >_< I'll try again

7/448 ARGH DAMN YOU TECHNIQUE

Re: Single-Player Maps High Scores and Strategy

Post by Translucent Air » Wed Mar 24, 2010 5:07 pm

It's hard to believe that it's been two around two years since I've looked at either mission, so my memory is hazy. I'll try my best to give you info based upon review of my own posts at the time.

Pentagram is difficult since the the sheer number of attacks makes increasing Power by a single point fairly difficult relative to the change in average damage percentage of each attack; you'll note that there was a fairly wide variety of attacks that still lead to only 441 pts. in the past discussions. Additionally, the faster you attack, the quicker you're likely to wear down your forces - only decreasing the damage percentage per attack and potentially score. Any major improvements to score will likely require novel and rethought strategies in attacking enemy units.

For Hourglass, I remember fighting pretty hard with it due to the luck-based attacks required, as you've already encountered. However, I was fighting for score and not speed. It might be interesting to see if it's possible, though it might be difficult.

Both pretty much boil down to wars of attrition which makes improving their scores harder.

-Translucent Air

Re: Single-Player Maps High Scores and Strategy

Post by ALAKTORN » Wed Mar 24, 2010 1:29 am

^I don't think any of the two is possible, but I haven't tried them seriously...

Re: Single-Player Maps High Scores and Strategy

Post by -STL- » Tue Mar 23, 2010 5:20 am

Translucent Air are u still around?
Do you think it is possible to beat Hourglass in 5 days? I always miss 2-3 attacks but it doesn´t feel impossible for sure. As u made the 6/445 D2D i would like to hear your opinion. It won´t beat the Highscore but it still wonder.
Also on Pentagramm, is it worth a check for the 6 day win or will i just waste my time? Your 439 is already very impressive.

Re: Single-Player Maps High Scores and Strategy

Post by DTaeKim » Fri Feb 12, 2010 7:43 am

Did you read my post? The fact the Artillery takes damage does not factor in the technique score.

Since Xagor's guide does not allow joining of enemy units and there is no way to build additional units on the map, the Technique score is capped at 143 pts.

Re: Single-Player Maps High Scores and Strategy

Post by ---- » Fri Feb 12, 2010 3:02 am

Sorry and I meant day 1

Re: Single-Player Maps High Scores and Strategy

Post by DTaeKim » Fri Feb 12, 2010 2:45 am

Why would it change technique? Technique depends on the ratio of your units to enemy units. The Artillery is only damaged, not destroyed.

Re: Single-Player Maps High Scores and Strategy

Post by Guest » Fri Feb 12, 2010 2:22 am

On missile, if the artillery doesnt get damaged on day 2, can that improve tech?

Re: Single-Player Maps High Scores and Strategy

Post by ALAKTORN » Thu Feb 11, 2010 4:05 pm

DTaeKim wrote:Is that so? I managed to pull it off on my first attempt.

that's some luck XDDD

it's not really really lucky, but on average I think it takes more than 5 restartings the map, with reloading it can take FOREVER

Re: Single-Player Maps High Scores and Strategy

Post by DTaeKim » Thu Feb 11, 2010 7:14 am

Is that so? I managed to pull it off on my first attempt.

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