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

by DxDyDzD » Sat May 13, 2017 11:18 pm

C20 9/443
I had cheats on while doing this, so I don't know how hard it is to get for real.

D1
Cap base and airport
Inf far N, Bike + Mech far S

D2
Cap base and airport
Cap cities w/ Inf and Bike
Mech 2S
AA 4S

ED2
Duster attack Inf, 10-6
Bcop and Duster attack Bike, 2hp left (?). Bcop must attack from E (?)

D3
Cap cities
10HP Mech 2S, cap city
Build Fighter
AA 2N 3E
Mech 1N 1W

ED3
BCop attack Tank from S (?)
Duster attack N Inf
Bomber attack capping Mech

D4
CO Fighter, 2S 2E
Build TCop, load Inf
Bike 1N 2E
N Inf 3W
2HP Mech 2N
1HP Mech 1N 1E
AA 1S 1E

ED4
BCop attack Bike, 10-4
BCop attack Inf from S
Duster destroy Inf from E
Yellow Tank destroy blue Tank from E

D5
Bike 1S 2W
Fighter destroy Bcop from E
AA destroy TCop from S
TCop 2S 4E, drop E
1HP Mech 1S
2HP Mech 1E

ED5
Blue AA destroy Inf
Blue AA hit Duster to 2HP (?)

D6
1HP Mech 2E, join 2HP to it
Load Inf, TCop 6E
Bike 1S3E, cap city
Fighter destroy TCop from W
AA destroy Mech from W

ED6
Blue AA destroy Bike
Blue Tank attack Antitank
Yellow Tank attack blue AA

D7
Mech 1S 1E
Bike 1N 3W
Fighter 4N, destroy TCop
AA 2N, destroy Mech on road
TCop 1N 4E, drop E

ED7
Yellow Duster should attack blue Tank, not suicide on Fighter

D8
Cap HQ
Bike and Mech 1S
Fighter 1S 1E
AA 2S 2E, destroy Mech
TCop 2N

ED8
Only Fighter should die
Yellow builds Inf, Mech, TCop

D9
Cap HQ

Re: Single-Player Maps High Scores and Strategy

by DxDyDzD » Mon May 01, 2017 3:53 am

Pentagram 6/445, so close :(
Cheats:
0x0214BFA8 12: max damage, min counter
0x0214BFA8 65: min damage, max counter

D1
turn on max damage, min counter
BCop 3S3E, attack meteor
Md 1N 3W, attack meteor
Art 1S1E
W Mech 2E
Tank 1N 1W
S Mech 1N

AI D1: caps your city, attacks your Mechs with Infs (7-6, 7-7)

D2
BCop 1S4W, attack Tank (58)
CO Art, destroy plains Inf (226)
Tank 2S1E, destroy Inf (175)
Md 1S2E, destroy Inf (197)
move Mechs onto cities

D3
BCop destroy Tank (162)
Tank 3S1E, attack meteor
CO Art 2N
Md Tank attack meteor
9HP Mech 1S1E
10HP Mech 2E
turn on min damage, max counter

AI D3: attacks your city Mech with Inf from plains, loses 6-7

D4
turn on max damage, min counter
Art attack War Tank (47), should get +1 zone
BCop attack Tank (60)
Tank 1N1W
Mountain Mech 2N, destroy Inf (170)
Other Mech 1E
Move Md Tank onto city
turn on min damage, max counter

AI D4: attacks your Mech with Antitank, 10-5. If the Mech has 4HP, the Md doesn't attack your Md.
attacks your Tank with Tank, 7-6
*2-3 frames before the reticule disappears, turn on max damage, min counter to make the Inf attack your Tank. This should not change the Tank-Tank outcome.
*while the Inf is attacking your Tank, turn on min damage, max counter
attacks your Tank with Inf, 6-6
attacks your Md with Md, loses 5-7

D5
turn on max damage, min counter
BCop destroy Tank (158)
Art destroy War Tank (149)
Md destroy Md (162)
9HP Mech 1N1E, attack Antitank (44)
Join Mech
turn on min damage, max counter

AI D5: attacks your Tank with Tank, 5-3
caps your HQ with 6HP Inf
Antitank retreats onto city

D6
CO Art destroy Mech (205)
Md Tank 1E, destroy Inf (201)
BCop destroy Tank (165)
Mech destroy Antitank (151)

1130 damage, 12 kills, 16 attacks

Screenshots
Spoiler: show
Image Image Image
Image Image
old strat, 6/442
Spoiler: show
D1
turn on max damage, min counter
BCop 4S1W, attack Tank (58)
Md 1N 3W, attack meteor
Art 1S1E
W Mech 2E
Tank 1N 1W
S Mech 1N

AI D1: caps your city, attacks your Mechs with Infs (7-6, 7-7). If it loses the first attack 6-7, the NW Inf attacks the Mech instead of capping your city.

D2
BCop destroy Tank (162)
CO Art, destroy plains Inf (226)
Tank 2S1E, destroy Inf (175)
Md 1S2E, destroy Inf (197)
move Mechs onto cities

D3
BCop attack Tank (60)
Tank 3S1E, attack meteor
CO Art 2N
Md Tank attack meteor
9HP Mech 1S1E
10HP Mech 2E
turn on min damage, max counter

AI D3: attacks your city Mech with Inf from plains, loses 6-7

D4
turn on max damage, min counter
Art attack War Tank (47), should get +1 zone
BCop destroy Tank (158)
Tank destroy meteor
Mountain Mech 2N, destroy Inf (170)
Other Mech 1E
Move Md Tank onto city
turn on min damage, max counter

AI D4: attacks your Md with Md, loses 5-7
attacks your Tank with Tank, 7-5
attacks your Mech with Antitank, 10-5

D5
turn on max damage, min counter
BCop 5E, destroy Tank (164)
Tank 1N (this blocks the path to your HQ and makes the Inf attack Tank)
Art destroy Md (163)
Md 1N1W
9HP Mech 1N1E, attack Antitank (44)
Join Mech
turn on min damage, max counter

AI D5: attacks your Tank with Inf, 6-5
turn on max damage, min counter to get Mech to attack Md
when Mech attacks Md, turn on min damage, max counter to make it lose 2-8
Antitank retreats onto city

D6
CO Art destroy War Tank (149)
Md Tank destroy Mech (184)
BCop destroy Inf (176)
Mech destroy Antitank (151)

Re: Single-Player Maps High Scores and Strategy

by GipFace » Fri Apr 21, 2017 10:37 am

OK dxdydzd get 'er done. Massive luck required like most of these silly high scores.

C2 A Single Life 4/419 D2D (120S 149P 150T)

D1
Inf 1S
Tank 2E
Arty 2E

AI D1
Inf must go 1S1W and attack tank. Tank must have 10hp remaining.

D2
Arty KO 6hp recon (171P)
Inf 1N1E

AI D2
Inf must go 1S and wait.

D3
Arty KO 8HP recon (172P)
Tank 1S KO 4hp inf (172P)
Inf 2N

AI D3
7hp tank attack inf: 43-48%. Tank must only deal 43%-44%. 6hp inf counters 2-7%. Inf must deal at least 4%.

D4
Arty KO 7hp tank (157P)
Tank 2N1E attack bike (73P). Bike must have 3hp remaining. Ideally the tank should deal 78%-79%.
Inf 1E

AI D4
3hp bike attacks inf: 15-17%. Inf must be at 5hp. Inf counters 22-27% and KOs.

Power: 745 / 5 = 149

Re: Single-Player Maps High Scores and Strategy

by ALAKTORN » Mon Apr 17, 2017 1:52 am

While sleeping last night I noticed what a stupid mistake I made in my Fragment Isles D2D. You don’t need to keep 7HP… just attack E Infantry first then S Infantry and let them be at 5HP each. You drop 1N instead of 1S and need Brenner to have 1 single wounded Inf next to HQ, so you can shield with TCs. That way capping Brenner is easy, you’ll need more moves to max Power but it makes reproducibility so much better. Edit: Just tested this and got Mech built N, it didn’t work… Looks like no Infantry moves S of HQ so Isabella’s Duster attacks me instead… in my video where it works the Duster retreated but that’s RNG I guess.

Re: Single-Player Maps High Scores and Strategy

by ALAKTORN » Thu Apr 13, 2017 10:09 pm

DxDyDzD wrote:Have you done Peril Maze 9/450 yet? Your score on CS is still 10/450.
No, I want to figure that out myself later on.

T14 Fragment Isles 10/450 D2D. I changed my strategy to remove some of the luck required, but it’s still incredibly random and requires a ton of luck. I’m sure a better strategy is possible… but I cba to bang my head against this anymore. I now allow Lin to build the extra Mech near the HQ and let her TC help bring away an Infantry, because the luck required otherwise is too much coupled with keeping 7HP after Brenner’s Inf attack (0 Luck). Edit: …AI D5 is a complete and utter mess. My new strategy may not be that much better than getting the Mech built away from HQ…

Day 1
- Build T Copter from the southern Airport.

Day 2
- Move T Copter 4E.
- Build Duster from the northern Airport.

Day 3
- Move T Copter 5E.
- Move Duster 8E.
- Build Infantry from the southern Factory.
- Build T Copter from the northern Airport.

Day 4
- Attack southern Infantry from HQ.
- Load Infantry onto T Copter, move T Copter 6N and drop south.
- Move remaining T Copter 6E.
- Save.

Enemy Day 4
- Brenner’s T Copter must move 5S 1W.

Day 5
- Move Duster 2S and destroy Infantry.
- Begin capturing the HQ.
- Move northern T Copter 1S 1E.
- Move remaining T Copter 3E 3N.
- Build Bomber from northern Airport.
- Save.

Enemy Day 5
- Your Infantry must keep 7HP.

Day 6
- Continue capturing the HQ.
- Move wounded T Copter 1W 1N.
- Move remaining T Copter 1E.
- Save.
- Move Duster 1W 1S and destroy T Copter.
- Move Bomber 4N 3E.
- Build T Copter from northern Airport.
- Save.

Enemy Day 6
- Isabella’s Duster must attack Brenner’s Infantry and her B Copter must attack Lin’s Bike from east.
- Lin must move her T Copter 6E. She must also not move a wounded Infantry on top of a Factory. If this doesn’t happen, you might have to restart the map.

Day 7
- Finish capturing the HQ.
- Build 2 Infantry from the newly captured Factories.
- Destroy Infantry from the north with Bomber.
- Attack the other Infantry with Duster from the Factory.
- Load CO onto newly built T Copter and move 6E.
- Save.

Enemy Day 7
- Isabella’s B Copter must destroy Bike without moving and the Duster must attack Infantry.
- Lin must attack Isabella’s B Copter with Infantry, load the other Infantry onto T Copter, and build a Bike near the HQ.

Day 8
- Move Duster 2E 1N and destroy Infantry.
- Move CO T Copter 6N.
- Destroy Mech with Bomber.
- Load both Infantry onto T Copters.
- Move northern T Copter 2N 2W and drop north.
- Move remaining T Copter 3N 3E and drop east.
- Build Rockets from the eastern Factory next to your HQ.
- Save.

Enemy Day 8
- Your Infantry must keep full HP.

Day 9
- Move CO T Copter 1N 5E.
- Save.
- If Bike is in range, destroy it with Rockets.
- Move Bomber 7E and destroy Mech.
- Begin capturing both HQs.
- Move Duster 1S 6E and destroy Infantry if available.
- Move low HP T Copter 1N 1E.

Day 10
- Finish capturing both HQs.

Attacks (worst case scenario):
50% 52% +100
94% +100
104% +100
54% 50% +100
114% +100
94% +100
43% +100
=
150.777…P

I didn’t mention it because I think it might not change anything, but Lin builds the Mech near the HQ in this D2D. She can build it N very very rarely, but I don’t think that affects anything…

Edit: Finally got it on DS, took over an hour. This map is insane. On D5 there are a lot of things that must go well, but I don’t know what they are, so I only listed what must happen on D6 (what happens is probably consistent and relies on how D5 went).

Re: Single-Player Maps High Scores and Strategy

by DxDyDzD » Thu Apr 13, 2017 3:42 pm

Awesome. Verified C5 6/450 on console.

Have you done Peril Maze 9/450 yet? Your score on CS is still 10/450.

Re: Single-Player Maps High Scores and Strategy

by ALAKTORN » Thu Apr 13, 2017 8:28 am

Been trying to get Fragment Isles 10/450 but now that’s a crumpets record. The map is so stupid, the AI can either build every day next to HQ or never build anything other than the starting 2 Infs and 1 more soldier for the most part, but the manipulation makes no fudge sense and seems to require crumpets Dusters that really don’t help with winning quickly. Bomber can OHKO Plain soldiers but every time you kill one the AI just builds it back, it’s fudge stupid, I have no idea how you’re supposed to capture them both on D10. I once captured Yellow on D10 but I couldn’t even drop at Blue. Getting them both seems so ridiculous, you just don’t have enough strong units to deal even with just the 3 unavoidable soldiers the AI builds, even if you let the Yellow TC load the Inf and the various BCs/Dusters help you out by attacking each other, it’s fudge impossible. On D7 you can have both isles filled with units or only the 3 soldiers on each side, for no apparent fudge reason.

11/434 134P I think I’m on the right track… both Infs were hit to 8HP so I couldn’t win on D10. D1 TC, D2 Duster, D3 Inf + TC, D5 Bomber. Duster moves on HQ and attacks S Inf, then 2S and kills it, TC protects cap 1S. Duster 1S 1W destroys TC. Bomber must move 6sq within the W Yellow Factory to manipulate an AA there. The interactions N with Yellow Infs and Black BC must end so there’s only 1 Yellow Inf with 4 or 5HP, then the Mech is built there (RN 29 works). Blue BC must go attack the Bike and will help around the Yellow HQ for the rest of the game. D6 TC build just to go close Blue Factory on D8. Then I’m not really sure what to do, use Bomber/Duster to kill the soldiers around HQ and block the Factories. COZ Rockets can OHKO Plain soldiers. D6 vid: https://www.youtube.com/watch?v=hmEIiHbbOt4 Oh and the stupid thing is that I’m not using a CO unit, because it wastes too much money.

T14 Fragment Isles 10/450 FUDGE YES BABY!!!! This requires so much luck, oh my god. I’ll try to write a D2D, but it’s gonna be hard.

Re: Single-Player Maps High Scores and Strategy

by ALAKTORN » Wed Apr 12, 2017 2:00 am

I’m trying to figure out C5 New Allies 6/450. I feel like it shouldn’t even be hard but it’s fudge impossible. :( You can only lose 1 unit and the AI can build 1 if you’re lucky and the Bike captures the Factory, I still don’t even understand when it wants to do that.

I got 6/435 with 2 units lost and AI 0 built. Lost Tank and Recon on D5 for baiting the 3 Tanks near HQ, one was actually S close to my Bike and I used Arty to bait that one, then shielded my Arty with Mech/Inf but the Recon/Tank had no way to escape. I captured the S City with the Bike. Got Recon to attack mine, destroyed it with Arty, then Recon went on City and with 9HP it went 8N to bait HQ Tank, kept 1HP to protect Bike cap (because the other Tank was still in range, the one baited by my Tank). I killed the other Recon by baiting with Plains Inf and OHKOing with Mech (4% counter, 85% attack). Only made those 2 attacks. If the AI Bike wasn’t actually stupid I would’ve been really close to the 450 since that’s 1 lost with 1 AI built. D4 situation: http://i.imgur.com/6J7spxp.png

I feel like I need to get the 2 Recons to attack something on D2 and be OHKO’d D3. http://i.imgur.com/SB1W9p1.png /// This would be good if the AI Bike went for the Factory I think… http://i.imgur.com/TMOs1Jm.png /// Hmm… http://i.imgur.com/SBAYQ8v.png got 6/443 from this. :( Still 2 lost, AI built 1… I don’t know how to cap the HQ without losing 2 units. ._. My Mech basically did nothing, it only shielded the Arty on D5. /// This seems like a slighty better position… http://i.imgur.com/0QjcQwR.png also, I’m getting 185 Power, I should try to find a way to make an attack to save 1 unit…

C5 6/450 http://i.imgur.com/yvCRNsa.png HAHAHAHAHA FUDGE YES!!!! This required a fudge ton of luck, but I only lost the Artillery in the end which I think is probably what STL did too, so I don’t think he had a better strategy… but he probably did. I’ll write a D2D after dinner. The trick I figured out was to put the Artillery on top of the allied City so that it would heal and take 3 attacks before dying instead of 2 (even on Wood Tank on Arty is 50% min).

C5 New Allies 6/450 D2D. This guide assumes you understand how to RNG manipulate.

Day 1
- Move Infantry 3E.
- Move Recon 5E.
- Move Bike 5E and begin capturing the City.
- Move Mech 1S1E.
- Move Artillery 5E.
- Move Tank 5E.
- Save.

Enemy Day 1
- Northern Recon must move 1S 6W.
- Southern Recon must move 4W.

Day 2
- Finish capturing the City.
- Move Artillery 2E 2S.
- Move Tank 2E 3S.
- Move Infantry 1S.
- Move Mech 2E.
- Turn animations on.
- Save.

Enemy Day 2
- Southern Recon must attack your Infantry and take at least 5% counter damage.
- Your Recon must keep 7HP.

Day 3
- Save.
- Move Mech 2E and destroy Recon.
- Destroy remaining Recon with Artillery.
- Move Tank 3W 2N.
- Move Infantry 2W 1N.
- Move Bike 4E 1S.
- Move Recon 1S.

Day 4
- Move Bike 2E 3N.
- Move Recon 5N 1E.
- Move Tank 4N 1E.
- Move Mech 1N.
- Move Artillery 1N.
- Save.

Enemy Day 4
- Your Tank must keep at least 4.8HP.
- Your Recon must be attacked from the north and survive.

Day 5
- Move Mech 1E.
- Move Recon 1E 1N.
- Move Tank 2N.
- Begin capturing the HQ.
- Save.

Enemy Day 5
- The only destroyed unit should be your Artillery.

Day 6
- Finish capturing the HQ.

Re: Single-Player Maps High Scores and Strategy

by ALAKTORN » Fri Apr 07, 2017 6:20 am

Been playing Hourglass on emu, and wow the AI is either cheating or fudge weird. On D1 it can’t see your Mech but it still won’t move the Tanks forward if you move the Mech 2 squares. In general the AI seems to react differently to moves that it can’t even see, it’s dumb. I was trying to figure out the record on my own for a while but the map is really stupid and I couldn’t conclude anything. Hat’s off to STL. Followed most of his first 3 days before figuring it out, and his ending is better than mine anyway. Also the Inf attack on Wood Tank is stupidly rare.
-STL- wrote: 5/450 D2D
Day 3:
- Move remaining Mech 1S1E and attack Mech, deal 5HP damage
As said before dealing 5HP damage is not necessary but it does make things easier.
-STL- wrote: Enemy Day 3:
- Both enemy Mech attack your Mech, you keep 2HP
This is straight up unnecessary. It’s very rare that being at 8HP with the Mech will lock you out of the victory.
-STL- wrote: Day 3:
- Attack MD Tank with Art, deal 5HP damage
If this doesn’t happen you can actually amend the strategy to still make it work, but it probably requires a lot of luck; I only did it with RNG cheats. It’s mostly the same, just bring Silo Inf South (to the Mountain 2N of Radar), 7HP Mech destroys Bike without moving (actually it was a Mech in my attempt, hmm…), join, Radar Inf moves 1N, 6HP Inf 2W 1S into Wood. E Bike will attack the 6HP Inf and be in range of Arty, W Mech will attack your Arty and be in range of Silo Inf, your 9HP (maybe 8HP works too?) Mech can kill the Tank and your CO Tank needs to be 7HP so it can OHKO the last Mech after the V Tank counter.

I’ve also seen the 7HP Bike not attack the Mech to go 7–3 once.

Edit: Holy fudge D1 is actually from DTaeKim’s GFAQs guide. :0 So I guess DTK + STL strat.

Re: Single-Player Maps High Scores and Strategy

by AlmightyangelGabriel » Sat Mar 12, 2016 8:14 am

Off-topic: STL can I see a picture of you? I really want to, because I don't completely remember what you look like.

Re: Single-Player Maps High Scores and Strategy

by AlmightyangelGabriel » Fri Mar 11, 2016 7:38 am

Seaplane =15k

It cannot be the enemy that does something, these calculations are about the player (human)

Re: Single-Player Maps High Scores and Strategy

by ALAKTORN » Thu Mar 03, 2016 10:33 am

^You’re right, that seems weird. I think a Seaplane costs 12kG? Maybe the AI does something else that costs money during that turn… like repairs or something.

Re: Single-Player Maps High Scores and Strategy

by AlmightyangelGabriel » Thu Mar 03, 2016 9:46 am

16.5K 0K 2 Inf, Seaplane

How does 2 Inf+seaplane bring 16,500 F. down to 0 F.?

Does Advance Wars use a currency? G. (gold), right?

Re: Single-Player Maps High Scores and Strategy

by ALAKTORN » Wed Mar 02, 2016 2:11 am

I don’t think this was ever posted. C13 7/448 D2D by STL (ties SwifTy’s record):

9K 7.5K 1 Inf
16.5K 0K 2 Inf, Seaplane
9K 5K 1 Recon
13.6K 1.6K 1 MD Tank, 2.4K repair
12.6K 11.1K 1 Inf
22.1K 0.6K 2 Inf, Sub (or Cruiser or Seaplane)

Edit: Nevermind it was already posted. lol http://forums.warsworldnews.com/viewtop ... 60#p324909

Middle of 2016.

by AlmightyangelGabriel » Tue Feb 23, 2016 9:42 am

Just got (not beat) a world record: 7/408 on 7. 1st 1 2 tie it?

Re: Single-Player Maps High Scores and Strategy

by ALAKTORN » Sat Nov 28, 2015 10:38 am

ALAKTORN wrote:I went to try and write a D2D for C7 but I found out that I don’t remember a few of the movements and can’t do it again. God fudge damnit.
I figured it out a day later and uploaded a vid on YT so that I wouldn’t forget it again. Considering I’ve pretty much stopped competing for Cyberscore and as a result I don’t care anymore about hiding strategies, I’ve made the video public now: https://www.youtube.com/watch?v=7WnqU4zV4Ic

Lots of RNG manipulation goes into it to get favorable movements at every turn. If you see the vid “jump”, that’s me loadstating to get better luck. The vid can be used on the main site if anyone wants to put it there under the best score strategy or whatever.

Re: Single-Player Maps High Scores and Strategy

by ALAKTORN » Thu May 28, 2015 3:45 am

I went to try and write a D2D for C7 but I found out that I don’t remember a few of the movements and can’t do it again. God fudge damnit.

Re: Single-Player Maps High Scores and Strategy

by STL » Tue Mar 17, 2015 9:24 am

Here is how to capture Blue and Yellow in 9 days:
From Day 5 onwards units could be build for the future capture of Black, the S APC could also be moved different from Day 7 on.

Day 1
Build SW APC

Day 2
APC 1N
Build NW, SW, SE Inf

Day 3
NW Base Inf 1S, load into APC, move 2W4S, drop S
SW Base Inf 2W
SE Base Inf 2W
Build SW Bike, NE, SE Infs

Day 4
NE Base Inf 3E
SE Base Inf 3S
Bike 1N4W
NW Inf 3S, load into APC, move 3S3E
NE Inf 2W1S
S Inf 3W, cap City
Build NE, SE Infs

Day 5
SW Inf near Red HQ 1S, cap City
3 other Infs near Red HQ 3E
Bike 1W2S, cap Base
NE Inf near Blue HQ 3S, cap City
SW Inf near Blue HQ 1W2S
APC 1S5E

Day 6
NE Inf near Red HQ 2E
W Infs near Red HQ 3E
SW Inf near Red HQ, finish capturing City
Bike, finish capturing Base
NE Inf near Blue HQ 2S
SW Inf near Blue HQ 2S
APC 4S2E, drop E

Day 7
NE Inf near North Yellow Base 1S
NW Inf near North Yellow Base 2E
SW Inf near North Yellow Base 1N1E
SW Inf near Red HQ 1E, cap City
Bike 3S, cap City
NE Inf near Blue HQ 1S
SW Inf near Blue HQ 1S
Inf near Yellow HQ 3E
S APC 1S3W

Enemy Day 7
Blue Art must move 1S of the Blue HQ
If you followed the guide exactly this will always happen.
However Blue could make a Tank instead of the Art and the 9 day cap will not work.

Day 8
Join Infs near North Yellow Base in Woods
SW Inf near Red HQ, finish capturing City
Bike, finish capturing City
Inf near Blue HQ 1E2S, cap HQ
Inf near Yellow HQ 1N1E, cap HQ
S APC 1E2S3W

Day 9
Finish capturing Yellow and Blue HQ

Re: Single-Player Maps High Scores and Strategy

by STL » Sun Mar 15, 2015 1:20 pm

Web River 14/450
10-5-5 capture on Black, needed to use a CO Inf for the capture because Rockets were in range.

Re: Single-Player Maps High Scores and Strategy

by Dragon Fogel » Sat Mar 07, 2015 5:24 am

Done, thanks for gathering all that info.

Re: Single-Player Maps High Scores and Strategy

by ALAKTORN » Sat Mar 07, 2015 4:01 am

Can the OP be changed to this updated post?

*removed*

Re: Single-Player Maps High Scores and Strategy

by STL » Fri Mar 06, 2015 11:29 pm

C22 - The Great Owl 8/446 (146 Speed)
8 day rout, this is now almost certainly maxed out. Even if 7 days were possible, I don't think you could ever do in perfect Tech or Power.

C21 and C23 left to work on, then maybe improving C25.

Re: Single-Player Maps High Scores and Strategy

by STL » Sun Mar 01, 2015 2:42 am

So close to the 6/450 in C14, would just need the enemy to build 1 more unit:

6/445, 145 Tech
Day 1:
Sub, dive 3W3N
Rockets 2N2E
Art 3N2E
W B-Cop 2N4E
E B-Cop 1N5E
Mech 2N
E Inf 3N
W Inf, 1N1W, load into APC, 2N2E, drop N
Bike 1E3N
E Tank 3N3E
W Tank 1N5E
MD 1N4E
Missiles 1S3W

Enemy Day 1:
Keep 5HP with Tank

Day 2:
Sub 4N
Cruiser 1W1N
Rockets 1N2E
Art 3N2E
W B-Cop 2E4N
E B-Cop 2N1E, destroy Tank (70%)
Mech 2N
N Inf 1N1W
S Inf 1N, load into APC, 4W1N
Bike 2N1W
10HP Tank 3N
MD 3N1W

Enemy Day 2:
Cruiser attacks Cruiser
MD stays west
Mech attacks B-Cop, keep 9HP

Day 3:
Sub 2N1E, attack BS, deal 9 damage (80%)
Cruiser 3E
Rockets 3N
Art 3N1W
W B-Cop 1W3N
E B-Cop 2W4N
10HP Tank 2N2W, destroy Mech (66% or 67%)
Mech 2N
5HP Tank 2N2W
MD 1W4N
Bike 4N
APC 2E4N
Inf 2N
Missiles 2W

Enemy Day 3:
Cruiser attacks Cruiser, keep 5HP
MDs move N and S of neutral city
Keep 5HP with Tank

Day 4:
Sub, rise 2E3S
Destroy Meteor with Art and Rockets
9HP B-Cop 1E1N, attack Rockets (55%)
10HP B-Cop 2E3N, destroy Rockets (72%)
MD 2N2W, attack AA (69%)
N Tank 5N, destroy AA (35%)
S Tank 6N, join
Bike 3N1W
APC 2W3N, drop N
Inf 1N, cap City
Mech 2N, cap City

Enemy Day 4:
If Cruiser attacks Cruiser, you must keep 6HP
Recon must be 1E or 2E of the blue capturing Mech

Day 5:
Sub, dive somewhere, it seems to manipulate enemy buildings sometimes so experiment a bit
Finish capturing Cities
N B-Cop 3N1W, destroy Inf (82%)
S B-Cop 5N
Bike 4N, cap HQ
N Inf 1N
APC 4N
MD 3E1S
Tank 1E2S
Missiles 1E

Enemy Day 5:
N Recon attacks B-Cop
S Recon attacks Mech
AI builds B-Cop and Bike

Day 6:
N B-Cop 2N1E, destroy Recon (74% or 76%)
Tank 1S2W, destroy Recon (93%)
MD 1S3W, destroy Inf (90%)
Cruiser, destroy B-Cop (120%)
Finish capturing HQ

Re: Single-Player Maps High Scores and Strategy

by STL » Mon Feb 16, 2015 9:50 am

2 new highscores from my side:

C10: 7/439 (150-150-139) (from 7/432)
The AI built 2 more units than the previous HS run. It built 2 units every day.
In theory 3 units (T-Cop + 2 Infs) could be built on a single day but I never saw that happen, even T-Cop + Inf already required manipulation.
Not losing the Inf at the start would improve the score to 445, but a lot of your units need to be injured in that process, so I'm not sure that it's possible.

C16: 7/450 (from 8/450)
Used a CO Tank instead of building a MD and COing that. It's still an elegant run as you destroy most enemies besides a few escaping Infs.
The theoretical maximum is 6/450 (AI must build 10 units for perfect Tech and has 2 bases) but that would need to be more of a HQ rush then.

Re: Single-Player Maps High Scores and Strategy

by ALAKTORN » Sun Feb 15, 2015 2:59 pm

New high score

C7 A Kind of Home 4/404 150S 146P 108T

Taking a break seems to have made me a lot smarter, finally got a decent Power score. BC lost to bait, Recon built for Power. This map is so stupid, I need to build a unit for power, but 3 of the pre-deployed units aren’t even used once. Also, I hate the RNG so much. It has showed me before 2 movements that would give me 150P, but it never does them again when I actually need them in the strategy. This score was a byproduct of my attempt to get 149P, and when it failed I changed plans on the fly. Expect a 1 point or so improvement in Power soon.

Edit: C7 A Kind of Home 4/405 150S 147P 108T: http://i.imgur.com/h6rPGdP.png

So disappointed in the RNG for this map. I raised Power by using the 3 units that went previously unused. This map is stupid.

Edit2: C7 A Kind of Home 4/408 150S 150P 108T: http://i.imgur.com/2bVLyOo.png

Even better usage of those 3 units. Except one of them doesn’t get used again. I’m actually really happy about this score, maxed score for 1 lost (99% surely inevitable) and 1 built (maybe improvable), I didn’t expect to get this even without Godly RNG luck. :D

Edit3: I think I know how to get 4/412 but it requires either rare or impossible RNG. /// Well even just getting the Recon kill looks hard. And it would probably require the perfect Duster movement to even win. Rockets aren’t a problem.

Edit: I give up, I’m never getting the perfect Duster movement and Def Bomber Arty bait, which are necessary for 4/412.

Re: Single-Player Maps High Scores and Strategy

by ALAKTORN » Sat Feb 14, 2015 2:09 pm

ALAKTORN wrote:Unless a 4 days rout is possible, this score is perfect.
Turns out that it’s possible. Got 4/399 150S 137P 112T on DS, lost the BC to bait Fighter. I’ve been trying so hard but for the life of me I cannot improve Power to the point where it makes a new high score. AAs are still useless (only STL will get that). There are so many possibilities on this map, you could either build a unit (I find Recon to be the most useful) to try and increase Power, or do any sort of different kind of movements. The AI has so many possible movements, some of which sometimes look impossible, some of which MOST of the time look impossible. Me and STL have gotten the 2nd Duster to move 7sq E of Waylon, which I call the “perfect Duster movement”. Too bad this is exceedingly rare and I have no idea how to reproduce it, it would help a lot in increasing the Power score as then you wouldn’t need to bait it with Missiles and make them go to 9HP, decreasing their power and also blocking the Mech’s advance, if you happen to need it in that direction. The Rockets are also a b***h, even on D1 they have 2 possible movements, one of them makes the win impossible as far as I’m concerned. They fear your range a lot, using Recons and the BC accordingly can help in making them move where you want them. Then there’s the Defensive Fighter, which for some reason can decide it doesn’t want to suicide on Waylon, apparently. So many things. I cannot max Power, and I hate this map for it.

Re: Single-Player Maps High Scores and Strategy

by STL » Fri Feb 13, 2015 10:58 pm

Revival of this game?

Other early campaign maps of interest:

C8:
I got 7/436 with perfect Tech (missing in the first post) with 7 enemy units built.
It can be improved with 6 enemies built (out of a theoretical maximum of 7 = 2+2+3) in 6 days to 6/438.

C10:
A lot of room there.
FIrst off we lose an Inf at the start, which can be avoided but a lot of units will be damaged if you do so.
Tech could also be improved by having the AI build more, in fact you can get him building 1 more IIRC by destroying a loaded T-Cop but this way doesn't gain anything.
The map can also be delayed by 1 or 2 more days, the current bests are 7/432, 8/431 and 9/432...

Re: Single-Player Maps High Scores and Strategy

by ALAKTORN » Thu Feb 12, 2015 1:16 pm

NEW HIGH SCORE

C7 A Kind of Home 5/404 137S 150P 117T: http://i.imgur.com/RssweLc.png
03:39.25 ALAKTORN ES
03:39.27 ALAKTORN YESSSSSSSSSSSSSSSSSSSSSSSSSSS
03:39.29 ALAKTORN YESSSSSSSSSSSSSSSSSSSSSSSSS
03:39.31 ALAKTORN YESSSSSSSSSSSSSSSSSSSSSSSSSS
03:39.35 ALAKTORN YESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
03:39.38 ALAKTORN YRESSSSSSSSSSSS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
03:39.44 ALAKTORN YESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
03:39.49 ALAKTORN YYESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
03:39.53 ALAKTORN YES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
03:39.56 ALAKTORN I GOT IT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
03:40.01 ALAKTORN I fudge GOT IT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
03:40.10 ALAKTORN 5/404!!!!!! YESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS|!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
I am so happy right now. Thank you Gippy for reviving the game with your speedrun. Perfect Power. Perfect Tech. The BC is no longer lost in order to bait the Fighter to get the 5 days rout. I use 2 full HP AAs and sandwich the Fighter from North and from South so it has no escape, and 2HKO it.

Unless a 4 days rout is possible, this score is perfect.

This score took me 9 hours of non-stop brainstorming and reloading to get. Only stopped to have dinner and go to the toilet a few times.

Edit: units set to AI Defensive can actually move out if it’s to shield another unit (Duster, Fighter and Bomber have been seen moving to shield Rockets in some cases).

Re: Single-Player Maps High Scores and Strategy

by DTaeKim » Fri Feb 07, 2014 8:41 am

Turns out I may have lost my copy of this game during my honeymoon a year ago. I'm still looking for it.

Re: Single-Player Maps High Scores and Strategy

by Dragon Fogel » Wed Jan 29, 2014 1:14 pm

I'll take care of that in a bit. In the future, when you notice this just send me a PM with scores that haven't been added and I'll add them.

Edit: There, scores are updated.

Re: Single-Player Maps High Scores and Strategy

by ALAKTORN » Wed Jan 29, 2014 7:13 am

can someone update the first post? most of STL’s scores posted in this page aren’t updated

Re: Single-Player Maps High Scores and Strategy

by Slazzy » Sun Jan 06, 2013 2:08 am

how do you get 400 in freehaven? and the guide for moving on is full of errors (for 378 pts). and how to get 5 days on c10? and how to make the 2 fighters move west on waylon flies again?

How to get the highest scores as on Cyberscore? Any of them needed. How to make the 2 fighters go west on c20?

Re:

by -STL- » Sat Dec 29, 2012 1:12 am

swifty wrote:C22 - The Great Owl - 10 days - 433 (S133,P150,T150)

I don't think that C22 is possible in 9 days even if power & technique are ignored.. destroy western missile with CO bember on 6 days. so can be built bomber in northern airport on 6 & 7 days. then destroy the units around Penny's HQ with three bombers, two w-tanks, two anti-airs & mech by 9 days. and start capturing HQ with bike.

(note: produced unit, day1 rig, day3 bomber, day4 load Lin into bomber, day6 bomber, day7 bomber)
Finally got around to play C22 for real, got 9/440 (140 Speed).

I built Day 1 Tank, Day3 Bomber, Day 4 CO into it, Day 6 Bomber.
In fact there is a bit room, so it would been possible without the Day 6 Bomber.

Re: Single-Player Maps High Scores and Strategy

by -STL- » Thu Dec 27, 2012 3:43 am

Yes indeed, 9/433 without building the Anti-Tank. That should be the maximum score. The only way we could get higher Tech now would be allowing Black to capture the Base and build from there XD
But I doubt we would get any good power, because we would have to 2HKO every unit he builds there (Tank spam)


On Fragment Islands I got 10/450.
First 450 seemed clearly impossible, I got step by step more power and finally got a 448 while my the best maxing gave 449 with 2% away from 450.
Then I found that we can avoid blue building an AA, which allowed 2 less 2HKOs XD So 450 was very easy finally.


Now I'm working on Jay Island, Swifty and me both have 25 days there.
Here is a 13 day capture on blue (Swifty took 14 in his 25):
I'm not sure what to build for fast Yellow/Black captures yet, but a Day 10 Battleship might be good.


Day 1
Build 2 Bikes

Day 2
Move Bikes east
Build Lander

Day 3
Capture 2 cities with Bikes
Lander 2S3E

Day 4
Finish captures
Build War Tank

Day 5
Move Bikes SE
Load War Tank into Lander

Day 6
Move Bikes SW
Build War Tank

Day 7
Capture SE cities with Bikes
Load CO into War Tank, load into Lander, move Lander 5S
Build Gunboat

Day 8
Finish captures
Lander 5S, drop CO War Tank E
Gunboat 2S3E
Build Inf

Day 9
Capture NW City with full HP Bike
Capture other City with 4/5HP Bike
Load Inf into Gunboat, move 6S
Drop War Tank W
CO War Tank 2W1S, destroy Art

Enemy Day 9
MD attacks Gunboat
War Tank attacks CO War Tank, keep 7 and leave him with low 6 or 5 HP

Day 10
Finish capturing
CO War Tank destroys War Tank
War Tank 1N1W
Lander 2N1W
Gunboat 4S, drop W

Enemy Day 10
Keep 7HP with War Tank

Day 11
CO War Tank destroys Inf
War Tank destroys MD Tank
Inf 1W, capture HQs

Enemy Day 11
Keep 7HP with Inf

Day 12
Continue capturing
CO War Tank destroys Tank

Day 13
CO War Tank 2W, destroy Inf
Join War Tank 2S1E, join
Finish capture

Re: Single-Player Maps High Scores and Strategy

by ALAKTORN » Wed Dec 19, 2012 12:21 pm

^why didn’t you post your 433 score? O_o nice!

reading your post, I’m guessing it was 9/433 with 133T without building the Anti-Tank

Re: Single-Player Maps High Scores and Strategy

by STL » Sun Dec 09, 2012 11:48 am

C6 8/425 (125 Tech)
1 day faster but 9 days was already 150 Speed.

We could get 133 Tech by not building the Anti-Tank, delaying to 10 days would still get 427 points.

Re: Single-Player Maps High Scores and Strategy

by ALAKTORN » Fri Jun 08, 2012 6:19 am

^sweet C25 score!

Re: Single-Player Maps High Scores and Strategy

by -STL- » Fri Jun 08, 2012 2:05 am

442 would be if the AI builds from every base every day. (Well techinically on top of that the AI could build sea units)


C20: 10/447 2 lost (Inf/Mech), 4 built (AA, T-Cop, 2 Fighter), AI had 28 units. So yeah I need to lose/build 1 less or the AI would need to build 1 more XD
I also got a 9 day win, but 450 probably can't be reached in that time.

C25: 12/442 Perfect 12 day win (142 Speed), win by rout. 0 lost/built, AI had 42 units (2 loaded T-Cop destroyed, they made the AI build more, so it wasn't a loss), so exactly the 40 needed for 150 Tech.

Re: Single-Player Maps High Scores and Strategy

by ALAKTORN » Sun Jun 03, 2012 7:09 pm

here’s SwifTy’s post about it, he seems to believe 442 would be maxed viewtopic.php?f=28&t=9909&start=960#p296206

Re: Single-Player Maps High Scores and Strategy

by DTaeKim » Sun Jun 03, 2012 10:49 am

9 days is 140 points. I assume he takes the 10 point loss in speed to make up in technique.

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