War Room High Scores & Strategy

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fcastro

Re: War Room High Scores & Strategy

Post by fcastro » Tue Mar 30, 2010 2:59 am

I think the formula of the points u lost is something like the difference between the wanted number of units lost and ur current lost, divided by 2. But it doesnt fully work as it gives for LB 1.5 (37-21)/2=8 points lost, whereas they are 9.

STL, as I told u in cs mail I really think Little Lion 1.5 is impossible to finish in 7 days... I hope u will show me that I'm wrong. It'd be cool also if u try LB 1.5 strat, cause I think the 3 kills are close...

Also there are little news about Perfect COs, Javier sucky strat's luck for Spann 2.5 was clearly overrated, it's rather 1 to 100. Indeed 1 to 1000 was the luck asked if u dont care at saving after being damaged twice and then directly attack inf, but ofc it wont be the case if u really want to play it. But it will be anoying as u need a blind save, I might play it another day.

And for Risky Duo, my idea for Sasha doesnt work (tech probs), Hachi is impossible for sure (he will never be able to charge his COP soon enough for kiling the tank and the mech), and Grimm has the most insane strat ever... XD Well except if west enemy inf prefers attacking road 4 hp mech over base 10 hp, then he'll be impossible. If u want I can write the strat but it's not very interesting =/

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-STL-

Re: War Room High Scores & Strategy

Post by -STL- » Tue Mar 30, 2010 4:02 am

Yeah we know that losing less than 11% gives u 100 Tech. The question is how to calculate imperfect scores. It shouldn´t be hard to figure, will do that later.

Fidel i read your CS mail after i answered here, but i´m sorry i don´t remember more, while the strat i give looks very exact, i will check that out later too together with your Lost Basin strat.

And i would be interested to see Grimm´s strat XD

Tech score is 110 - [Units lost/Units built*100] <- rounded down

Very easy to figure i first made test with 20 Units
3 lost gave 95, 4 90, 5 85, 6 80 and 16 30
So i noticed a pattern...
Then i tested Twin Isle with Sensei/Kanbei and just built APC, losing 1 of 2 gave 60 Tech and it was obvious.

Translucent Air

Re: War Room High Scores & Strategy

Post by Translucent Air » Tue Mar 30, 2010 5:46 am

Advance Wars: Dual Strike uses the same formulas as Advance Wars 2. All the formulas (in words) could be found in my old S-Rank Walkthrough Guide. I've included some relevant snippets.

Speed

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Maximum Limit - Mission dependent

The 'base deduction value' for any mission will always be 100 divided by 3 times the speed limit. To calculate a speed score of less than 100 for a mission, multiply the total number of days exceeding the limit by the 'base deduction value' for that mission and then take the floor of that product and deduct it from 100.
Power

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Minimum ratio
    - 10% or 1:10 (*:**)
    *  Maximum number of enemy units destroyed in a single day
    ** Net total of enemy units deployed on day of completion

If the perfect power ratio of 1:10 is not met, then the floor of the ratio percentage multiplied by 10 is taken to represent the power score.
Technique

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Maximum ratio
    - 20% or 2:10 (*:**) [Campaign/Hard Campaign]
    - 10% or 1:10 (*:**) [War Room]
    *  Total number of allied units destroyed
    ** Net total of allied units deployed on day of completion

If the perfect technique ratio is surpassed, then the floor percentage deducted from 120 (for Campaign modes) or 110 (for War Room) is taken to represent the technique score.
-Translucent Air

fcastro

Re: War Room High Scores & Strategy

Post by fcastro » Tue Mar 30, 2010 6:14 am

Thanks!
For Risky Duo I math'd Sensei, Olaf and Bolt impossible. Sonja could get some chances if she can get her COP at same time than Grimm, doesnt look realistic but I'll check that later. The point is to let mech suiciding in the mech who kills the tank…

Risky Duo with Grimm

D1: Build east inf, west and south mech.

D2: mechs 2 south on city, inf 3 south attacks inf 5-8. 0.18 are charged.

D2 enemy: North mech is killed by 2 infs and Recon, note that I never saw that attack but I'm sure it can happen. First attack is 7-4, 2nd attack is 4-7, after recon attack charging is 0.4+0.12+0.06=0.58.
East inf is attacked by inf 6-6, 0.24 are charged.
West mech is attacked by inf 7-4, 0.24 are charged.
South mech is attacked by 7 hp inf 8-0, charging is 0.22.

D3 : West mech kills Recon, 0.5. Tank is killed by 2 mechs (north first !), 0.5 and he makes max counter to north mech, 6 hp damage giving 0.24 more.
8 hp inf attacks mech from east, 7-1 charging 0.34. COP is charged ! There is even 0.04 room…
Finally 8 hp inf hits mech to 2 hp, just enough to let him suicide in mech.

D3 enemy : Everybody suicides...

Please tell me there's an error somewhere!

Edit: I think there's a mistake at enemy D2, if south 7 hp inf attacks city mech to 8 hp from plain the counter cant suicide him, and if the inf keeps 1 hp I dont think he can suicide. I dont remember from where he attacks but plain seems more logical... Thats great! Also, I checked that Sonja cant charge her COP early enough.

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-STL-

Re: War Room High Scores & Strategy

Post by -STL- » Tue Mar 30, 2010 8:57 am

Are you sure that the 4Hp Mech suicide is possible? According to our expirience the 4HP Mech would need to do 4HP dmg to your Mech too. Grimm´s COP´d Plain Inf has 100 Def, so the Base dmg would need to be 100% or more, with Flak´s COp this would be possible but does he use it? I think he has too much charged to use it. Only saw it with Sasha´s COP.

fcastro

Re: War Room High Scores & Strategy

Post by fcastro » Tue Mar 30, 2010 10:48 pm

You're right that's a second thing to test, as Flak won't COP.
Also, should I retire Little Lion 1.5 from the Turn Scores list?

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-STL-

Re: War Room High Scores & Strategy

Post by -STL- » Tue Mar 30, 2010 11:08 pm

I took a quick look at Little Lion 1,5 and found your mistake, ofc u have to attack the Tank with 1 Inf on Day 6 already so u can suicide him to 0HP next day.

fcastro

Re: War Room High Scores & Strategy

Post by fcastro » Sat Apr 03, 2010 4:32 am

XD I was so blind! But this score is damn hard to make :-(
Also we were blinded in another map, Pay Dirt 1.5 is made by 6/259 now. 5/12 lost, 1/11 killed. I have little hope for killing 2 and lose 1 less but it looks hard, I'd be interested to hear your ideas.

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-STL-

Re: War Room High Scores & Strategy

Post by -STL- » Sat Apr 03, 2010 6:18 am

Very nice =O
I remember i tried Pay Dirt 1,5, i was close but couldn´t get it, so great that u made it, but too many imperfect scores now =/

And yeah the 241 would be too hard to do on DS, on Emu it would be doable but still take very long and has no real interest.

fcastro

Re: War Room High Scores & Strategy

Post by fcastro » Sat Apr 10, 2010 6:51 am

One less imperfect score... It was so unexpected, finally your crazy idea of yielding was gold =O
It gives me motivation for starting Charging Challenge soon, I hope there can be golden surprises again =D

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Bobby

Re: War Room High Scores & Strategy

Post by Bobby » Wed Apr 21, 2010 6:00 am

Hi guys, this is my first post here so hello everyone. I'm currently on 298 medals but before I put AWDS to bed I wanted to have a good run through the War Room. The thing is, I'm totally stuck trying to S-Rank Mial's Hope. My best rank is a :b: (Sami, capture, day 15). Sorry to be lame but can anyone help me with a day-to-day guide for beating this one? :oops:

Sensei's COP/SCOP is devastating on this map!

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ALAKTORN
Location: Italy

Re: War Room High Scores & Strategy

Post by ALAKTORN » Wed Apr 21, 2010 6:40 am

Mial's Hope is one of the easiest maps in my opinion... anyway, use Sami and Recon spam the hell out of the map, charge SCOP and cap HQ, there aren't any written D2D as far as I know

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Bobby

Re: War Room High Scores & Strategy

Post by Bobby » Fri Apr 23, 2010 3:22 am

Well, I got a :b: again (but a better :b: !) I'm really struggling on the power score (100 for time, 86 for technique, 36 for power). Should I be aiming to end the map before Sensei has chance to use his COP/SCOP? If I just build recons I fear that I'll have no defence or offence against his B-copters or Bombers.

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-STL-

Re: War Room High Scores & Strategy

Post by -STL- » Fri Apr 23, 2010 4:07 am

ALAKTORN spoke of the 6/300 with Sami, it´s annoying but doable, killing 2 Inf in 1 turn should be enough.
All your Recons should be down to 1 or 2HP and you shouldn´t lose more then 2, don´t forget the inf/t-cop spam in the last days.

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Bobby

Re: War Room High Scores & Strategy

Post by Bobby » Fri Apr 23, 2010 4:14 am

PHEW! Just made it, 284 points. I let him come towards my base, escorted two T-copters (one survived) with two fighters to his base and on the last turn destroyed a black-bomb, an infantry, a med. tank and a fighter. I don't like that map though, I never felt confident in my strategy. Pleased to put it to bed though! :) Thanks for your replies. :gesalute:

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DxDyDzD
Rank: Blue Bomber
Location: War Room

Re: War Room High Scores & Strategy

Post by DxDyDzD » Fri Apr 23, 2010 5:44 pm

The first time I tried that map I couldn't charge Sami's SCOP in 6 days so I settled for a 9-day win...Later, I had my units take more attacks and was able to get 6/300. Whoopee.
Things I remember:
Use an APC to transport the Infantry, if you use a T-Copter it'll get shot down by the enemy B-Copter.
When your APC is near enemy territory, drop off your Infantry on a Plains and let it get attacked by a Bomber (the Infantry must survive). This helps you fill up the CO meter.
Put a Recon on the bridge to lure the enemy B-Copter west. Build more Recons to meet it. Attack the B-Copter with your Recons. The point of doing so is not to try to kill it, but to charge your CO meter. Try to do as little damage as possible, but take as much counterattack damage as possible.

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Bobby

Re: War Room High Scores & Strategy

Post by Bobby » Sat Apr 24, 2010 2:35 am

I'm wondering if I've got the stomach to try and :s: the entire War Room. I still need 94 :s: ranks and 100 :a: ranks to get all 300 medals. Hmm.... Decision time. :?

*edit: I'm going to persist with it, No More Heroes 2 isn't out for another month, so.... Thanks again for your help. I'll probably be posting again when I get stuck on some of the other maps.

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-STL-

Re: War Room High Scores & Strategy

Post by -STL- » Sat May 01, 2010 2:47 am

Btw fidel Money Survival gave me another idea. Remember that AI refueses HQ Inf you told of, even though you could finish capture?
I have a theory now. If in the estimation the Enemy Unit can´t stop the Capture and the attack ends bad G wise, it doesn´t attack.
There´s an easy way to test, capture an HQ with a Kanbei 190 Def Mech, put an Grimm+ attack skill Tank or an Colin/Sami AA near. Then AI either makes 9% or 10%.
If my theory is correct, AI attacks sometimes and sometimes not.
I will test that later.

fcastro

Re: War Room High Scores & Strategy

Post by fcastro » Sat May 01, 2010 3:19 am

Iirc I got 10 hp recon refusing to attack Sami's 4 hp inf, in Whiplash 2.5, so even in min luck inf is killed. Imo this situation is impossible to find again as AI plays too randomly in that map, but I think you could test your theories in Moji 2.0 with Kanbei (ofc with old sucky strat XP). Here again even min luck recon kills 4 hp inf, as I remember for skills APC, woods and cap +3. I might remember bad though.

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Bobby

Re: War Room High Scores & Strategy

Post by Bobby » Wed May 05, 2010 2:35 am

Just a few 2 CO maps left for me to :s: now. I scored 271 on Bounty River last night, will try and get over 280 tonight. Any tips for this one beyond securing the ports on the cape would be appreciated. :)

*edit* 273 using Grit. I'm just too slow and because I'm too slow he's producing so many units that I didn't destroy enough in one turn! I bet this is really easy for you guys!

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ALAKTORN
Location: Italy

Re: War Room High Scores & Strategy

Post by ALAKTORN » Wed May 05, 2010 10:28 pm

I'm not good on Bounty but I know to get Power you're supposed to let Jugger drop units near your HQ with Landers, then destroy them, I think this happens only under certain circumstances but I don't know them

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Bobby

Re: War Room High Scores & Strategy

Post by Bobby » Thu May 06, 2010 2:06 am

Woo-hoo! 297 points, day 33. I stuck loads of rockets on the banks of my HQ which caused a massive blocade around his ports (he didn't want to advance into range), come SCOP I sunk everything and rushed his HQ with Neotanks and APC/infantry. Sweet.

Two more left now, Dire Range next. As always, tips much appreciated.

*Edit* Dire Range is ridiculous! I'm trying it as Eagle (which is probably a huge mistake) but even though I've taken the airport in the North West and have more properties than Colin he's mass-producing units at an impossible rate to counter. Maybe if I play as Colin as well... hmm... I still think Orange Star is at a big disadvantage due to how spread out its bases are.

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DxDyDzD
Rank: Blue Bomber
Location: War Room

Re: War Room High Scores & Strategy

Post by DxDyDzD » Thu May 06, 2010 8:28 pm

For Dire Range, check page 34 of this topic. There's an 11 day guide.
If you want to improve your Bounty River score, build Mechs and an APC (the APC is vital for saving one turn of movement with the Mechs) on Day 1 and send them over the mountains on the west. They'll reach the port before the enemy forces. You may be able to take the base if the enemy Artillery moves east instead of towards your Mechs, but this doesn't affect me because I don't use the base. After you have the port, build a Black Boat and rush the HQ.
The best CO for Bounty River is Sami because of her one-day capture SCOP. Eagle can finish equally fast, but needs skill to get a successful capture. Andy, Lash and Kanbei can capture the HQ even if they are attacked-Lash and Kanbei take no damage due to their SCOPs and Andy can recover from a low-luck Md./Neo Tank attack.

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Bobby

Re: War Room High Scores & Strategy

Post by Bobby » Fri May 07, 2010 2:14 am

Hello DxDyDzD, thanks for the tips and the link to the guide. It's a huge map isn't it?! I'll have a go at it again tonight. Have you S-ranked every map in the War Room?

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DxDyDzD
Rank: Blue Bomber
Location: War Room

Re: War Room High Scores & Strategy

Post by DxDyDzD » Fri May 07, 2010 1:17 pm

Dire Range is a big map, and big maps tend not to have repeatable D2Ds. The route to Colin's HQ is straightforward, just send a T-Copter. The main problem is forcing Colin not to have any units near his HQ which can attack the Infantry, as far as I know, this is random and you may have to restart the map a few times.
I've 300-pointed every map except Long Road and Ring Islands. In the past, I was content with completing a map with 300 points, but now I am more interested in finding strategies which work for all COs, so I revisit old maps that I've cleared.
300 points isn't very difficult to accomplish, as long as you know how scoring works. Don't let your units get destroyed unnecessarily, spam units during the final few days, and kill as many units as you can on the final turn. The AI is easily manipulated, so the time limits for each map are more than sufficient.

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Bobby

Re: War Room High Scores & Strategy

Post by Bobby » Sat May 08, 2010 4:13 am

Hello! Thanks to the link to the guide. I adapted it slightly as whenever I advanced my T-Copter he used his COP and built two AA's and a B-Copter surrounding his HQ. To get around this, I held back one turn before going for his HQ and, using Lightning Drive, I advanced one of my fighters East 18 squares which meant on my next turn I could cause a road block using the T-Copter and Fighter on the road out of his HQ and did a cheeky capture.

Great strategy from your contributor though. 1 map left on the 2 CO maps....

*Edit: Yay! I managed to :s: Terra Maw without any help! That's all the 2 CO maps done. I might give up now. :?

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DxDyDzD
Rank: Blue Bomber
Location: War Room

Re: War Room High Scores & Strategy

Post by DxDyDzD » Tue May 11, 2010 10:13 pm

Edit: Whiplash 11/300 with all COs except Colin, Grit, Kanbei and Sami. (Done with Olaf without COP, and Grimm.)
In my new strategy, all units are landed on the southwest shore, including the capturing Infantry. Two Md. Tanks are used instead of one Md. Tank and one Neotank. The second Md. Tank has the advantage of it being built faster (and thus landed one turn earlier, giving it more time to wreak havoc on Drake's units), as long as you skip a Black Boat build to save up for it. The capturing Infantry takes two turns to reach the HQ.
Interestingly, in 11 days, the enemy Infantry cannot capture your HQ in time - you will capture Drake's HQ one turn before he would capture yours.
I've tested the strategy with Grimm and he works fine. I'm testing Colin now - theoretically, you can substitute two Mds with two Neos, but this map is very random and I have yet to complete it in 11 days with Colin.
Lastly, more tips I have for this map:
Drake's COP will stop you from capturing his HQ in two turns even if he has no units with which to attack your capturing Infantry. This buys him time to build reinforcements to defend his HQ. Try not to attack too much.
It may be advantageous not to attack Drake's units: he may send them to the second front, whereas if you had attacked them, they would have stayed on his city and be repaired. They would pose a threat once their repairs are complete.
You can use your Md. Tanks as bait to keep an enemy Artillery rooted to its base, but keep in mind that this will charge Drake's COP.
Your Lander makes good Tank bait. If the enemy Tank is on the right-hand side of Drake's island, a Lander will keep it occupied while you make the capture.
Last edited by DxDyDzD on Wed May 12, 2010 6:57 pm, edited 1 time in total.

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-STL-

Re: War Room High Scores & Strategy

Post by -STL- » Tue May 11, 2010 10:18 pm

Hey DxDyDzD the new list of fastest 2,5 times is here now:

http://www.cyberscore.me.uk/game-awds-extra-charts.php
You can sub for other COs without doing them, if you made and finished an Many-CO-Strat, but you must be absolutly sure, like we handled it in the past.

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DxDyDzD
Rank: Blue Bomber
Location: War Room

Re: War Room High Scores & Strategy

Post by DxDyDzD » Tue May 11, 2010 10:36 pm

How interesting. I made an Excel file for such a chart, but I don't know how to display it on this forum so I had to turn it into an image:
http://s885.photobucket.com/albums/ac51 ... hart-1.jpg
Probably the only few maps I can lay claim to are Duo Falls, Megalopolis, Whiplash and Helix Peninsula. All the rest have either been discovered before I made strategies for them, or I haven't found the strategy yet.

edit: Whiplash 11/300 strategy:

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AWDS War Room Guide-Whiplash
Enemy COs: Drake (bottom front), Eagle (top front)
CO: Anyone except Kanbei.
Points: 300 pt. S-Rank.
Speed Limit (days): 23
Days: 11
Skills: None. The top front is under AI control (2.5x EXP mode).

Overview: This strategy turns the map is a frantic race for each other’s HQ. Your HQ island will be left completely undefended in order to gain a small advantage when assaulting Drake’s island. You must capture Drake’s HQ in 11 days, or he will capture yours on that day. Land 2 Md. Tanks to damage Drake’s low-tier units. Drop off 3 Infantry, 2 of which serve as protection for your capturing Infantry.
Note that this map is very random, and even the slightest deviation from the strategy will result in different outcomes. This is not a bad thing, though, as there are many possible ways to win. This strategy only covers one of them. Experiment until you can achieve victory.
For Colin, his Md. Tanks are weaker than normal, but he can buy Neotanks due to his reduced costs. When this guide refers a Md. Tank, Colin should be using a Neotank instead. Sami has weak Md. Tanks, but her Infantry can take one hit and still be able to capture the HQ.
Grit cannot follow this strategy due to severely weak Md. Tanks. Kanbei cannot follow this strategy due to increased costs.
The top screen CO does not matter.
For full Power, you need to destroy 2 units in 1 day. This can be done on Day 10, as you clear the area around Drake’s HQ.
For full Technique, you can lose up to 1 unit, but you should not lose any.

Day 1:
Build Infantries in the northeast and southwest bases.

Day 2: 
Move the northeast Infantry 3W, and the southwest Infantry 3N.
Build Infantries in the northeast and southwest bases.

Day 3:
Start capturing the neutral ports.
Move the northeast Infantry 3S, and the southwest Infantry 3E.
Save.

Day 4:
Finish capturing the neutral ports.
Start capturing the other neutral ports.
Build a Md. Tank in the southwest base. (Note that you can build it on the next day.)

Day 5:
Finish capturing the neutral ports.
Move the southwest Infantry 1N or 1S (I recommend 1S). Moving it 1N makes the enemy Artillery move southwest, while moving it 1S makes it move northeast. 
Build a Lander in the free port in the southwest.

Day 6:
Load the Md. Tank and Infantry onto the Lander.
Move the Lander 5E and drop the Md. Tank E, or 1N 4E and drop N.
Build an Infantry in the southwest base.

Day 7:
Move the Lander back to the WSW port.
Move the Infantry in the southwest base 3E.
Build a Md. Tank in the southwest base. 
Md. Tank movement on Drake’s island is at your discretion. 

Day 8:
Load the Md. Tank onto the Lander. Move the Lander 5E and drop the Md. Tank N, and the Infantry E.
Move the Infantry on the SSW port 1W.
Build a Black Boat on the SSW port.
Md. Tank movement on Drake’s island is at your discretion. If a unit can attack your Infantry, hit it or block its path with the Md. Tank.

Day 9:
Load both Infantry onto the Black Boat. Move the Black Boat 5N and drop the Infantries N and E.

From here on, your goal is to clear out the remaining forces around Drake’s island. Keep in mind the following tips:
1. Be careful of Drake’s COP. It can ruin your capture even if nothing can attack your capturing Infantry.
2. It may be to your advantage if you do not attack Drake’s units. They will take care of themselves when Drake sends them to the second front.
3. Drake may have a Tank located on the east side of his island. Your Lander will make good bait to stop it from harassing your Infantry.
4. Block up Drake’s bases with your units to slow down his land unit production. Note that you can also accomplish this by using your Md. Tanks as bait to keep an Artillery rooted to the base, but this will charge Drake’s COP by a bit.
5. Use your units to surround your capturing Infantry to keep it safe from enemy attacks.
I've finished Whiplash with this strategy using Grit, Colin, Olaf, Koal, Sonja, Von Bolt, Max and Grimm. Sami should be able to follow it, but it's not that important since she can win in 9 days.

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DxDyDzD
Rank: Blue Bomber
Location: War Room

Re: War Room High Scores & Strategy

Post by DxDyDzD » Thu Jun 17, 2010 6:36 pm

edit: I've finished Mial's Hope with every CO. Whew!

8/300 strat:

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AWDS War Room Guide-Mial’s Hope
Enemy CO: Sensei
CO: Anyone.
Points: 300 pt. S-Rank.
Speed Limit (days): 25
Days: 8
Skills: None. 1 CO is used. (2.5x EXP mode)

Overview: A loaded APC is escorted by many Recons towards Sensei’s HQ. The Recons serve as distractions, drawing fire away from the APC. They will later come in handy for Power.
A T-Copter is built so that the AI builds a Fighter in response, which, unfortunately, cannot attack ground units. Furthermore, this Fighter is too far away to reach your T-Copters, so this means that the enemy would have spent 20000G on a dead weight.
The AI is manipulated into leaving its HQ area clear for three days. First, the AI builds an Artillery, then moves it so that it does not cover the HQ. Second, the AI builds a Md. Tank on a base far from the HQ. Third, the AI builds a Tank and B-Copter far from the HQ.
Some Infantry are attacked, not only to set up as cannon fodder for Power, but also to disrupt the enemy income. The first Recon attack on an Infantry denies the enemy of 1000G the following turn by forcing the Infantry to spend one more turn capturing. A second Recon attack on an Infantry on a base forces it to repair, leaving the enemy at 16800G instead of 17000G. This makes it unable to build a spare Infantry, which would ruin the capture.
The enemy must not activate his COP. Before the enemy has 2 stars filled, hold off aggressive attacks to prevent the meter from charging too much. After the enemy has 2 stars filled, begin attacking aggressively in order to overcharge the enemy’s COP, so that he tries to save up for a SCOP.
Grimm and Grit can follow this guide with a few alterations. Grit will have a more difficult time getting Power, while Grimm will have trouble maintaining Technique. Kanbei cannot follow this guide because of increased costs. He has a separate guide.
For full Power, 2 units (both Infantry) are destroyed.
For full Technique, you can lose up to 3 units. You must have 28 units built if you do.

Day 1:
In the trio of east bases, build an Infantry in the left, a Recon in the middle and an APC in the right.

Day 2:
Load the Infantry onto the APC. Move the APC 1S 5E.
Move the Recon 1N 7E.
Build 3 Recons in the trio of east bases.

Day 3:
Move the APC 2S 4E.
Move the Recon which was next to it 2S 6E.
Move the east Recon of the trio 2S 6E.
Move the middle Recon of the trio 1N 7E.
Move the remaining Recon 1S 7E.
Build a Recon in the eastmost base.
Build a T-Copter in the east airport.

Day 4:
Move the eastmost Recon 8E and attack the Infantry.
Move the APC 6E. Drop the Infantry W.
Move the south Recon of the trio 1S 7E.
Move the other 2 Recons, and the Recon on the base, 2S 6E.
Move the T-Copter 6N.
Build 3 Recons in the trio of east bases.
Save.

Sensei Day 4:
His B-Copter must attack the left Recon of the trio on the road.

Day 5:
Save.
Move the eastmost Recon 6E.
Move the east Recon of the trio 8E.
Move the middle Recon 1N 5E and attack the Infantry.
Move the damaged Recon 8E.
Load the Infantry onto the APC. Move the APC 4S 2E.
Move the Recon on the road 8N.
Move the east Recon of the trio 2S 6E.
Move the middle Recon of the trio 1N 7E.
Move the remaining Recon 1S 7E.
Build Infantry in every base, and a T-Copter in the east airport.

Day 6:
Move the eastmost wounded Recon 5N.
Move the APC 1S 2E. Drop the Infantry W.
Move the northmost Recon 8E.
Move the healthy Recon 5N of the HQ 1S 5W and attack the Infantry.
Move the wounded Recon near the HQ 4N 4W.
Move the healthy Recon 1E of the enemy base 2N 1W and attack the Infantry. If it would be destroyed, instead do not attack it.
Retreat the remaining Recons west. Join the wounded Recon to a healthy one, or keep it out of the B-Copter’s range.
Remaining troop movement is at your discretion, but do not leave a T-Copter, or an Infantry on a road, in range of the B-Copter.
Build Infantry in every base, and a T-Copter in the east airport.

Day 7:
Move the Infantry 3E and start capturing Sensei’s HQ.
Move the APC 2S 2E.
Move the wounded Recon in the northeast 2N 6W.
Move the wounded Recon near the enemy base 5N 3W.
Destroy the Infantry capturing the city, and the wounded Infantry that just moved away from the airport.
Remaining troop movement is at your discretion, but do not leave a T-Copter, or an Infantry on a road, in range of the B-Copter.
Build Infantry in every base, and a T-Copter in the east airport.

Day 8
If you’ve lost 3 units, build until you have 28.
Finish capturing Sensei’s HQ.
Kanbei 8/300 strat:

Code: Select all

CO: Kanbei
Points: 300 pt. S-Rank.
Speed Limit (days): 25
Days: 8
Skills: None. 1 CO is used. (2.5x EXP mode)

Overview: Due to increased costs, Kanbei has to forgo a Recon on Day 1. However, with he is still able to finish in 8 days.  He only needs to ensure that his capturing Infantry is safe for one turn, on Day 6. Using his SCOP, his capturing Infantry is rendered invulnerable on Day 7. It finishes the HQ capture on Day 8.
The first four days follow those of the main guide, except that all instructions regarding the Recon to be built on Day 1 are ignored. Some instructions on Day 4 are altered.
For full Power, 2 units are destroyed. There are at least two days which you can accomplish this. On Day 7, you are guaranteed the Power score as Sensei’s two Infantry near his HQ will suicide into yours.
For full Technique, you can lose up to 3 units. You must have 28 units built if you do.

Day 4 changes:
Move the T-Copter 2S 3E.
Build Recons in the west and east base of the trio.
Build an Infantry in the south base.

Sensei Day 4:
His B-Copter must attack the left Recon of the trio.

Day 5:
Save.
Load the Infantry onto the APC. Move the APC 4S 2E.
Move the eastmost Recon 2N 3E and attack the Infantry.
Move the middle Recon of the trio 3N 4E and attack the Infantry.
Move the damaged Recon 4N 4E and attack the Infantry.
Load the Infantry on the south base onto the T-Copter. Move the T-Copter 2E and drop E.
Move the Recon on the east base 1S 6E.
Move the Recon on the west base 1S 7E.
Build a Recon in the east base, and Infantry in all other bases.

Day 6:
Move the APC 1S 2E. Drop the Infantry E.
Move the Recon 1N of the enemy base 2W and destroy the Infantry.
Move the other healthy Recon 1S 1E and attack the Infantry.
Move the wounded Recon 3E and destroy the Infantry.
Move a healthy Recon to the space 1E of the B-Copter. Do not attack it.
Attack the B-Copter from the south with a healthy Recon. Join the wounded Recon 1N of the B-Copter to it.
Attack the B-Copter with the Recon on the east base, then an Infantry.
Remaining troop movement is at your discretion.
Build Infantry in every base, and a T-Copter in the east airport.

Day 7:
Move the Infantry 1E and start capturing Sensei’s HQ.
Attack the Md. Tank from the west with the healthy Recon. Join the other two damaged Recons to it.
Attack the Neotank from the south with the Recon 1E of the B-Copter.
Activate your SCOP if it is charged. If not, attack the B-Copter to charge it, then activate it. If it still is not charged, reload.
Remaining troop movement is at your discretion.
Build Infantry in every base, and a T-Copter in the east airport.

Day 8:
Build units until you have 28.
Finish capturing Sensei’s HQ.
7/300 strat:

Code: Select all

CO: Adder, Andy, Eagle, Koal, Sensei.
Points: 300 pt. S-Rank.
Speed Limit (days): 25
Days: 7
Skills: None. 1 CO is used. (2.5x EXP mode)

Overview: The guide remains almost the same as the 8-day one. However, using their COPs, or day-to-day ability in the case of Sensei, these five COs can finish one day earlier. 
Adder and Koal can charge their COPs without overt sacrifices. Sensei does not need to use his COP. Andy and Eagle need to sacrifice many Recons in order to charge their (S)COPs. Their moves will be listed separately.
The first four days follow those of the main guide.
For full Power, 2 units (an Infantry and a Mech) are destroyed.
For full Technique, you can lose up to 2 units (3 if using Sensei). You must have 19 (28 if using Sensei) units built if you do.

Adder/Koal/Sensei’s guide

Sensei Day 4:
His B-Copter must attack the left or middle Recon of the trio on the road.
It is recommended that Sensei drops an Infantry on the base to the west of the road. Doing so makes getting Power easier. The guide will assume that Sensei did so; if he did not, alter your moves so that you still can destroy 2 units in 1 turn.

Day 5:
Move the eastmost Recon 6E.
Move the eastmost Recon of the trio 8E.
Attack the Infantry on the base with the remaining healthy Recon of the trio from the east.
Move the damaged Recon 2W of the Recon 5N of the HQ.
Load the Infantry onto the APC. Move the APC 5S 1E and drop E. (Sensei: Move the APC 5S 2E and drop E.)
Move the Recon on the road 1S 7E.
Move the east Recon of the trio 2S 6E.
Move the middle Recon of the trio 1N 7E.
Move the remaining Recon 1S 7E.
Build Infantry in every base, and a T-Copter in the east airport.

Day 6
Attack the enemy B-Copter with any Recon of the trio.
Move the Recon next to the enemy Tank 5N.
Destroy the base-capturing Infantry with the other 2 Recons of the trio.
Move the healthy Recon 5N of the HQ 4S 1E and attack the Mech.
Join the damaged Recon to it.
Move the Recon 1E of the enemy base 4S 4E and destroy the Mech.
Activate your COP.
Start capturing Sensei’s HQ.
Remaining troop movement is at your discretion.
Build Infantry in every base, and T-Copters in both airports.

Day 7
(Sensei: If you’ve lost 3 units, build until you have 28.) 
Finish capturing Sensei’s HQ.

Andy’s guide

On Day 4, there is one change: Your T-Copter should move 6E.

Sensei Day 4:
His B-Copter must attack the west Recon of the trio.
His Fighter must move 1S 1E.

Day 5:
Save.
Move the eastmost Recon 4E.
Load the Infantry onto the APC and move it 4S 2E. Drop the Infantry E.
Move the east Recon of the trio on the road 8E.
Move the middle Recon of the trio on the road 1N 5E and attack the Infantry.
Move the west Recon of the trio on the road 8E.
Move the Recon on the road 1N.
Move the T-Copter 2S 1E.
Move the east Recon of the trio on the base 2S 5E.
Move the middle Recon of the trio on the base 1N 6E.
Move the remaining Recon of the trio on the base 1S 6E.
Build Infantry in every base, and a T-Copter in the east airport.

Sensei Day 5:
Your Infantry must have 5HP left after the Mech attacks it.

Day 6:
Move the Recon 1E of the enemy base 1S 1W and attack the T-Copter.
Move the Recon 5N of the HQ 3S 2W and attack the Mech.
Attack the B-Copter with all 4 Recons. Start by attacking from the lowest defense terrain (road).
Activate your SCOP.
Move the Infantry 1S 3E and start capturing Sensei’s HQ.
Remaining troop movement is at your discretion.
Build Infantry in every base, and T-Copters in both airports.

Day 7:
Destroy 2 units. You can attack the B-Copter until it falls, and destroy a weakened Infantry near Sensei’s HQ.
Finish capturing Sensei’s HQ.

Eagle’s guide

On Day 4, there is one change: Your Recon should have 9HP after attacking the enemy Infantry.

Sensei Day 4:
His B-Copter must attack the west Recon of the trio. That Recon should have 2HP left.

Day 5:
Save.
Move the eastmost Recon 6E and attack the Tank. The less HP it has left, the better.
Load the Infantry onto the APC. Move it 6E.
Move one healthy Recon on the road to attack the enemy Infantry on the captured base from the east.
Move the damaged Recon 5E and attack the Infantry.
Attack the B-Copter with both Recons. Attack from the road before the base.
Move the east Recon of the trio 2S 6E.
Move the middle Recon of the trio 1N 7E.
Move the remaining Recon 1S 7E.
Activate your COP.
Move the APC 6S and drop S.
Move the Recon 1E of the captured base 1S 4E.
Move the damaged Recon on the road 1N 6E. 
Join the 1HP Recon to it.
Move the damaged Recon on the base 1N 6E and attack the Infantry.
Move the south Recon of the trio 1S 7E.
Attack the B-Copter with the other 2 Recons.
Build Infantry in every base, and a T-Copter in the east airport.

Day 6:
Move the Infantry 2N and start capturing Sensei’s HQ.
Move the Recon 5N of the HQ 4S1E and attack the Mech.
Move the APC 2N.
Move the 6HP Recon 1N 5E and arrack the Infantry. 
Join the other damaged Recon to it.
Move the healthy Recon on the road 1S 3E and attack the Infantry.
Move the damaged Recon on the road 3E.
Join the Recon on the neutral base to it.
Build Infantry in every base, and a T-Copter in the east airport.

Day 7:
Destroy the Mech with the wounded Recons on the city and near the HQ.
Destroy a wounded Infantry with all other Recons.
Finish capturing Sensei’s HQ.
BTW, for anyone who isn't from CS: The 6-day Sami strat is different because you don't need to build a T-Copter. In fact, letting the enemy build a Bomber charges your SCOP much faster.

fcastro

Re: War Room High Scores & Strategy

Post by fcastro » Sat Jul 03, 2010 2:04 am

The inf vs recon theory failed.
110/130 8 hp inf (max damage 11%, ie 440G) attack 100/130 recon (min counter 47%, 470G).
The problem must be somewhere with the roundings. Maybe, nothing has to be rounded because each 0.1% corresponds to 4G. Then we'd get 40*22*0.8*0.7=492 G, and also 21% would work aswell, that would make an attacking rate of 1 to 50 which looks close to the reality. Any other suggestion?

Edit: lol forget that crappy theory, STL solved the prob immediately <_<. AI takes into consideration partial HP so he can estimate to hit recon to 8 hp...

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Xenesis
Tri-Star CO
Tri-Star CO
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3DS Code: 2535-4646-7163
Location: 0x020232DD

Re: War Room High Scores & Strategy

Post by Xenesis » Sat Jul 03, 2010 9:13 am

Advance Wars uses integer division rather than floating point so any time you divide and you'd get something after a decimal point it will result in anything after the decimal point being truncated.

Eg, 110 / 130 = 84.615384615384615384615384615385, which is cut to 84.
IST wrote:Even the worst individual needs to discover the joys of a chicken statue that is also a pregnant blonde housewife.

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DxDyDzD
Rank: Blue Bomber
Location: War Room

Re: War Room High Scores & Strategy

Post by DxDyDzD » Wed Sep 08, 2010 9:32 pm

Fortress Isle 5/300 with Olaf, Hawke, Sonja, Kindle
I used a different method to rout Hawke (Tank, Tank, AA, Recon):
Day 1: Build Tank.
Day 2: Tank 6S, shoot east Infantry (10-5). Build Tank.
Day 3: Tank on HQ shoots Tank (8-6), Tank on base 5S 1E and shoots Tank (10-1). Build AA. (Note that this means that you can't build an extra Infantry on Andy's side, but you don't need that Infantry.)
Day 4: 2HP Tank 1S 1E, AA 6S and destroy Tank, healthy Tank 1S. Build Recon.
Day 5: Destroy the remainder of Hawke's army. You should have a healthy Recon and Tank, 6HP AA, 2HP Tank vs Hawke's 6HP Mech, 7HP Infantry and 10HP Infantry.

On Day 3 you build an AA because it stands up to the enemy Mech better than a Tank.
On Day 5, a 5/6 star SCOP can be charged by attacking some of Andy's units. A 7 star SCOP requires some unboosted attacks on Hawke's units.

edit: It's possible with Kindle (note: use 4 Tanks): you destroy the Mech on Day 3. On the enemy Day 3, Hawke must attack the Tank on your base. On Day 4, destroy both Tanks and make sure you have a 9HP Tank 2E of the HQ: the positioning of this Tank is vital, as it must be able to move to a city to OHKO the 10HP Infantry in the east (Putting it anywhere else makes it only able to reach the plains)). On Day 5, make sure you charge your SCOP and capture Andy first before attempting to rout Hawke, as his properties will give you can insane power boost (290% on a property :twisted:) and you can shoot down everything on Hawke's side in one hit.

So which other COs can finish in 5 days? Some are too weak to end the game on Day 5 (like Javier), and some have already been proven. Here are the rest, and my opinions on them:
Drake, Lash: SCOPs are insufficient. Olaf needed his +20 attack boost so Drake doesn't stand a chance.
Grimm, Jess, Max: Tanks are too strong. On Day 2, they can't leave the enemy Infantry with 5HP and on Day 3, they can't leave the enemy Tank alive.
Von Bolt: The 3HP enemy Tank doesn't attack your 5HP Tank on Day 3. In addition, he has no SCOP.
Colin: I could see his SCOP giving him enough power to wipe out Hawke, but he won't make it past Day 3 because his Tanks are too weak.

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-STL-

Re: War Room High Scores & Strategy

Post by -STL- » Sat Sep 11, 2010 5:23 am

Good to see you again DxDyDzD ;)

I might give FI a try the other day, atm i need to retry some AW1 Campaign scores =P

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DxDyDzD
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Re: War Room High Scores & Strategy

Post by DxDyDzD » Sun Sep 12, 2010 5:42 pm

Same here. And congrats on your DoR achievements. I'm stuck on C20 - man, Waylon's attacking force is friggin' huge at the start, and all those forests slow my units down. I'd be thankful just to pass this level, never mind S-Rank.

FI 5-day strat from memory:

Andy's side (builds are from left to right)
D1: Recon, Inf.
D2: Inf 1N, Recon attacks Inf from W (10-5). Inf, Recon.
D3: Recons attack infs from airport and neutral base. S inf 2N and destroys inf. W inf 3E. Recon in west base.
Andy D3: Tank attacks west base Recon.
D4: Inf captures HQ, other inf 3E. Both healthy Recons move N to cover the capping inf (the one S of the HQ attacks the Mech). Damaged Recon attacks damaged Mech. Recon in west base.
Andy D4: If your CO has a 7-star SCOP (Jugger, Olaf), Tank must 10-5 base Recon.
D5: Attack some of Andy's units to charge SCOP. If your CO has a 7-star SCOP, the 7HP Recon can attack the Tank from the base and live with 1HP (this preserves Tech). Finish HQ capture.

Hawke's side
D1: Tank.
D2: Tank 6S, attack east inf (10-5). If Kindle, 5S 1E and attack inf instead. Tank.
Hawke D2: Both infs move 3E (they may attack the Tank if you're Kindle).
D3: Attack Tank with Tank from HQ (8-6), then base Tank 5S 1E and attack Tank (10-1). AA.
If Kindle, base Tank 6S and attack Mech, then road Tank 2S and destroy Mech. Tank.
Hawke D3: If Kindle, Tank must attack base Tank.
D4: 2HP Tank 1S 1E. AA 6S and destroy Tank. Last Tank 1S. Recon.
If Kindle, base Tank 2S and destroy Tank, city Tank attacks Tank and HQ Tank 2E and destroy Tank. Tank.
D5: Now the fun part. Many COs are able to rout Hawke now using their powers:
Rachel: Missiles drop everything to 1HP.
Nell, Flak, Jugger: Luck boost.
Andy: 6HP AA and 2HP Tank get +5HP, and everything gets +30 attack and +1 move.
Olaf: Enemy units lose 2HP and your units get +20% attack.
Eagle: Double turn, even at half attack, is enough. You can even double turn on D4 and still win on D5 (but remember to cover the base).
Sonja: -2 terrain stars. That's as though the Infs on properties are sitting on Plains.
Hawke: Damaged units get +1HP and enemy units lose 1HP. Also, his units are 120/110 during COP.
Kindle: After capturing Andy, you have a huge property boost, which translates to ridiculous attack boost under SCOP. (After replaying I found that a COP is actually sufficient.)

And now for something completely different - Watery Downs.
14 days: Eagle, Jess
15 days: Jake, Rachel, Hachi, Sonja, Grimm, Hawke, Von Bolt
16 days: Kanbei, Colin
Haven't tried luck COs properly yet (best was Nell 16/300, but seeing so many 15/300s I'm sure it can be improved).
All were done by capturing Sonja in 8 days and routing Lash.

fcastro

Re: War Room High Scores & Strategy

Post by fcastro » Sat Nov 13, 2010 4:43 am

I made a testing row and found some new stuff about game mechanics, even if some of that tests are not fully reliable.
Emu confirmation would be required.

1) We (and AI) have all luck numbers at enemy day

On DS it's easy to check for AI, a bit harder for us. Take Sami with +8 direct attack against 100 CO, let her plain mech be attacked by road inf (49% counter at min), and her plain recon be attacked by road recon (30% at max). You'll see both 5 hp inf and 7 hp recon. There's the eventuality that sets were changed by some attacks but I dont think so...

2) AI (and us) have partial luck numbers at our day

P1 has normal md tank and P2 (or AI) has 100/100 inf (use Javier with def and 9 com towers)

3) At enemy day (all numbers) 9 luck occurs close to 10% (as expected)

44 times on 500 tries (8.8%)

3) At our turn, when it can occur, 9 luck happens at around 20% (sounds logical while we felt it was better)

57 times on 250 tries (22.8%)

4) Looks similar for 0 luck (as expected)

22 times on 100 tries (22%) (tested with as many com towers as possible and com skill in order to get 9% inf)

5) but 1 luck is rather 10% (looks strange...)

32 times on 250 tries (12.8%) (the test is made with 10 towers in order to get 2% inf, all from same save in order to get same set for sure)

6) When it can occur, 19 luck (with skill) is close to 5% (looks strange)

11 times on 200 tries (5.5%)

7) However it contradicts the test with 2% attack (10 towers) where md tank take 8 hp at around 10%

26 times on 250 tries (10.4%)

So well 6) and 7) are weird, next time i'll check if we really have partial numbers with luck skill. But that's enough for now!

fcastro

Re: War Room High Scores & Strategy

Post by fcastro » Fri Nov 26, 2010 8:35 am

More tests, this time on AI estimation for attacking.

1) The 70% limit is universal

AI Infs refuse to attack infs, recons, tanks, md tanks, neos if they estimate 70% counter or more. I didnt test mechs but i dont see why it'd be different.
However note that your megatanks are attacked w/o restriction.

The inf test involved AI 105/100 inf vs my 183/140 inf, never got attacked in normal or offensive setting, whereas AI 108/100 made many attacks.
But note that if u play in vs with Ai setting "very offensive", AI doesnt care about the 70% anymore.

2) Infs worth twice their price

If we dont take the 70% limit into account (it is btw very unlikely to happen in inf vs inf), AI infs refuse to attack if they estimate the double counter.
I however didnt manage to determine the exact value:

Test 1: AI 90/100 inf vs my 110/158 inf, max damage is 24%, min counter is 48%, didnt get attacked (but did at 110/155) (late edit: sry for the mistake the values were 110/162 not attacked, 110/158 attacked)
Test 2: AI 120/120 inf vs my 130/170 inf, max damage is 22%, min counter is 44% got attacked (but not as 133/170)

Remember for the recons it had been determined that they were attacked by inf when estimation was same value in G, but only from one test, so there might be some hidden parameter. Its not really important though.

3) The Application

As a consequence, we have 4 new challengers for Jelly 2.0: Flak, Jugger, Nell and Lash (!) are strong enough to avoid being attacked by inf.
Indeed using 2 def skills gives 140 def and makes 120/120 AI inf damages at min 26%, so that u need to have an inf damaging at max 82%. As there's a free skill (obviously luck), with a necessary +2 cap due to the single tank attack, only the 3 lucky COs and Lash have chances (as Bolt, Kanbei, Sami and even Andy XD already got it).

But when I tested the case on VS mode, it screwed up due to the multi waves of attack: a poor inf on 50 refused to attack Lash at 1st wave, but attacked immediately after. Btw, it looks like there's not only two but multi waves of attacks; I understand now why FI 1.0 looked reachable on VS mode XD

So the remaining question is how much waves infs have in Jelly Island. Even 2 waves would be 2 much, and would make them insane COs, so I hope it's not the case, looks boring to check >_<...
Last edited by fcastro on Sat Mar 19, 2011 5:55 am, edited 1 time in total.

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ALAKTORN
Location: Italy

Re: War Room High Scores & Strategy

Post by ALAKTORN » Fri Nov 26, 2010 9:38 am

if I remember right, you told me the Arty can forget to attack? in that case, every CO can do it by manipulating the Tank SE…

edit: I'm trying to understand which numbers decide what, but it's pretty confusing

it changes 1 while on the SW Inf, it changes 2 going to the SE Inf and moves it 3E, it changes 3 when Inf caps, it changes 4 right after, 5 moves NW Inf while on it, it changes 6 probably to calculate damage, then 7 right after, 8 right after goes on SW Inf which moves to attack, 9 to calculate damage then 10 to move NE Inf 3E...

freezing the value on most of them does nothing different, only three of them seem to determine the attacks

I think either both Infs think twice before doing anything, or SW thinks twice and NW only once

fcastro

Re: War Room High Scores & Strategy

Post by fcastro » Fri Nov 26, 2010 6:45 pm

Nah I told u it doesnt attack only if u dont have enough HPs to finish the cap, thats how STL got it with Andy, using COP to finish the cap.

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ALAKTORN
Location: Italy

Re: War Room High Scores & Strategy

Post by ALAKTORN » Fri Nov 26, 2010 9:37 pm

ah, ok

I never got the Infs to fear Lash's Infs btw

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