War Room Perfect Scores

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fcastro

War Room Perfect Scores

Post by fcastro » Fri Sep 12, 2008 3:15 am

This topic to recapitulate what scores are currently considered as the "perfection" for War Room.
The goal is to finish as fast as possible with a score of 300. The score must have been achieved on DS, not emu.

I won't precise who made this scores first, because I don't know it, but Swifty is obviously the greatest contributor.
I also write the COs who can perfect maps on 2.5, when nothing is written it's only Sami. Here it's allowed to play a multi-CO strat with only one CO.

So, here's the list of the minimum number of days:

Code: Select all

Map             1.0 2.0 1.5 2.5

Spann Island     4   4   4   5 (all except kb, dk, gt)
Moji Island      5   6   7   7
Duo Falls        5   5   6   6
Sole Harbor      5   5   6   7 (all)
Pivot Isle       5   5   5   6 (all except kb, gt)
Land’s End       6   6   6   7
Kita Straight    6   7   7   7 (all except kb)
Point Stormy     6   7   7   8 (sa, ea, se)
Ridge Island     4   4   5   6 (all)
Mial’s Hope      6   6   6   6
Bounty River    10  12  11  13 (sa, ea)
Toil Ferry       6   6   7   7 (all)
Twin Isle        6   6   7   7
Dire Range       7   8   8   9 (sa, ea)
Egg Islands      6   7   7   8 (sa, ea)
Terra Maw        9  11  10  12
Pay Dirt         5   6   6   7 (all)
Long Road        6   7   7   9
Nest Egg         5   6   6   7 (all)
The Trident      7   7   7   8 (jk, je, gm, gt, hw, vo, so, se, la, ne, ju, fl, co, sh, hi, ko, ad)
Banker Hills     5   6   7   7 (all)
Missile Plains   3   4   4   4
Little Lion      7   7   8   8 (se, ea, sa)
Megalopolis      6   6   6   7 (all)
Pipeline         6   7   7   8

3 COs:

Lost Basin       7   7   7   8
Rivers Four      6   6   7   7
Ring Islands     6   7   7   7
Last Mission     5   5   5   6
Stamp Islands    6   6   6   6
Risky Vale       4   5   6   6 (ju, ne, fl, sa, an)
Rabbit Island    7   7   8   8 (se, sa)
Watery Downs     6   7   7   8 
Fortress Isle    2   3   3   4 (sa, ju, ne, fl, ra, ki, ea)

4 COs:

The Ring         7   8   8   8
Strong Land      7   8   8   8
Treble Ridge     7   8   9   9
Four Acres       7   7   7   8
Final Battle     3   4   4   4 (all)

DS:

Jelly Island     4   4   5   5 (all)
Whiplash         8   8   9   9
Silo Nation      5   6   6   7 (all)
Risky Duo        3   3   3   3 (sa, ne, ju, fl, ra, ad, ki, ko, co)
Helix Peninsula  5   6   5   7
EDIT: And as fastest imperfect scores

- Kita Straight 2.0: 6/276 (1/13 killed) with Sensei (apc +1, cap +2, money) - only works in EU version
- Mial's Hope 1.0: 5/283 (1/12 killed), with Sensei/Sami (3 moneys, apc+1 / star)
- Little Lion 1.5: 7/296 (2/14 lost) with Colin/Sami
- Megalopolis 1.0: 5/288 (4/18 lost) with Colin/Sami (3 moneys, woods / plain, woods, luck, star)
- Stamp Islands 1.0: 5/244 (1/22 killed, 5/42 lost) with Sensei/Sami (3 moneys, apc+1 / star, luck, hachi)
Last edited by fcastro on Fri Jan 20, 2017 9:10 am, edited 169 times in total.

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samurai goroh
Location: Red Canyon hideout
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A few errors with the list

Post by samurai goroh » Fri Sep 12, 2008 9:53 am

I checked the list & found some minor errors, Rabbit Island & Watery Downs COs were swapped. Also, there are several characters on Jelly Island that have beaten the map on 5 days (I'm considering only the main screen COs)

Edit: Removed the list to avoid confusion...
Last edited by samurai goroh on Sat Oct 04, 2008 5:34 am, edited 1 time in total.

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Dragon Fogel
Tri-Star CO
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Re: War Room Perfect Scores

Post by Dragon Fogel » Fri Sep 12, 2008 10:39 am

5 days on Jelly Island without skills should be doable for all COs, except possibly Grimm.
Dragon Fogel,
Marquis Elmdor's Arch-Nemesis

Don't call me "Dragon".

WWN's War Room High Scores: http://www.celestialbridge.net/fogel/aw ... scores.txt
AW1 version: http://www.celestialbridge.net/fogel/aw ... scores.txt

fcastro

Re: War Room Perfect Scores

Post by fcastro » Fri Sep 12, 2008 4:54 pm

Indeed I remember seeing it on an old post, thanks! I will try it with grimm and also pay dirt with kanbei (grit was doable)

EDIT: "master_dude" strat for jelly island worked for all COs

fcastro

Re: War Room Perfect Scores

Post by fcastro » Wed Oct 01, 2008 5:06 am

More...

War Room 2.0 Perfect COs (Sami as default co, and Whiplash isn't counted as it is perfected by Colin/Sami TAG):

Code: Select all

Spann Island     4 (ea, ju, fl)
Moji Island      6 (all except gm)
Duo Falls        5
Sole Harbor      5 (se, co)
Pivot Isle       5 (ea)
Land’s End       6
Kita Straight    7 (all)
Point Stormy     7 (se, sa, ea)
Ridge Island     4 (ea, ju, fl, ne, ki)
Mial’s Hope      6
Bounty River    12 (ea, sa)
Toil Ferry       6 (all)
Twin Isle        6 (se)
Dire Range       8
Egg Islands      7
Terra Maw       11
Pay Dirt         6 (all except ka)
Long Road        7
Nest Egg         6 (all except ka)
The Trident      7 (all except ka)
Banker Hills     6 (ju, ne, fl, ki, ra, co, sh, ea, ha)
Missile Plains   4
Little Lion      7
Megalopolis      6 (all)
Pipeline         7

3 COs:

Lost Basin       7
Rivers Four      6
Ring Islands     7
Last Mission     5
Stamp Islands    6
Risky Vale       5 (ju, ne, fl, ea)
Rabbit Island    7
Watery Downs     7 
Fortress Isle    3 (ea, ju, ne, fl, ki)

4 COs:

The Ring         8
Strong Land      8
Treble Ridge     8
Four Acres       7
Final Battle     4 (all)

DS:

Jelly Island     4 (sa, ka, vo, an)
Silo Nation      6 (all except kb)
Risky Duo        3 (all)
Helix Peninsula  6 
Last edited by fcastro on Mon Jun 10, 2013 7:45 am, edited 76 times in total.

Starkiller 7

Re: War Room Perfect Scores

Post by Starkiller 7 » Sat Oct 04, 2008 9:56 pm

I would like a few notes :
- Sami is able to get 6 days for Toil Ferry 2.0 as well.
- Sensei is able to get 7 days for Helix Peninsula 2.0 too.
- I'm 95 % sure that every CO is able to get 8 days for Little Lion 2.0 (I've been able to do it with Grit and Grimm, who are the COs with whom it seems to be harder to do).

All of them, with 300 of course.

fcastro

Re: War Room Perfect Scores

Post by fcastro » Tue Oct 07, 2008 6:00 am

Thanks! Please tell me if you improve other co scores. Note that I found Megalopolis 2.0 "all" co strat (it doesn't work with kanbei only because of the enemy reaction) after seeing you made it with javier! It's probably the same strat as yours.

fcastro

Re: War Room Perfect Scores

Post by fcastro » Sat Nov 01, 2008 11:27 pm

This is a new challenge:

Try to perfect with a tag power as many maps as possible. For the DS maps, it means clearing secondary front.
However, the team used mustn't be able to perfect the map without tag: so this time, Sami won't be very useful...

Code: Select all

Moji Island      1.5       7 (ha+ad)
Duo Falls        1.5       6 (co+an)
Land’s End       1.0       6 (ha+ad)
Point Stormy     1.0       6 (ha+se)
Point Stormy     1.5       7 (se+an)
Mial’s Hope     1.5+1.0    6 (ha+an)
Bounty River     1.0      10 (ea+sa)
Bounty River     1.5      11 (ea+sa)
Twin Isle        1.0       6 (ha+an)
Twin Isle        1.5       7 (ha+an)
Dire Range       1.0       7 (co+sa)
Dire Range       1.5       8 (se+ad)
Egg Islands      1.5       7 (se+an)
Terra Maw        1.0       9 (ea+sa)
Terra Maw        1.5      10 (ea+sa)
Missile Plains   1.0       3 (ha+ad)
Missile Plains   1.5       4 (ha+an)
Little Lion      1.0       7 (ha+ko)
Little Lion      1.5       8 (ha+an)
Pipeline         1.0       6 (se+an)
Pipeline         1.5       7 (co+sa)

3 COs:

Lost Basin       1.0       7 (ha+an)
Rivers Four      1.5       7 (co+ko)
Ring Islands     1.5       7 (co+an)
Last Mission     1.0       5 (ha+an)
Stamp Islands   1.5+1.0    6 (ha+an)
Risky Vale       1.5       6 (ha+se)
Rabbit Island    1.0       7 (ha+an)
Rabbit Island    1.5       8 (ha+an)

4 COs:

The Ring         1.0       7 (co+sa)
The Ring         1.5       8 (ha+an)
Strong Land      1.0       7 (ko+sa)
Four Acres       1.0       7 (ha+an)

DS:

Jelly Island     1.0       4 (co+gm)
Whiplash         1.0       8 (ea+an)
Whiplash         1.5       9 (ea+an)
Whiplash         2.0       8 (co+sa)
Silo Nation      1.0       5 (co+sa)
Helix Peninsula 1.5+1.0    5 (ea+sa)
EDIT: Thanks samuraigoroh!

EDIT 2: It appears that Hachi/Andy is the best tag team, in terms of success and also fun.
Indeed thanks to their wonderful skills, perfecting maps becomes incredibly easier, as Andy’s SCOP allows fast HQ-capture, and because power and technique score are naturally maxed. They even allow perfect scores without save/restart abuse !
Last edited by fcastro on Tue Dec 29, 2015 6:57 am, edited 46 times in total.

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ALAKTORN
Location: Italy

Re: War Room Perfect Scores

Post by ALAKTORN » Thu Mar 05, 2009 4:03 pm

I just got Megalopolis 2.5 300/7 with Colin too, so it's not only Javier

here's proof: http://img22.imageshack.us/img22/715/megalopolis25.jpg

edit: i just got it with Hachi aswell ^^

edit2: got it with Sasha now ^^

proof: http://img214.imageshack.us/img214/715/ ... olis25.jpg

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ALAKTORN
Location: Italy

Re: War Room Perfect Scores

Post by ALAKTORN » Sat Apr 04, 2009 11:18 pm

Grimm is also possible for Nest Egg 2.5 ^^
http://img522.imageshack.us/img522/7434/nestegg.jpg

fcastro

Re: War Room Perfect Scores

Post by fcastro » Thu Jun 25, 2009 1:57 am

Here's the last chart, a CO Ranking according to their number of War Room Perfect Scores.

Code: Select all

Mode    2.5  2.0  Total

Sami     42   35   77
Eagle    19   18   37
Jugger   17   15   32
Flak     17   15   32
Nell     17   14   31
Sensei   17   13   30
Kindle   15   13   28
Colin    15   12   27
Rachel   15   11   26
Adder    15   10   25
Koal     15   10   25
Andy     14   11   25
Von Bolt 14   11   25
Sasha    14   11   25
Hachi    14   11   25
Lash     14   10   24
Sonja    14   10   24
Jess     14   10   24
Hawke    14   10   24
Jake     14   10   24
Grimm    14    9   23
Max      13   10   23
Olaf     13   10   23
Javier   13   10   23
Grit     12   10   22
Drake    12   10   22
Kanbei   10    7   17
edit: Whiplash is not counted anymore as AI can win in north front with Sami...
Last edited by fcastro on Mon Jun 10, 2013 7:46 am, edited 87 times in total.

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-STL-

Re: War Room Perfect Scores

Post by -STL- » Fri Jun 26, 2009 7:51 am

Poor Kanbei. Did u tried Final Battle 2,5 with him?

fcastro

Re: War Room Perfect Scores

Post by fcastro » Fri Jun 26, 2009 8:16 pm

Yeah and it failed, but you can try it again. It sometimes gives better idea to search ideas CO by CO instead of map by map.

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samurai goroh
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Grimm & Max

Post by samurai goroh » Sat Jun 27, 2009 1:11 am

I found it funny how everyone can do better (or at least the same) in 2.0 than in 2.5, except for Jugger, Nell, Flak, Grimm & Max... Also, it seems that the one that benefits most with skills is Kanbei (with a difference of 8 maps) :o

fcastro

Re: War Room Perfect Scores

Post by fcastro » Tue Jun 30, 2009 2:25 am

Yeah if you see only the maps that don't need Sami's SCOP, 2.5 Perfect COs often need a strong attack: of course for the 5 routings (Spann and Pivot Islands, Risky Vale, Final Battle, and Risky Duo), and also for the score (Kita Straight) or for opening HQ's way (Trident).
Indeed surprisingly even for HQ catching, capture bonus is rarely needed, and that benefits to Eagle and Sensei as they can move APC longer (Bounty River, Egg Islands, Point Stormy, Little Lion and Rabbit Island). Similarly, 8 other HQs are uncovered: Sole Harbour, Pay Dirt, Banker Hills, Nest Egg, Jelly/Ridge Islands, Silo Nation, Toil Ferry and Megalopolis.
On the other hand you'll notice that Sami's capture bonus is only necessary for Whiplash, where she also needs COP for a +1 moving. In fact she's also 2 days-capping Kita and Spann, but these maps are also up to many COs. That's why good HQ-catchers (defense and capture skills) aren't advantaged, of course if we forget Sami's SCOP... ;)

Then, Kanbei's lack of money won't allow him to buy minimum units, and his defense is useless. On the contrary on 2.0 mode, it allows him to cap Jelly, and also to get easy caps on many other maps but finally they revealed to be up to all COs. Insane cost reduction are also great help for already money COs: they all rout Bankers 2.0, and Colin caps Sole. Besides, Sensei's APC boost also allows him to perfect Sole too, and also Point Stormy (like Eagle): so skills are very useful when combined with "natural" skills.
Of course we also have 8 wonderful routings, often offered by Eagle's COP on islands: Spann, Fortress, Pivot and Ridge. It also benefits to lucky COs who get Ridge too (like Kindle), and also Risky Vale and Bankers (also up to Rachel and Kindle). Only Final Battle and Risky Duo don't ask for natural skills...

So now, I hope you better understand the differences between 2.0 and 2.5! :twisted:

Edit: lol I had to change the comment so many times that it becomes non sense XD
Last edited by fcastro on Sat Feb 13, 2010 9:27 pm, edited 16 times in total.

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-STL-

Re: War Room Perfect Scores

Post by -STL- » Fri Jul 31, 2009 4:45 am

Add Colin, Hachi, Sasha, Nell, Rachel, Flak, Jugger and Eagle to the list of COs who can 3/300 Risky Duo 2,0/1,0^^

Edit: Every CO in the game can do it.

fcastro

Re: War Room Perfect Scores

Post by fcastro » Sat Aug 01, 2009 5:45 pm

Genial! Fortunately I came late, so I didn't change the rankings... Now make us similar performance in 2.5!
It's also cool to see that Risky Duo 2.0 confirms when I said that lucky/strong COs don't get benefits from 2.0, except for Risky Vale. But maybe this fact indicates us that we'd need to work more on Risky Vale! :oops:

fcastro

Re: War Room Perfect Scores

Post by fcastro » Tue Jun 08, 2010 6:17 pm

Ok looks like War Room is owned now. Here's the list of the remaining unplayed scores, the strat is clear but crazy luck needed:

Perfect scores:

- Twin Isle 1.0 5/300 with Colin/Jugger: the new FI! We need insane luck at 2 enemy turns and there's even a blindsave between them. D4 would already be beyond 1 to 20000.

- Fortress Isle 2.0 2/300 with Jugger (and Flak!): totally unhuman, Jugger would be 1 to 333 millions and Flak 1 to 14 billions!

- Fortress Isle 2.5 3/300 with Jugger: Totally insane too...

COs scores

- Risky Duo 2.5 3/300 with Sasha and maybe other COs, has to be checked.

- Jelly Island 2.0 4/300 with Jugger, Flak, Lash for sure and probably Sonja and Nell. Apparently there are two waves so even Jugger is crazy.

- Spann Island 2.0 4/300 with Nell: would be like 1 to 20000...

EDIT: hardest scores lately achieved: Little Lion 1.5 7/296, Spann Island 1.5 (1 to 10k?), Risky Vale 1.0, and finally FI 1.0 after so long (1 to 18188).
Last edited by fcastro on Fri May 03, 2013 1:43 am, edited 34 times in total.

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-STL-

Re: War Room Perfect Scores

Post by -STL- » Mon Sep 27, 2010 9:09 am

http://s489.photobucket.com/albums/rr26 ... g&newest=1

So easy on Emu... The luck set can be changed by moving around.
Now put that +5% Attack from Mial´s Hope 1,0 out too.

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ALAKTORN
Location: Italy

Re: War Room Perfect Scores

Post by ALAKTORN » Mon Sep 27, 2010 9:15 am

the interesting thing would be FI 2.0 on emulator… with the current knowledge, it'd take a lot of patience to try and get it

fcastro

Re: War Room Perfect Scores

Post by fcastro » Tue Sep 28, 2010 7:28 pm

Great job STL, did you manage to change the luck set of AI too?

Imo FI 2.0 is still impossible in emu, even FI 1.0 would be a nightmare, except maybe if it appears that we can change the luck issue of Andy while saving after Hawke's dead.

Btw, I dont remember if it was already noticed, but 131 Sonja with Kanbei can get FI 1.0, but that is harder than Jugger/Koal.
156 Kanbei can also kill the base inf, but if we switch to 110 Sonja the best we can do is 99%... Note that in Jugger/Koal strat, 120 Koal could suicide Hawke but not Andy.

Also, I math'd another way of routing Andy: kill base inf with AA and let the 2nd inf suicide from HQ, but even with a 75% limit we would be around 1 to 200 in total, twice worth than 2 Recons. Btw, it could be interesting to test the limits of Tank and AA for getting AI's inf attack... That should be 75 or 70%.

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-STL-

Re: War Room Perfect Scores

Post by -STL- » Tue Sep 28, 2010 10:47 pm

I didn´t try or had to change the Enemy Luck Set. Btw on Enemy Day my luck set was directly odd, while it was even on my Day, so i changed it to odd to kill the Enemy Recon.
You should add the 296 now =P It´s different to FI and would just require a lot of tries with blindsave on DS.
Btw i could do Javier Spann 5 if you give me the strat. Emu is sooo fast, i enjoyed it much.

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-STL-

Re: War Room Perfect Scores

Post by -STL- » Wed Sep 29, 2010 6:20 am

Whiplash 2,5 Colin/Sami 9/300 TAG´d =O

Money wasn´t tight so more COs can probably TAG with Sami.

fcastro

Re: War Room Perfect Scores

Post by fcastro » Wed Sep 29, 2010 7:52 pm

Haha we'll never say that AI is dumb anymore XD
And I really pray for an improvement of Whiplash 2.0 that way...

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ALAKTORN
Location: Italy

Re: War Room Perfect Scores

Post by ALAKTORN » Thu Sep 30, 2010 8:37 am


fcastro

Re: War Room Perfect Scores

Post by fcastro » Fri Nov 12, 2010 2:43 am

Yep Little Lion 7/296 finally!! =O

I got stuck on the last tank for hours, I wrongly believed i had good set because i tested it with cop, but when i finally manage to get it it took me only 3 tries for getting 0-10, 1-10 =O!!!

Some notes about luck sets:

- they can change more than expected: after some specific attack (for instance attacking the tank with inf at d6 always changed it) and after a cop. I also saw 2 different sets only at d5 enemy day from same d5 save, so either it had changed during that enemy day, either the set is randomly determined only at the 1st attack u made in the map.

- but they can also sometimes refuse to change no matter your manip <_<. So you need to find good tests: at d6 the test is whether inf can do 5 damages to plain mech, at d7 u attack the tank with 10 hp recon to highest possible visual, u join it with 9 hp recon, and u look at your counter on enemy day tank's attack: if tank can keep high visual with 2 hp recon counter (1% min) you're good, if he can lose that visual with only 1 hp recon counter (1% max) u're bad. As i mentioned the test to attack tank with coping 10 hp recon (6%) is bad because it can change the set.

- AI estimation before attacking is made with all numbers. Proof: create a VS map with on one side city recons vs road infs, one another side city recons with recon and inf on each side. (it simulates LL d5 enemy, so u can take Sami vs Andy). At same row u can get inf attacking recon (requires 0 luck estimated) and 7 hp recon countering inf to 5 (requires 9 luck).

As a consequence, luck sets wont make FI 1.0 easier. I'll recalculate it soon but the difference will be very low...

edit: in fact we have all numbers at enemy day, so that explains some things above. Fortunately I ignored it when playing,otherwise I may have not tried :-)


STL

Re: War Room Perfect Scores

Post by STL » Thu Jul 28, 2011 1:16 am

You are epic Michele, thanks a lot for all that work 9D

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ALAKTORN
Location: Italy

Re: War Room Perfect Scores

Post by ALAKTORN » Thu Jul 28, 2011 4:39 am

but it's weird, I just tested it on my DS and I had 4HP, but it looked like I was in the 45%-43% range. maybe I'm just blind

doing all that work has given me a headache and I think I'm starting to have a fever btw, no joke

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ALAKTORN
Location: Italy

Re: War Room Perfect Scores

Post by ALAKTORN » Tue Sep 03, 2013 9:01 am

bump

I made a page on my website for all the HP visuals because that image hosting site was already starting to delete images

http://alaktorn.wrvids.com/AWDS%20Visuals.html

it’s still WiP in theory because I have to add the pages with a single, big image and prev/next arrows; but I don’t know if I’ll actually do it

fcastro

Re: War Room Perfect Scores

Post by fcastro » Tue Dec 29, 2015 7:11 am

I finally perfected Long Road 1.5 in 7 days with 2 Eagle's COP and Sami's SCOP! :)
(It used to be 7/299 for a long time because 2 units were lost instead of 1). Only 5 imperfect fastest scores are left now: Kita 2.0, Mial 1.0, Lion 1.5, Mega 1.0 and Stamp 1.0.

Alaktorn's visuals were very helpful. At D6 enemy's turn, we need 10 hp city recon to keep 29% or 28% from 2nd Tank's attack (71% min), so that at D7 it can survive a 3 hp tank counter on city (27% min). That requires to put visuals on, and recognize the 28% spot. Otherwise no luck abuse, we let 2 enemy recons join at D5 to 9 hp and destroy it at d7 to get the 2 kills (the idea was written by STL in old Cyberscore conversation but not tried enough...). Best wishes!

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ALAKTORN
Location: Italy

Re: War Room Perfect Scores

Post by ALAKTORN » Tue Dec 29, 2015 8:09 am

What the fudge fidel you’re back! :O Amazing job on Long Road. :) Happy holidays! I thought you were dead like SwifTy, is there any way to stay in contact with you?

Do you have any idea how to get the imperfect The Trident 2.5 8D win with Sami? I think you need COP but I was only able to charge 2.62 stars (basically used Adder’s strat and added a Recon attack on BC).

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DxDyDzD
Rank: Blue Bomber
Location: War Room

Re: War Room Perfect Scores

Post by DxDyDzD » Sat Jan 23, 2016 2:00 am

By ALAKTORN's request: 2.5 All CO records

Strats for Andy, no powers can be found here: https://www.youtube.com/playlist?list=P ... 3kTtMdrrQr

I assume that all Andy strats will work for all COs other than Grit, Colin, Sami (weak directs), Kanbei (cost). Depending on the strat, Max (strong directs, -1 indirect range), Jess (strong directs, weak BCops), Grimm (strong directs, -def), Drake (weak BCops), Eagle, Sensei (strong BCops), Kindle (strong city units) might need to be checked. Any COs that appear unable to follow the Andy strat are listed as "untested" below.
Spoiler: show
Spann Island
The rest: 5 (all except Sami rout)
Grit, Drake, Kanbei: 6 (Grit routs)

Moji Island
Sami: 7
Andy, Nell, Flak, Jugger: 8 (all except Andy rout)
The rest: 9

Duo Falls
Sami: 6
The rest: 7

Sole Harbor
All: 7

Pivot Isle
The rest: 6 (rout)
Grit, Kanbei: 9

Land's End
Sami: 7
Eagle: 8
The rest: 9

Kita Straight
The rest: 7
Kanbei: 9

Point Stormy
Sami, Eagle, Sensei: 8
The rest: 9

Ridge Island
All: 6

Mial's Hope
Sami: 6
Andy, Eagle, Sensei, Adder, Koal: 7
The rest: 8

Bounty River
Sami, Eagle: 13
The rest: 14
Grimm: untested

Toil Ferry
All: 7

Twin Isle
Sami: 7
The rest: 8
Kanbei: 9

Dire Range
Sami, Eagle: 9
Sensei: 10
The rest: 11

Egg Islands
Sami, Eagle: 8
The rest: 9

Terra Maw
Sami: 12
Eagle, Adder, Koal: 14
The rest: 15

Pay Dirt
All: 7

Long Road
Sami: 9
Eagle: 10
The rest: 12

Nest Egg
All: 7

The Trident
The rest: 8
Rachel, Andy, Max, Sami, Olaf, Drake, Eagle, Javier, Kanbei, Kindle: 9

Banker Hills
All: 7

Missile Plains
Sami: 4
The rest: 5

Little Lion
Sami, Eagle, Sensei: 8
The rest: 9

Megalopolis
All: 7

Pipeline
Sami: 8
Andy: 10
The rest: 11

Lost Basin
Sami: 8
The rest: 17 (rout Sami)
Max, Grit, Colin, Kanbei, Grimm: untested
Improvable depending on CO. On cart I have Rachel 15/300.

Rivers Four
Sami: 7
Hachi, Sensei: 13 (Sensei: rout Lash)
The rest: 15
Max, Grit, Colin, Jess, Kanbei, Grimm: untested

Ring Islands
Sami: 7
Eagle: 13
The rest: 14
Max, Kanbei: untested

Last Mission
Sami: 6
The rest: 9
Max, Grit, Colin, Drake, Eagle, Jess, Kanbei, Sensei, Grimm, Kindle: untested

Stamp Islands
Sami: 6
Sensei: 7
The rest: 8
Kanbei: 9

Risky Vale
Andy, Sami, Nell, Flak, Jugger: 6 (all rout)
The rest: untested

Rabbit Island
Sami, Sensei: 8
The rest: 9

Watery Downs
Sami: 8
The rest: 16
Max, Grit Colin, Kanbei, Grimm: untested
Improvable depending on CO. On cart I have Eagle and Jess with 14/300 and Von Bolt with 15/300.

Fortress Isle
Rachel, Nell, Sami, Eagle, Flak, Jugger, Kindle: 4 (all except Sami rout)
The rest: 5

The Ring
Sami: 8
The rest: 13
Max, Grit, Colin, Kanbei, Grimm: untested

Strong Land
Sami: 8
Andy: 12
The rest: 13
Max, Grit, Colin, Kanbei, Grimm: untested

Treble Ridge
Sami: 9
Kanbei: 13
The rest: 14
Max, Grit, Colin, Grimm: untested

Four Acres
Sami: 8
The rest: 13
Max, Grit, Colin, Jess, Kanbei, Grimm: untested

Final Battle
All: 4 (rout)

Jelly Island
All: 5

Whiplash
Sami: 9
The rest: 10
Kanbei: 11
note: AI Sami can finish the top screen in 8 days, so technically everyone has 9/300.

Silo Nation
All: 7

Risky Duo
Rachel, Nell, Sami, Colin, Flak, Adder, Jugger, Koal, Kindle: 3 (rout)
Grit: 6
Hachi, Sasha: 7
The rest: 8
Grimm: untested

Helix Peninsula
Sami: 7
Eagle, Sensei, Adder, Koal: 8
The rest: 9
Last edited by DxDyDzD on Thu May 12, 2016 12:05 am, edited 18 times in total.

User avatar
ALAKTORN
Location: Italy

Re: War Room Perfect Scores

Post by ALAKTORN » Sat Jan 23, 2016 2:49 am

^Strong Land 2.5 Sami is 8/300, not 9/300. Thanks for the list.

GipFace
Rank: Lord of Children Games

Re: War Room Perfect Scores

Post by GipFace » Sun Jan 24, 2016 1:42 am

Why is Spann Island w/Drake 6 days while the rest minus Kanbei are 5? What does he do that influences the AI?

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DxDyDzD
Rank: Blue Bomber
Location: War Room

Re: War Room Perfect Scores

Post by DxDyDzD » Sun Jan 24, 2016 2:10 am

He can't charge his COP.

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ALAKTORN
Location: Italy

Re: War Room Perfect Scores

Post by ALAKTORN » Sun Jan 24, 2016 12:22 pm

Kanbei caps Spann in 6 days. Thanks for making me notice that Gip. Btw the 5D rout requires COP or 110Atk Tanks because you need to 2HKO a newly built (Base) Tank with 2 Tanks I believe, one of them may be slightly injured too.

Kanbei 6/300: https://www.youtube.com/watch?v=X3x9oD9NJks

GipFace
Rank: Lord of Children Games

Re: War Room Perfect Scores

Post by GipFace » Sun Jan 24, 2016 5:51 pm

LOL mighty Kanbei

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ALAKTORN
Location: Italy

Re: War Room Perfect Scores

Post by ALAKTORN » Sun Apr 17, 2016 4:53 am

I found a 2.5 Fortress Isle strat to cap GE by D5 with Inf ×2 Inf ×2 Recon + Inf (only Recon for Kanbei) no powers and 1 unit lost that works for everyone except Grimm I think. Any good BH D5 win strats? Edit: Grimm works with Recon + Arty and 2 units lost lol.
Last edited by ALAKTORN on Sun Apr 17, 2016 5:26 am, edited 1 time in total.

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DxDyDzD
Rank: Blue Bomber
Location: War Room

Re: War Room Perfect Scores

Post by DxDyDzD » Sun Apr 17, 2016 5:19 am

You pretty much have to rout Hawke. COs with a strong COP (Olaf, Sonja...) can do it. I did it once, but I forgot how :(

Does your GE strat allow you to use the silo for Hawke?

By the way, I got Stamp Islands 8/300. Just need to check Sensei 7/300 and Kanbei 9/300. (both confirmed)
Last edited by DxDyDzD on Sun Apr 17, 2016 2:53 pm, edited 1 time in total.

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