Single-Player Maps High Scores and Strategy

Talk about the shiny-new post-apocalyptic Advance Wars game here.

Postby Sven » Sat Jan 26, 2008 8:37 am

The VS maps are War Rooms?

so tempting
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Postby DTaeKim » Sat Jan 26, 2008 8:44 am

I hope you like FFAs.
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Postby Delta_Angelfire » Sat Jan 26, 2008 8:50 am

T1- Extreme edge

bah - my strategy is t3h phail
Last edited by Delta_Angelfire on Sat Jan 26, 2008 9:04 am, edited 2 times in total.
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Postby DTaeKim » Sat Jan 26, 2008 8:59 am

Delta_Angelfire, I have a 420 score on that map with a HQ capture in 8 days on the previous page.
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Postby Dragon Fogel » Sat Jan 26, 2008 9:00 am

T4: Metro Island - 47 days - 248

...yeah, I could have done *way* better on that one.

As for Destiny Ocean, yes, saving *does* seem to set the AI in its build order, but it *is* capable of changing. It ultimately depends on whether you'd rather repeat the first few days over and over or reload the same save over and over.
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WWN's War Room High Scores: http://www.celestialbridge.net/fogel/aw ... scores.txt
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Postby Delta_Angelfire » Sat Jan 26, 2008 9:03 am

oops, sorry. It was't on the first post when I checked. On a related note, These forum pages are REALLY long. I lose my place quite easily when trying to reference earlier posts :-(

Also, just noticed T35 doesnt have a 450. maybe I win this time?
++++++++++
T 35 - Center River !
++++++++++
Day 1 - Build Infantry at west factory, Rig at south
Day 2 - Load infantry into rig. Send the rig toward enemy HQ. Build an Anti-Air.
Day 3 - Rig continues on it's way *<i>do not drop off the infantry yet</i>*. Send AA toward center island. Build a Flare at south factory.
Day 4 - Drop the infantry off in the SE mountains, within a days march of enemy HW. Flare the center island, lighting up the southernmost city. Attack the bike with your AA.
Day 5 - Rig moves to to 1 space west of HQ, Infantry begins HQ capture. AA destroys Bike. Enemy tank is "ambushed" by your rig on the enemy turn.
Day 6 - AA should be in reach of an infantry on a plain (100% Damage). Kill the infantry, then finish the

HQ capture.

S - 150 P-150 T-150 *450 Perfect! S Rank*
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Postby Dragon Fogel » Sat Jan 26, 2008 9:15 am

Tested it out, and it works. Apparently it's one of those cases where the fastest possible win isn't a perfect.

BTW, you should save on Day 5, as the Medium Tank might approach from the north instead. In this case, reload and move the rig north of the HQ.
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Postby DTaeKim » Sat Jan 26, 2008 9:21 am

T19 - Ground Clash - 9 days - 425 pts.

Speed - 125
Power - 150
Technique - 150

The fastest I can get the capture in theory is 8 days, which is still far from the 150 points needed for speed.

Basically, I loaded the first Bomber with Waylon, built a T-copter, then used the Bomber to destroy the Missiles and Rockets. On Day 4, I built a second Bomber in order to clean up the remaining Rockets Waylon's Bomber couldn't access.
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Postby Delta_Angelfire » Sat Jan 26, 2008 9:41 am

That's odd. I just did it again to check. Finished in 9 days for a score of 125 on speed for a total of 425. Didn't even load waylon into a plane this time, just used a third bomber instead. What was the question again?

edit: oops, Got it. Yeah I finished on day 9. I said the days weren't exact -.-;; should probably fix that...
Last edited by Delta_Angelfire on Sat Jan 26, 2008 9:49 am, edited 1 time in total.
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Postby DTaeKim » Sat Jan 26, 2008 9:49 am

To see if 425 is the max score possible.

I finished with an HQ capture in 8 days, but I used a lot of bait, lowering my Technique score. Improving it by one day gives me a speed score of 133 instead of 125.
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Postby Delta_Angelfire » Sat Jan 26, 2008 10:11 am

Yeah, I finally managed to get it in 8 days too, but man it was tough! The Landers make really good bait, especially if you block off the right port (loaded them with infantry, but never unloaded said infantry). I managed to only lose half a bomber to an Anti Air gun on the left side. The enemy actually got to a point where he left his missiles wide open to my bombers (on day 4 or 5 I think)! Plowed straight up the middle picking off ground troops and bam! Of couse, a D2D write up probably wouldn't work so well... :-/


S-133 P-150 T-150 Total: 433 S-Rank

Edit: Technically, you could get to the HQ and finish the capture on Day 6... if the enemy were nice enough to open a line for you :-/ I don't think 7 is entirely out of the question yet though. Just out of curiosity, whats the speed score for day 10 (if you happen to know it)?
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Postby DTaeKim » Sat Jan 26, 2008 11:38 am

The 10-day score is 116.

I guessed that 12 days would be the 100-pt limit and it was.

Judging by this, I'm going to guess the 150-pt limit is indeed 6 days.
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Postby Astrohawke » Sat Jan 26, 2008 1:36 pm

I got it in 8 fairly easily first try. Just start moving bomber and T-copter to the side at the start and move up before even getting the 2nd bomber. I highly doubt it's possible to do it in 6 unless you are VERY VERY VERY lucky. You'd pretty much have to charge the T-copter right down the middle which is really unlikely with the 2 missiles and the billion infantry blocking your way. The AI would pretty much have to move the missiles in such a way that your T-copter can move next to them without getting swarmed by infantry on all sides.
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Postby GipFace » Sat Jan 26, 2008 1:43 pm

As long as there is the possibility, it cannot be a max score. There's always a chance that some Japanese freak will figure it out. :shock:
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Postby Delta_Angelfire » Sat Jan 26, 2008 3:06 pm

UGH! I'm SOOOO close to a day 7 capture.

I've got all the ingredients - Use ALL the units. Send infantry to both small peninsulas to open up the middle. Use them to help clear the enemy infantry wall. Let two of my landers get hit once each so I can combine them to get enough cash for a Battleship on day 5. Missiles are secondary, Rockets are primary targets. Drop an infantry in the space just south of the trapped Rocket to bring it down to 1hp after the Battleship blasts it (or combine again to get enough for CO on day 6). That way my infantry should survive to the next turn at full health.

Just.... can't do anymore today! I need a new map to stare at! Yargh! Maybe tomorrow, if someone else doesn't get it by then... :-j
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Postby Astrohawke » Sat Jan 26, 2008 3:16 pm

Just went through T27 Time map and had this awesome start. Basically you get your CO and start capturing the radar so blue's tanks lose sight of you after turn 2. Then use 3 mechs target missiles just below blues HQ and use the other 3 mechs to target missiles just left of black's HQ. Mechs should end up in an L shape either side of the radar. Doing this, I didn't get a single point of damage for like the first 3 turns. I think this is something to build on.

Screwed it up afterwards though and spent a little too long looking for yellow's remaining 3 mechs. Although somehow still got 150 in speed, 100+ Power and tech was lacking so I think you pretty much have to keep all your mechs alive.

Got 357 in 9 days but I definitely think it can be 450ed building on my first turn. Gonna give it another go.
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Postby Unkown1800 » Sat Jan 26, 2008 4:47 pm

T7 - Tatter River - 38 days - 414 pts.

Speed - 124
Power - 148
Technique - 142

I bet a faster time is possible, as most of it was spent massing bombers and fighters.
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Postby Astrohawke » Sat Jan 26, 2008 9:58 pm

T28 Plasma Bubble 16 days 411 Points
Speed 111 Power 150 Tech 150

Pretty much just put CO into the war tank and destroyed meteors as I circled round top. I'll make a Day by day guide later because I'm sure the speed can be improved.

I had it at 15 days when I put the CO in the bike but for some reason I ended up with a power score of 111 and only a 5 point speed increase at 116. Even though I killed the exact same things. I think at least from this we can conclude that power is partially dependent on the damage that you do to the units as my CO tank was doing a lot more than my non CO tank.

Anyway, I'm pretty sure 116 150 150 will be the max here. 14 days may be possible but I think it's pretty unlikely. Any less than that is definitely not possible unless someone found a way to beat it by cutting across the bottom instead of circling round top.
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Postby Astrohawke » Sat Jan 26, 2008 11:15 pm

Ok I tried a few times and I couldn't beat it in 15 days. It takes 1 day longer with the CO in the war tank because you have to keep the war tank on the HQ on day 1. If you put the CO into the bike, then on day 1 the war tank can be used to attack the meteor and you end up breaking through 1 day earlier. But that of course leaves you with the problem of power.

Anyone else give this a shot? Either trying to get 150 power using the CO in the bike or somehow finish it within 15 days or less with the CO in the war tank.
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Postby Unkown1800 » Sun Jan 27, 2008 3:10 am

14 days is possible, but how exactly did you get 150 in power (I got 127 points)?
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Postby DTaeKim » Sun Jan 27, 2008 4:16 am

From what I can tell, dealing damage is enough to obtain a power score. I tested this by attacking one Infantry with an Anti-Air, which was good enough to secure me about 87 points in power.
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Postby Serenity » Sun Jan 27, 2008 4:45 am

Uh, T2. 373 in 16 days. Just spam anti-tanks, bikes, and AA.
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Postby Dragon Fogel » Sun Jan 27, 2008 9:53 am

Some improvements for me:

T27: Time Map - 9 days - 326

I looked at the map in Free Play to see where the War Tanks started. That made it easier to figure out where to launch the first missiles.

T36: Mountain Pass - 10 days - 313

I can probably do better here, I got slowed down because I didn't pull back my rockets to lure the wall of tanks far enough away from the HQ.
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Postby Dragon Fogel » Sun Jan 27, 2008 10:05 am

T29: Triangle Lake - 16 days - 331

100 Speed, 81 Power, 150 Technique.

The only unit I built was a rocket, then I basically spent most of the time waiting for opportunities to safely attack, and eventually got them. That got me full Technique, which is halfway to an S-Rank already.

So, that's the "I'm desperate for an S-Rank" method for T29.
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Postby DTaeKim » Sun Jan 27, 2008 10:23 am

I have a theory that the 150-pt score is half the time limit for the 100-pt score.
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Postby Dragon Fogel » Sun Jan 27, 2008 10:38 am

To anyone trying to get B and C-rank medals, (or As, for that matter) Star Islands seems the simplest way. Rush a T-Copter to the enemy HQ, and send a second T-Copter to block your HQ. This way, you won't have to destroy any units and can get 0 power, which means your score goes down to 260 (an A) right off the bat.

Other than that, spam infantry and T-Copters to drive down your technique. I build pretty much the maximum possible number of units and got only 71 Technique, for 181 total.

For Bs, you only need to lose 10 points, so just build from all your bases on the last three days or something. I was able to get 134 Technique by building 14 units, for a total score of 244.
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Postby GipFace » Sun Jan 27, 2008 3:19 pm

All right, I'm going to try the crying marathon that is T15 Jay Islands and see why it takes people 50+ days to clear. It certainly appears to be easier than T31 at first glance. Wish me luck. :)

EDIT: Eew why do seaplanes have to be terrible against antiair? Also, the carrier is big crummy piece of junk because it can't move and produce. I take back everything I said about it in the damage chart thread. :x

In order to rush Greyfield, I'm trying for a carrier with a full complement of seaplanes, plus one battleship to take out any antiairs that may spawn. The only problem is that this loses to a submerged sub, not to mention that it's disgustingly expensive. Battleships unfortunately cannot one-hit KO visible subs like in AWDS, so this means I'll need a gunboat to soften the sucker. However, once the gunboat fires, the offensive needs to be launched immediately because the gunboat is destroyed by a single artillery shot.

With Gage unable to one-hit KO any units besides lander with an attached battleship, he sucks. He really, really, sucks, so there is no point attaching him to anything at all. At least Greyfield has uber seaplanes which I used to good effect in T30. :?

You can see that it's virtually impossible to mount an offensive if one of these ships is missing. If I can defeat him in under 20 days with this method, the other two should fall before day 40.

But yes, I can see why it took so long for some people to complete this map. The landing beaches are in the worst positions imaginable.
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Postby Astrohawke » Sun Jan 27, 2008 5:40 pm

Unkown1800 wrote:14 days is possible, but how exactly did you get 150 in power (I got 127 points)?


How did you do it in 14 days? I can't even remember how I got 150 power. It's so hard to know what to do without knowing how the ratings are calculated. I've played this through a few times now and I have been getting power in the 120s.

What I do is when I reach the meteor that opens up the war tank and md tank, I let my AT destroy it so that on the same turn my war tank can go in to attack the war tank first. What I have found out though is that depending on whether you do 7 dmg and take 1 dmg or you do 8 dmg and take no dmg, the 2 tanks may or may not attack you next turn. The time I got 150 power, I got attacked.
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Postby Unkown1800 » Sun Jan 27, 2008 7:59 pm

Ok, I ran through T28 (Plasma Bubble) again, and I managed to not only get 14 days but also the 150 power:

Day 1: Move Anti-tank as far up as possible. Poke the meteor with the Bike (not needed most likely, but just for kicks).
Day 2: Move Bike down one space. Put CO on Wartank and attack the meteor.
Day 3: Destroy Tank with Wartank. Move Bike and Anti-tank as far up as possible.
Day 4: Attack the top meteor with both Wartank and Anti-tank. Move Bike onto City (but don't poke the meteor).
Day 5: Poke the meteor to the right of the Bike if you want (I did), but the main part here is to move the Wartank onto the City so it can resupply (again, not attacking the meteor). Move Anti-tank as far right as possible.
Day 6: Move Anti-tank to the left of the city. Move biker to either the left or right of the Anti-tank and attack the meteor to the right of the Wartank.

Day 7: Save now. The reason for this is there are many ways that can happen, but only one so far seems to allow for this strat. Destroy the meteor with the Anti-tank, attack the Wartank with your Wartank, and move the Bike back onto the city. You might end up dealing the enemy down to 2 or down to 3 and you take 1 damage, but that isn't a matter. What matters is how the Tanks react on their turn. The Medium Tank must attack your Wartank from the right and the enemy Wartank must do nothing. If this doesn't happen, load and try again.

Day 8: Move the Wartank onto your city and destroy the Medium Tank. Move the Anti-tank diagonally to your Wartank and move the Bike to the right of the Anti-tank (so it should be to the top of the Wartank).
Day 9: Attack and destroy the Wartank from the bottom with your Wartank. Move the Anti-tank as bottom right as possible, and move the Bike onto the city.
Day 10: Destroy the meteor to the top right of the Anti-tank with the Wartank and Anti-tank, and move the Bike as far down as possible.
Day 11: Destroy the Mech from the bottom with the Wartank, and move the Anti-tank as far down as possible.
Day 12: Destroy meteor above HQ with Wartank and Anti-tank. I recommend that you save here one more time to get the 150 points for Power.
Day 13: The Anti-tank must destroy the Wartank in one hit in order for you to achieve the 150 points in Power. Otherwise, you'll only end up with 148 points. Move Bike to capture HQ.
Day 14: Finish capturing HQ.

Final result:
Speed - 122
Power - 150
Technique - 150
Total: 422
Unkown1800
 

Postby GipFace » Sun Jan 27, 2008 10:21 pm

T21 - Duo Falls
12/356
Speed 120
Power 133
Technique 103

This was a rout instead of an HQ capture. It could have been two days faster but the AI attached Forsythe to a Duster. Yuck. Not too impressive.

Pretty easy map. You get more funds, so just spam bombers, b-copters and tanks until the cows come home. Then make 1 fighter to pick off the duster. I don't know how Dragon Fogel got such a lousy score in this one.
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Postby GipFace » Sun Jan 27, 2008 10:35 pm

For T28, I got 422 points, but not in the same manner as Unkown1800.

What matters is how the Tanks react on their turn. The Medium Tank must attack your Wartank from the right and the enemy Wartank must do nothing. If this doesn't happen, load and try again.

The wartank suicided into my wartank. I was still able to get 150 power regardless, since every shot was a one-hit kill.

I'm starting to think that the only way to get 150 power is to one-hit kill everything along with killing a minimum number of units.
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Postby GipFace » Sun Jan 27, 2008 10:57 pm

T17 - Coast Assault
5/370
Speed 100
Power 142
Technique 128

Maximize your power score by having nine of the units be destroyed in one shot by the bombers. Simple map overall, but hard to get a good score on.

This is a very quick map to see if your tactics are up to snuff, since it's possible to rout in five days. Reminds me of that AW1 Field Training map where you could rout all the units in two days to have Nell say something special.

The five-day rout requires saving in order to win the 95% matchups.

Day 1:
Load two md tanks into left lander, other tanks into right lander
Left bomber destroys left artillery (95%)
Battleship 1W 1N attacks mech
Duster 1W 1S destroys mech
Right bomber destroys left tank (95%)

Day 2:
Left lander 2E
Right infantry 2W
Battleship 1W attacks antiair
Left bomber destroys antiair
Remaining bomber 1S 4E destroys tank
Duster 1S attacks mech

Day 3:
Battleship stays put, destroy damaged mech
Left bomber 2N 5E destroys md tank (94%)
Remaining bomber destroys md tank (94%)
Duster 3E 1N 2E 1S attacks right mech (42%, must have 5HP)

Day 4:
Duster 3W 1S destroys damaged mech (42%)
Left bomber attacks wartank
Right bomber destroys right rockets
Battleship 1S 2E destroys wartank
Left lander 1E 2S unload E and S
Right lander 2W 2S unload tank W and md tank S
Left infantry 1E

Day 5 has no walkthrough since enemy actions are random. It should be easy enough to mop up.

Max technique for this map is 128, so the theoretical max score is 378. I'm pretty close with this one.
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Postby Astrohawke » Mon Jan 28, 2008 12:24 am

GipFace wrote:For T28, I got 422 points, but not in the same manner as Unkown1800.

What matters is how the Tanks react on their turn. The Medium Tank must attack your Wartank from the right and the enemy Wartank must do nothing. If this doesn't happen, load and try again.

The wartank suicided into my wartank. I was still able to get 150 power regardless, since every shot was a one-hit kill.

I'm starting to think that the only way to get 150 power is to one-hit kill everything along with killing a minimum number of units.


Yes I think 422 may be the max here. I assumed 14 days was possible but unlikely but apparently 14 is doable. Less than that...not so sure.

I do agree that 1HKOing things is the key to getting high power. If you attack something and it doesn't kill it, I think power is reduced. I did this for C1 and C2 where I 1HKOed everything and power got a huge jump. But in C1 1HKOing everything still didn't get max power. So either there's another factor or max power just isn't possible on some missions.

I'm doing a rating research/perfect rating guide for this on Gfaqs. Any contributions would be good.
Astrohawke
 

Postby GipFace » Mon Jan 28, 2008 12:36 am

But in C1 1HKOing everything still didn't get max power.
Wrong. I just tested it.

In C1, allow the recon to be shot up by the other units. Have your tank kill EVERYTHING in one shot. Watch:

C1 - Days of Ruin
5/354
Speed 92
Power 150
Technique 112

Day 1:
Do not follow the advice! Move bike 2E

Day 2:
Recon 1N 2E
Tank 2E

Day 3:
Tank 2S 1E destroys recon
Recon 1N
SAVE

Day 4:
The enemy must have attacked.
Tank destroys infantry

Day 5:
Tank destroys bike

I think that settles it. One hit kill for everything = 150 power. We figured it out, folks!

However, maxing T11 Star Islands involves a two hit kill. I wonder why?
Last edited by GipFace on Mon Jan 28, 2008 12:49 am, edited 2 times in total.
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Postby Astrohawke » Mon Jan 28, 2008 12:47 am

GipFace wrote:But in C1 1HKOing everything still didn't get max power.
Wrong. I just tested it.

In C1, allow the recon to be shot up by the other units. Have your tank kill EVERYTHING in one shot. Watch:

C1 - Days of Ruin
5/354
Speed 92
Power 150
Technique 112

Day 1:
Do not follow the advice! Move bike 2E

Day 2:
Recon 1N 2E
Tank 2E

Day 3:
Tank 2S 1E destroys recon
Recon 1N
SAVE

Day 4:
The enemy must have attacked.
Tank destroys infantry

Day 5:
Tank destroys bike

I think that settles it. 150 power = one hit kill for everything. We figured it out, folks!


Oops I meant C2, I got 354 on C1 as I posted on Gfaqs. Could only get 129 for C2 because I resorted to having to attack the tank once before I could KO it with the artillery. Theoretically though, I think it's possible for the counterattack to do 1HP of damage to the tank but there's only a 30% chance (it does 3% of damage) but couldn't get it to do it. If you can somehow make the counterattack do 1HP then the artillery will be able to kill in 1 shot next turn and power should be 150.

So I think you're right, in order to get max power, you have to 1HKO everything. If you remember in T37, I said the final attack you made on the infantry with your AA at the end reduced power from 150 to 149.

EDIT: what's the point of moving the bike 2E? I just moved it 2W like it says.
Astrohawke
 

Postby GipFace » Mon Jan 28, 2008 1:01 am

Moving it 2E makes it less random IMO.

Anyway, I just did the exact same thing for C2!

C2 - A Single Life
6/394 MAX SCORE?!
Speed 94
Power 150
Technique 150

Day 1:
Infantry 1N 1E
Tank 2E (don't fire!)
Artillery 2E

Day 2:
Artillery destroys infantry

Day 3:
Infantry 2E
Artillery destroys 6HP recon

Day 4:
SAVE
Artillery destroys 8HP recon (75%)

Day 5:
SAVE
Now the artillery is veteran. Destroy the 7HP tank! (63%)

Day 6:
Artillery chalks up the last kill!

This is hilarious. A suboptimal strategy nets you more points! I'm going to go back to the campaign and try forcing one hit kills for everything.

I think we've found the new "advance campaign" challenge.
GipFace
 

Postby Astrohawke » Mon Jan 28, 2008 1:27 am

Omg I did it lol. Got 100 Speed 150 Power 150 Tech for C2 but you have to be so incredibly lucky it's not funny like Nell style lucky. I could NOT get the tank to even do 1 damage on the counterattack BUT on the next turn, assuming the tank did enough damage, the artillery is able to covert the 57% damage into 7HP of damage somehow. That's the only way I could get that 150 power and 400 max score.
Astrohawke
 

Postby DTaeKim » Mon Jan 28, 2008 1:57 am

GipFace, maybe KOing the Infantry is unnecessary.

T14 - Fragment Isles - 27 days - 410 points

Speed: 110 points
Power: 150 points
Technique: 150 points

I definitely believe 450 points can be achieved here if I managed faster captures.
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Postby Translucent Air » Mon Jan 28, 2008 2:27 am

Nice work, everyone. And, yes, destroying units in one shot the the player's turn does seem to reap the most benefit for Power.

While I don't expect to partake in the record breaking for some time, I probably will attempt to help uncover the mystery behind the calculations for Power and Technique. (And Speed as well: sub-100 numbers work the same way as before but the 100-150 range I believe is more stringent - i.e. more points are lost per day of delay, though it does work beneficially for days gained.)

-Translucent Air
Translucent Air
 

Postby Astrohawke » Mon Jan 28, 2008 3:25 am

Highest so far for C3 for me is 377 in 6 days.

Speed 94
Power 133
Tech 150

Managed to get a mech to vet and 1HKOed a recon lol but some stuff like the artillery you just can't 1HKO and I chose not to 1HKO the 2 infantry at the start because that slows you down and makes you lose the choke point. But I think if I manage 1 more 1HKO I can get power to 150 before I write this up.
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