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Single-Player Maps High Scores and Strategy

Posted: Thu Jan 24, 2008 3:05 pm
by DTaeKim
This topic covers the strategies and scores for the campaign and trial maps.

Bold indicates that the listed player has found the maximum score and strategy.

C1 - Days of Ruin
ALAKTORN - 4 days - 362 pts (100S 150P 112T)

C2 - A Single Life
swifty - 4 days - 419 pts (120S 149P 150T)

C3 - Freehaven
Translucent Air - 5 days - 400 pts (100S 150P 150T)

C4 - Moving On
ALAKTORN - 2 days - 378 pts (133S 133P 112T)

C5 - New Allies
STL - 6 days - 450 pts

C6 - Fear Experiment
STL - 9 days - 433 pts (150S 150P 133T)

C7 - A Kind of Home
ALAKTORN - 4 days - 408 pts (150S 150P 108T)

C8 - A New Threat
STL - 7 days - 436 pts (136S 150P 150T)

C9 - The Beast
DTaeKim - 5 days - 416 pts (116S 150P 150T)

C10 - Almost Home
STL - 7 days - 439 pts (150S 150P 139T)

C11 - A Storm Brews
Translucent Air - 5 days - 406 pts (144S 150P 112T)

C12 - History of Hate
ALAKTORN - 3 days - 388 pts (150S 126P 112T)

C13 - Greyfield Strikes
swifty - 7 days - 448 pts (150S 150P 148T)

C14 - A Hero's Farewell
STL - 6 days - 450 pts

C15 - Icy Retreat
ALAKTORN - 7 days - 450 pts

C16 - Hope Rising
STL - 7 days - 450 pts

C17 - The Creeper
STL - 5 days - 450 pts

C18 - Panic in the Ranks
swifty - 4 days - 365 pts (100S 150P 115T)

C19 - Salvation
swifty - 3 days - 440 pts (140S 150P 150T)

C20 - Waylon Flies Again
swifty - 10 days - 450 pts

C21 - Lin's Gambit
swifty - 8 days - 446 pts (146S 150P 150T)

C22 - The Great Owl
STL - 8 days - 446 pts (146S 150P 150T)

C23 - Sacrificial Lamb
swifty - 9 days - 440 pts (140S 150P 150T)

C24 - Crash Landing
aznweirdo - 5 days - 450 pts

C25 - Lab Rats
STL - 12 days - 442 pts (142S 150P 150T)

C26 - Sunrise
STL - 5 days - 444 pts (144S 150P 150T)

T1 - Extreme Edge
ALAKTORN - 7 days - 430 pts (130S 150P 150T)

T2 - Shade Coast
Translucent Air - 7 days - 450 pts

T3 - Feline Basin
GipFace - 5 days - 450 pts

T4 - Metro Island
ALAKTORN - 6 days - 450 pts

T5 - Eerie Lake
Blackbird - 7 days - 450 pts

T6 - Clear Island
swifty - 6 days - 450 pts

T7 - Tatter River
STL - 11 days - 450 pts

T8 - D-Island
swifty - 7 days - 450 pts

T9 - Hourglass
STL - 5 days - 450 pts

T10 - Blade Isles
Translucent Air - 7 days - 450 pts

T11 - Star Islands
GipFace - 9 days - 410 pts (110S 150P 150T)

T12 - Intricate Map
swifty - 7 days - 450 pts

T13 - V for Victory!
Lee Eric Kirwan - 5 days - 450 pts

T14 - Fragment Isles
STL - 10 days - 450 pts

T15 - Jay Islands
swifty - 25 days - 450 pts

T16 - Pentagram
STL - 6 days - 450 pts

T17 - Coast Assault
Kireato - 3 days - 418 pts (140S 150P 128T)

T18 - Cat Island
GipFace - 6 days - 450 pts

T19 - Ground Clash
swifty - 6 days - 450 pts

T20 - Slime Cove
swifty - 5 days - 450 pts

T21 - Duo Falls
swifty - 7 days - 450 pts

T22 - Peril Maze
STL - 9 days - 450 pts

T23 - Metro Map
BeefCarnival - 9 days - 450 pts

T24 - Wedding Ring
ALAKTORN - 7 days - 450 pts

T25 - Land's End
swifty - 8 days - 450 pts

T26 - Bounty River
STL - 14 days - 450 pts

T27 - Time Map
STL - 9 days - 450 pts

T28 - Plasma Bubble
Dragon Fogel - 5 days - 450 pts

T29 - Triangle Lake
Dragon Fogel - 11 days - 431 pts (131S 150P 150T)

T30 - Destiny Ocean
ALAKTORN - 7 days - 450 pts

T31 - Comb Map
swifty - 18 days - 450 pts

T32 - Resistance
STL - 5 days - 432 pts (150S 145P 137T)

T33 - Missile
Xagor - 4 days - 443 pts (150S 150P 143T)

T34 - Web River
STL - 14 days - 450 pts

T35 - Center River
Dragon Fogel - 5 days - 450 pts

T36 - Mountain Pass
DTaeKim - 6 days - 375 pts (100S 150P 125T)

T37 - Fire & Water
Astrohawke18 - 6 days - 450 pts

T38 - Whirl Peaks
Blackbird - 11 days - 450 pts[/quote]

Posted: Thu Jan 24, 2008 3:26 pm
by GipFace
T1 - Extreme Edge
EDIT: My score sucks.

Posted: Thu Jan 24, 2008 3:28 pm
by Dragon Fogel
My scores aren't that great so far, but here they are anyways.

T17: Coast Assault - 6 days - 329

Predeployed, simple enough.

T29: Triangle Lake - 16 days - 199

This is the first one unlocked, and I did a lousy job on it. Only a C-Rank, albeit just barely.

T35: Center River - 5 days - 300

(Unlocked by clearing T36.)

Rush the HQ with a Rig and infantry. Easy S-Rank, but going for a better score will make it harder.

T36: Mountain Pass - 8 days - 262

It's easy to get an HQ capture here, the AI moves basically everything away. That's what I did here, but it was only worth an A-Rank in the end.

T37: Fire & Water - 6 days - 300

One infantry takes the HQ by foot. >_<

T38: Whirl Peaks - 29 days - 300

No, this wasn't another super-quick HQ capture, the scores just ended up adding to 300 on the dot. Winning is easy enough, build a mech first turn and move it south. You can stop the AI from ever getting an airport. The rest was just taking as much property as possible and sending a Bomber swarm to dispose of AAs.

Posted: Thu Jan 24, 2008 3:40 pm
by GipFace
T37 - Fire & Water
(EDIT: Better strategy below)

Posted: Thu Jan 24, 2008 3:50 pm
by Treedweller
Since no one else has a better score, I might as well post this one for now:

T29 Triangle Lake
Treedweller ~ 12 Days ~ 281 pts

Uh, I just played with their ranges and advanced rather slowly for the map's size. I definitely could've done better, because I was rather sloppy at the end.

Posted: Thu Jan 24, 2008 3:53 pm
by DTaeKim
Surprise! Bounty River is BACK.

You unlock the map when you complete T27. T28 is also unlocked when you finish.

Posted: Thu Jan 24, 2008 4:03 pm
by GipFace
T3 - Feline Basin
(EDIT: scratch that, better strat below!)

Posted: Thu Jan 24, 2008 4:54 pm
by Dragon Fogel
T24: Wedding Ring - 11 days - 378

Basically I messed around until I had a chance to destroy the AI's B-Copter with my own, then drop off on the HQ. There's a mountain to the west and the infantry will take care of themselves, so that's all there is to it.

Clearing this unlocks T23: Metro Map.

Posted: Thu Jan 24, 2008 5:03 pm
by GipFace
T13 - V for Victory! (This one's too cute, the three clones go at it~)
Speed 120
Power 149 (whaaaat)
Technique 143

Attach Isabella to the infantry on day 2, then let them come to you by having this wall: mech, mech, infantry, arty, mech, mech. Eventually you'll get her CO power and you can smash face.

It is technically possible to clear this on day 7 because one of the stupid infantries ran away from me. Ugh. But then I got 7/410 because both power and technique dropped (but my speed went up to 130).

Posted: Thu Jan 24, 2008 5:15 pm
by GipFace
T3 - Feline Basin
5/450 (Oh yeah, baby! First 450!)

This is beaten with only 4 bikes.

Day 1 - 2 bikes
Day 2 - Move 2 bikes up, build 2 bikes
Day 3 - Cap HQ, move other bike above or below it, attach CO to one of the new bikes, move both new bikes up
Day 4 - Cap, join injured bikes, use new bikes to destroy both infantry
Day 5 - Destroy infantry with free bike, cap!

Pretty easy, huh? :P

Posted: Thu Jan 24, 2008 5:19 pm
by Dragon Fogel
I just tried that out and it works. Nice job!

Posted: Thu Jan 24, 2008 5:31 pm
by DTaeKim
That was confirmed on GameFAQs, I believe.

Posted: Thu Jan 24, 2008 6:36 pm
by Dragon Fogel
T13: V for Victory! - 9 days - 339

110 Speed, 100 Power, 129 Technique, for the record.

Loaded my CO into the infantry and basically messed around from there.

For the record, clearing this unlocks T12: Intricate Map and T20: Slime Cove.


T20: Slime Cove - 8 days - 270

0 Power, 120 Speed, 150 Technique. Basically, I rushed an infantry in a Gunboat and then built a Battleship ASAP. Move the gunboat into the enemy battleship's blind spot and draw its fire with your battleship to safely drop off.

This unlocks T19: Ground Clash, T21: Duo Falls (it's back!), and T27: Time Map.

Edit 2:

T27: Time Map - 16 days - 247

120 Speed, 65 Power, 62 Technique.

The basic idea is - you and Yellow have 7 Mechs each, while Blue and Black each have 10 War Tanks.

And there are a TON of silos. Also, it's Fog of War, and free-for-all.

So, basically, launch silos and hope you come out the winner after the dust settles. Between you and Yellow, you can seriously cut down on the number of War Tanks in play. There's probably a better way of doing this, I'll try again some other time.

As DTaeKim said earlier, this unlocks T26: Bounty River (not this one again!) and T28: Plasma Bubble.

Posted: Thu Jan 24, 2008 6:49 pm
by GipFace
T37 - Fire and Water
(EDIT: no, there's an even better strat on page 2!)

Posted: Thu Jan 24, 2008 7:10 pm
by GipFace
I just had to play Slime Cove after you, Dragon Fogel. :wink:

T20 - Slime Cove
EDIT: Obsoleted by the 5-day rout

Posted: Thu Jan 24, 2008 7:21 pm
by Dragon Fogel
T28: Plasma Bubble - 20 days - 361

97 Speed, 114 Power, 150 Technique

It's just a matter of maneuvering around the plasma and destroying dangerous units with the anti-tank gun. Where necessary, use the War Tank to finish the job. I moved the Bike to the HQ on Day 1 so I could load Isabella in, which proved quite useful.

Easy map overall.

Posted: Thu Jan 24, 2008 7:33 pm
by Dragon Fogel
It occurs to me that unlocking T34 is going to take a while. T35 doesn't unlock it, so evidently we have to go around the map the other way.

I wonder what map it is, and what we have to go through to get there.

Posted: Thu Jan 24, 2008 7:55 pm
by GipFace
T19 - Ground Clash
EDIT: My score sucks.

Posted: Thu Jan 24, 2008 7:56 pm
by Dragon Fogel
T12: Intricate Map - 8 days - 300

150 Speed, 0 Power, 150 Technique

Build Mechs and cross the mountains to the HQ. Make the first one a CO Unit for the added defense. Just keep capturing and joining until you win.

It seems that kills by a Veteran/CO unit don't count for Power. Either that or counterattacks don't. I took out three infantry by counters, but got 0 Power.

Clearing this map unlocks T11: Star Islands.

Posted: Thu Jan 24, 2008 8:12 pm
by GipFace
T18 - Cat Island
6/450 (Second 450!)

This one is an HQ rush done the way that only Tabitha can do.

Day 1 - SE base rig
Day 2 - Rig 1N 2E, SE base infantry
Day 3 - Load infantry into rig, rig 6E, SE base tank
Day 4 - Attach Tabitha to tank, destroy bike (yes she owns!), Rig 2E 2N 1W unload W
Day 5 - Begin cap. If Tasha built an artillery at her S base, destroy it with the tank. Otherwise, destroy the tank that attacked rig with the tank (yes her tank one-hit kills enemy tanks!)
Day 6 - Destroy infantry with tank, finish cap


Clearing this unlocks T11 Star Islands and T25 Land's End! I wonder if you'll need to clear T25 in 12 days, hahaha...

Posted: Thu Jan 24, 2008 8:22 pm
by Dragon Fogel
I tied you on Ground Clash. (For the curious, beating it unlocks T18: Cat Island.)

Trying out your Cat Island strategy now.

Edit: Yeah, did that. Looks like it wasn't destroying things with the CO unit that got me 0 Power on Intricate Map...

Also, apparently Star Islands can be unlocked in two ways. Missed your mention of it when I first read your post.

And it looks like Land's End is the first obviously necessary link in the chain leading to the elusive T34. Well, this should be fun.

Posted: Thu Jan 24, 2008 10:29 pm
by GipFace
T25 - Land's End
EDIT: My score sucks.

Posted: Fri Jan 25, 2008 1:53 am
by Dragonite
Any comments on overal difficulty?
This seems harder then the war room by far,however you don't have to clear a misson with an absoluty awkward co anymore...

Posted: Fri Jan 25, 2008 5:03 am
by GipFace
The "fair" war-room style maps are harder because the AI has improved. Then you have unorthodox predeployed maps like T27 Time Map.

On the flip side, you have some HQ rush maps which are easier than Spann Island, like T3 Feline Basin.

The 300 bar seems like too easy of a target because Dragon Fogel and I don't seem to have much trouble getting the minimum. We should aim for 350 or 400 point S-ranks. It has already been proven that some maps cannot have 450 (like T20 Slime Cove), but I believe that every map can at least have 350 in the hands of a skilled player. Name it S+ or S++ or something.

Posted: Fri Jan 25, 2008 5:25 am
by Dragon Fogel
Personally, I like to think of it as an S+ if you get at least 100 on all three categories. You have to keep track of that yourself, though.

Also, on my test run on Land's End, I *almost* had an open HQ capture; if I'd been able to get one space closer with my T-Copter I would have made it.

In other news: Another 450! Takes some luck, though.

T12: Intricate Map - 8 days - 450

Built four mechs (only needed three, though), then an anti-air. Capture HQ with the mechs. Load CO into the anti-air and use it to destroy a bike and infantry.

For this to work, you want Greyfield to build an infantry the day before you capture the HQ, and a mech after. This results in the mech not attacking on the day after due to positioning, so you just get hit by two weakened infantry. This gives your mech more HP and it's easier to finish the capture.

Posted: Fri Jan 25, 2008 6:21 am
by Dragon Fogel
T1: Extreme Edge - 9 days - 338

110 Speed, 78 Power, 150 Technique.

Basically just rushed the HQ with a T-Copter, using a B-Copter and two Dusters for support.


T11: Star Islands - 9 days - 355

110 Speed, 95 Power, 150 Technique.

...actually, the writeup is pretty much the same as the above. Only noteworthy thing is you have to stop an HQ capture from Greyfield.

Clearing this map unlocks T6: Clear Island.

Posted: Fri Jan 25, 2008 6:49 am
by GipFace
Also, on my test run on Land's End, I *almost* had an open HQ capture; if I'd been able to get one space closer with my T-Copter I would have made it.

Did you try landing? The AI will make 3 or 4 antiairs the moment you land because there is a t-copter in the vicinity. I got the t-copter to land on day 10 but then the antiairs spawned. I think the HQ rush is impossible. >_<

One interesting idea is that a T-Copter in the zone can take a direct fighter hit, and an attached Fighter can take the first strike from the enemy yet still come out on top. I don't know if that will lead to anything, though.

Posted: Fri Jan 25, 2008 6:57 am
by Dragon Fogel
That's just it. I *did* land, with my infantry *four* spaces away from the HQ.

Then on its next two turns, the AI built nothing near the HQ. Just War Tanks from the west base.

Then next turn - two units near the HQ. >_<

Destroying their transport copter seemed to help, it skewed their rebuilding priorities and I think delayed the fighter from being built.

Granted, maybe if I'd been able to get the infantry in range, they would have gone all anti-air crazy. But geez, that was so frustratingly close.

Posted: Fri Jan 25, 2008 7:41 am
by DTaeKim
I think I'm going to begin compiling a walkthrough for Trial Maps.

I'll give credit to the lot of you for your walkthroughs.

I've updated the scores to reflect the ones in this topic, and I've added max scores if available to the map.

Posted: Fri Jan 25, 2008 8:36 am
by Dragon Fogel
T25: Land's End - 19 days - 337

105 Speed, 124 Power, 108 Technique

Just built up an army and pushed to the HQ this time.

Edit: By the way, I was messing around on Triangle Lake earlier and got up to 290. Also, I have 450 on Cat Island too.

Working on Destiny Ocean at the moment. A fast win seems possible if the AI builds the right units, but I haven't been able to pull it off.

Basically - day 1, build an infantry. This is just to take Lin's nearby city. Day 2, lander and bike; day 3, move the lander near the base and load the bike in, build a tank. Day 4, load CO into the tank and load the tank into the lander, then just move forward and unload ASAP (on Day 6).

It seems that the AI needs to build a mech on Day 4 and a sub on Day 5. I'm not sure if it's going to work, though, as I haven't gotten the right movement since it occured to me to send a bike. (I got decent movement on earlier tries with an infantry, but couldn't pull it off.)

Posted: Fri Jan 25, 2008 9:25 am
by Dragon Fogel
T30: Destiny Ocean - 19 days - 345

105 Speed, 118 Power, 122 Technique

Okay, I didn't manage the fast win I was looking for on Destiny Ocean, but I *was* able to use that opening to take one of Lin's ports quickly, and managed to get things working from there.

First, I move the lander one south, one east of the east port; this way, the tank can still be loaded into it the turn after it's built, and I can move the bike towards there. This lets me unload at Lin's east port.

After loading the lander, build an infantry to help with capturing the east properties. Next, you want to work on building a tank, Medium Tank, and another lander. They'll be reinforcements.

On Day 6, with no mech built, Lin will either build a sub and recon or a War Tank and Gunboat. You want the former. (You can't see the sub, but you can tell because you won't see it but a lot of money will be spent.)

Unload at Lin's east port, tank north, bike east. Next day, your lander will be attacked by the sub and trapped by the gunboat. Delete it and start capturing the port. Attack whatever with the tank, just keep it out of range of enemy tanks as much as possible.

Don't capture the other port, it's useful for getting Lin to build an expensive naval unit instead of a War Tank.

From there, it was a bunch of messing around. My bike went down to 5 HP, but I was able to clear the HQ area and block Lin's base, and started capturing anyways... However, I was able to rout on the last day of the capture anyhow.

This unlocks T31: Comb Map.

Posted: Fri Jan 25, 2008 9:32 am
by Dragon Fogel
T31 is the Battle of the Leaders, it seems. You're Brenner against Forsythe, Greyfield, and... Caulder.

Actually, Caulder only starts with five properties (HQ, base, three ports), so maybe it won't be so bad... plus, it's probably a free-for-all like the other 3/4-player Trial Maps so far. So hopefully Forsythe and Greyfield will help you out a bit against him.

Greyfield looks to be the main threat at the start, having two Medium Tanks and a bunch of bikes right up in your face. You start with two Artillery, but they're a good deal away, so you'll have to deploy units to stop Greyfield from taking your HQ early.

Posted: Fri Jan 25, 2008 9:34 am
by GipFace
T30 - Destiny Ocean
EDIT: My score sucks.

Posted: Fri Jan 25, 2008 10:21 am
by Dragon Fogel
T21: Duo Falls - 23 days - 242

83 Speed, 92 Power, 67 Technique.

Lousy score overall. No special strategy, just a general push forward while capturing as much as possible along the way. It's easy enough to just finish; doesn't unlock anything, though.

Posted: Fri Jan 25, 2008 12:13 pm
by GipFace
T31 - Comb Map
Speed 150 (Wow!)
Power 123
Technique 144
EDIT: This map has since been 450ed by me, see page 11 for additional notes

Greyfield defeated on day 17
Caulder defeated on day 21
Forsythe defeated on day 25

First you have to hold off Greyfield's invasion by placing an infantry and a mech on day 2 as a shield with an attached antitank for added defense. After you hold it off, head towards the nearby airport. After you capture it, head towards Greyfield while spamming bombers. There should be a ground taskforce of 3 tanks, 1 antiair in case he builds a chopper, and a rig with the infantry that will capture the HQ. Save your CO power for later. Do not be tempted in using the expensive tanks since they cannot travel through all those woods.

Do not build any navy yet since Caulder's navy will tear you a new one. If necessary, use bikes to gum up the north seaports so that Forsythe doesn't land any units in your territory.

Greyfield should go down easily provided you brought three tanks. If all you brought were bombers, you'll lose since he'll spam antiair. Time it so that you build the t-copter after the third bomber. Once you finish capping, the t-copter should be in prime position to pick up the infantry.

Caulder's broken zone is actually a benefit, and you'll never be privy to his broken abilities. All of Caulder's units should be ravaging Forsythe, leaving his HQ relatively undefended. By this time you should have 5 bombers to take out any antiair that spawns at his base near the HQ. Compared to Greyfield, he's a cakewalk.

The turn before Caulder is gone, build a lander and rush a bike, two tanks, and your attached antitank towards the lander. It'll take some battleship shelling, but what's important is that the antitank must survive and one of the two bikes must be healthy.

Once Caulder is gone, rush all the bombers to the left side and spam battleships with the surplus money you have. You also have a base in vicinity of Forsythe's right base. Take the lander, load it with a bike and a tank, and head towards Forsythe. Hit him as hard as you can with the bombers and battleships. Damage healthy units over destroying weak ones, since you'll want nothing strong around the HQ.

You will not have enough units to surround your capping bike. This is where your CO power comes in. If your bike cannot capture in two turns, you messed up, but I don't know if a 26 day victory would net you 150 speed as well.

Finishing this marathon (which I thought was harder than C25 by far) gives you T32 Resistance, a small predeployed map with 5 silos and a com tower. I should finish it within the hour.

Posted: Fri Jan 25, 2008 12:21 pm
by Dragon Fogel
...okay, I took another look at Comb Map and realized that in addition to the above, Forsythe has ports *on my front line*.

I get the feeling this map is going to be a pain. I have to fend off an immediate threat from Greyfield, and get ready to deal with incoming naval forces from Forsythe and Caulder, *and* a bomber from Greyfield. And that's just the predeployeds!

And Caulder's navy will get worse if he builds a CO unit, though thankfully he has little income to start with and his expansion opportunities are rather limited.

I can only hope it's not as bad as it looks, but it's hard to get motivated to start on a map like this.

Edit: Okay, I see Gip Face finished this while I was complaining about it. Well, I'll take another crack at it in a bit, then.

Posted: Fri Jan 25, 2008 12:27 pm
by GipFace
T32 - Resistance
Speed 140
Power 106
Technique 123

Three silo hits on turn 2 wipe out most of the enemy army to 1HP, and the other two silos take care of the stragglers. Yawn. I lost one unit, though.

Yeah, this is kind of a low score for me, but whatever.

Beating this gets T33 Missile, a super-small 10x10 predeployed map where they outnumber you 12 units to 8. After the marathon that was T31, you'd think they'd provide something harder... :?

Posted: Fri Jan 25, 2008 12:40 pm
by GipFace
T33 - Missile
Speed 140
Power 104
Technique 133

Come on, do you really need a walkthrough for this? Attach Brenner to an infantry on day two and launch the right silo at the enemy cluster. Caulder does not attach himself to a unit, so you don't have to worry at all.

T34 is Web River, a 27x21 4P map with fog. The enemies are not stacked with units, so it's probably easier than T31.

Posted: Fri Jan 25, 2008 1:49 pm
by Dragon Fogel
T31: Comb Map - 29 days -378

142 Speed, 117 Power, 119 Technique

I didn't do this as fast as GipFace. Caulder lasted quite a while, and left Forsythe devastated. Neither of them was able to do too much to me, though; they were busy fighting each other.

Edit: (Fixed map number above.)

T32: Resistance - 6 days - 342

140 Speed, 96 Power, 106 Technique.

Easy map, overall.

Posted: Fri Jan 25, 2008 1:52 pm
by GipFace
The day limit for Comb Map is probably 26 or 27, then. Too bad the quicksave disappears once you finish the map.

EDIT: Saw your score for T32. I wonder what you're doing differently from me, because it seems that you consistently get less power and technique... :(