Grimm Hack play topic

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Dragon Fogel
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Grimm Hack play topic

Post by Dragon Fogel » Tue Nov 18, 2008 6:15 pm

Yeah. So, if you haven't noticed the announcement, Xen's hacked Grimm into AW2. Grimm replaces Nell, so you'll need to have a save with her unlocked to use him. (And yes, this makes Campaign, which has its dialogue unchanged, quite amusing to look through.)

I'm diving right in here, going for Risky Vale. It actually looks possible - Grimm's infantry can sometimes survive a hit from Max's tank. This means that thefalman's infamous strategy should, with some luck, get me as far as taking Kanbei's NE base, after which things get much easier. It still won't be easy, but I'll have a chance.

Also, one side effect of this hack is that Grit should be able to finally get 300 on The Trident in 7 days. Now that the opponent is Grimm, Grit can use a B-Copter to one-shot a T-Copter in addition to another attack, securing the Power score. I once had Nell move a T-Copter into B-Copter attack range, so this should be doable. In theory, anyways.
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Re: Grimm Hack play topic

Post by Xenesis » Tue Nov 18, 2008 9:02 pm

Just thought I'd say that I updated the hack - it'll unlock anything needed from the get-go (COs, War Room Maps, Hard Campaign, etc).

And now the Campaign is entirely Grimm, too.
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Re: Grimm Hack play topic

Post by Dragon Fogel » Wed Nov 19, 2008 11:50 am

Image

I wasn't expecting results that fast.

Also have 300/9 with Grimm on The Trident. Hence the S there.
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Re: Grimm Hack play topic

Post by Sven » Wed Nov 19, 2008 11:53 am

DAMN YOU

I WAS ABOUT TO OPEN TO ROM TO ATTEMPT IT

AND YOU GO AND

AND

WAH

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Re: Grimm Hack play topic

Post by Xenesis » Wed Nov 19, 2008 12:26 pm

I am now waiting for this epic video, however. :o
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Re: Grimm Hack play topic

Post by Dragon Fogel » Wed Nov 19, 2008 12:48 pm

I'll do the video when I feel like trying that again. Messing around with Campaign at the moment.
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Re: Grimm Hack play topic

Post by Dragon Fogel » Wed Nov 19, 2008 2:44 pm

I've done a total of 10 Campaign missions now, getting 300 on all.

OS missions were easy, of course. Perhaps even *easier* with Grimm than with the regular cast, since the maps heavily favor you; it's easy to get safe first strikes, which is where Grimm excels.

Aside from that, I've done Tanks and Show Stopper. Tanks is pretty different without Grit's range boost, but still not too hard. Of course, Grimm does even more damage with indirects than Grit does, so that made up for it a bit. The missiles were a big help.

Show Stopper was also pretty different. The lower vision range made it harder to start out; however, having more attack power allowed for more options. I lost a lot of units and took quite a while to get the lab map, but the fairly large time limit meant it wasn't a problem to get a 300.

I expect my first particular trouble spot to be A Mirror Darkly. Without Sonja's extra vision, I can't reveal the rockets without also exposing my infantry to them. This will make it tricky to attack them. The HC version will be even worse, I usually have trouble meeting the Speed requirement on that map.
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Re: Grimm Hack play topic

Post by Dragon Fogel » Thu Nov 20, 2008 4:30 pm

Ugh.

Cleared all of Blue Moon and Yellow Comet, then took on Sea Fortress.

As I expected, this was *nasty* for Grimm - or more accurately, without Eagle. No Lightning Strike means those four missiles are a huge problem. I dealt with this by ensuring I didn't lose any units before then, so I could afford to lose 3 to the missiles (and I did). Then I slowly chipped away at the minicannons with my bombers and copters, making sure not to destroy the ones on the central island until the last day, when I could destroy all at once. Conveniently, Grimm's bombers deal 98 damage at 8 HP, so weakening two cannons by making use of this fact made it easier to pull off.

I managed 300 in 8 days.

Other noteworthy missions: A Mirror Darkly was more annoying than usual. Without Sonja's extra vision, you can't reveal rockets without exposing your infantry to harm. Luckily, there are only two rockets on the map... I dread the HC version.

Two-Week Test was a pain. I got pushed back by Lash's rockets - perhaps I should have built my own sooner to keep them away, though that might have just given me a different set of problems. I just barely made it through, I'd lost four units on the last turn and could afford to lose six. And then I lost two during that final enemy turn.

Hunt's End was similarly painful. Taking out the pipeline wasn't a huge problem, I just needed two bombers from Grimm #2. (All armies are commanded by Grimm in this hack.) But getting the Power score while maintaining Technique with Grimm #1 took some serious work.

I also came close to losing Duty and Honor, Adder was one turn away from winning when I damaged one of his capturing mechs. It was tough to break the bridge chokepoint. Another map where I'll have to watch out on Hard Campaign...

There isn't much to note about the other maps; I had to mess around to avoid losing too many units on T-Minus 15, but nothing too bad. The rest were fairly straightforward.
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Re: Grimm Hack play topic

Post by Dragon Fogel » Fri Nov 21, 2008 1:49 pm

Sinking Feeling, Danger*9, and Drake's Dilemma are done now. None were particularly hard. Sinking Feeling was probably easier than usual, since you get very strong battleships as opposed to Jess' weak ones; Danger*9 was pretty simple, just advance carefully and crush things. Drake's Dilemma took longer than usual due to reduced movement; however, the reefs are all 5 spaces apart, and the one stretch where you can't reach a reef still lets you hide in the rocket's blind spot. (You just need to know where the rocket actually *is*.) It just takes another day or two extra off of the optimal Drake path.

On a side note, I'm not sure exactly how lab missions work in this hack. I think they don't, properly; I had the option to build Neotanks on Danger*9, and I know I built one on Andy's Time. So I'm guessing you complete one lab mission and the main army can make Neotanks for the rest of the game. No idea about the second and third armies.

Edit: I just finished To The Rescue a little while. I actually did most of it last night, but it was looking rough and I thought I'd have to start over to save up for a third bomber ASAP; however, I played around a bit and won with 300 in only about two more turns. Grimm #2 barely survived, only having an anti-air remaining... This is another map I'll be really worried about on Hard Campaign.
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Re: Grimm Hack play topic

Post by Dragon Fogel » Sat Nov 22, 2008 1:45 pm

Breezed through Navy vs. Air and Rain of Fire. Only three missions to go and NC is done!
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Re: Grimm Hack play topic

Post by Dragon Fogel » Sat Nov 22, 2008 4:23 pm

Great Sea Battle is done. It was, pretty much, a long battle with next to no actual attacking. Well, just two maps to go on NC now.
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Re: Grimm Hack play topic

Post by Dragon Fogel » Sat Nov 22, 2008 4:58 pm

Hot Pursuit falls, if somewhat slowly, to rocket and bomber spam.

Only Final Front remains before I conquer NC with Grimm. I should have that done tomorrow.
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Re: Grimm Hack play topic

Post by Dragon Fogel » Sun Nov 23, 2008 11:41 am

Normal Campaign is complete! Bomber rush conquers the Deathray in 9 days.

Final results: (300 for all maps)

Cleanup - 4 days
Border Skirmish - 8 days
Orange Dawn - 4 days
Flak Attack - 3 days
Test of Time - 4 days
Lash Out - 6 days
Andy's Time - 9 days
Liberation - 6 days
Tanks! - 7 days
Show Stopper - 22 days
Sea of Hope - 14 days
Silo Scramble - 18 days
A Mirror Darkly - 10 days
Sensei's Return - 13 days
Toy Box - 13 days
Neotanks!? - 10 days
Reclamation - 9 days
Nature Walk - 10 days
T-Minus 15 - 11 days
Foul Play - 8 days
Two-Week Test - 15 days (obviously)
Duty & Honor - 14 days
The Hunt's End - 16 days
Factory Blues - 13 days
Sea Fortress - 8 days
Sinking Feeling - 15 days
Danger*9 - 8 days
Drake's Dilemma - 12 days
To The Rescue - 8 days
Navy vs. Air - 19 days
Rain of Fire - 17 days
Great Sea Battle - 17 days
Hot Pursuit - 19 days
Final Front - 9 days

I plan to put together a Risky Vale video soon, then start on Hard Campaign.
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Re: Grimm Hack play topic

Post by Dragon Fogel » Sat Dec 13, 2008 5:11 pm

So, finally made a serious attempt at HC. I did the first mission a while ago, but then the second got annoying, so I put the hack aside for a couple of weeks. Fortunately, Translucent Air's guide still applied to it, so I just used that.

After that was Andy's Time. No problem, 130% attack bombers meant an easy 300, and I grabbed the lab map.

Then I did Test of Time. That was a tough one. I basically managed to get Flak to attack my APC with the battleship on Day 1 (memories of AW1!) and that left the rest of my units in good shape so I could hit him hard on the next day. After that, it was just push forward to the lab, take out the rocket, and capture the lab. I think the main thing making this one hard was the lack of Hyper Upgrade. >_<

Next I did Sea For All. Easy mission, as usual; not much to say about it.

Then POW Rescue, which was annoying and took a while to finish, but not really any harder than the normal version.

Taking a break at Mountain Ops for now. HC will probably take me longer to beat than NC, and I *really* don't know how some maps are going to play out.
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Re: Grimm Hack play topic

Post by Dragon Fogel » Sun Dec 14, 2008 6:19 am

Well, going through Mountain Ops, I find that I can't deploy Neotanks even though I beat Test of Time. I'm guessing I need to do the YC lab mission in order to deploy them. That's going to make this map more annoying...

Xen, you might want to figure out what to do about this Neotank issue.
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Re: Grimm Hack play topic

Post by Dragon Fogel » Sun Dec 14, 2008 7:11 am

OS missions are done. Mountain Ops took some messing around so I could win in time, my first attempt had 99 Speed. >_<

As for Liberation, I was lucky and had an opening to take the airport early on. I used missiles to weaken Flak's bomber and had an anti-air to destroy it, meanwhile I built my own bomber. I ended up destroying four units in one turn right after I built the bomber, and then Flak didn't build anything on his base below the pipeline. So, victory.

Now the real craziness begins.
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Re: Grimm Hack play topic

Post by Xenesis » Sun Dec 14, 2008 12:25 pm

Dragon Fogel wrote:Well, going through Mountain Ops, I find that I can't deploy Neotanks even though I beat Test of Time. I'm guessing I need to do the YC lab mission in order to deploy them. That's going to make this map more annoying...

Xen, you might want to figure out what to do about this Neotank issue.
I figure that strangely enough it's compared against the player's colour. I suppose I could go back and force all the maps to load as OS/BM/GE/YC, though. Or I guess I could update all the neotank maps for the hack to give it to Yellow Comet.
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Re: Grimm Hack play topic

Post by Dragon Fogel » Sun Dec 14, 2008 1:01 pm

What's weird is, I'm pretty sure I used a Neotank on Andy's Time NC... then again, that was before you fixed the CO Select glitch, so maybe you accidentally undid a change when you fixed that?
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Re: Grimm Hack play topic

Post by Xenesis » Sun Dec 14, 2008 2:17 pm

Yeah. The bug itself was caused by a whole bunch of changes getting undone due to me accidentally pressing save in my hex editor when I'd already done a bunch of updates in another open version. <_<;

So it's likely that you did.
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Re: Grimm Hack play topic

Post by Dragon Fogel » Wed Apr 03, 2013 4:31 am

So a few days ago, I picked this up from where I left off. Working on Yellow Comet missions.

Show Stopper is pretty much all about surviving the initial assault. It took me a while to figure out how to best spend my starting funds, but in the end I only lost two units before taking care of Adder's air force and Mid Tank. After that it was cleanup, then slowly advancing with battleships, rockets, and a little unit baiting. Ultimately, it's an easy map to 300 due to the huge time limit; you have 38 days, I think I ended up beating it in 27.

Sensei's Return, Silo Scramble, and the lab mission were all easy enough. A Mirror Darkly was actually a lot easier than expected; I did end up with a lot of units in my HQ area, but I managed to take care of them all and ended up winning in just 7 days. I was worried about the 9-day time limit, which usually gives me trouble with Sonja, but here that wasn't an issue. Although I was more risk of losing to a unit touching my HQ.

Now I'm on Duty and Honor. Looking back through the thread, I see that I found the NC version to be pretty tough and predicted a rough time on the HC version.

I was right. This is brutal without the help of Kanbei's huge defense boosts. The hardest part is that I can lose only four units.

Basically I'm trying to balance an aggressive push forward with keeping my Mid Tanks healthy, at least until I reach the bridge. The trickiest part is that it's hard to bait a Mid Tank with anything that will survive, other than a Mid Tank. But those and the rockets are the most important part of my offense.
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Re: Grimm Hack play topic

Post by Dragon Fogel » Wed Apr 03, 2013 5:35 am

Oh man, finally managed it. 16 days out of a limit of 17.

On Day 1, I move an APC into the recon's attack range. I destroy it on Day 2, and load an infantry into the damaged APC, then move the APC right below the laser and drop the infantry west. This lures the tank and anti-air forward. The day after that, I destroy the tank, anti-air, the artillery a bit further on, and the south tank with an artillery and mech. Hey, look, I just got the power score!

More importantly, I now have a lot more freedom to advance on Day 4. Here I don't remember the details too well, but in the end I reach the bridge and manage to score a hit on the rocket! I end up losing the Mid Tank I hit it with, and don't destroy it, but that really makes it easier to maneuver over the next few days. I'm forced to retreat as the Neos come forward, but I soon take care of them and, with a little work, just manage to hit one of Adder's infantry before it captures a city.

From there it's pretty clean; I take care of the south artillery with a lagging rocket, baiting it with my surviving APC. The Mid Tank in the south area is lured into rocket range with a healthy Mech on a mountain, then the rocket hits it and two other Mechs take it out.

The trickiest part is the final two rockets. Fortunately, it turns out they place a high priority on attacking artillery. I place one artillery on a road where only one rocket can hit it, the other on grass. The road one is at risk of dying, which I can't afford, but it does have a chance to survive. Then I bring in two Mid Tanks and one regular (I joined my two regular tanks sometime back), and take out the APC and both rockets. My first attempt at this had the APC flee, possibly because I didn't bring the regular tank in, but this time it stays put. Tank brings the rocket down to 2 HP, next turn it's gone and I've won.

Toughest map I've seen in a while, but Grimm's 300-point streak on Hard Campaign continues.

I'm not looking forward to Two-Week Test, though.

Edit: And I follow up that incredibly tough mission with Foul Play, which is laughable when you only need one bomber hit to break the pipe seams. Won in just five days and half the map was mostly superfluous.

Hunt's End is up next. According to me from four years ago, that was a tough mission in NC; we'll see how the HC version goes, but I doubt it'll be as bad as Duty and Honor.
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Re: Grimm Hack play topic

Post by Dragon Fogel » Wed Apr 03, 2013 3:34 pm

Yellow Comet is done in HC. Hunt's End was a bit tricky, in the end I settled for taking out six of Adder's units in one turn before the area got crowded, then played defensively while the second army saved up for bombers.

It took me 17 days, I could probably have shaved some time off with better planning on the bombers.

Now on to Blue Moon. I could have done that first, but I was particularly curious about how Show Stopper and A Mirror Darkly would go. My main worry right now is Two-Week Test.
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Re: Grimm Hack play topic

Post by Dragon Fogel » Fri Apr 05, 2013 11:10 am

Okay, I've now done Tanks, Toy Box, Reclamation, and the lab mission.

Now I'm at Two-Week Test, and it's not looking great.

The main issue is the enemy rockets. The battleship is easy, one Rocket hit with a Super destroys it. The direct units are also fairly easy to deal with, at least in principle; you just want to get units that won't attack at the front of the force. Air units are an inconvenience, but you only have to deal with one or two at a time and they're easy to destroy.

But sooner or later, the rockets will be in range to hit your blockade, and anything less than a Mid Tank will probably die in one hit. After that, things tend to go wrong fast.

So this will take some work, but after that the rest of Blue Moon should be pretty easy.
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Re: Grimm Hack play topic

Post by Dragon Fogel » Fri Apr 05, 2013 2:27 pm

Two-Week Test is done. I managed to keep the rockets out of range.

Basically, I had a wall of two tanks and the AI had a recon and 3 HP anti-air clogging everything up:

Image

As you can see here, the rocket has space to move forward. But, by moving an infantry onto the forest tile just east of my blockade, I get the rocket to attack instead of move, buying me time while the AI clogs up the path some more.

Then it was pretty much a matter of fending off air units (I built missiles shortly after the point in the screenshot) and taking care of the battleship when it drew near. Artillery drew an attack from it, then rockets destroyed it with the help of a Super Power.

Then I just stayed still, saved up for another rocket and artillery, and didn't destroy anything except air units until Day 14, when I went for the power score with my indirects.

In Duty and Honor, I noticed that the AI had a tendency to go after my artillery with its rockets when it had the chance; the battleship here made it a bit clearer what's going on.

Basically, it seems that enemy indirects prioritize your indirects. They also prioritize going after an indirect with less terrain cover; even if you've got artillery on a road and a rocket on plains, they'll go for the artillery. (Or, as happened here, artillery on plains and rocket on a forest.)

I suspect this isn't the last time I'll be using this little trick. It's already proven really useful.
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Re: Grimm Hack play topic

Post by Dragon Fogel » Sat Apr 06, 2013 4:57 pm

The rest of Blue Moon is done.

Nature Walk was easy; you can get the Power score on Day 1 and the rest is just getting a single unit to move forward. I moved my whole army forward, though, and ended up destroying something like two-thirds of the enemy units just for kicks.

T-Minus 15 was also easy, I managed to destroy all of Flak's units and block his lone base. There's just a lot of units to manage, but it's easy enough to block Flak's forces off once you deal with the initial air assault.

Factory Blues was a bit tricky. Still, nothing compared to Two-Week Test. Basically, I built infantry with the main army and immediately moved them towards the missiles, weakening the Neotank on the left side of the factory; then I made a push for the doors and blocked them on most days. It helped that BH deployed a T-Copter and then didn't move it for a while. Meanwhile, I captured some cities with Grimm 2 and saved up for a bomber. I ended up delayed by an anti-air, but still won fairly quickly once I got set up.

I ended up taking some significant losses, but they were mostly on the OS Grimm's side. Main Grimm only lost four units, so Technique wasn't a problem. Power took a little setting up; I ended up needing to destroy four units, but I had an opportunity for that a few days before the end and so I took it.

Only ten missions to go. I'm not incredibly worried about any of them other than Hot Pursuit; Sea Fortress should be significantly less nightmarish just because I don't have to go all the way to the back of the map.

Edit: Make that nine. Sea Fortress went down easily, as I expected.
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Re: Grimm Hack play topic

Post by Dragon Fogel » Mon Apr 08, 2013 9:49 am

Sinking Feeling and Danger*9 done.

On Sinking Feeling, it seems that the air units won't attack for a while if you don't move too far north. I took advantage of that, and thanks to Grimm having significantly better battleships than Jess, I won before there was any threat from the air units. The main issue was dealing with the starting forces.

Danger*9... I remembered this map as being somewhat tougher. I thought Hawke had some kind of sea force, but apparently I was misremembering. Pretty simple overall, just deal with the enemy units as they come. I built a Mid Tank in the southeast base, otherwise I mostly built copters and some tanks.

I think the remaining GE missions, Great Sea Battle included, will be more time-consuming than hard. Although getting Power on GSB is probably going to be pretty rough.
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Re: Grimm Hack play topic

Post by Xenesis » Mon Apr 08, 2013 11:04 am

All I'm hearing from this is that I need to make an AW1 Grimm hack :P
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Re: Grimm Hack play topic

Post by Dragon Fogel » Wed Apr 10, 2013 2:22 pm

Navy vs. Air and Drake's Dilemma done now. I wasn't in any particular rush on the former, basically I just took care of the early air units and then marched my anti-airs towards the HQ, where they never managed to tech up to tanks. Could have done it faster, but eh, a 300's a 300.

Drake's Dilemma barely involved moving any units. My naval units mostly stayed put until the final day, when I went for the Power score. I only sent one battleship south, though. Could have sped things up a few days by sending a second, I'll probably do that if I replay this (which I might to get videos).

I avoided destroying any of Hawke's units so he'd be capped at 50, but I probably could have managed to take out 6 units if necessary. It wasn't difficult, but the logistics were a little tricky to work out.

Just five maps to go. I'm trying To The Rescue next, I expect it to be quick but there's a lot of units to work with and around. So a lot like Drake's Dilemma in that regard. May take me some time to get to it, though.
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Re: Grimm Hack play topic

Post by Dragon Fogel » Mon Nov 04, 2013 4:29 pm

I picked this up again and beat To The Rescue in 7 days.

The start was crazy. I destroyed one of Adder's southern bombers with one fighter, destroyed one of his northern bombers with an anti-air, destroyed the other northern bomber with a fighter, and weakened one of his fighters with the last fighter. This charged up his meter and I lost three units, but it also charged mine up, so on the next turn I blasted most of his remaining air units. After some mucking around, I decided it was best to just surround his last bomber with air units, and I kept it alive on the next turn to keep him from getting his power.

Things were tough with Grimm #2 in the center, too. Because of how I used my fighters, I had to stall a day in order to get Grimm #1's fighter in position; I moved the APC in front of a tank. I also hit the tank with my rockets, but that wasn't actually needed since it attacked after Adder's rockets.

Once I had that chokepoint blocked, though, the rest was easy. I parked a fighter in front of a Mid Tank to hold a chokepoint, and just flew my bombers around to take care of the lasers. It took seven days and I was in no danger at all on the last three, and since I'd already earned Power on Day 2, the score wasn't a problem.

Ring of Fire is next, then the final three. All four of those look to be long slogs, but the only one I'm really worried about is Hot Pursuit.

Edit: Ring of Fire's done. Nothing fancy, I just captured the bases on the northwest side, Hawke sent all his units there, I took the opportunity to grab a base in the southeast, and once Hawke's Mid Tanks were both gone, I pretty much had complete control of the map.

The thing about Ring of Fire HC is that Hawke starts with a bunch of mechs in the middle of the map. Because of this, he won't build any infantry, and none of the mechs starts in a good position to take any bases. So Hawke doesn't get a lot of income and it takes a while for any of his units to get anywhere. Taking advantage of this makes it easy to get the bases in both corners, at which point you'll take him out pretty fast.
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Re: Grimm Hack play topic

Post by Dragon Fogel » Tue Nov 26, 2013 11:12 am

Great Sea Battle is done. Long, but actually pretty easy. It's just a matter of not attacking Hawke's units so he runs up against the limit more easily, and also doesn't get his CO power.

Basically, I took the base south of the pipeline with YC and built two Rockets and a Mid Tank. One rocket was for taking out the Black Cannon, the other headed to the pipeline. The Mid Tank was a diversion so I didn't have to take two extra days blowing up the minicannon.

On the rest of the map, Orange Star's only function was hitting the Black Hole mech with a missile silo so it wouldn't take the base before YC arrived, and clogging a bridge so that some units wouldn't pass it, because they were led by a recon. I left those units alone, other than hitting a Mid Tank with a rocket to manipulate Hawke's power gauge, and they helped me get the power score with Green Earth on the last day.

Green Earth basically took properties and got ready to take the power score on the last day. It's rough without Lightning Strike, but doable.

Now I'm on Hot Pursuit. This is going to be fun.

Edit: Fortunately, since Grimm has the same attack power as Kanbei, I should be able to use the same trick to hold a blockade. Grimm has less defense, but since the exploit seems to revolve around the infantry being set to retreat but having nowhere to retreat to, that shouldn't be an issue.

My concerns are the sides of the map and getting the Power score. The left and right armies start with few units, and while Sturm doesn't have a lot of units either, it won't be long before they arrive. And I need to destroy five units in one day with the army that breaks the last Black Cannon, which is probably going to be one of the side armies.

So right now, the map is looking doable, but rough.
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Re: Grimm Hack play topic

Post by Dragon Fogel » Thu Nov 28, 2013 10:12 am

Hot Pursuit's done in 16 days with right-side Grimm, though I could probably have done it with left-side Grimm instead.

Either way, the basic strategy was:

-Plug up the hole the way you do with Kanbei in normal play; see the strategy on the site for details. Grimm has 30% attack too, so he could follow the strategy exactly.
-Clear out Sturm's initial forces on the left and right; conveniently, exactly five ground units come down towards you on each side. These are an anti-air, tank, rocket, Mid Tank, and infantry. And there are no BH cities for them to retreat to. On the right side, I weakened all of them and kept them around until I could take out all five in one turn, taking care of Power.
-Build a bunch of Mid Tanks in the middle to draw Meteor Strike.
-Destroy the cannons on each side with a bomber. (This also involved destroying the cruisers.)

Now, once that was done I tossed three missiles at the middle, weakening all the Neo and Mid Tanks to 1 HP. Could have used a fourth missile too, I just didn't have a particularly good setup for it.

At this point, Sturm broke through middle-Grimm's blockade, because after the joining his infantry had space to retreat. This was fine, as I was planning to open the bottleneck soon anyways. As Sturm's severely weakened forces moved forward, they left plenty of room for a bomber to blast down the middle cannon.

Only one map remains and Hard Campaign is done. I don't have a plan of attack just yet, but I should be able to get it pretty soon.
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Re: Grimm Hack play topic

Post by Xenesis » Thu Nov 28, 2013 8:37 pm

Guess once you clear this up, I need to make AW1 versions :)
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Re: Grimm Hack play topic

Post by HPD » Thu Nov 28, 2013 9:46 pm

Kanbei's Error? AC as Grimm? Oh dear
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Re: Grimm Hack play topic

Post by Dragonite » Fri Nov 29, 2013 8:09 am

This would mean you need to design a CO power that fits Grimm though. Is 3 aw2 stars about equal to most AW CO powers?

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Re: Grimm Hack play topic

Post by Dragon Fogel » Sat Mar 22, 2014 5:08 pm

Final Front is done. Really, it only took me this long because 1) the early part of the map was annoying enough to get me to put it aside and 2) I had computer problems.

It was really easy. You basically just need to survive Sturm's initial assault with Main Grimm, not lose too many units (I lost seven), take out six of Sturm's units in one turn, and get two bombers in position to hit the minicannon and Deathray while staying out of Black Cannon range. The other sides are useful for missile silos and maybe getting a bomber on the east side to help the main area out a bit.

Won on Day 14, immediately before the Death Ray would have fired for the second time. I used Grimm's super to take out several units, in particular destroying an APC so a bomber could hit Sturm's missiles. A second missile launcher got near the central mountains, but it ran away when my bombers got near.

I'll have my daycounts for each mission in a moment.
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Re: Grimm Hack play topic

Post by Dragon Fogel » Sat Mar 22, 2014 5:25 pm

Results: (All 300 Points)

Border Skirmish - 8 days
Orange Dawn - 15 days
Andy's Time - 8 days
Test of Time - 7 days
Sea for All - 9 days
POW Rescue - 15 days
Mountain Ops - 23 days
Liberation - 9 days
Show Stopper - 27 days
Sea of Hope - 15 days
Sensei's Return - 15 days
Silo Scramble - 18 days
A Mirror Darkly - 7 days
Duty & Honor - 16 days
Foul Play - 5 days
The Hunt's End - 17 days
Tanks!!! - 7 days
Toy Box - 20 days
Neotanks!? - 14 days
Reclamation - 19 days
Two-Week Test - 15 days
Nature Walk - 8 days
T Minus 15 - 11 days
Factory Blues - 13 days
Sea Fortress - 6 days
Sinking Feeling - 14 days
Danger x 9 - 8 days
Navy Vs. Air - 18 days
Drake's Dilemma - 13 days
To the Rescue - 7 days
Rain of Fire - 17 days
Great Sea Battle - 14 days
Hot Pursuit - 17 days
Final Front - 14 days

Could have done better on a lot of these maps, I think, but my main goal was 300. On the whole, it was pretty easy aside from a few rough spots. As with NC, most of the difficulty wasn't from Grimm's defense cut, but from not having the intended CO for the map; Two-Week Test and Duty and Honor were the main exceptions, and the latter was only half-an-exception because you normally have Kanbei so anyone else is at a defense disadvantage by comparison anyways.
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Re: Grimm Hack play topic

Post by Xenesis » Sat Mar 22, 2014 8:30 pm

This is fantastic!

Great to see that you've done it and proven it was perfectly possible for every map. :)

So, what silly challenge should I put up next? ;)
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Re: Grimm Hack play topic

Post by Dragon Fogel » Sun Mar 23, 2014 3:02 am

There's always this old standby:
Xenesis wrote:Guess once you clear this up, I need to make AW1 versions :)
If you do this, I'd appreciate it if you added in a numerical score display for Campaign. (Ha, actually, could you remove whatever caps Field Training maps at A so I can S-Rank Field Training with Grimm?)

Or you could figure out an AWDS hack to let me use the same CO on multiple armies, if you haven't already. (I honestly have no idea how I'd handle Dark Ambition with three Grimms.)

Also, I've only done two War Room maps on this hack so far, though of course one of them's the toughest. (The other is The Trident, probably the easiest.) But I don't expect any serious problems with the rest of the maps, with the possible exception of Ridge Island.

Speaking of War Rooms, I mentioned a while back that there's a glitch in the War Room Challenge where it won't register a CO as getting an S-Rank on a map unless they actually get on the records list - if there's already five COs there and your new score isn't faster, the S-Rank icon doesn't show up. I can provide you with a savestate just before finishing a map under those conditions if that'll help with fixing it.

Anyways, I wanted to finish this before wrapping up my AWDS run, so that'll be the next thing I do. For the Future was similar to Final Front in that it was pretty easy overall but annoying to start, once I get through that finishing the run will be easy.
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Re: Grimm Hack play topic

Post by Xenesis » Mon Mar 24, 2014 3:34 pm

Dragon Fogel wrote:Speaking of War Rooms, I mentioned a while back that there's a glitch in the War Room Challenge where it won't register a CO as getting an S-Rank on a map unless they actually get on the records list - if there's already five COs there and your new score isn't faster, the S-Rank icon doesn't show up. I can provide you with a savestate just before finishing a map under those conditions if that'll help with fixing it.
Try this - it works correctly now on my end, tell me if it works for you and I'll push it out as an update for everyone.
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Re: Grimm Hack play topic

Post by Dragon Fogel » Mon Mar 24, 2014 3:48 pm

It works! I'll double-check by clearing the map from the start with someone else who didn't register, just to be sure.

Edit: Confirmed, ran through with Adder and he got the S-Rank indicator. Then I loaded the savestate and deleted units for a 298 and he didn't, so that part's working properly too.
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