Advance Wars 2 Campaigns - Optimal Completion Times

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Blackbird

Advance Wars 2 Campaigns - Optimal Completion Times

Post by Blackbird » Sun May 09, 2010 4:57 am

Didn't see a topic for this yet. My apologies if I overlooked it. Anyway, hop on and post how fast you can clear the maps! I need to know what to shoot for ;). 300 pt S-Rank is assumed for all maps. If you scored less but faster, I'll list both absolute fastest time and fastest time with perfect score.

Mission 1: Cleanup
NC: 4 Days - Rout - Andy [Theoretically possible in 3?]

Mission 2NC/1HC: Border Skirmish
NC: 4 Days - HQ Capture - Sami
HC: 4 Days - HQ Capture - Sami

Mission 3NC/2HC: Orange Dawn
NC: 4 Days - HQ Capture or Rout - Max
HC: 14 Days - HQ Capture - Max

Mission 4: Flak Attack
NC: 2 Days - Rout [Secret Map Obtained Automatically] - Max

Mission 4 HC: Mountain Ops
HC: 12 Days - HQ Capture - Sami

Mission 5: Lash Out
NC: 3 Days - HQ Capture - Sami

Mission 5 HC: Sea For All
HC: 5 Days - Rout - Andy

Mission 6 HC: POW Rescue
HC: 10 Days - Rout - Max

Mission 6NC/3HC: Andy's Time
NC: 7 Days - Destroy Black Cannon - Andy
HC: 8 Days - Destroy Black Cannon [With Secret Map Obtained] - Andy

Mission 7: Test of Time
NC: 3 Days - Rout - Andy
HC: 4 Days - Lab Capture - Andy

Mission 8: Liberation
NC: 6 Days - Destroy Factory - Max ~~~ 7 Days - Sami, Andy
HC: 8 Days - Destroy Factory - Sami [Andy, Max to be confirmed?] ~~~ 9 Days - Andy, Max

Mission 9: Toy Box
NC: 8 Days - HQ Capture [Without Secret Map] - Olaf
NC: 9 Days - HQ Capture or Rout [With Secret Map Obtained] - Olaf
HC: 16 Days - Rout [With Secret Map Obtained] - Olaf

Mission 10: Tanks!!!
NC: 5 Days - Rout - Grit
HC: 5 Days - Rout - Grit

Mission 11: Reclamation
NC: 7 Days - HQ Capture - Colin
HC: 14 Days - HQ Capture - Colin

Mission 12: T Minus 15
NC: 8 Days - Capture Cities - Olaf+Andy
HC: 9 Days - Capture Cities - Olaf+Andy

Mission 13: Two Week Test
NC: 8 Days - HQ Capture - Colin
HC: 15 Days - Survival - Colin

See the strategy for Two Week Test(NC) in 8 Days, as demonstrated by Dragon Fogel!

Mission 14: Nature Walk
NC: 6 Days - Reach HQ - Grit
HC: 7 Days - Reach HQ - Grit

Mission 15: Neotanks!?
NC: 8 Days - Lab Capture - Anyone
HC: 9 Days - Lab Capture - Colin

Mission 16: Factory Blues
NC: 7 Days - Destroy Factory - Grit+Kanbei or Max~~~ 8 Days - Destroy Factory - Anyone+Anyone
HC: 10 Days [100 - 60 - 99 - 259 pts] - Destroy Factory - Colin+?
HC: 11 Days - Destroy Factory - Colin+Max

Mission 17: Silo Scramble
NC: 10 Days - HQ Capture - Kanbei
HC: 9 Days - HQ Capture - Kanbei

Mission 18: Show Stopper
NC: 14 Days - HQ Capture [Without Secret Map] - Sonja
NC: 16 Days - HQ Capture [With Secret Map Obtained] - Sonja
HC: ? - ? - Sonja

Mission 19: Sensei's Return
NC: 7 Days - HQ Capture - Sensei
HC: 9 Days - HQ Capture - Sensei

Mission 20: Duty & Honor
NC: 10 Days - Rout - Kanbei
HC: 10 Days - Rout - Kanbei

Mission 21: A Mirror Darkly
NC: 6 Days - Rout - Sonja
HC: 7 Days - Rout - Sonja

Mission 22: Foul Play
NC: 6 Days - Destroy Minicannons - Sensei
HC: 6 Days - Destroy Minicannons - Sensei

Mission 23: Sea of Hope
NC: 9 Days - Lab Capture - Sensei ~~~ 10 Days - Kanbei, Sonja
HC:

Mission 24: The Hunt's End
NC: 8 Days - Destroy Factory - Sensei+Anyone
HC: 11 Days - Destroy Factory - Anyone+Colin or Kanbei+Anyone

Mission 25: Sea Fortress
NC: 4 Days - Destroy Minicannons - Eagle
HC: 3 Days - Destroy Minicannons - Eagle

Mission 26: Drake's Dilemma
NC: 6 Days - Destroy Black Cannons - Drake+Kanbei
HC: 6 Days - Destroy Black Cannons - Drake+Kanbei

Mission 27: Sinking Feeling
NC: 10 Days - Destroy Battleships [With Secret Map Obtained] - Jess
HC: 11 Days - Destroy Battleships [With Secret Map Obtained] - Jess

Mission 28: To the Rescue
NC: 4 Days - Destroy Laser Cannons - Eagle+Sami
HC: 4 Days - Destroy Laser Cannons - Eagle+Sami

Mission 29: Navy Vs. Air
NC: 7 Days - HQ Capture - Drake
HC: 8 Days - HQ Capture - Drake

Mission 30: Rain of Fire
NC: Day 9 - HQ Capture - Jess
HC:

Mission 31: Danger x 9
NC: 5 Days - Rout - Eagle, Jess ~~~ 6 Days - Rout - Drake
HC: 7 Days - Rout - Eagle

Mission 32: Great Sea Battle
NC: 12 Days - Destroy Factory - Eagle+Sami+Sensei ~~~ 13 Days - Destroy Factory - Eagle or Drake+Anyone
HC: 12 Days - Destroy Factory - Eagle+Anyone

Mission 33: Hot Pursuit
NC: 9 Days - Destroy Black Cannons - Grit+Max+Jess [Other secondaries may be viable]
HC: 9 Days - Destroy Black Cannons - Grit+Sensei/Sami+Max

Mission 34: Final Front
NC: 9 Days - Destroy Death Ray - ?
HC: 9 Days - Destroy Death Ray - ?
Last edited by Blackbird on Thu Aug 12, 2010 11:48 am, edited 72 times in total.

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-STL-

Re: Advance Wars 2 Campaigns - Optimal Completion Times

Post by -STL- » Sun May 09, 2010 5:17 am

http://www.vgr-fr.com/index.php5?c=jeu&id=9

My campaign scores are here.
Note that Flak Attack can be beaten in 2 days with insane luck, but i didn´t bother yet.

Also 2 of the Orange Star missions have different names/layout in HC.

Blackbird

Re: Advance Wars 2 Campaigns - Optimal Completion Times

Post by Blackbird » Sun May 09, 2010 5:55 am

Thanks, STL. This is a great starting point, I see you have many maps optimized already =). I'll post all these scores into the list; it's more convenient having all this information in one place, and also in sequential order.

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-STL-

Re: Advance Wars 2 Campaigns - Optimal Completion Times

Post by -STL- » Sun May 09, 2010 7:35 am

Yeah it´s definitly nice to have a topic for it :) And when you and fidel play it now i will join too^^

Btw have you considered that the missions have no specific numbers but just the order you play them?

Blackbird

Re: Advance Wars 2 Campaigns - Optimal Completion Times

Post by Blackbird » Sun May 09, 2010 7:44 am

I suppose not =P. I was just going by the order they were listed here on the Wars World site.

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Re: Advance Wars 2 Campaigns - Optimal Completion Times

Post by HPD » Sun May 09, 2010 10:20 am

On the site, we have listed them in the same order as they appear on the ROM itself. So if the developers had any order in mind to play them, this would be it.
"So when I say the fudge shaman flies he goddamn well flies and that's that." - Narts
"My motto is that there are far too many women in the world to waste time with men." - thefalman
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"As for FE8, that was IS' variant of Man Spam - Dudes with Swords edition." - Xenesis

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-STL-

Re: Advance Wars 2 Campaigns - Optimal Completion Times

Post by -STL- » Sun May 09, 2010 11:16 pm

Blackbird wrote: Mission 4: Flak Attack
NC: 3 Days - Rout - Max [It is possible to Rout in 2 Days with several 10% luck rolls. However, there is not enough time/units to unlock the secret map, "Test of Time" in only 2 Days. For full campaign completion, it looks like 3 Days is the best option.]
It´s not a question of 10% luck rolls. We need 2 suicides IIRC. That means Flak gets a very unlucky shot under his SCOP. Test of Time is unlocked whether you capture the city or not.

Blackbird

Re: Advance Wars 2 Campaigns - Optimal Completion Times

Post by Blackbird » Sat May 15, 2010 2:47 pm

I managed to Rout A Mirror Darkly (NC) in 7 Days today. Don't know if that's anything special, but I had down 8 Days as the previous best in this thread.

I accomplished this by using my Tanks to chokepoint Lash's forces in the perfect position for me to make efficient attacks (against road or plains def) every turn with almost all of my indirect units. The setup for this chokepoint requires that Lash's Artillery not occupy a particular position on Day 1. I move one of my Rockets to cover this tile so it doesn't move there, then move the Rockets into their final position next turn. I also hid some of my own Rockets in the woods, so that Lash's Rockets would approach into range, where I could destroy them. The AI got smarter this game, but you can still get it to do some really dumb things ;).

I don't know if it's doable in 6. I needed to use almost all of my attacks to destroy the remaining enemies on Day 7. However, I also took few risks with my Mech and Tank units, only attacking when the bulk of the enemy forces were cleared. I also missed a few opportunities to attack with Indirect units. If you could make better use of the units, then maybe...?

I experimented a lot on Foul Play, as well. I had a heartbreaking game where I was literally one movement tile away from clearing in 5 Days, but then realized that I simply didn't have enough resources to get that last tile of movement, no matter what I did. Argh!

Edit: Sea of Hope can be completed in 9 Days! More in the Sea of Hope thread.

Translucent Air

Re: Advance Wars 2 Campaigns - Optimal Completion Times

Post by Translucent Air » Wed Jun 02, 2010 9:57 am

Since fcastro dug up some of my old Hard Campaign scores in the diary topic, I decided to dig some others, especially since -STL- may not have seen them, yet.

I've completed a 9-day Hot Pursuit, and I have a file that completes Final Front in 10 days using Max's CO Power. Both should be near optimum or optimum, with more certainty on Hot Pursuit.

-Translucent Air

Blackbird

Re: Advance Wars 2 Campaigns - Optimal Completion Times

Post by Blackbird » Wed Jun 02, 2010 10:46 am

Cool. Updated the table to include all scores. Keep them coming if you have/see any more scores around. It would be awesome to have the whole table filled out.

Translucent Air

Re: Advance Wars 2 Campaigns - Optimal Completion Times

Post by Translucent Air » Wed Jun 02, 2010 1:36 pm

I had thought 10 days for Final Front didn't seem quite right. I apparently completed it with Max and Eagle in 9 days on March 29, 2005, notifying Dragon Fogel the same day. About a week later, I was able to complete it with Kanbei as well and e-mailed Dragon Fogel this excerpt:

[quote="'Translucent Air ("AW2 Hard Campaign: Border Skirmish & Mountain Ops") to Dragon Fogel"]Two new records:

Border Skirmish - 5 days
Mountain Ops - 12 days

In "Border Skirmish," Sami utilizes an unusual tactic and excecutes a blitzkrieg on Flak's HQ with APC in tow. Receiving "Victory March" during Day 5, she captures the enemy HQ before she takes on too many casualties. Flak's random nature makes a consistent walkthrough difficult to write, since Sami and Flak need not necessarily perform a stringent set of actions; only a few major general goals need be accomplished.

For "Mountain Ops," Sami rushes for the northern neutral bases then proceeds to capture Lash's HQ after walking right past the front door of the Black Cannon. Black Cannon fire is actually decoyed by a southern APC, and Sami tactically targets specific enemy units for destruction to promote disruption of usual enemy deployment near the HQ, causing deployment of non-hostile units.

Both of the above should be relatively absolute minimums since it seems infeasible to fulfill the requirements of Sami's Super CO Power by Day 4 in "Border Skirmish" or at all in "Mountain Ops."

Backtracking, I tend to often leave out Kanbei since he is generally limited in speed with respect to most other COs; yet, the initial funds of "Final Front" (Hard Campaign) allow him to compete with Max and Eagle for 9 days. In fact, Kanbei may be the best to use in walkthrough writing for both "Final Front" missions, since his increased defense provides a quite dependable reliability of high unit HP count, as Sturm's forces are rather averse to attacking Kanbei. However, that puts more pressure on Kanbei's quality of offense since he ends up dealing little counterattack damage and has fewer chances to put in an attack overall.

Actually, "Final Front" (Hard Campaign) requires knowledge of rather little known intel. The two Black Cannons have been, in fact, downgraded and fire only every other day. (There is also apparently a priority of position with regards to units of equal value within range of the Cannon.) This opens up room for exploitation; however, crafty missile silo use is still needed to force Sturm's units to allow access to the minimum path. Either Sami or Sensei is likely required to assist in leading the tertiary in order to fulfill the missile silo usage pattern. [/quote]

It appears I reclaimed the record for Border Skirmish from baekdoosan (and -STL-) some time ago. I just hope I can find the files for everything; I barely even remembered these records existed. (If you're interested in what these maps look like, Advance Wars Net has both campaigns.)

-Translucent Air

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Dragon Fogel
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Re: Advance Wars 2 Campaigns - Optimal Completion Times

Post by Dragon Fogel » Wed Jun 02, 2010 2:54 pm

I may as well note that I hold the record on HC Test of Time, 4 days by lab capture.

It involves several unlucky attacks from Flak under his Super Power, then using Hyper Upgrade to repair the capturing infantry, reach the lab and target key units. I don't remember the details, unfortunately, as I sent the strategy to Translucent Air using an e-mail address that no longer exists.
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

Blackbird

Re: Advance Wars 2 Campaigns - Optimal Completion Times

Post by Blackbird » Wed Jun 02, 2010 3:19 pm

Sounds really complicated 0_0... on the upside, looks like that's got Orange Star filled out for the time being.

Translucent Air

Re: Advance Wars 2 Campaigns - Optimal Completion Times

Post by Translucent Air » Wed Jun 02, 2010 6:50 pm

Dragon Fogel, I do remember that "Hard Campaign: Test of Time" e-mail, and I still have it; you actually wrote a full day-to-day for me to follow. I evaluated it but had to come up with a few changes as I couldn't get it working exactly as you had described. (I've forwarded you the e-mail with the walkthrough you sent me.)

Dragon Fogel was also able to complete Liberation with Sami in 9 days in mid-2004, making comments on a possible 8-day with her. (Apparently, that pending 9-day Liberation score with Max is really old.) About a year later, not long after those Orange Star missions I sent Dragon Fogel, I verified his suspicions and sent him a number of other Hard Campaign scores with comments for missions which I believe I had minimized:

[quote="'Translucent Air ("AW2 Hard Campaign: Liberation & Miscellany") to Dragon Fogel'"]Liberation - 8 days (Sami); 9 days (Andy/Sami/Max)
Silo Scramble - 10 days
Sensei's Return - 9 days
Foul Play - 6 days
Sinking Feeling - 11 days
Danger x 9 - 7 days[/quote]

My e-mail account appears to be quite the trove of info, but that Silo Scramble record appears to be dated now given -STL-'s record.

-Translucent AIr

fcastro

Re: Advance Wars 2 Campaigns - Optimal Completion Times

Post by fcastro » Thu Jun 03, 2010 1:06 am

I have 2 new scores in NC:

To the Rescue 4/300: I followed STL advice to try for 4 days. So we must end with Sami, fortunately the scoring looked to be still counted with Eagle's achievements.

Drake's Dilemma 6/300: 2 days improvement yahoo! I destroyed west cannon with md tank+rocket and east cannon with battleship. Hawke mustnt use COP nor SCOP.

Btw, I was really impressed by your Sea of Hope 9/300, this map looked so hard... So I just swaped it XD
I also failed to get less than 7 days in Mirror Darkly and less than 15 in 2-Weeks Test. They look to be a very interesting challenge!

Blackbird

Re: Advance Wars 2 Campaigns - Optimal Completion Times

Post by Blackbird » Thu Jun 03, 2010 1:25 am

Updated to include more scores. Nice improvements, castro! I'll look forward to trying those maps when I get there. Still tinkering with the Blue Moon campaign.

fcastro

Re: Advance Wars 2 Campaigns - Optimal Completion Times

Post by fcastro » Fri Jun 04, 2010 4:52 am

Thanks. I ended my NC Run and tested STL's idea for Flak's Attack. It wasnt as hard as expected!
Max is really perfect for that map...

http://img541.imageshack.us/i/dscf2351i.jpg/

http://img139.imageshack.us/i/dscf2352.jpg/

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-STL-

Re: Advance Wars 2 Campaigns - Optimal Completion Times

Post by -STL- » Fri Jun 04, 2010 6:15 am

Amazing!
And you even finished on your turn O_o

PS: Do you want to join the S-Rank Team on CS? :)

fcastro

Re: Advance Wars 2 Campaigns - Optimal Completion Times

Post by fcastro » Fri Jun 04, 2010 6:33 am

There are teams in CS too now? Cool ^^
Btw were we 100% sure that in AWDS bcop always move before tanks? Maybe Xenesis could find a "variable" about moving order like he did with COP use...

Blackbird

Re: Advance Wars 2 Campaigns - Optimal Completion Times

Post by Blackbird » Fri Jun 04, 2010 6:54 am

Heh, I didn't think there was any more optimization to do in Orange Star NC. Well done.

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Re: Advance Wars 2 Campaigns - Optimal Completion Times

Post by Xenesis » Fri Jun 04, 2010 8:17 am

fcastro wrote:Btw were we 100% sure that in AWDS bcop always move before tanks? Maybe Xenesis could find a "variable" about moving order like he did with COP use...
As a general rule of thumb it moves units that are earlier in the internal 'units in play' list first. It isn't something you can easily see through gameplay, though.
IST wrote:Even the worst individual needs to discover the joys of a chicken statue that is also a pregnant blonde housewife.

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Re: Advance Wars 2 Campaigns - Optimal Completion Times

Post by DTaeKim » Fri Jun 04, 2010 12:29 pm

My God, that is ancient information.
What can change the nature of a man?

fcastro

Re: Advance Wars 2 Campaigns - Optimal Completion Times

Post by fcastro » Fri Jun 04, 2010 6:28 pm

But would you agree to say that it's impossible to get vehicles moving before air units in AWDS? Or maybe that depends on the maps? In AW2 iirc it's totally random...

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Xenesis
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Re: Advance Wars 2 Campaigns - Optimal Completion Times

Post by Xenesis » Fri Jun 04, 2010 9:36 pm

I have no idea how it works in AWDS so I couldn't tell you. As for AW2, it most definitely isn't random but it isn't something you could easily see as a human player.
IST wrote:Even the worst individual needs to discover the joys of a chicken statue that is also a pregnant blonde housewife.

fcastro

Re: Advance Wars 2 Campaigns - Optimal Completion Times

Post by fcastro » Sun Jun 06, 2010 7:33 pm

Ok thanks. I started HC now, and have a little question about Andy's Time: are the 8 days done with or without catching lab map city? Translucent Air's guide used a 9 days Tcop strat, but with 2 D1 infs it would be possible to get the city if 2 enemy infs ignore u, I think it is possible but rare. Or maybe there's another option?

Blackbird

Re: Advance Wars 2 Campaigns - Optimal Completion Times

Post by Blackbird » Mon Jun 07, 2010 1:28 am

Most of the scores on this list were originally taken from cyberscore, so I know little about how the author completed them. I've tried to fill in some information as I go through normal mode, but I haven't reached hard mode yet.

STL might know. Many of the scores on cyberscore are his.

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-STL-

Re: Advance Wars 2 Campaigns - Optimal Completion Times

Post by -STL- » Mon Jun 07, 2010 1:44 am

I don´t think i captured the lab map as i didn´t really care about it.

Blackbird

Re: Advance Wars 2 Campaigns - Optimal Completion Times

Post by Blackbird » Mon Jun 07, 2010 11:29 am

TA, do you happen to remember how you cleared Two Week Test by HQ Capture? It's simple enough to do it the easy way, and there are plenty of guides to that effect, but I haven't seen anything about how to do it the hard way =P.

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Re: Advance Wars 2 Campaigns - Optimal Completion Times

Post by ALAKTORN » Mon Jun 07, 2010 12:44 pm

STL got Toy Box 9 days by capture, maybe he'll care to give more details tomorrow, I'm just posting in case he forgot

Blackbird

Re: Advance Wars 2 Campaigns - Optimal Completion Times

Post by Blackbird » Tue Jun 08, 2010 1:14 am

In the campaign I'm working on right now, I ended up Routing Toy Box in the same number of days. Interesting!

fcastro

Re: Advance Wars 2 Campaigns - Optimal Completion Times

Post by fcastro » Tue Jun 08, 2010 1:30 am

Ah right I cap'd Toy Box too, I didnt think about checking the way to clear maps. To the rescue is laser destroying, navy vs air and rain of fire are HQ cap; and for Danger x9 I dont know as I hadnt found the lab map :oops:
Btw, when do u post the promised tips about Sea of Hope, this map looks so evil <_<

Blackbird

Re: Advance Wars 2 Campaigns - Optimal Completion Times

Post by Blackbird » Tue Jun 08, 2010 1:35 am

Oh, thanks for reminding me. It's been over a week now, so let me put that up. Edit: D2D posted for Sea of Hope.

fcastro

Re: Advance Wars 2 Campaigns - Optimal Completion Times

Post by fcastro » Wed Jun 09, 2010 8:10 pm

Thanks for the D2D, I'll test later after finishing HC. Just to be more clear about Andy's Time HC: Translucent Air got the lab map by 9 days, but when I played I saw an "obvious" way to get it for 8 days. That required two infs ignoring you during city cap, I know that happens (ofc rarely) in AW2 but didnt bother to wait for that, so I think you can count it while it would need 100% confirmation. As you prefer.

fcastro

Re: Advance Wars 2 Campaigns - Optimal Completion Times

Post by fcastro » Thu Jun 10, 2010 1:22 am

New score: POW Rescue HC 10/300: 3 days improvement lol! In fact that came naturally, so maybe it's still improvable.
I also tied Mountain Ops 12/300, there was no real resistance (however an art forgot to attack my future HQ inf), I didnt test for 11 days but the way seemed to get blocked.
Soon it will be my turn to have to put the 1st score for various HC maps, I hope those "standards" wont become ridiculous in the future :o

Blackbird

Re: Advance Wars 2 Campaigns - Optimal Completion Times

Post by Blackbird » Thu Jun 10, 2010 3:28 am

I'd better hurry up and finish NC or you'll have optimized all the HC maps before I can take a crack at them, lol. Was POW Rescue a Rout or a HQ Cap?

fcastro

Re: Advance Wars 2 Campaigns - Optimal Completion Times

Post by fcastro » Thu Jun 10, 2010 3:49 am

Blackbird wrote:I'd better hurry up and finish NC or you'll have optimized all the HC maps before I can take a crack at them
Lol dont fear it too much, in AW it's usually (surprisingly) hard to guess the perfect scores, there are always some surprises. That could however reveal less true there as we have no CO choice, contrary to War Room. In AWDS we can have until 2 COs and also the possibility to use for each 4 special skills (like free move in woods or bonus cap), combined with a way easier way to charge the CO powers, so we were very far from guessing the max scores at the begining...
There's no AI HQ in POW Rescue, that was a rout. I destroyed all the cannons for fun but the last one wasnt threatening at all.

Blackbird

Re: Advance Wars 2 Campaigns - Optimal Completion Times

Post by Blackbird » Fri Jun 11, 2010 3:45 pm

Hey everyone! I believe I've discovered a new strategy for T-Minus 15 (NC) that completes the map in 8 Days. I had the previous best listed as 9, but I thought I'd double check to see if this is really new. I'm excited, it was a fun strategy =).

Edit: Let me know if you're interested in D2D, gonna save and move on to the next campaign missions soon.
Last edited by Blackbird on Sat Jun 12, 2010 5:05 am, edited 2 times in total.

fcastro

Re: Advance Wars 2 Campaigns - Optimal Completion Times

Post by fcastro » Fri Jun 11, 2010 4:43 pm

Excellent job!

Blackbird

Re: Advance Wars 2 Campaigns - Optimal Completion Times

Post by Blackbird » Sat Jun 12, 2010 9:44 am

I went ahead and wrote D2D for the 8 Day T-Minus 15 strategy because I was bored. Enjoy (or not)!

There are several luck rolls involved, some of them potentially tedious. Perhaps a better walkthrough would eliminate some of them. Hopefully the directions are comprehensible.

T-Minus 15 (NC)
300pts
8 Days
COs: Olaf and Andy

Olaf Day 1:
Load Mechs into both APCs.
Southernmost Mech 2W, remaining Mech 2N.
All Tanks, Md Tanks, Infantry, APCs, Missiles, and Artillery all W.
Northern AAs all W.
Southern AA 1W of city 2N, 4W. Southern AA 1S of city 2S, 3W. Remaining AA 1S, 5W.
Central Rockets 2W, northern Rockets 1N, 4W, southern Rockets 2S, 3W.

Andy Day 1:
Save here.
Destroy Mech with Bomber (Yes, you can actually fail here =P).
Attack Recon with SW B Copter. Do 5 points of damage.
SE B Copter 5W, 1N.
Easternmost B Copter 6W, attack APC.
Remaining B Copter 5W, 1N.
APC 1S, 4W.
Fighter all W.

Olaf Day 2:
APC on city 1W, 2S. Remaining APC moves 2W, 2S.
One northern Tank attacks the pipe seam. The other Tank moves to a position 2N of the pipe seam.
Both Inf 1W, 2S.
Northern Rockets 5W.
Northern Arty 4W, 1S.
Northern AA on road 1W, 2S. Remaining northern AA 2W, 2S.
Southern AA next to pipe seam 2S, 4W. Southern AA on airport 2W, 3N. Remaining AA 4W, 1N.
Mech begins capturing airport. Remaining Mech 1N, 1W.
Southern Rockets 2N.
Easternmost Md Tanks each attack a pipe seam. Northern Md Tank 4W, 1N. Remaining Md Tank 4W, 1S.
Missles 2S.
Central Rockets 2W.
Save here.
Both central Tanks attack Rockets. Both attacks must deal 6 damage.

Andy Day 2:
Bomber attacks pipe seam.
APC 3W, 2S.
Fighter 2S.
SW B Copter 1W, 1S.
Northern B Copter destroys Recon from the West.
Remaining B Copters move 1S and 2S of Fighter, respectively.

Flak Day 2:
Flak uses his CO power.
Flak attacks your APC and Tank.
Ideally, 2 of his Bombers will advance into attack range of your southern AAs.

Olaf Day 3:
Central Md Tanks destroy both pipe seams.
Southern Md Tank destroys southern Rockets from the North, remaining Md Tank destroys northern Rockets from the South.
Attack AA with one of your northern Tanks. If it takes damage, join the other damaged Tank to it. Remaining northern tank moves adjacent to the previous one, moving the damaged Tank 1E if necessary.
Both Inf 1W, 1S.
Both APCs 4S, Drop W.
Both northern AAs 2W, 4S.
Arty 3S, 1W.
Northern Rockets 1W, 1S.
Central Rockets 2W.
Missiles 1W.
Move idle Mech 2W.
Move southern Rockets 1N.
Flak's air forces move somewhat randomly on the approach to the southern front. The unit movements down there aren't critical, so I'll just describe in general what should occur:
On this turn, try to destroy 1 Bomber and damage a second with your southern AAs, preferably attacking from the woods. Do not complete capture with your Mech. Do not block movement towards it or tiles adjacent to it, either. Your capturing Mech is bait for the Bombers and Copters.
Save here.
Remaining Tank attacks Flak's Tank. Match must end 8-5.

Andy Day 3:
Bomber destroys pipe seam.
Fighter 5S, 4S (1W, 1S of enemy Missiles).
APC 5S, 1E.
Save here.
Attack Missiles with B Copter. Do 4 Damage.
Remaining B Copters move to spaces 2S of your Bomber, 2S of enemy Arty, and 1N of your APC, respectively.

Flak Day 3:
Flak's damaged AA and Tank must not attack yours. Flak's Rocket attacks your Tank, reducing it to ~4 HP. Flak's AA attacks your Fighter. Flak's Missiles may attack/destroy a B Copter, but sometimes it ignores them. Flak's Md Tank may destroy your APC; a second Md Tank must retreat near your APC as well from the area north of the silo. Flak's 2 Bombers destroy your capturing Mech. Your remaining southern Mech should not be attacked. Your southern rockets may be attacked by a B Copter.

Olaf Day 4:
Your Super should be charged. Use it. If it's not charged, destroy a unit with your Missiles and the AA with your Arty; you should have enough gauge then.
Destroy AA with your Arty if you haven't already.
Attack Tank on city with northern Rockets.
Both Inf 2S, 1W. One is Loaded into an APC.
Save here.
NE Md Tank 3W, 1N. Destroy 8 HP Tank.
8 HP Tank 5N, 1W. Destroy 2 HP Tank.
Save here.
Northern Md Tank 2N, 1W. Attack 8 HP Md Tank from city. Do at least 6 damage.
Save here.
Destroy 2 HP Md Tank with full HP Tank from the North.
Save here.
4 HP Tank 2N, 4W. Attack Rockets. Deal 3 damage (or close to it).
Both central Mechs begin capturing cities.
Loaded APC 2N, 4W. Drop W.
Remaining APC 1S, 1W.
Central Rockets 2W.
Move remaining Md Tanks to positions 1N and 1N, 1E of southern capturing Mech, respectively.
Flak's air forces move somewhat randomly on the approach to the southern front. The unit movements down there aren't critical, so I'll just describe in general what should occur:
Destroy any air units that attacked your southern Rockets with your Missiles if you haven't already.
Attack/destroy 8 HP Bomber with your Full HP AA.
Remaining Mech 2W.
If central AAs can reach any B Copters, destroy them.
Use remaining central and southern AAs to shield Mech from being attacked and to destroy as many B Copters as you can. Remember that Flak's Copters will move slowly in the snow.

Andy Day 4:
Use 2 B Copters to destroy Missiles.
Save here.
Use 1 B Copter to destroy Rockets from the West. The Rockets must be destroyed, or they will ruin capture attempts.
Bomber 1E, destroy Arty.
If APC survives, retreat it 1W, 2N.
Fighter 1E, 1S.
Retreat remaining B Copter or attack Md Tank, as desired.

Flak Day 4:
Flak uses SCOP.
Fighter, 1 B Copter, and southern Rockets may be destroyed, depending on Flak's luck.
3 HP Tank must not attack capturing Mech.

Olaf Day 5:
Complete captures.
Remaining Mech 2N.
Rockets destroy 3HP Tank.
Southern Md Tanks destroy 8 HP AA and attack 8 HP Tank.
NW Inf 2W, 1S. Begin capture.
Remaining Inf 2W, 1N.
Md Tank on city 3W onto another city.
Md Tank 1N North of Mech 3S.
8 HP Tank 4W, Join 4 HP Tank to it.
Flak's air forces move somewhat randomly on the approach to the southern front. The unit movements down there aren't critical, so I'll just describe in general what should occur:
Destroy any air units that attacked your southern Rockets with your Missiles.
Attack/destroy remaining air units with your AAs.
Retreat AAs towards the central area or the SE corner of the map, away from approaching Neotanks.

Andy Day 5:
Destroy 8 HP AA with Bomber.
Retreat damaged units as needed.
Protect your capturing Infantry with your remaining B Copters, attacking/destroying Md Tanks if convenient.

Olaf Day 6:
Complete captures.
Destroy Missiles with Rockets and Md Tank.
Load Eastern Mech into APC. Move APC 4W, 2S, Drop W.
Begin capturing available cities with your remaining Mechs.
Remaining Inf 3W.
Destroy damaged Tank with your damaged Md Tank.
Attack/destroy SE 5/6 HP Md Tank with another Full HP Md Tank.
NW Md Tank and Tank destroy AA.
Continue retreating AAs towards the central area or the SE corner of the map, away from approaching Neotanks.

Andy Day 6:
Destroy any remaining units around the silo with your Bomber and B Copters, being careful not to block capturable cities.

Olaf Day 7:
Complete captures.
Westernmost Inf 3S, begin capture.
Begin capturing remaining cities with Inf and Mech.
Retreat or attack units if needed.

Olaf Day 8:
Compete capture of all remaining cities.
Generally I lose around 4-5 units with this strategy, which is good enough for full Tech and 300 pts.

Blackbird

Re: Advance Wars 2 Campaigns - Optimal Completion Times

Post by Blackbird » Thu Jun 17, 2010 8:46 am

Gentlemen... I bring you... Two Week Test in 8 Days! Blackbird will deploy a mountain of decoys!

As requested by Fogel, I'm working on the D2D, but it's still in progress. I'm experimenting with various things to try to maximize the Tech score (and optimize this strategy) but the RNG is unkind. In the meantime, here are some shots of the endgame for you to speculate about ;).

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I've since improved the score to 295 points by preventing a unit from being destroyed and producing more units.

Edit: Yesss! I've gotten a 300 pt score in 8 Days. After some adjustments to the strategy, I was able to produce more units and put my tech over the top. Writing D2D now. What a pain =).

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