War Room High Scores - AW1 Version.

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samurai goroh
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Post by samurai goroh » Tue Dec 04, 2007 9:22 am

Meh, I wanted to try a random map & beat Toil Ferry, but it seems that is already completed & I didn't even tied the record. I beat it with Nell on 14 days :( At least, I didn't needed her luck & anyone (but Kanbei) could follow the strat...

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DTaeKim
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Post by DTaeKim » Tue Dec 04, 2007 2:42 pm

Point Stormy - Eagle - 12 days - 999 pts
Point Stormy - Drake - 15 days - 999 pts
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Post by DTaeKim » Tue Dec 04, 2007 4:12 pm

Point Stormy - Nell - 14 days - 999 pts
Point Stormy - Andy - 13 days - 999 pts
Point Stormy - Olaf - 12 days - 999 pts
Point Stormy - Grit - 15 days - 999 pts
Point Stormy - Kanbei - 15 days - 999 pts
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Post by Dragon Fogel » Wed Dec 05, 2007 6:31 am

Dire Range - Nell - 11 days - 999

I was going to try making three fighters, but Eagle's fighter made that difficult, and he built another when I destroyed it. Fortunately, I was able to lure him into attacking me enough to charge my CO power on the last turn.

The basic strategy for this map is - save every turn, reset if something is built at the northwest base until you're two days away from dropoff, then at that point start reseting if anything problematic is built near the HQ. Also, you should probably restart if the first battle copter starts moving east, as you can't move your T-Copter efficiently.

Power can be tricky. I've found that building a B-Copter on Day 2, then using it to take out Eagle's isolated infantry, is usually enough of an edge to pull it off - I can pretty much always find a way to destroy three other units.

Fighters are helpful, but they can't one-hit on Eagle unless you use Max, Eagle, Kanbei, or Nell; or can get a CO power charged with anyone but Sami, Drake, or Grit. (Or trigger his power, but that's probably too risky to be worth it.) Otherwise, you'll have to weaken units beforehand, probably do this to a B-Copter and bomber on the next-to-last turn. (Not two B-Copters, as then they'll join.)

If necessary, bait Eagle's fighter with one of yours (or weaken his with your fighter and then bait it with a transport copter) and use an anti-air to finish it off. Other than that, basically use fighters to destroy distant air units, and build whatever you need to destroy units Eagle sends near your HQ.
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Post by DTaeKim » Wed Dec 05, 2007 6:58 am

Point Stormy is complete.

Point Stormy - Sonja - 14 days - 999 pts

This is a random map despite the time limit and size. You want to capture the three production facilities on the east side of the map, and depending on the force Olaf is sending, one loaded APC, one loaded T-copter, or even a loaded Lander may be needed to capture Olaf's HQ. Fighters are necessary to destroy the Bomber Olaf loves to build, which helps because Olaf likes to replace the Bomber every time it is destroyed.

I suggest maintaining a save around Day 9 in order to mess around and determine which loaded transport unit is needed to capture Olaf's HQ. If he has a heavy ground force, you may need the loaded Lander instead, because a loaded T-copter is not guaranteed to survive once it is built.

Letting Olaf capture one or two bases may be useful in diverting Olaf's funds from building units around his HQ.

That's all I'm going to do for today.

I plan on revisiting Mial's Hope and write a general walkthrough for the map. Later, I'll revisit Point Stormy and get a walkthrough there as well.
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Post by Dragon Fogel » Wed Dec 05, 2007 8:44 am

Dire Range - Eagle - 11 days - 999

Managed to get Power even without any unit coming near the HQ this time.

Edit:

Dire Range - Sonja - 11 days - 999

Bad luck actually helps with the power score against Eagle. Since your fighters can't one-hit his air units *anyways*, bad luck gives you a chance to cripple them to 3 HP, where they won't retreat but won't pose much of a threat either.

Although it was annoying when I ended up needing to use luck damage to defeat a tank with a Mid Tank and infantry, due to saving after poor positioning.

Here's a hint for this map: if you're planning to use a mech to get off an attack on the last turn, build it from the *top* base.

Edit 2:

Dire Range - Olaf - 11 days - 999

I had an annoying amount of restarting after I dropped off to finish the capture and pull off the Power score. Managed it eventually, though.

Just Max to go. That should be no problem.

Last edit: Dire Range is done.

Dire Range - Max - 11 days - 999

Power was easy, but I needed some luck to get the capture without starting the whole map over. I needed my T-Copter near the enemy HQ to survive two attacks from a Mid Tank. Eventually it had 6 HP after the first attack and I knew I could pull it off from there.

Only five maps to go! At this rate, I give it about a week before we're done the whole thing.
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Post by Dragon Fogel » Wed Dec 05, 2007 10:47 am

Maps left at this point:

-Sole Harbor
-Kita Straight
-Bounty River
-Terra Maw
-Rivers Four

Kita Straight should be the easiest of those. Sole Harbor doesn't seem like it'll be too hard, either, but could get annoying.

Bounty River and Terra Maw - the basic strategy is pretty straightforward on both, but the time limits don't give you much leeway on either. And Power will take some serious messing around on both, especially Bounty River.

Then there's Rivers Four, which is just plain going to be painful. Both enemy COs are very cheap, and the map layout is no picnic. I have no idea offhand if the "single infantry capture" method from AW2 will work here. I *do* know the map's going to be rough for Technique even if it does.
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Post by CO_Frosty » Thu Dec 06, 2007 11:26 am

I did the most half-assed attempt ever at Kita Straight (since it is the easiest one and all) and I managed to get a pathetic perfect score.

Kita Straight - 25 days - Andy - 999

I will try to play on this map more seriously and get an actually decent score at it by friday.

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Post by Dragon Fogel » Thu Dec 06, 2007 4:39 pm

I made a quick attempt at Rivers Four... this one's going to be tough, for sure.

First off, the "single infantry capture" looks extremely unlikely at first glance, though I haven't tried the map enough to see if Grit will ever send all his units west.

However, Max actually seems rather easy to take down. With just a few Mid Tanks, you can put a serious dent in his forces. It shouldn't be very difficult to clear a path to his HQ - I made a pretty good attempt at it with Sonja, and I didn't even really have much of a plan going in. That still leaves the issues of taking Grit's HQ and getting the Power score, though.

I'll mess around with the map more later.
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Post by Dragon Fogel » Mon Dec 10, 2007 1:12 pm

Rivers Four - Sonja - 14 days - 999

I spoke too soon, you can take Grit's HQ with only a single infantry after all. I captured it on Day 12. Taking the southwest bases seems to help in convincing the AI to move everything west. After that, finish off Max with a flood of Mid Tanks and whatever else you need.

Fortunately, I had the chance to destroy eight of Max's units at once, so Power wasn't a problem. Oddly, he didn't build anything at all on Day 13, I guess he didn't have enough money for what he wanted to build. It only made it easier for me to finish, anyhow.
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WWN's War Room High Scores: http://www.celestialbridge.net/fogel/aw ... scores.txt
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Post by DTaeKim » Mon Dec 10, 2007 2:12 pm

Holy mackerel. If you can get Rivers Four, I guess I'll give Terra Maw a shot.
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Post by Dragon Fogel » Mon Dec 10, 2007 2:59 pm

Rivers Four - Kanbei - 14 days - 999

In the end, I decided it was more advantageous to build infantry on Day 1 rather than an APC. This resulted in it taking 13 days instead of 12 to take Grit's HQ, but it was no harder overall. Max fell only a day later, and I happened to have Power and Technique sewn up at that point.

I'll do Grit next, my current strategy is heavy on tank and Mid Tank usage. I'll just have to see if Grit's artillery and rockets will be as effective.

Edit:

Rivers Four - Grit - 15 days - 999

I had to mess around a lot to make sure AI Grit didn't suddenly start sending a unit back towards his HQ soon enough to make a difference. I ended up delaying the capture a day because of it. Mopping up Max afterwards was easier than I expected, for some reason he once again built nothing on the turn before I finished him.
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Xen

Post by Xen » Tue Dec 11, 2007 12:23 pm

Uh, time to update your Avatar.

That's insane in the membrane and that's all I can say about it.

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Post by Dragon Fogel » Tue Dec 11, 2007 12:57 pm

Hey, the real credit goes to thefalman and najdorf; they independently found this strategy on the AW2 version of the map. All I had to do was see if I could get it to work here, too.

The fact that Max goes down shockingly fast after Grit has less to do with any sort of amazing skill on my part and more to do with his rebuilding priorities being terrible. I've done this three times, and *twice* he's built nothing on the turn just before I finished him.
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Post by DTaeKim » Tue Dec 11, 2007 1:53 pm

Sole Harbor - Drake - 17 days - 999 pts

Md. Tank and APC spam seems to do the trick here.
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Post by Dragon Fogel » Tue Dec 11, 2007 2:03 pm

Rivers Four - Nell - 15 days - 999

Did this one on cart. No major problems, though it took a little while before Grit sent everything west.

It's amazing how quickly and easily Max tends to go down here once Grit's taken care of. I usually have more trouble finishing off Sonja on the AW2 version.
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Post by DTaeKim » Tue Dec 11, 2007 2:38 pm

Sole Harbor - Andy - 18 days - 999 pts

Thank you Hyper Repair.
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Post by Dragon Fogel » Tue Dec 11, 2007 4:07 pm

Rivers Four - Drake - 14 days - 999
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Post by Dragon Fogel » Wed Dec 12, 2007 1:45 pm

Rivers Four - Olaf - 13 days - 999

I ended up getting quite a lot of bad luck with Grit's unit movement, but finally succeeded in the end.

I was close enough to finishing Max on Day 12 that I saw a 13-day win as possible, so I experimented until I could get it. I ended up needing to destroy a mech on plains with an anti-air at 94% damage, though.
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DTaeKim
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Post by DTaeKim » Wed Dec 12, 2007 2:13 pm

Every time I try this map, Grit sends an Artillery after my lone Infantry. What am I doing wrong?
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Post by Dragon Fogel » Wed Dec 12, 2007 2:24 pm

It's mostly pure luck, as far as I can tell.

It seems to help if I drop my infantry off one northeast of the central neutral base (on the day when I usually do the dropoff, this base is one square out of rocket range) and then move the infantry *two* east. (Sometimes Max's rocket is in range to hit that square - every time that's happened to me, though, something else happens that screws things up, so I'm not sure what to do in that case.) This doesn't slow down the capture at all, but it seems to help skew things in my favor a bit.

If you get desperate, you could try getting a second infantry in that area to hopefully distract the artillery. If there's just one artillery causing problems, that might be enough to make a difference. I can't make any promises about this plan, though. I've just stubbornly kept trying until Grit sends everything west.
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WWN's War Room High Scores: http://www.celestialbridge.net/fogel/aw ... scores.txt
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CO_Frosty
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Post by CO_Frosty » Thu Dec 13, 2007 2:22 am

Oh, yeah. I totally forgot about this <_<;.

I tried Kita Straight again and got another crappy, yet 999 score.

Kita Straight - Drake - 24 days - 999

I didn't find any good "strategy" to beat it, TBH. I am just doing it by force.

Oh well, it seems to be working, so meh.

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Post by DTaeKim » Thu Dec 13, 2007 2:57 am

Max - Rivers Four - 15 days - 999 pts

Grit finally cooperated.

EDIT: I have two Sami scores for the sake of completing my War Room.

Land's End - Sami - 12 days - 999 pts
Dire Range - Sami - 10 days - 999 pts
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Post by Dragon Fogel » Thu Dec 13, 2007 9:33 am

Rivers Four - Eagle - 13 days - 999

Almost had this in 12, there was only one 1 HP mech left. I might have even been able to pull it off, too, if I'd saved on that turn. Oh well.

Edit: Rivers Four is done.

Rivers Four - Andy - 12 days - 999

Finally got that 12-day win, I probably didn't even need Hyper Repair for it. Just barely made Technique (lost three units, had just enough bases after taking Grit's HQ to get to 28), but a perfect score is a perfect score.
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Post by DTaeKim » Thu Dec 13, 2007 2:03 pm

Sole Harbor - Eagle - 18 days - 999 pts

Md. Tank and APC spam again. The faster you can capture Drake's properties, the easier this map gets.
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Post by DTaeKim » Thu Dec 13, 2007 3:35 pm

Sole Harbor - Grit - 18 days - 999 pts

This one was a rout. I had to sacrifice a B-ship and Rocket unit to get the second Snipe Attack.

Sole Harbor - Kanbei - 17 days - 999 pts

HQ capture with Tanks and a boatload of APCs as bait.

Sole Harbor - Sonja - 18 days - 999 pts

For some reason, half of Drake's units let me capture the HQ without lifting a finger to stop the capture. The only unit threatening the Infantry was a Rocket unit that was promptly dealt with.

Sole Harbor - Olaf - 18 days - 999 pts

Three-day HQ capture for the win.
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Post by DTaeKim » Thu Dec 13, 2007 4:19 pm

Sole Harbor - Nell - 18 days - 999 pts

Nell routs with the use of Lucky Star. Good game, Sole Harbor.
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Post by Dragon Fogel » Thu Dec 13, 2007 4:41 pm

So, we're down to Kita Straight, Bounty River, and Terra Maw.

I guess I'll start working on Bounty River, since no one else seems to be trying that map.
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Post by DTaeKim » Thu Dec 13, 2007 4:43 pm

I have nightmares about Bounty River. I'd rather take on Terra Maw.
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Post by Dragon Fogel » Thu Dec 13, 2007 5:10 pm

Understandable. I'm doing this map on emulator.

The real hard part is dropping off on Sonja's south shore in time, and then getting the APC out of range of all the enemy indirects. After that, it's entirely possible to face *no* enemy units whatsoever on the path to the HQ, making the last stretch easy. (Except for Power - oh, that's going to take some wrangling to pull off.)

I'll most likely use kikutaro's guide as a starting point. And I'll try to get Kanbei done first, since his prices are going to really hurt him here.
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Post by Dragon Fogel » Thu Dec 13, 2007 7:05 pm

...thank god that's done.

Bounty River - Kanbei - 22 days - 999 points

I spent ages messing around to get things right. Thankfully, I was able to somehow get two Mid Tanks in good shape over to Sonja's HQ, which helped me take out a Mid Tank she sent there. And also thankfully, she moved everything else away from there, even though she built a tank and artillery near her HQ late in the map.

I had a lucky break with the Power score when Sonja dropped off two infantry in my territory. The rest was largely using rockets to hit battleships and landers.

Of course, while other COs will have normal prices, they won't have Kanbei's defensive and offensive advantages - I think it's fair to say that you do *not* want a Mid Tank going back to her HQ if at all possible.

I will be *so* glad when this map is finished.
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Post by CO_Frosty » Fri Dec 14, 2007 2:41 am

Kita Straight - Max - 23 days - 999

An early Mdtank + tank on his island got the job done for the most part. The bad part is that he went defensive once I started to unload lots of tanks on his island, and his indirects coupled with the forests near the HQ slowed me down.

Once again, no real strategy. But I didn't have many problems anyway.


I tried with Kanbei but I didn't meet the time limit. Oh well...I guess unloading too many units on his island is a bad idea, since this makes Drake build too many indirects. I will see what I can do to fix that.

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Post by DTaeKim » Fri Dec 14, 2007 6:42 am

Kita Straight - Kanbei - 15 days - 999 pts

One APC, one Md. Tank, and two Infantry were dropped on Drake's HQ. APC distracted the Md. Tank near Drake's HQ, and I blocked access to his HQ from the north and east.
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Post by Dragon Fogel » Fri Dec 14, 2007 7:01 am

Bounty River is driving me crazy. I don't have a clue what kind of enemy movement to aim for.

The map should definitely be possible, but finishing in 22 days is an incredibly frustrating experience.

Any chance somebody else can get a score here? I don't think I have it in me to take it on again right away.
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Post by DTaeKim » Fri Dec 14, 2007 7:08 am

I'm going to focus on finishing Kita Straight. I'm probably going to leave Bounty River for last, honestly, because Terra Maw seems to be a lot less frustrating than Bounty River because the build and enemy movement is a lot more straightforward.

Another score on Kita Straight.

Kita Straight - Sonja - 15 days - 999 pts

I didn't even let Drake use Tsunami this time. Same idea, though he had more units there. Selective drops and placement of my Md. Tank helped divert a lot of units away from the HQ area.
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Post by DTaeKim » Fri Dec 14, 2007 7:37 am

Kita Straight - Grit - 14 days - 999 pts

Drake went on the offensive, leaving his HQ entirely unguarded. Two Infantry made the HQ capture, while the other Lander distracted Drake's indirect units with a dropped APC. Snipe Attack for the power score.

EDIT: I just saw that it beats baekdoosan's Sami's score. I swear this was completely unintentional.
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Post by DTaeKim » Fri Dec 14, 2007 8:29 am

Kita Straight - Olaf - 14 days - 999 pts

Same idea. I don't have anything consistent aside from the two Landers, one loaded with two Infantry and the other loaded with a Md. Tank and APC.
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Post by DTaeKim » Fri Dec 14, 2007 8:48 am

Kita Straight is done.

Kita Straight - Eagle - 15 days - 999 pts

I had to delay the capture by one day because the ports were blocked. No matter though.
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Post by Dragon Fogel » Fri Dec 14, 2007 9:40 am

Okay, I know one thing about Bounty River.

Sonja must *not* leave an infantry on the southernmost city in her territory after capturing it, or otherwise block that city. That seems to be the best drop-off point for an APC, and you simply can't afford to have it blocked.

That said, this map is still frustrating me too much at the moment. I'll take nother crack at it later.
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Post by DTaeKim » Fri Dec 14, 2007 11:20 am

Bounty River - Drake - 21 days - 999 pts

Thank goodness for the +1 naval movement.
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