War Room High Scores - AW1 Version.

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Dragon Fogel
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Post by Dragon Fogel » Tue Nov 27, 2007 6:36 pm

I'm really not sure what to do with Grit. The main issue is pressing forward, using indirects it's hard to deal damage to the most dangerous units while holding up on Technique and advancing to the base where the Mid Tank is recovering.

Also, I *thought* I'd be able to handle the bases Olaf takes from me by just using artillery and mechs, but sooner or later his battle copters come after the artillery.

Maybe I should be trying to destroy Olaf's Mid Tank instead of weakening it this time. A rebuilt Mid Tank isn't as much of a problem if I have the base it's on in range of two artillery... I'll mess around with that plan later.
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Post by Dragon Fogel » Tue Nov 27, 2007 7:36 pm

Image

Once I shifted focus to getting Olaf to rebuild Mid Tanks, this wasn't too hard. I managed to do it only losing two APCs, which was good for my Technique score.

On Day 1-3, build an APC and only one infantry; on Day 3, build an artillery as well, then you'll destroy the initial Mid tank with that and an artillery built from the base. From there it's a matter of using artillery and a rocket to weaken every dangerous unit and APCs for bait. You need to build a missile from the central base on Day 11 so you can get the transport copter next turn.

As usual, last turn screenshots. Snipe Attack makes it fairly easy to clean up most of the enemy units, the closest Recon destroys the recovering rocket.

Image
Image

Now it's just a matter of doing it with Andy, Nell, Olaf, Eagle, and Drake. They should all be able to follow the strategy I used with Sonja.

Edit - I should note one tricky point I came across.

Image

This is Day 10. Here the Mid Tank has to be destroyed with two artillery, a mech, and an anti-air. This takes some luck, but it's possible.
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WWN's War Room High Scores: http://www.celestialbridge.net/fogel/aw ... scores.txt
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DTaeKim
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Post by DTaeKim » Wed Nov 28, 2007 2:35 am

Holy mackerel. Imagine MJEmerizan's and kikutaro's reaction if they saw this.

I finished Advance Campaign, so I have a boatload of coins and Nell to use now.
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Post by samurai goroh » Wed Nov 28, 2007 3:01 am

When you speak of luck Fogel, do you use the 2 memory address I have or do you just load a save state until you get a desired attack?

Code: Select all

03000D78 XX          Attacker next Hp
03000D7C XX          Defender next Hp
^ The definition is incorrect, but I don't know how to call it. It behaves like the base luck value from the DS formula...
And once again, way to go :shock:


Oh DTaeKim, if you want to unlock all the COs & you're playing on the emulator, you can use this code:

- COs unlocked

Code: Select all

0201F9C2 0BFF

             +------------+
             ¦     CO     ¦
        +----+------------+
        ¦0001¦ Nell       ¦
        ¦0002¦ Andy       ¦
        ¦0004¦ Max        ¦
        ¦0008¦ Olaf       ¦
        ¦0010¦ Sami       ¦
        ¦0020¦ Grit       ¦
        ¦0040¦ Kanbei     ¦
        ¦0080¦ Sonja      ¦
        ¦0100¦ Eagle      ¦
        ¦0200¦ Drake      ¦
        ¦0400¦ N/A        ¦
        ¦0800¦ Sturm (Vs) ¦
        +----+------------+

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DTaeKim
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Post by DTaeKim » Wed Nov 28, 2007 3:41 am

It's fine samurai goroh. I got all COs now.

Duo Falls - Sonja - 12 days - 999 pts

I used exclusively air units and maneuvered around Kanbei's anti-air forces for a clean HQ capture. One instance of luck is required, and that is luring Kanbei's Md. Tank forward instead of planting itself on the HQ.
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Dragon Fogel
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Post by Dragon Fogel » Wed Nov 28, 2007 3:52 am

I just load a savestate until I get the damage I need. It usually doesn't take too long, the RNG is usually pretty favorable (as Xen's pointed out) and I haven't needed anything that's been too demanding. (Except with Sonja, due to bad luck also being a factor there.)

I'll work on finishing the map up for completion, but it's lower priority now that I know it can be done. I may mess around on Ridge Island first. That has the lowest time limit of any War Room map, so it strikes me as the next "hard" one to work on.
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WWN's War Room High Scores: http://www.celestialbridge.net/fogel/aw ... scores.txt
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DTaeKim
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Post by DTaeKim » Wed Nov 28, 2007 3:53 am

Duo Falls - Drake - 11 days - 999 pts

Guide will appear when I ironed out the kinks.
Last edited by DTaeKim on Thu Nov 29, 2007 2:23 am, edited 4 times in total.

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Post by DTaeKim » Wed Nov 28, 2007 5:41 am

Duo Falls - Kanbei - 11 days - 999 pts
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Post by onewaystreet » Wed Nov 28, 2007 7:34 am

Nice job at Land's End Dragon Fogel!
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Dragon Fogel
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Post by Dragon Fogel » Wed Nov 28, 2007 8:08 pm

Egg Islands - Sonja - 12 days - 999

This map is as much of a joke as it is in AW2. About the only difference is that Drake has a battleship chasing your lander, but it's not enough to stop you from taking his HQ with little significant opposition.

For Power, use rockets to snipe at infantry on the mainland and hope Drake drops two units on your island. Weaken the infantry capturing the base and port, and hopefully an infantry will move onto a shoal in range on the last day so a rocket does 95% damage to it. Result: Five units you can easily destroy at once. Max may need to mess around some more, probably by building subs and destroying Drake's landers. Kanbei's prices shouldn't be much of an issue, though.
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WWN's War Room High Scores: http://www.celestialbridge.net/fogel/aw ... scores.txt
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Post by Xenesis » Wed Nov 28, 2007 8:42 pm

Oh dear. Not even the AW1 War Room can stand against DTaeKim and Dragon Fogel. ._.

Maybe I should create a hack - War Room Challenge - Dragon Fogel edition. :P
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DTaeKim
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Post by DTaeKim » Thu Nov 29, 2007 2:00 am

Duo Falls - Grit - 11 days - 999 pts

The D2D has been finalized for the most part.

EDIT:

Duo Falls - Andy - 11 days - 999 pts
Duo Falls - Max - 11 days - 999 pts
Duo Falls - Eagle - 11 days - 999 pts
Duo Falls - Nell - 11 days - 999 pts
Duo Falls - Olaf - 12 days - 999 pts

I had an unexpected setback when Kanbei attacked the unloaded T-copter instead of the loaded T-copter. It slowed down my capture by one day and forced me to destroy three units instead of two.
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Post by DTaeKim » Thu Nov 29, 2007 3:10 am

Duo Falls is done. Here's the guide.

Duo Falls Guide
Recommended CO: Anyone
Opponent: Kanbei
Speed Requirement: 13 days
Points: 999-pt S-rank
Days: 11

Overview: Three Fighters escort two loaded T-copters to Kanbei's HQ. One Fighter will prevent Kanbei's Anti-Air from moving in range of your capturing Infantry and one loaded T-copter will distract Kanbei's Tank. In the western front, Md. Tanks will provide the necessary power score of destroying two Kanbei units. At most, one unit should be lost in the course of the walkthrough, but you can build Infantry if any more units are lost.

Kanbei cannot follow this strategy exactly, but he requires the same units. Instead of a Fighter on Day 3 and T-copter on Day 4, build a T-copter on Day 3 and a Fighter on Day 4. If you can purchase a Md. Tank later on, do so, but Tanks make an appropriate replacement. Max will have the easiest time on this map, but any CO will do because additional firepower is not necessary.

Day 1:

- Build Infantry in NW, NE, and SE bases.
- Build T-copter in E airport.

Day 2:

- Move NW Infantry 3E.
- Move NE Infantry 3E and begin capturing neutral city.
- Load remaining Infantry into T-copter and move T-copter 6E.
- Build Infantry in NE base.

Day 3:

- Finish capturing neutral city.
- Begin capturing neutral city with western Infantry.
- Move remaining Infantry 3E.
- Move T-copter 2E and drop Infantry N onto neutral base.
- Build Fighter in E airport.

Kanbei Day 3:

- It is recommended that Kanbei moves his B-copter 2S 4W.

Day 4:

- Finish capturing neutral city.
- Move both western Infantry 3N and begin capturing neutral cities.
- Begin capturing neutral base with remaining Infantry.
- Move Fighter 9E.
- Move T-copter 3N 3W.
- Build T-copter in E airport.

Day 5:

- Finish capturing neutral properties.
- Load Infantry into nearby T-copter, move T-copter 2N, and drop Infantry E.
- Attack, but do NOT destroy enemy B-copter with Fighter from the west. If you can destroy it, wait with the Fighter.
- Move T-copter 6E.
- Build Fighter in E airport.

Kanbei Day 5:

- It is recommended that Kanbei does not move his APC from its location 1W of the bridge.

Day 6:

- Move NE Infantry 1N 2E and begin capturing neutral property.
- Move SE Infantry 3N.
- Load western Infantry into T-copter and move T-copter 6E.
- Move T-copter 5N. Load remaining Infantry into T-copter.
- DESTROY ENEMY B-COPTER WITH FIGHTER FROM THE WEST. CHASE IT IF NECESSARY.
- Move remaining Fighter 9E.
- Build Fighter in E airport.

Kanbei Day 6:

- Kanbei's Md. Tank MUST move towards your army. If this does not happen, restart.

Day 7:

- Save here.
- Finish capturing neutral city.
- Move NE Infantry 1S 2E and begin capturing neutral city.
- Move western T-copter 6E.
- Move remaining T-copter 3E 3N.
- Move eastern Fighter as far north and east as possible, while keeping out of range of enemy Anti-Air units.
- Move middle Fighter 6N 3E.
- Move western Fighter 9E.
- Build Md. Tank in easternmost base.

Kanbei Day 7:

- It is recommended that Kanbei builds a Rocket in his easternmost base.

Day 8:

- Retreat ALL remaining Infantry weset.
- Move western Fighter 7N 2E.
- Move all remaining air units as far east as possible, staying out of the range of enemy Anti-Air units.
- Move Md. Tank in a position, but do not attack.
- Build Md. Tank in easternmost base.

Kanbei Day 9:

- Kanbei must build an Anti-Air in the westernmost base and a Tank in the northern base.

Day 9:

- Move westernmost Fighter 2S and 7E.
- Move western T-copter 6E.
- Unload remaining T-copter where the Infantry can capture the enemy HQ.
- Keep remaining Fighters in the area around Kanbei’s HQ, but do NOT block enemy Tank access to loaded T-copter.
- Move both Md. Tanks in a position to attack.
- Build Md. Tank in easternmost base.

Day 10:

- Begin capturing Kanbei's HQ with Infantry.
- Surround HQ with your two Fighters in the area and healthy T-copter. Do NOT move the Fighter unit on the bridge.
- Move wounded T-copter out of enemy Tank range.
- Arrange your units in such a way that you can destroy two units next turn.

Day 11:

- Destroy two of Kanbei's units.
- Finish capturing.
What can change the nature of a man?

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DTaeKim
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Post by DTaeKim » Thu Nov 29, 2007 6:10 am

Pivot Isle - Sonja - 9 days - 999 pts

I could have earned a 8-day victory if I didn't lose two units. I'll see if I can replicate the strategy.
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DTaeKim
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Post by DTaeKim » Thu Nov 29, 2007 6:31 am

Eat your heart out, baekdoosan.

Pivot Isle - Grit - 8 days - 999 pts

ImageImage

I can probably get a faster Sonja and Sami score now.
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Post by Dragon Fogel » Thu Nov 29, 2007 6:48 am

Egg Islands - Max - 12 days - 999 points

It turns out that four units is enough for Power, though destroying five doesn't hurt if you can help it.

I could have done the HQ capture a day earlier - Drake ended up building a battleship from his north port instead of his south - but I ended up needing to stall to get the Power score because he only dropped off one unit on my HQ island. Actually, it was a little accidental that I stalled for a day - I forgot to move my lander on one turn. Not that it made a difference. Did I mention this map is a joke?

This should be easier with everyone else, since they can use rockets to help with Power. Kanbei's prices shouldn't even be much of a factor.
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Post by DTaeKim » Thu Nov 29, 2007 6:49 am

Pivot Isle - Andy - 8 days - 999 pts
Pivot Isle - Nell - 8 days - 999 pts
Pivot Isle - Max - 8 days - 999 pts
Pivot Isle - Sami - 8 days - 999 pts
Pivot Isle - Olaf - 8 days - 999 pts
Pivot Isle - Sonja - 8 days - 999 pts
Pivot Isle - Eagle - 8 days - 999 pts
Pivot Isle - Drake - 8 days - 999 pts

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Dragon Fogel
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Post by Dragon Fogel » Thu Nov 29, 2007 9:02 am

Image

I improvised a bit, since I got different AI movement from what I was used to. I'm not sure if I would have been able to pull this particular setup off without the healing from Hyper Repair.

Image
Image
Image

As you can see, I ended up sending a fighter to Olaf's airports, as he had a B-Copter there on Day 11, and I was in range to attack it. Since I had a fighter there, I decided to destroy the T-Copter that turn so it would be rebuilt.

It took a little messing around to finish everything off, but I managed. Four COs to go here.
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Post by DTaeKim » Thu Nov 29, 2007 9:05 am

Pivot Isle - Kanbei - 12 days - 999 pts

I blasted my way through Eagle's forces to his HQ.
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Dragon Fogel
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Post by Dragon Fogel » Thu Nov 29, 2007 7:45 pm

Image

That's another one down. Drake, Eagle, and Nell remain.

It was nice not being slowed down by Blizzard for once. I actually ended up using my CO power on Day 11 instead of Day 12, AI Olaf had just used his Blizzard and I needed the extra attack.

Image
Image

My mechs got hit by battle copters more than usual, but fortunately the AI only built a rocket on the last turn, so it worked out.

I also have a fighter at Olaf's airport again, but he hasn't built anything there this time.

I think I'll do Drake next. He seems like he'll have the fewest options (can't use a fighter to attack Olaf's airports late in the map), so I may as well get him out of the way.
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Don't call me "Dragon".

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Post by samurai goroh » Fri Nov 30, 2007 6:08 am

Dragon Fogel wrote:Okay, here's the strategy for those foolhardy souls who want to try this for themselves.

Let me know if I made any major mistakes or omissions.
Ok, I was trying the strat for Nell (since her record isn't done yet) & it seems that you mention in day 5 it would be good if the Copter moves to the HQ, but you don't mention what you do with the Anti Air regardless of if you got that position or not. My guess is that you destroy it if it didn't went there, but if not?

Also, I got a little confused on the captures on day 7, but that was just probably me not reading right :P Oh, you don't mention when/if the APCs are destroyed with the Md Tank, but I guess they are.

I'll give it another try later when my questions are clear :P

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Dragon Fogel
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Post by Dragon Fogel » Fri Nov 30, 2007 6:47 am

The anti-air destroys the copter if it's there. If not, then the only important thing is that you not have it on the north base. If the north base is blocked, then Olaf won't drop his infantry on it and will go for capturing a city over the base.

As a sidenote, for the Grit strategy, the copter must NOT move into the corner between the north and east bases. You need to build three infantry for capturing purposes on that turn, and if the copter moves into that corner, you'll have to block the north base to destroy it.

The first APC is destroyed by the enemy Mid Tank, then the other two are attacked by the Mid Tank and tank, then joined on the next day and used as a distraction. What it should distract is going to vary, but usually I try to have it in range of the tank and anti-air, out of range of the indirects, and not slowing down the Mid Tank's retreat path.

I should note that Day 8 is when things start to get really variable. What I have written down is mostly for the movement I got with Sonja. It was quite different for Andy and Olaf. Looking at it now, it's more of a "battle log" than a strategy, but it's about the best I can do.

So basically, experimentation on the last few days is needed, but there's more than one way to pull off the win, and naturally some COs will have different options open to them. In your case, Nell's luck should make the last turn fairly easy for you - you aren't likely to be screwed over because you can't get quite enough damage out, at least.
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Post by Dragon Fogel » Fri Nov 30, 2007 11:33 am

Image

I decided not to bother with a fighter. The main reason to build one is so that you have the option of hitting Olaf's airports at the very end, but Drake can't pull that off - unless he uses his CO power and Olaf's has worn off, but that's only a one-shot. More trouble than it's worth, really. So instead I built an extra tank and anti-air.

Image
Image

Nothing hard about cleaning up here. Especially as this is *before* using Tsunami.

Just Eagle and Nell to go now. I'll do Eagle next, then Nell if samurai goroh hasn't finished his run.
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Post by Dragon Fogel » Fri Nov 30, 2007 1:29 pm

samurai goroh - I should note three key things I've found that make it much easier to pull off the rout. I've mentioned them before, but they were kind of buried in that post, so I'll reiterate them here in case that helps.

Point 1: Get Olaf's Mid Tank to retreat on Day 8.

If you're capable of getting it to 2 HP on Day 7, either hold off or move your units so that it needs an extra day to get to a base.

Doing this greatly reduces the chance that Olaf will build another Mid Tank, while getting the first one out of your hair. You don't want it to start retreating on Day 7, though, because this interferes with the next point and makes it harder to destroy the Mid Tank on the last day.

Point 2: Olaf should build a bomber on his Day 9 turn.

Destroy either his transport copter or battle copter, but not both. If you destroy neither, he builds the bomber early; if you destroy both, he won't build it at all.

Bombers are expensive, but easily destroyed, and a Day 9 bomber will only be able to get off one attack (build an APC on Day 11 to take the hit). Use missiles or a fighter to destroy it, depending on what's feasible. If you're using Nell, an anti-air should be enough.

Point 3: Olaf should only build ground units from the bases you let him have, and you should destroy them immediately.

This is fairly self-explanatory. If you can keep doing this, you'll be able to finish off the units he has in that area on the last turn with little trouble. The infantry can prove annoying if Olaf uses Blizzard, though.


I've found these three things are critical to making the map easier. Max didn't really need to worry too much about any of them, and Grit could handle a rebuilt Mid Tank, but everyone else I've done has relied on all of these points working out. That's not the whole of it, but these are the most critical things.

Another point, you do *not* want to destroy infantry. This makes Olaf build a mech to replace it, which usually just means you'll have a harder time pulling off the rout.
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WWN's War Room High Scores: http://www.celestialbridge.net/fogel/aw ... scores.txt
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Post by samurai goroh » Fri Nov 30, 2007 3:48 pm

Well, I got carried away with Nell's luck & destroyed lots of units by day 10, so he built some at his base on his turn :(. The problem was that he had 2 artillery & 1 Rocket, so I had to go back, but instead went to kill them along with the Tank & 2 Infantry.

I already got the feel of the strat, so it won't be hard to do it again... And thanks for the pointers, I'll should take note :)

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Post by DTaeKim » Fri Nov 30, 2007 4:33 pm

Twin Isle - Nell - 12 days - 999 pts
Twin Isle - Grit - 11 days - 999 pts
Twin Isle - Sonja - 11 days - 999 pts
Twin Isle - Olaf - 12 days - 999 pts

I'm trying to figure out a reliable strategy. So far, the only thing I managed was a day 3 APC build.
Last edited by DTaeKim on Fri Nov 30, 2007 5:09 pm, edited 1 time in total.
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Dragon Fogel
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Post by Dragon Fogel » Fri Nov 30, 2007 5:05 pm

Good luck when you get to Kanbei on that one.

Though at least you get a nice 20 days, so it should be within the realm of possibility.

I'll probably polish off Egg Islands once Land's End is done, that map will only take about a day or two. No detailed strategy is needed, really, just send a loaded lander to Drake's HQ and build whatever you think will help you get full Power.
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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

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DTaeKim
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Post by DTaeKim » Fri Nov 30, 2007 5:14 pm

Twin Isle - Andy - 11 days - 999 pts

A perfect guide is impossible, but a general strategy can be found. Basically, you distract Kanbei with forces and a APC on the western front while a loaded APC sneaks by the eastern front.

EDIT: Twin Isle - Drake - 11 days - 999 pts
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onewaystreet

Post by onewaystreet » Sat Dec 01, 2007 12:43 am

I could never even beat Twin Isle, much less 999-point it.

Nice job!

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Post by DTaeKim » Sat Dec 01, 2007 1:37 am

Twin Isle - Max - 12 days - 999 pts
Twin Isle - Eagle - 12 days - 999 pts
Twin Isle - Kanbei - 12 days - 999 pts

It took a lot of AI manipulation (and an APC bait), but Kanbei did match the other COs.
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Post by CO_Frosty » Sat Dec 01, 2007 3:06 am

You people really like these projects, don't you? lol.

I am not a good War Room player, but I think I can lend you some help with the dead easy maps <_<.


Toil Ferry - Max - 15 days - 999
Mial's Hope - Max - 13 days - 999

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Dragon Fogel
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Post by Dragon Fogel » Sat Dec 01, 2007 4:01 am

With Land's End definitely doable, I think it's pretty clear Ridge Island is the biggest issue now. No other War Room map in all three games has a single-digit turn limit.

Aside from that, I see the most annoying ones being the maps with tight time limits *and* a layout that makes it tough to get Power in that time. The big three here are Bounty River, Dire Range, and Terra Maw.

Bounty River will be the easiest of the three to finish in the time limit - the hardest part is dropping the APC on the shore north of your HQ fast enough. After that, though, there's a good chance that you can just zip to the HQ with no interference whatsoever. However, it's probably going to be the hardest to get Power on.

Terra Maw will probably be the easiest to meet Power on, since Sonja actually sends some units after you by land, but actually capturing the HQ will probably require more luck than the other two maps.

Then there's Dire Range. Winning in 13 days doesn't seem implausible, but you might need to destroy four units for Power, which is going to take a lot more work. Still doesn't seem as daunting as what you'll have to do for Bounty River, though.

Note that I said most annoying, not necessarily hardest. Most of the other "hard" maps won't take too much effort to do again once a strategy is worked out (well, Rivers Four might, but that's about all I can think of), but these ones will be just as annoying to do a second or third time.
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Don't call me "Dragon".

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DTaeKim
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Location: In your base, killing your d00ds

Post by DTaeKim » Sat Dec 01, 2007 4:45 am

This guide is probably my shortest D2D guide because of the utter randomness involved. The general strategies should help more than the actual D2D.

Twin Isle Guide
Recommended CO: Anybody
Opponent: Kanbei
Speed Requirement: 20 days
Points: 999pt S-rank
Days: 11-12

Overview: Distract Kanbei’s units while you sneak a loaded APC to his HQ. Kanbei’s movement is random, which makes an exact D2D impossible. The only important movement is the APC, while the rest of the movement is left at your discretion. Save frequently. The technique score is the most difficult to obtain, because you can only lose two units and one of those two units is likely to be your unloaded APC that serves as bait once the Infantry is unloaded. Only two units need to be destroyed, which makes the power score obtainable. Join your wounded Infantry with healthy Infantry constantly to avoid ruining your score.

Kanbei cannot follow this walkthrough exactly because of his increased deployment costs, but the idea remains the same. He simply deploys his APC one day later, but he needs more favorable movement to pull off the capture in 12 days. Sami is the best CO for this map, but a faster straregy exists for her which is not detailed in this guide. Any CO not named Max will probably have an easier time because indirect units make it easier

Day 1:

- Build Infantry in both bases.

Day 2:

- Move northern Infantry 2E and begin capturing neutral city.
- Move southern Infantry 1E 2S and begin capturing neutral city.
- Build Infantry in both bases.

Day 3:

- Finish capturing neutral cities.
- Move northern Infantry 1N 2E.
- Move southern Infantry 2N 1E.
- Build APC in northern base. If Kanbei, build Infantry in both bases.

Day 4:

- Save here.
- Move APC 1N 5E.
- Move southern Infantry 1E and begin capturing neutral city.
- Move all northern Infantry 2E 1N.
- Build Infantry in both bases. If Kanbei, build APC in northern base.

Kanbei Day 4:

- It is HIGHLY recommended his Tanks move as far west as possible.
- Kanbei MUST build his Md. Tank in the southwest base.

Day 5:

- If the above happens, save here.
- Finish capturing neutral city.
- Move both northern Infantry 3E and begin capturing neutral cities.
- Load remaining northern Infantry into APC and move APC 6E.
- Move northern base Infantry 2E.
- Move southern base Infantry 2W 1S and begin capturing neutral city.

This concludes the detailed walkthrough. Follow the strategies below to maximize the chances of earning the perfect S-rank.

Every day, move the APC towards Kanbei’s HQ as far as you can without entering his attack range. The APC must be in position to drop the Infantry on day 9 because Kanbei is scripted to build a Tank on day 12, which is the final day to finish the capture.

The more units Kanbei sends to your HQ area, the better your chances of capturing Kanbei’s HQ. You can lure his units to the northwest by placing an Infantry or two in the range of his Tanks.

Kanbei should continue to produce Md. Tanks, Rockets, and the like from the two southwestern bases. This is the reason why the HQ capture is possible in the first place.

Continue to capture more neutral properties and build at least one Infantry every turn. You should have two Artillery units and maybe a couple of Tanks to help with the power score.

Maintain an Infantry wall south of the two cities east of your northern base. A Kanbei Tank cannot OHKO your Infantry on a road and a Kanbei Md. Tank cannot OHKO your Infantry on a city. Remember that an Infantry on inferior terrain will draw fire first and a Tank will move before a Md. Tank.

If Kanbei brings his Rockets in range of your Infantry, do not hesitate to retreat. As long as you keep your Infantry on cities or mountains, he cannot hurt your technique score. On the other hand, if you need those Rocket units to stay put, keep the Infantry there and join when necessary.

You only need to destroy two Kanbei units, because Kanbei prefers to build high-tech units. Do not destroy any of them until the final day. This decreases the chances of Kanbei building a unit near his HQ.

If Kanbei has no direct units in range of the area south of the six central cities, your APC is home free. On the other hand, if Kanbei can attack your APC with one Tank, check to see if you can move to the square 2W 1N of Kanbei’s northeastern base. If Kanbei can only attack your APC with one Tank, a 12-day capture is possible by dropping the Infantry south onto the mountain. The Tank will attack the APC, and with luck, ignore the Infantry once the APC is destroyed.
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DTaeKim
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Location: In your base, killing your d00ds

Post by DTaeKim » Sat Dec 01, 2007 4:55 am

So much for Ridge Island.

Ridge Island - Sonja - 8 days - 999 pts
Ridge Island - Eagle - 8 days - 999 pts

APC and Infantry distraction keeps Grit's indirect units occupied. It was a four-day capture though.
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Dragon Fogel
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Post by Dragon Fogel » Sat Dec 01, 2007 5:28 am

If you can manage Kanbei on Ridge Island, I'll be pretty much 100% convinced we can do this.

Heck, we might even finish by the end of the year.

Anyways, I finally got the right early AI movement for Eagle on Land's End, so I should have that score later today.
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

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DTaeKim
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Post by DTaeKim » Sat Dec 01, 2007 5:47 am

Ridge Island - Drake - 8 days - 999 pts
Ridge Island - Nell - 8 days - 999 pts
Ridge Island - Andy - 9 days - 999 pts
Ridge Island - Max - 8 days - 999 pts
Ridge Island - Olaf - 8 days - 999 pts
Ridge Island - Grit - 8 days - 999 pts
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Dragon Fogel
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Post by Dragon Fogel » Sat Dec 01, 2007 7:29 am

Image

Yes, 11. I did an insane amount of messing around to get everything with Lightning Strike. Fortunately, Fighter vs. Bomber is 92%, so there's a chance of a one-hit kill.

Give me a few minutes and I'll have some screenshots together.

Edit: Okay, screenshots. I wasn't really expecting this to work, so I had to retrace my steps a bit, but here we go.

First, the start of the turn. These are *all* the units Olaf has out.

Image Image

(edit - I just noticed I'd left the 6 HP tank out of the screenshot, so I took another one. There's a recon being partially covered up by the terrain display - I decided it was more visible there than the fighter was.)

This is different from what it usually is because I got different movement with the Mid Tank earlier and it didn't attack on Day 6.

Next, here's the setup with Lightning Strike.

Image Image

It should be fairly obvious how I got to here. Now to finish it - note that several of these attacks require luck damage in order to succeed.

Screenshot 1: Destroy the bomber with the fighter, the anti-air with the full HP tank, the infantry with the anti-air, the artillery with the 9 HP tank.

Screenshot 2: Let's start on the north side. Destroy the Mid Tank with your Mid Tank, the anti-air with the full HP tank, and the artillery with the closest recon and 6 HP tank.

Now for the rest. Destroy the 3 HP anti-air with the battle copter from the west. (Hence why the infantry has moved off that mountain.) Destroy the APC with a tank. Destroy the healthy infantry with a tank from the south and the western recon from the west. Destroy the south infantry with the remaining recon. Now destroy the transport copter and last infantry with the nearby infantry.

That was crazy, but it's done now. Just Nell left to go.
Last edited by Dragon Fogel on Sat Dec 01, 2007 12:00 pm, edited 1 time in total.
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

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DTaeKim
Star CO
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Rank: War Room Legend
Location: In your base, killing your d00ds

Post by DTaeKim » Sat Dec 01, 2007 8:27 am

Dragon Fogel wrote:If you can manage Kanbei on Ridge Island, I'll be pretty much 100% convinced we can do this.
After countless save states and reloads, Ridge Island can kiss my ass.

Ridge Island - Kanbei - 9 days - 999 pts

Image

You cannot see it, but the HQ is flashing 2 capture points left. Two APCs lost their lives distracting Grit's units, but the valiant Infantry, joined with his companions, brushed off the Recon assault and pressed onward.

Image

ImageImage

I win!
Last edited by DTaeKim on Sat Dec 01, 2007 8:55 am, edited 1 time in total.
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Dragon Fogel
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Post by Dragon Fogel » Sat Dec 01, 2007 8:37 am

Congratulations! And right at the halfway point, to boot.

This is going to be one fast War Room Project at this rate.

Edit - I just noticed a slight error, you said "distracting Kanbei's units" rather than "Grit's units". I've barely caught that mistake a few times myself.
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

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samurai goroh
Location: Red Canyon hideout

Post by samurai goroh » Sat Dec 01, 2007 8:56 am

Meh, I severy damaged the Tank (on day 8 I think) so he placed it in the base instead of his Md Tank, & the latter went running to the HQ. Didn't noticed this since I blocked the Md tank in order to attack the Tank :P. Also, I missed killing the T-copter as it ran away when it had low fuel, didn't bought a Fighter, so I couldn't kill it. He also created a B-copter on the last day, so I he had 3 units left on the last day :(

Well, I'll have final exams so I can't give it another try for some time. Go ahead if you want Fogel. I already saw that it's possible, just didn't made the right moves :P

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