Single-Player Maps High Scores and Strategy

Talk about the shiny-new post-apocalyptic Advance Wars game here.
User avatar
ALAKTORN
Location: Italy

Re: Single-Player Maps High Scores and Strategy

Post by ALAKTORN » Thu Apr 13, 2017 8:28 am

Been trying to get Fragment Isles 10/450 but now that’s a crumpets record. The map is so stupid, the AI can either build every day next to HQ or never build anything other than the starting 2 Infs and 1 more soldier for the most part, but the manipulation makes no fudge sense and seems to require crumpets Dusters that really don’t help with winning quickly. Bomber can OHKO Plain soldiers but every time you kill one the AI just builds it back, it’s fudge stupid, I have no idea how you’re supposed to capture them both on D10. I once captured Yellow on D10 but I couldn’t even drop at Blue. Getting them both seems so ridiculous, you just don’t have enough strong units to deal even with just the 3 unavoidable soldiers the AI builds, even if you let the Yellow TC load the Inf and the various BCs/Dusters help you out by attacking each other, it’s fudge impossible. On D7 you can have both isles filled with units or only the 3 soldiers on each side, for no apparent fudge reason.

11/434 134P I think I’m on the right track… both Infs were hit to 8HP so I couldn’t win on D10. D1 TC, D2 Duster, D3 Inf + TC, D5 Bomber. Duster moves on HQ and attacks S Inf, then 2S and kills it, TC protects cap 1S. Duster 1S 1W destroys TC. Bomber must move 6sq within the W Yellow Factory to manipulate an AA there. The interactions N with Yellow Infs and Black BC must end so there’s only 1 Yellow Inf with 4 or 5HP, then the Mech is built there (RN 29 works). Blue BC must go attack the Bike and will help around the Yellow HQ for the rest of the game. D6 TC build just to go close Blue Factory on D8. Then I’m not really sure what to do, use Bomber/Duster to kill the soldiers around HQ and block the Factories. COZ Rockets can OHKO Plain soldiers. D6 vid: https://www.youtube.com/watch?v=hmEIiHbbOt4 Oh and the stupid thing is that I’m not using a CO unit, because it wastes too much money.

T14 Fragment Isles 10/450 FUDGE YES BABY!!!! This requires so much luck, oh my god. I’ll try to write a D2D, but it’s gonna be hard.

User avatar
DxDyDzD
Rank: Blue Bomber
Location: War Room

Re: Single-Player Maps High Scores and Strategy

Post by DxDyDzD » Thu Apr 13, 2017 3:42 pm

Awesome. Verified C5 6/450 on console.

Have you done Peril Maze 9/450 yet? Your score on CS is still 10/450.

User avatar
ALAKTORN
Location: Italy

Re: Single-Player Maps High Scores and Strategy

Post by ALAKTORN » Thu Apr 13, 2017 10:09 pm

DxDyDzD wrote:Have you done Peril Maze 9/450 yet? Your score on CS is still 10/450.
No, I want to figure that out myself later on.

T14 Fragment Isles 10/450 D2D. I changed my strategy to remove some of the luck required, but it’s still incredibly random and requires a ton of luck. I’m sure a better strategy is possible… but I cba to bang my head against this anymore. I now allow Lin to build the extra Mech near the HQ and let her TC help bring away an Infantry, because the luck required otherwise is too much coupled with keeping 7HP after Brenner’s Inf attack (0 Luck). Edit: …AI D5 is a complete and utter mess. My new strategy may not be that much better than getting the Mech built away from HQ…

Day 1
- Build T Copter from the southern Airport.

Day 2
- Move T Copter 4E.
- Build Duster from the northern Airport.

Day 3
- Move T Copter 5E.
- Move Duster 8E.
- Build Infantry from the southern Factory.
- Build T Copter from the northern Airport.

Day 4
- Attack southern Infantry from HQ.
- Load Infantry onto T Copter, move T Copter 6N and drop south.
- Move remaining T Copter 6E.
- Save.

Enemy Day 4
- Brenner’s T Copter must move 5S 1W.

Day 5
- Move Duster 2S and destroy Infantry.
- Begin capturing the HQ.
- Move northern T Copter 1S 1E.
- Move remaining T Copter 3E 3N.
- Build Bomber from northern Airport.
- Save.

Enemy Day 5
- Your Infantry must keep 7HP.

Day 6
- Continue capturing the HQ.
- Move wounded T Copter 1W 1N.
- Move remaining T Copter 1E.
- Save.
- Move Duster 1W 1S and destroy T Copter.
- Move Bomber 4N 3E.
- Build T Copter from northern Airport.
- Save.

Enemy Day 6
- Isabella’s Duster must attack Brenner’s Infantry and her B Copter must attack Lin’s Bike from east.
- Lin must move her T Copter 6E. She must also not move a wounded Infantry on top of a Factory. If this doesn’t happen, you might have to restart the map.

Day 7
- Finish capturing the HQ.
- Build 2 Infantry from the newly captured Factories.
- Destroy Infantry from the north with Bomber.
- Attack the other Infantry with Duster from the Factory.
- Load CO onto newly built T Copter and move 6E.
- Save.

Enemy Day 7
- Isabella’s B Copter must destroy Bike without moving and the Duster must attack Infantry.
- Lin must attack Isabella’s B Copter with Infantry, load the other Infantry onto T Copter, and build a Bike near the HQ.

Day 8
- Move Duster 2E 1N and destroy Infantry.
- Move CO T Copter 6N.
- Destroy Mech with Bomber.
- Load both Infantry onto T Copters.
- Move northern T Copter 2N 2W and drop north.
- Move remaining T Copter 3N 3E and drop east.
- Build Rockets from the eastern Factory next to your HQ.
- Save.

Enemy Day 8
- Your Infantry must keep full HP.

Day 9
- Move CO T Copter 1N 5E.
- Save.
- If Bike is in range, destroy it with Rockets.
- Move Bomber 7E and destroy Mech.
- Begin capturing both HQs.
- Move Duster 1S 6E and destroy Infantry if available.
- Move low HP T Copter 1N 1E.

Day 10
- Finish capturing both HQs.

Attacks (worst case scenario):
50% 52% +100
94% +100
104% +100
54% 50% +100
114% +100
94% +100
43% +100
=
150.777…P

I didn’t mention it because I think it might not change anything, but Lin builds the Mech near the HQ in this D2D. She can build it N very very rarely, but I don’t think that affects anything…

Edit: Finally got it on DS, took over an hour. This map is insane. On D5 there are a lot of things that must go well, but I don’t know what they are, so I only listed what must happen on D6 (what happens is probably consistent and relies on how D5 went).
Last edited by ALAKTORN on Mon Apr 17, 2017 2:16 am, edited 1 time in total.

User avatar
ALAKTORN
Location: Italy

Re: Single-Player Maps High Scores and Strategy

Post by ALAKTORN » Mon Apr 17, 2017 1:52 am

While sleeping last night I noticed what a stupid mistake I made in my Fragment Isles D2D. You don’t need to keep 7HP… just attack E Infantry first then S Infantry and let them be at 5HP each. You drop 1N instead of 1S and need Brenner to have 1 single wounded Inf next to HQ, so you can shield with TCs. That way capping Brenner is easy, you’ll need more moves to max Power but it makes reproducibility so much better. Edit: Just tested this and got Mech built N, it didn’t work… Looks like no Infantry moves S of HQ so Isabella’s Duster attacks me instead… in my video where it works the Duster retreated but that’s RNG I guess.

GipFace
Rank: Lord of Children Games

Re: Single-Player Maps High Scores and Strategy

Post by GipFace » Fri Apr 21, 2017 10:37 am

OK dxdydzd get 'er done. Massive luck required like most of these silly high scores.

C2 A Single Life 4/419 D2D (120S 149P 150T)

D1
Inf 1S
Tank 2E
Arty 2E

AI D1
Inf must go 1S1W and attack tank. Tank must have 10hp remaining.

D2
Arty KO 6hp recon (171P)
Inf 1N1E

AI D2
Inf must go 1S and wait.

D3
Arty KO 8HP recon (172P)
Tank 1S KO 4hp inf (172P)
Inf 2N

AI D3
7hp tank attack inf: 43-48%. Tank must only deal 43%-44%. 6hp inf counters 2-7%. Inf must deal at least 4%.

D4
Arty KO 7hp tank (157P)
Tank 2N1E attack bike (73P). Bike must have 3hp remaining. Ideally the tank should deal 78%-79%.
Inf 1E

AI D4
3hp bike attacks inf: 15-17%. Inf must be at 5hp. Inf counters 22-27% and KOs.

Power: 745 / 5 = 149

User avatar
DxDyDzD
Rank: Blue Bomber
Location: War Room

Re: Single-Player Maps High Scores and Strategy

Post by DxDyDzD » Mon May 01, 2017 3:53 am

Pentagram 6/445, so close :(
Cheats:
0x0214BFA8 12: max damage, min counter
0x0214BFA8 65: min damage, max counter

D1
turn on max damage, min counter
BCop 3S3E, attack meteor
Md 1N 3W, attack meteor
Art 1S1E
W Mech 2E
Tank 1N 1W
S Mech 1N

AI D1: caps your city, attacks your Mechs with Infs (7-6, 7-7)

D2
BCop 1S4W, attack Tank (58)
CO Art, destroy plains Inf (226)
Tank 2S1E, destroy Inf (175)
Md 1S2E, destroy Inf (197)
move Mechs onto cities

D3
BCop destroy Tank (162)
Tank 3S1E, attack meteor
CO Art 2N
Md Tank attack meteor
9HP Mech 1S1E
10HP Mech 2E
turn on min damage, max counter

AI D3: attacks your city Mech with Inf from plains, loses 6-7

D4
turn on max damage, min counter
Art attack War Tank (47), should get +1 zone
BCop attack Tank (60)
Tank 1N1W
Mountain Mech 2N, destroy Inf (170)
Other Mech 1E
Move Md Tank onto city
turn on min damage, max counter

AI D4: attacks your Mech with Antitank, 10-5. If the Mech has 4HP, the Md doesn't attack your Md.
attacks your Tank with Tank, 7-6
*2-3 frames before the reticule disappears, turn on max damage, min counter to make the Inf attack your Tank. This should not change the Tank-Tank outcome.
*while the Inf is attacking your Tank, turn on min damage, max counter
attacks your Tank with Inf, 6-6
attacks your Md with Md, loses 5-7

D5
turn on max damage, min counter
BCop destroy Tank (158)
Art destroy War Tank (149)
Md destroy Md (162)
9HP Mech 1N1E, attack Antitank (44)
Join Mech
turn on min damage, max counter

AI D5: attacks your Tank with Tank, 5-3
caps your HQ with 6HP Inf
Antitank retreats onto city

D6
CO Art destroy Mech (205)
Md Tank 1E, destroy Inf (201)
BCop destroy Tank (165)
Mech destroy Antitank (151)

1130 damage, 12 kills, 16 attacks

Screenshots
Hidden Text
Image Image Image
Image Image
old strat, 6/442
Hidden Text
D1
turn on max damage, min counter
BCop 4S1W, attack Tank (58)
Md 1N 3W, attack meteor
Art 1S1E
W Mech 2E
Tank 1N 1W
S Mech 1N

AI D1: caps your city, attacks your Mechs with Infs (7-6, 7-7). If it loses the first attack 6-7, the NW Inf attacks the Mech instead of capping your city.

D2
BCop destroy Tank (162)
CO Art, destroy plains Inf (226)
Tank 2S1E, destroy Inf (175)
Md 1S2E, destroy Inf (197)
move Mechs onto cities

D3
BCop attack Tank (60)
Tank 3S1E, attack meteor
CO Art 2N
Md Tank attack meteor
9HP Mech 1S1E
10HP Mech 2E
turn on min damage, max counter

AI D3: attacks your city Mech with Inf from plains, loses 6-7

D4
turn on max damage, min counter
Art attack War Tank (47), should get +1 zone
BCop destroy Tank (158)
Tank destroy meteor
Mountain Mech 2N, destroy Inf (170)
Other Mech 1E
Move Md Tank onto city
turn on min damage, max counter

AI D4: attacks your Md with Md, loses 5-7
attacks your Tank with Tank, 7-5
attacks your Mech with Antitank, 10-5

D5
turn on max damage, min counter
BCop 5E, destroy Tank (164)
Tank 1N (this blocks the path to your HQ and makes the Inf attack Tank)
Art destroy Md (163)
Md 1N1W
9HP Mech 1N1E, attack Antitank (44)
Join Mech
turn on min damage, max counter

AI D5: attacks your Tank with Inf, 6-5
turn on max damage, min counter to get Mech to attack Md
when Mech attacks Md, turn on min damage, max counter to make it lose 2-8
Antitank retreats onto city

D6
CO Art destroy War Tank (149)
Md Tank destroy Mech (184)
BCop destroy Inf (176)
Mech destroy Antitank (151)

User avatar
DxDyDzD
Rank: Blue Bomber
Location: War Room

Re: Single-Player Maps High Scores and Strategy

Post by DxDyDzD » Sat May 13, 2017 11:18 pm

C20 9/443
I had cheats on while doing this, so I don't know how hard it is to get for real.

D1
Cap base and airport
Inf far N, Bike + Mech far S

D2
Cap base and airport
Cap cities w/ Inf and Bike
Mech 2S
AA 4S

ED2
Duster attack Inf, 10-6
Bcop and Duster attack Bike, 2hp left (?). Bcop must attack from E (?)

D3
Cap cities
10HP Mech 2S, cap city
Build Fighter
AA 2N 3E
Mech 1N 1W

ED3
BCop attack Tank from S (?)
Duster attack N Inf
Bomber attack capping Mech

D4
CO Fighter, 2S 2E
Build TCop, load Inf
Bike 1N 2E
N Inf 3W
2HP Mech 2N
1HP Mech 1N 1E
AA 1S 1E

ED4
BCop attack Bike, 10-4
BCop attack Inf from S
Duster destroy Inf from E
Yellow Tank destroy blue Tank from E

D5
Bike 1S 2W
Fighter destroy Bcop from E
AA destroy TCop from S
TCop 2S 4E, drop E
1HP Mech 1S
2HP Mech 1E

ED5
Blue AA destroy Inf
Blue AA hit Duster to 2HP (?)

D6
1HP Mech 2E, join 2HP to it
Load Inf, TCop 6E
Bike 1S3E, cap city
Fighter destroy TCop from W
AA destroy Mech from W

ED6
Blue AA destroy Bike
Blue Tank attack Antitank
Yellow Tank attack blue AA

D7
Mech 1S 1E
Bike 1N 3W
Fighter 4N, destroy TCop
AA 2N, destroy Mech on road
TCop 1N 4E, drop E

ED7
Yellow Duster should attack blue Tank, not suicide on Fighter

D8
Cap HQ
Bike and Mech 1S
Fighter 1S 1E
AA 2S 2E, destroy Mech
TCop 2N

ED8
Only Fighter should die
Yellow builds Inf, Mech, TCop

D9
Cap HQ

User avatar
ALAKTORN
Location: Italy

Re: Single-Player Maps High Scores and Strategy

Post by ALAKTORN » Mon Dec 11, 2017 11:49 am

Been trying C22 8/446. Looked easy enough, AI loves suiciding into the bomb. Nope, it’s impossible. I have no idea what STL was doing. On D1 you can get Fighter ×2, Bomber, Tank inside bomb. On D2 I’m getting Arty + WT (+ 5HP Tank & Bomber). On D3 I have no idea what to do. STL says both WTs go into bomb, but I can’t do it while having good movement with my units. I can get Fighter (baited by mine), and Bomber if I’m lucky (it’s RNG). I’ve had the AI build D3 WT S which would probably be nice (it’s − 1 AA) but can’t replicate it well (maybe Fighters need to be gone…). I’m building D1 Tank, D3 Bomber, D4 Bomber (after AI Fighter attacks mine 7–5 and I join), but it’s not enough money for COing D3 Bomber. I’m COing D4. If I join Mechs I can also make a D6 Bomber, but I’m not sure if that really helps (destroying the Missiles by D6 may be a problem). I’ve basically never once destroyed a HQ unit by D8… I don’t understand.

failure D8: https://cdn.discordapp.com/attachments/ ... /image.png
D4 without moving my land on D3: https://cdn.discordapp.com/attachments/ ... /image.png (Fighter can go into bomb but doesn’t actually matter for OHKO)
another failure D8: https://cdn.discordapp.com/attachments/ ... /image.png

Edit: Oh yeah the AI movement is basically all about the BC (Fighters try to hit it D1, land stays out of range) and the Fighters (for Bomber/Fighter moves).

Edit: https://cdn.discordapp.com/attachments/ ... /image.png
LOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOL I’M NOT EVEN CLOSE. 10/405 133S 137P 135T rout. D1 Tank, D3 Bomber, D4 Bomber (join 10HP Fighter with 5HP one), D5 CO into it, D6 Bomber (join 10HP Mech with 5HP one), D7 B-Copter.

I feel like I’m doing something fundamentally wrong, but I can’t see it. It’s like going through the S path around the bomb is not good enough, but I really don’t see how you could go through N, especially while still baiting half of Penny’s army into it.

This was D7: https://cdn.discordapp.com/attachments/ ... /image.png
My comments on D7:
“looking better, completely different strategy from STL from what I can tell by what he said
I joined Mechs on D6 to build N Bomber
blocked S AA with Tank, stopping the AI from building a CO entirely
N Factory was blocked off by his own 1HP Tank on D6
Penny never been in play
I was thinking of joining Fighters on D5 to make a D5 Bomber too, but probably unnecessary considering it’d be S Airport and I need to CO on D5 anyway…
though that D4 CO Bomber ended up doing literally nothing all the way up to D7”
Looking at this I felt confident I had a good strategy (what with not having to rout an extra COU War Tank and having an extra Bomber in play) but it ended up not achieving anything anyway.

Edit: https://cdn.discordapp.com/attachments/ ... /image.png
Sacrificing the BC gives the D3 STL talks about… with both WTs in bomb…

Edit: https://cdn.discordapp.com/attachments/ ... /image.png
Some other random attempt using CO Tank and joining Fighters D3 (D2 put in bomb). You can get tons of money but it’s all fudge useless… the AI has too many fudge units, you can’t break through quickly and effectively… fudge indirects all over Wood and crumpets, War Tanks and Tanks, Bombers…

User avatar
-STL-

Re: Single-Player Maps High Scores and Strategy

Post by -STL- » Fri Sep 21, 2018 7:14 am

After a long time without playing AW, I picked this game up again.
I replayed a ton of missions and want to give a final overview on Campaign missions, that can potentially be improved.
I will group them in 3 categories given how likely an improvement is:
- Red for only a theoretical (but no practical) chance
- Yellow for a small chance / only few things left to explore in the mission
- Green for a good chance / several things left to explore in the mission

C5 6/450
This only deserves a short mention, because it's possible to win in 5 days and the AI starts with enough units for 150T.
However there are 2 Tanks stationary near his HQ (IIRC it was possible to get 1 of them moving, but the other one certainly won't move unless it can attack something), which means you must use a unit as decoy.
So for a 5 day (or 6 day) win you have to lose a unit, making the maximum 5/448.

C6 9/433 (133T)
This score can be improved if we allow the AI to capture the base. We can even build a unit and get perfect Tech, if the AI builds 4.
We can't build an Anti-Tank though, because that is only available after the first wave is cleared.
The earliest the AI can capture the base is D6, then it could build on D7-D10 and we would finish on D11 with 138S.
If all of that is doable with 150P is questionable though.

C7 4/408 (108T)
We are building a Recon, but we already start with one. That one is used only to lure the Enemy Tank on Day 1, so that we get a clean kill on Day 2 on it. It feels like there should be a way to get this score without building the Recon, but it just doesn't seem to be there.

C8 7/436 (136S)
Improving this score would require 6 AI builds in 6 days. The AI starts without bases though and is very stubborn on D3 + D4 to build a Flare (or a Recon if he has less than 5000G). I don't think it's possible to make it build 2 units on both D3 and D4 even if you could build/lose/delete any unit and move any way you want. If you get 2 units of 1 of those days, it would still require 3 builds just on D5 and I don't really see that happening.

C10 7/439 (139T)
439 is already a very good score (2 more AI units than the existing D2D on the main site / FAQ), but there's several ways to improve it:
- avoid losing the eastern Inf on Day 1
- get the AI to build 1 more unit on the first 6 days
- get the AI to build 3 units on Day 7 for a perfect Tech with 8/442

C13 7/448 (148T)
Perfect Tech requires the AI to build 9 units total. So 3 sea units / seaplanes besides a land unit each day. I've gotten the AI to build the required amount of units, but only in tries where I destroyed a loaded Gunboat and/or Lander. There has to be a way to get the 450.

C14 7/450
I posted a D2D for 6/445.
Noteworthy is Day 2, where he only builds a single Seaplane. Sadly we cant influence the AI that early. You can attack the Tank on D1 with Rockets to force a repair. I got Recon + Lander built, but you have to move the Rockets D1-D3 to destroy the meteor D4 for the 6 day win.
The 450 could be achieved by making the AI build 3 units on D3, D4 or D5. (It currently builds 2 each)

C16 7/450
6/450 would require him to build 2 units each day. (There are 2 days where he only builds 1 unit)
Also a 6 day capture with perfect Power and without losing a unit is much harder than a 7 day one.
It's likely impossible, but hasn't been tried.

C20 10/450
I will give this and the 3 next missions mentioned a green status, because they haven't been played much.
I'm not sure what the current best score for 9 days is, Dxdydzd wrote about a 443 a few posts above.
No idea if 9/450 is possible or not. I think swifty is the only one who played for and achieved a 450 here.

C21 8/446 (146S)
swifty had 7/445 (145T).

C23 9/440 (140S)
8/442 would be the theoretical maximum. See this for more info.

C25 12/442 (142S)
I think a perfect 11 day win is certainly possible, maybe even 10 days.
Last edited by -STL- on Sun Sep 23, 2018 1:14 pm, edited 2 times in total.

User avatar
ALAKTORN
Location: Italy

Re: Single-Player Maps High Scores and Strategy

Post by ALAKTORN » Sat Sep 22, 2018 7:34 am

^DUDE WHERE HAVE YOU BEEN. Get on Discord or something. Did you see that I found a version difference between EUR and USA AWDS?
viewtopic.php?f=12&t=10692&start=40#p413471
Also did you see all the new records DxD and I got in AWDS Campaign? Most notably I got NC Means to an End 6/300 and HC Pincer Strike 2/300.

Your C14 6/445 link is wrong by the way.

User avatar
-STL-

Re: Single-Player Maps High Scores and Strategy

Post by -STL- » Sun Sep 23, 2018 4:21 am

Fixed the C14 link.

I've read a few topics. I looked at fidel's AWDS perfect scores and was confused about the version difference note. The only one i remembered was the 2,0 partner skills glitch, didn't that give Kita 2.0 6/300 in JPN?
Afterwards I saw your stuff and found it hard to believe. :D Shouldn't that be a factor in many maps and maybe even give new WR scores? Pretty crazy, but I guess we all played on EUR.

AWDS Campaign was always akward though, really hated, that you couldn't select a mission after beating it.

I also saw the topic from DxD about DoR AI behavior, it was very interesting. However I don't think it has anything new, that can be applied to Campaign to improve a record.
Manipulating the AI can be weird in this game. For example I looked a bit at C10, on Day 2 to get him to build T-Cop and Inf, his Tank had to attack mine. If I used another unit to make his Tank move in the same spot he just built the T-Cop. (I mean there's surely other ways to get him bulld T-Cop + Inf, this is just an example.)

Checked WWN's discord, but you aren't there, just send me a PM with a server to meet.

User avatar
-STL-

Re: Single-Player Maps High Scores and Strategy

Post by -STL- » Mon Sep 24, 2018 6:26 am

C14 6/450

The improvement came from preventing a "lock on" on an Airport, something DxDyDzD also mentions in the AI topic.
The AI Mech + T-Copter try to go to the SE Airport with a second choice being my HQ. I moved Missiles and Inf on my HQ and the SE airport, which made him drop his Mech north on Day 4 already. That allowed me to destroy the T-Copter unloaded and get the 3 required enemy builts on Day 5 for a perfect Technique score.
The strategy had to be slightly changed, because he only built 3 units, if my B-Cops didn't go too much north (above his southern Base).
Another thing to mention is that the "lock on" seems to be finalized when the Mech is loaded. Even when i deleted my Inf and Missiles on Day 4, he still dropped in the northen area.

User avatar
ALAKTORN
Location: Italy

Re: Single-Player Maps High Scores and Strategy

Post by ALAKTORN » Mon Sep 24, 2018 12:55 pm

Nice job! I never tried that map seriously myself for a 450. Really interesting that understanding the capture lock quirk of the AI gave the improvement.

User avatar
DxDyDzD
Rank: Blue Bomber
Location: War Room

Re: Single-Player Maps High Scores and Strategy

Post by DxDyDzD » Sun Sep 30, 2018 9:27 pm

HOLY crumpets

Image

gonna upload more pics
https://imgur.com/a/7B9JNvJ
D5 Fighter kill BCop, AA kill TCop
D7 FIghter kill BCop, AA kill TCop, Mech kill Inf
ED8 TCop must survive Md + 2 Inf attacks

I had min damage cheat on during the last few days.

User avatar
ALAKTORN
Location: Italy

Re: Single-Player Maps High Scores and Strategy

Post by ALAKTORN » Sun Sep 30, 2018 9:53 pm

YOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

User avatar
-STL-

Re: Single-Player Maps High Scores and Strategy

Post by -STL- » Mon Oct 01, 2018 7:45 pm

Nice job, now C25 is the only map left that hasn't been tried to be maxed out.

Btw heres C14 6/450, the MIssiles movements might not be necessary to get the desired T-Copter drop (and therefore the increased AI builds).
Every kill is required for 150 Power, the brackets consider the worst outcomes, unless I have specified that you must keep a specific HP.

Day 1:
Sub 3W3N, dive
Rockets 2N2E
Art 3N2E
W B-Cop 2N4E
E B-Cop 1N5E
Mech 2N
E Inf 2E
W Inf 1N1W, load into APC, 2N2E
Bike 1E3N
E Tank 3N3E
W Tank 1N5E
MD 1N4E
Missiles 2S3E

Enemy Day 1:
Tank keeps 5HP

Day 2:
Sub 4N
Cruiser 1W1N
Rockets 1N2E
Art 3N2E
W B-Cop 3E2N, destroy Tank (70K)
E B-Cop 4N
Mech 2N
APC 4W1N
S Inf 2S, cap Airport
Bike 2N1W
10HP Tank 3N
MD 3N1W
Missiles 1S1E
(+20)

Enemy Day 2:
Cruiser attacks Cruiser, keep 8HP preferably
MD stays west
Mech attacks B-Cop, keep 9HP

Day 3:
Finish capturing
Sub 2N1E, attack BS, deal 9 damage (80)
Cruiser 3E
Rockets 3N
Art 3N1W
N B-Cop 1W3N
S B-Cop 2W4N
10HP Tank 2N2W, destroy Mech (66K)
Mech 2N
5HP Tank 2N2W
MD 1W4N
Bike 4N
APC 2E4N
(-34)

Enemy Day 3:
Cruiser and BS attack Cruiser, keep 5HP or more
MDs are 1N and 1S of the neutral city

Day 4:
Sub 3S2E, rise
Art and Rockets, destroy Meteor
MD 1N, attack Rockets (75)
10HP B-Cop 2E3N, destroy Rockets (75K)
APC 3W2N
9HP B-Cop 2E
N Tank 4N1E
S Tank 5N1E, join
Bike 3N
Mech 2N, cap City
Missiles 2N3W
(-84)

Enemy Day 4:
Cruiser moves north instead of attacking your Cruiser
MDs are 2E and 3E of the capturing Mech

Day 5:
Sub, dive 3W3N
10HP B-Cop 4S, destroy T-Cop (93K)
APC 1S4E, drop S
9HP B-Cop 3W2N, attack Recon (51)
Tank 2W, destroy Recon (69K)
MD 1W3N, destroy Inf (90K)
Bike 1W4N, cap HQ
Mech 1N1E
Art 2N3W
Rockets 1N
Cruiser 1S
Missiles 4W1S
(-81)

Enemy Day 5:
AA, Inf and T-Cop are built

Day 6:
Missiles 1E
Cruiser 1N, destroy B-Cop (108K)
Rockets, destroy Mech (90K)
Finish capturing HQ

User avatar
DxDyDzD
Rank: Blue Bomber
Location: War Room

Re: Single-Player Maps High Scores and Strategy

Post by DxDyDzD » Sat Oct 06, 2018 2:37 am

C20 9/450 confirmed on console.
c20 console half.png
You do not have the required permissions to view the files attached to this post.

Who is online

Users browsing this forum: Multivac [Bot] and 0 guests