[AW2(2003) Hard Campaign Redo #1] Border Skirmish (300 S-Rank)
Автор: Rzaney
Загружено: 2021-10-01
Просмотров: 1960
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Previous Time: 9 turns
Bit tricky to figure this one out, and you need a lot of luck for the 300. You can only lose 2 units here, but you also need to tank enough damage for your SCOP to win in 5 turns.
Alternatively, use Sami's COP to get the mech into the forest 2W of the HQ, and try to capture in 2 turns. This is a bit less RNG heavy, but you'll need to hold off on killing some of Flaks' units so he doesn't get his SCOP, and also make sure your copters can damage his indirects enough(and also block any stray tanks he sends back) so your mech can still capture in 2 turns, though it'll be hard to know where his artillery are in the FoW, and your brave little mech might just have capped his last HQ (although I guess Advance Wars soldiers are used to the suicide rushes, huh?).
The big problem that might arise here, AI movement-wise, is when Flak doesn't move both his Anti-Airs into vision range. Generally, as long as you send the B-Copter to the middle-left turn of the river, Flak's Anti-Airs move correctly. They won't move correctly if both your B-Copters move right.
Usually Flak doesn't move his rocket to cover both 1S and 1SW of the artillery hiding in the top woods. If you move your mech 1SW during Flak's better AI movement, it only has to tank the single artillery shot during his SCOP, since the tanks can't reach it, but you're still within 4 spaces of the HQ. If you get lucky, like here, your mech can tank 2 hits if Flak gets a bad luck roll.
As always, remember to like, favorite, and subscribe if you like the content. I'm just posting these for posterity and anyone interested!
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