Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Toybox lab map requires 1/100 luck or an extra turn
- actually 1/1600, but it's done
- manip not too painful, but might not extend into two week test
- Do Reclamation first, move recon onto bridge on turn 5, then 2 West on turn 6
- Build inf on turn 4, don't advance rng with APC
- On turn 5, move W inf to mountain, advance RNG 10 times (1C85EF5A), 3 back and forths with the decoy inf.
- yep, need S inf to attack new decoy inf, and need recon to be more defensive
- recon seems 50% 01, 25% 02, 25% 03, need 02
- cannot get good recon ai, 10 frames in a row all give 01, need to get here earlier
- literally one frame off being able to get 02
- Can advance less in reclamation, praise RNGesus
- almost lines up with two week test manip, 2 frames ahead, can probably adjust
- can only get to one ahead, want 01 tank, 01 md tank, 04 art, maybe others
- on day 2, fake move s1e2, then real move se, APC advances on day 4, then on day 5 do 2 forest taps
- can then follow this with sr and ss if that's how the route works out
- Tanks!!! is 5 days LTC, rout, so manip unlikely
- not needed anyway, 5 days seems doable
- might be faster/more consistent to go for 6 though
- Southern mech a bit random unfortunately
- first attempt 1 attack on day 6
- second attempt skipped a silo, 2 attacks on turn 6
- not sure about power on turn 3, damage range to get mds you attack on that turn to merge, normal hit+silo gets them to 1 anyway
- power on turn 3 puts them in repair mode so they join and get blown up by the silo
- can skip the second silo and still win in 5
- Neotanks!? is super easy, can skip 4th silo or 2nd recon
- 1:57 with 4 silos
- 1:57 with 2 recons
- See Dingus
- seems like there's a bad tank ai, manip? Not worth it to hold since we attack the rockets
- 20% for aggressive, can we redirect it?
- yes, hold recon and APC behind neutral city/base
- T minus 15 looks quite long not sure how painful.
- Looks not too bad as long as the APC lives if following dingus video
- APC dies to 7+ luck, I believe this is 24%
- Probably want to save, not feasible to hold manip that far
- andy's bomber is a 90% range against the mech
- do i need to move anything in the bottom third?
- probably stops the bombers bombing the pipe, that seems bad
- nope, if you delete all units there, flak won't move anything there
- messes up power charging though, but can hopefully play around it
- also makes rockets not move, so apc can't bait md tanks
- definitely loses a turn, maybe worth it though?
- those rockets are a problem that need dealing with
- deleting on day 2 fixes that
- advancing rockets fixes bottom path
- definitely harder without the winter fury
- advancing rockets and 1 aair on bottom gives enough star power for winter fury, flak only gets 1 and a bit days of movement there
- does deleting the units help, flak spends a lot of time thinking when there are no units
- i think that would be better, almost surely
- plus we get to here the super power theme which barely happens in any%
- missiles are a range on the 8 day strat, 80 or 90%
- day by day shamelessly copied from bigusdingus:
- day 1: move art w5
- move infs w3
- load mechs into apc, move w5s1 and w6
- move tanks w6
- move rockets n1w4
- move tank w6
- move md tanks w5
- move tank w6
- delete all s units except rockets and s aair
- move rockets s2w3
- move aair s1w5
- day 1: destroy mech with bomber (80 or 90%) (fairly sure there's a backup that fixes everything, figure that out)
- move next 3 bcopters into an L shape above the bomber, attack the apc
- move final bcopter w6, attack recon
- move apc w3s1
- move fighter w7
- day 2: move aair and rockets onto bend in the road
- move art w4s1
- hide apcs in corner
- attack pipe with tank
- move rockets w5
- attack rockets with tank
- attack pipe with ne md, move others w5
- attack rockets with other tank
- move infs s2w1
- move tank into gap
- day 2: move fighter w2s3
- move next 2 bcopters e and s from fighter
- move bcopter e2s2, destroy recon
- destroy apc with last bcopter
- attack pipe with bomber
- move apc directly n from pipe
- flak should use his co power here, find a backup for if not? (slot 9)
- not sure how big a deal it is
- day 3: destroy pipe with rockets
- move bottom apc to s pipe seam, drop w
- move art into corner
- move apc s3, drop s
- destroy n rockets with pipe md
- attack aair with n tank
- destroy s rockets with s tank
- attack tank with n md tank (problem if no co?)
- move infantry s2e1
- move final tank into n gap
- day 3: destroy pipe with bomber
- move fighter between s pipe seams
- move bcopters w, nw of fighter
- move bcopter nw from that bcopter
- move bcopter n1 from bomber
- move apc to gap between copter
- save
- flak should attack the apc with 2 md tanks
- attacking the apc and the bcopter might work? no, its a different md tank that attacks the copter
- flak uses his super here if he skipped his power
- that completely changes everything, any of flak's tanks can choose to attack copters
- day 4:load infs into apcs
- destroy s tank with md tank on city
- destroy aair with artillery
- attack ne tank with rockets
- destroy tank with ~6 hp tank
- attack rockets from e with ~2hp tank if still no power, otherwise just move there
- use super
- attack ne tank with tank
- move md tank e of that tank
- destroy missiles with md tank (90%, consider saving?)
- destroy aair with md tank
- move apc n of enemy md tank, drop w
- move tank w of enemy md tank
- move n mech towards city
- day 4: move fighter w2
- day 5: destroy units in south with md tanks
- move damaged s tank onto sw city
- destroy rockets in nw with md and tank
- move art and rockets a bit closer
- cap cities
- day 5: destroy md tank with bomber
- destroy missiles with bcopters
- day 6+: clean up units, capture cities
- Early rng manip notes:
- As long as we don't get a min roll on the first tank attack, tank will always 2hko the rockets
- If we get a min roll, 60% to kill on the next turn
- Should be possible to find a decent window if needed, but would want to identify which day 1-2 cluster we hit
- the 4 early frames I've been getting all have a decent window if you dodge the first 3 frames, could do a diagonal with one of the other units to dodge this.
- <<<vv> on the apc advances by 2 on the main frame, which moves the low roll to double first frame, shouldn't mess up the others, except the earliest window which was already unlikely anyway
- Don't need to realign at all to ensure Flak uses power, there is a massive window you should always hit
- Do we get good clusters for day 2-3? Probably needed to carry manip further in (APC range etc)
- Way too many attacks to make APC manip viable, unless it's late enough into the turn for the RNG to have mostly aligned
- Show stopper is 12 turns LTC, and has a lab map, but is HQ capture, so manip?
- 13 for destroying the cannons, and that would probably be slower anyway.
- 12 day strat requires 1/100 misfire, so manip or destroy the rockets
- apparently can get another tank up there instead, hopefully that means can drop manip at some point.
- there's a 13 day strat involving landers, might be easier, though i don't think it gets the lab, 16 days with lab mean a horrible manip might be better.
- you do bring enough units, but might need to manipulate rng to get them there anyway.
- the lab map though, this is going to be awful
- all builds post co power seem to be for score, though they may distract enemy units/save time on movement.
- adder's day 1 advances rng 90 frames, will be difficult to realign across turns
- rng seems to advance at triple speed in attacks here, why?
- probably sonja bad luck
- this makes realigning rng difficult, since the rng is even more spread out
- eg 2 attacks, if hit 5 frame window for each, 9 frames, so 25 rng frame spread
- do this like 3 times
- i don't think this is viable, variance in damage rolls will propagate across the level, would need a million branching paths potentially.
- unless i manipulate the damage roll itself, but that's hard and doesn't completely remove the problem
- is it a problem? only really affects counterattacks, and i'm not sure if they come up
- aair health matters, need 9hp after bomber
- also sonja bad luck makes this even worse
- 2 attacks on turn 5, followed by major rng event
- 3 attacks on turn 6
- (2 attacks on turn 7, but skippable if build more decoys)
- 2 attacks on turn 8, can manip misfire, but artillery stays put. also a range, but in heal mode it does nothing
- 1 attack on turn 9
- 1 attack on turn 10
- 3 attacks on turn 11
- 12 attacks across 6 days
- b copters are ranges if get a bad roll on the bomber
- destroying the rockets probably also a range
- 2 tanks would work, but need to build the second on day 5 which doesn't seem to work, but should be possible
- i think that just loses a turn though, could have a backup
- a lot of backups for the bcopters though
- force a good roll on the bomber?
- need 9 hp to almost guarantee bcopters, sonja sucks
- 2 frame window to get 9/2 on the bomber roll, does reduce variance this turn though
- could save for it, then double co flash if no reload, but that assumes another window exists, which it doesn't, so one chance
- want small early windows for firing just get good man
- 9/2 bomber messes up charging adder's power
- forcing recoil damage on the tank fixes that, need tank attack apc
- not that bad, only 1 10/4 frame i can reasonably hit
- getting the second misfire is weird, misfire check doesn't seem to line up with targeting
- have a 14 day strat that avoids killing the art, should be doable in 13 with the kill
- this seems awful, but potentially doable
- GOT IT!!!!!!
- 13 days, but 12 requires good rolls against the hq rockets, or a second tank
- Need to fill out the skeleton though, 6 realignments
- day 1: build tank nw, 2 infs
- day 2: move s inf 3w
- move tank 6w
- build apc nw, load inf
- day 3: move apc 3w
- move tank 4w
- build aair s, apc nw
- cap port
- day 4: cap port
- move tank nw
- move loaded apc n1w3
- move aair 5w
- move apc 6w
- build inf s, aair nw
- day 5: this is where the fun begins
- move new aair 5w
- attack bomber with aair, must hit frame 2 or 3 (9/2)
- attack aair with tank, must take 1 damage (9/5)
- load inf into apc, realign rng to (123AEECE), move 3w
- move apc 5w
- move inf 3w
- build recon s, apc nw
- day 6: move apc 6w
- move aair n1w5, destroy copter
- destroy aair with tank
- move apc n3w2
- destroy bomber with other aair
- realign rng to (0292B971), move apc n3w3, drop s
- move inf w3
- move recon w4
- build inf s, tank nw, inf w
- day 7: move w tank w3
- load inf, move w3n1, drop s
- move apc w3
- move aair n2w1
- load inf, move apc w4
- move aair n2w3
- move tank w6
- build inf
- day 8: build tank nw, inf s
- move tank w4s1, no fire
- move inf onto forest
- move loaded apc w2
- move 9hp aair n2w4
- move apc s1w3
- move aair w6, no fire
- move apc n4w1
- advance rng to (3675C0FF)
- (LLLLUUDDDRUUULA) tank movement, super scuffed, 8 extra inputs, should be something better
- day 9: L move w tank 5w
- LL move w aair 6w
- move aair 4w, destroy copter
- move apc w6, drop s
- realign rng to (0E2766AF)
- move unloaded apc w5
- move e apc s1w5
- move e tank n1w5
- day 10: move e tank w5
- move 9 aair w5n1, destroy bcopter
- load apc, move n3
- move w tank n5
- realign rng to (1AFAA81A)
- move aair n3
- move apc w5s1, drop e
- day 11: move apc w1n3w1, drop n
- attack rockets with tank
- destroy bcopter with aair
- build apc
- cap city
- realign rng to (1FCB0830)
- co flash, end turn
- day 12: finish capping city
- destroy rockets
- start capping hq
- day 13: cap hq
- 8:30 with questionable execution, highly doubt the 16 day start can beat that
- realign rng 7 times, aaaaaaaaahhhh
- could maybe skip some of the later ones and do a big one on day 12, but not sure if can line up double misfire that way
- days 9 and 11 potentially skippable, but might actually be slower
- cannot skip both day 11 realignments, maybe day 9 though?
- skipping day 9 realignment leads to an inf sometimes capturing nw base on day 12, not worth the headache
- still 7 even then
- don't need rockets, power skip frame also gets a rocket misfire
- 5 alignments, don't think i can improve from here
- 12 turn would require replacing the 2nd aair with a tank, that aair only does one aair thing, so maybe doable? Have a look later
- could skip super if build less than 7500 in decoy units, currently 14400 (tank heals)
- I believe the number is actually 4500, not 7500, not sure where the error came from
- I'm sure there's a way to do it by aligning rng differently on other turns, but so much effort, look into 12 day first
- actually, need to solve both these problems for a day 12 win, though stuff built to manip the rocket double misfire doesn't count.
- if replacing second aair with a tank, the bomber lives, and will attack a recon or tank
- better it attacks the full health tank, can then kill with aair, and still favoured to 2hko the rockets later
- 12 day strat requires 5000 at most in decoy funds, and if 5000 spent, must have 4hp apc live
- could use cannons to get a bit of a buffer, but that's time loss
- show stopper 12 day can get 10/4 on day 5 tank attack, since the bomber gets in an extra attack
- though i would need to plan on having it, and it was quite unlikely
- also, need to move new tank only 4 tiles on day 6
- not actually sure the tank substitution is viable, maybe try again later
- or just do attack manip against the final rockets
- Sonja fight manip is terrible though, which is part of the problem here
- APC skip routing:
- On day 9 manip, can replace the final 2 movements with UUUURRR, then move the apc 5 west
- Or do the diagonals a little higher up might work out faster
- Day 10 still realigns, just takes longer since we don't advance as much on day 9
- Should probably look for a faster alignment here anyway
- Day 11 starts at an earlier RNG now, can hopefully align to (000C3EA3) on a similar window
- slightly smaller window, but 7 frames each was generous anyway, shouldn't be a problem
- Need a different location for the diagonals, realigns 1 frame late
- From (33B8ED1B) UR UR LD UR aligns, but doing this potentially shortens the window further
- Changing alignment strat to recognising a specific arrow could potentially be viable
- In any case, this makes day 12 super skip seem viable, which sadly requires rerouting manip from day 8 at the latest possibly earlier, since i found the tank build to be necessary.
- day 12 power skip:
- On day 8, build only a recon nw, move final tank 2n4w, then co flash, gets double misfire
- On day 9, just align for consistency, so can do pretty much anything
- (2B57C811) then tank move for now
- On day 10, need power skip and 1 of 2 misfires, there is an easy power skip, but it doesn't misfire
- No other nearby power skip frames
- (3CCB9C6B) works, co flash + a little extra
- On day 11, we have blown way past both double misfire frames, will need to find a new one here
- May have miscalculated, recon kill + 6 hp on infantry triggers super, I thought I had a little extra leeway
- destroy 3 bcopters and 1.2 rockets
- = 45000
- This means adder is allowed <18000 damage to my units from day 8 onwards
- Recon: 4000
- 0.6 APC: 3000
- 0.4 APC: 2000
- Tank: 7000
- 0.3 APC: 1500
- total: 17500
- Building the mech over the recon means we do 0.3 extra tank damage, actually more expensive than the recon
- so actually, that 0.6 inf was enough to trigger the power, the strat should work
- Confirmed that it will, but have no leeway to buy decoy units
- But double misfire without buying anything is incredibly difficult, and may end up just losing time
- Duty and Honor is a rout map, shouldn't be too hard with kanbei
- shy tanks are annoying, not sure how to beat the indirects at the end
- move both tanks, both mechs and an md tank, should be enough
- can win in 10, not too bad, just need to learn the first few turns, then adapt
- Turns out the strat i had assumed was more common is actually the rare strat
- 5 attacks prior
- Unsure if recovering the RNG on day 4 is viable without also realigning on days 2 and 3
- Unsure if that's even necessary
- Definitely prefer the shy md strat
- Could maybe manip good APC while I'm at it
- probably worth realigning anyway to avoid shy tank/artillery
- Worth messing with Adder's power while I'm at it?
- Can get shy units up until adders day 6? 5 realignments or figure out backup strats.
- Which is faster in the run though? realignments definitely quicker to route optimally.
- Also easier to remember, just have a cheat sheet
- Single realignment on day 4 seems viable, but shy md tanks are still a pain on 5 and 6, and APC on 7
- Shy md on 5 is fine, maybe loses a day
- If I understand Pandora's Sea Fortress manip, she loses 20-40 frames across 11 attacks
- Though in this case, the art attack doubles the size of the required window, even if less attacks should mean a smaller window
- Getting power skip accidentally on day 3 is annoying, probably worth aligning there tbh
- Probably with a tank
- If aligning on day 3, is it worth aligning on day 2?
- Probably use APC
- If aligning on day 3, is power skip good?
- Seems to make the APC retreat earlier, will definitely blow up in my face when super triggers early
- Actually, earlier super could make Adder's rockets easier to attack due to the attack range glitch
- Adder's tank has lower def on day 3/4, so can die in one hit to md tank
- Adder will super on day 5
- This causes a different mech pattern, slows down the md tanks in the forest
- slows down the 2 regular tanks
- slightly different indirect movement
- Not sure how fixed this pattern is, needs further testing
- md tank not in range on day 7, likely a problem
- mech's get annihilated, don't think power skip worth investigating further
- though this is with east apc, maybe south apc would be better
- Back to forcing power on day 3, don't need to fully realign, just need to dodge the 3 frames that skip power
- Possibly also don't need to fully realign on day 4 either.
- Probably worth doing a full alignment at some point if carrying manip far though
- Is shy artillery on day 2 an issue?
- None of the first 11 frame get it, so not an issue
- have charts done for days 3 and 4, do I need to align anywhere further?
- may actually be worth doing a quick, avoid power skip on day 3, then full alignment on day 4, since the majority of the extra frames caused by the artillery go away if you align later (5th arrow rather than 1st, say)
- regardless, any other manip?
- want a specific apc movement on day 6, probably also need to manip it on day 5 in that case, or have a seperate chart for each possible apc movement
- Or just not manip it, don't actually need to do the mission in minimum turns
- Rout maps with heavy manip kinda suck
- Is this manip actually worth it, mission should be winnable without it
- I remember why i stopped routing these missions now.
- Don't think manip is worth it past day 4, shy rockets probably lose a turn, but that turn will be quick since most of Adder's units are dead.
- Sea of Hope looks ok if i can get the ai to cooperate, not sure how easy that is though
- battleships can misfire, causing pain
- i really don't want another painful extended manip, please
- how see of hope works:
- os has to kill the retreating tank and recon, then distract the battleships
- can i get a bship attack against the missiles? would really help
- yc needs 2 loaded tcopters and 2 b copters
- adder must not power on day 5, need to over/undershoot that
- shouldn't attack bomber with cruiser
- random targeting of ships is terrible, might need a different strat
- need to keep sami alive, difficult with the bomber and suiciding into the battleships
- manip probably wouldn't need to be whole level, just need good bomber pattern/no misfires
- actually don't need to sac sami's navy to occupy the battleships
- rta viable 10 day route??:
- build 3 bcopters, tcopter+inf, then bcopter
- first bcopter circles to the top, dies above ne city
- second and third kill rockets, then die below nw city
- remaining 2 bcopters kill missiles, then inf caps while aairs are frozen
- requires rockets to be w of the hq, not sure how to manip that without manipping that, and if I'm holding manip that long I just win in 8 days
- the time it worked, got adder super on 6, first bcopter got hammered
- didn't kill the missiles? stayed above the sea?
- didn't go too far west?
- one of these is probably the key, need to figure it out
- the rockets had no safe tile to move to, because the aair was n
- adder's super is important, so need to bait north cruiser, by placing a copter in open water
- killing missiles is bad because you cannot do the above
- super cool strat, really hope i can get this working
- i hate this level
- rough day to day
- day 1: build a bcopter
- day 1: destroy rockets with n 2, move s bship to city
- no shy apc means n missiles
- shy apc means s or c missiles
- day 2: move bcopter n1, build bcopter
- day 2: attack md tank with s 2, attack tank/recon with city bship
- shy cruiser is reset for now
- day 3: move both copters n6, attack cruiser, build bcopter
- day 3: destroy tank/recon, save
- if city bship is destroyed, reset? not 100% on this with current route
- yes, but if you put the cruiser next to the city bship, then move one of the s bships to cover the bridge, not a reset point
- doing this makes c missiles act as n missiles so faster and safer
- sadly only true for some recon/rockets patterns, :(
- with s missiles:
- day 4: move n bcopter n5, next bcopter n5w1, move other n6, build inf and tcopter
- day 4: destroy bcopter, bait bships s2
- day 5: move all copter max n, build bcopter
- day 5: destroy bcopter if it lived
- shy cruiser is reset for now
- day 6: attack cruiser from w with 10hp bcopter
- move next bcopter n2e1, or maybe n3e2?
- move other copters max n
- day 6: attack bomber
- day 7: move s bcopter n6
- move tcopter n5
- move w bcopter to port, attack rockets
- move ne bcopter w5 destroy cruiser if possible, otherwise w4
- move final bcopter w2n1
- day 7: attack bomber
- day 8: move port bcopter north of ne city
- move damaged bcopter n of port
- move other bcopter to port, destroy rockets
- move tcopter to city, drop n
- move final bcopter 6n
- day 8: move a battleship to distract battleships
- misfiring batteship is a reset here
- day 9: destroy missiles with 2 surviving copters
- block md tank with tcopter
- cap lab
- this strat might only work if the md tank is hit to 1hp, not sure
- should maybe try to dodge sideslip on day 9, not sure if possible though
- day 7 movement probably not optimal but it works and the cruiser is mental so I'll take it
- with n missiles:
- day 4: move all copter n6, build tcopter and inf
- day 4: attack bcopter, bait bships s2
- day 5: move first copter 5n, attack missiles with 10hp copter move other copter n6, build another bcopter?
- day 5: attack bomber NOT FROM REEF???!!?
- day 6: move n bcopter n2e1
- attack cruiser with full health bcopter from w
- move other copter(s) max n
- day 6: destroy bomber
- day 7: (move s bcopter n6, destroy bcopter if it's there)
- move tcopter n5
- move 10hp bcopter n2w3
- move w bcopter to port, attack rockets
- destroy cruiser with last bcopter
- day 7: pass
- day 8: move port bcopter n2e3
- move 10hp bcopter to port, destroy rockets
- move tcopter n5e2, drop w
- (move s bcopter n6)
- move final bcopter n5e1, attack missiles?
- day 8: sacrifice bship to bships (use power if 6 hp)
- make sure cruiser is not killed by rockets
- day 9: destroy missiles, cap city
- when is the 4th bcopter needed here? how did my bcopter get so damaged in my first attempt? probably attacked the cruiser with an 8
- I don't believe it is, skip it until it kills a run i guess
- 4th copter saves a lot of movement in the central island, possibly worth it
- should be ~64% to work, needs no shy copters and no misfires on day 8
- can possibly find backups for shy cruisers, but that's future Dan's problem
- there is a third missile pattern, where the missiles is e of the airport, can we dodge this? or find a route
- can treat it the same as s missiles if we can block the annoying tile
- just going to rewrite this, since the 3 missiles placements are basically the same now
- they aren't the same, don't know what i was thinking
- day 1: build bcopter
- day 1: destroy rockets, move bship to city
- day 2: move bcopter n1, build bcopter
- day 2: attack tank, attack md tank twice
- reset if shy cruiser
- day 3: move bcopter n6, build bcopter, move bcopter n6 attack
- day 3: destroy recon with 2 bships, move 3rd w1 from city bship
- have 2 bships guarding bridge now, and missiles should usually become exposed
- day 4: move bcopters n, be careful of missiles, build tcopter and inf
- day 4: destroy tank, attack bcopter
- day 5: attack missiles with 10 bcopter, bait cruiser with damaged, move others north
- day 5: attack bomber, bait bships s2
- reset if shy cruiser
- day 6: put damaged bcopter above central eastern reef, attack cruiser with 10hp, move other copters north
- day 6: destroy bomber
- day 7: attack rockets from port, destroy cruiser, put other bcopter near where cruiser was, tcopter go east a bit
- day 7: not much to do here
- day 8: port bcopter n of ne city, other 2 kill rockets and occupy it's tile, attacking missiles, tcopter 3e of hq, drop w
- day 8: sacrafice bship to bships
- there might be a 25% chance to lose here, but it's never happened
- day 9: kill missiles, cap lab
- day 9: make sure cruiser is not in range of rockets
- day 10: win
- should probably save on turns 2, 5 and 8, but this seems like my best version of this yet. tank retreating instead of attacking the bship not a problem, at least sometimes
- might still have some issues with c missiles
- 4th copter should prevent some ai movement and may allow dodging sideslip on day 9
- slow recon can mess things up with certain bomber attack patterns
- there's far too much variance with the bomber and indirect island, need contingency on contingency
- seriously considering manip
- can i dodge attacks by just forcing shy cruiser after shy cruiser?
- would need to bship a bunch of tanks
- assuming i do the 8 day strat, can't just shy the first cruiser
- 8 day strat doesn't look viable with manip, need good ranges against several things
- might only take n missiles for now, at least that's consistent
- could manip for it, but would also want rocket misfire
- if manip that misfire, need to manip no co power
- aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaahhhhhhhhhhhhh!!!!!!
- I had a whole paragraph about avoiding power here, but it got deleted :(
- the gist was, on day 5 you only need to dodge power if you get lowrolls or adder kills a very low health bship, and the best backup is to attack the lander with you're southmost bcopter
- On day 9, you have issues with 6-7 hp bships, but no backup that doesn't involve building another copter and attacking something (likely the apc) with it
- Didn't realise the lab doesn't repair the missiles, so Adder actually has 0.2 missiles less star power than i thought.
- If i build a bcopter on day 5, i should be able to suicide it into an aair on day 9, but is that even faster than just letting adder use his power?
- Day 9 power stuff:
- 0.4*15,000=6,000 (rocket kill)
- 1*12,000 (missile kill)
- 1.8*0.5*9,000=8,100 (b copter kills)
- damage*0.5*28,000 (bship kill)
- need to get to 9,000*3*1.4=37,800, so at least 11,700 from the bship
- this is 0.9 bships (0.8 suffices if you deal 0.5 to the rockets)
- this is unfortunate, any fix?
- Crazy idea: extended rng alignment on day 9 in the event of a shy bship to induce a miss. Window would be insane, and still need to save anyway for aair reasons, but just wanted to put it out there
- worth noting that the 12 day backup for shy cruiser does not have to deal with aairs attacking the wrong copters, and it is possible to induce a "shy" cruiser by not advancing any bcopters past the bridge on day 5, though that would force moving the apc off the bridge, or finding a backup for if the rockets hides north of the lab.
- Day 2 manip may also need to force unshy recon, or unshy bomber, not sure.
- Shy bomber seems to have high odds of n bship kill, definitely want to dodge that
- Shy recon is annoying, but seems maybe fine if it moves the next turn?
- I hate this mission so much.
- I also think I many have messed up the calcs for 3% n bship death, I've been getting it a lot
- shy bomber should always attack north bship, probably want to avoid that :(
- If forcing unshy cruiser recon and bomber, probably better to just full manip, not just dodge bad frames
- Sinking feeling doesn't look awful
- can't just copy dingus, ai too random
- Is capturing the base needed?
- not for 11 days, probably for 10
- can use super on t4 if shy rockets, but then cannot deal with southern tank
- 11 day is easy, just need to build 2 battleships
- if everything goes to shit, still win in 12
- don't forget the lab though
- not sure 10 is doable consistently, or even if it's realistic to go for RTA
- look into power usage for later turns
- didn't write down the easy 11 day strat, can't figure it out
- what i remember:
- start turn 4 with a tank 8 tiles from the rockets
- one of the tanks survives on low health and attacks the city artillery
- therefore the rockets must move, since that's the city
- i don't think i stall the rockets for a turn, but maybe i did?
- pretty sure the recon usually survived too, what am i supposed to sacrifice?
- maybe it does stall a turn here, or maybe it's just an unlikely pattern
- very annoying
- bad, but working strat:
- days 1+2: copy dingus
- day 3: destroy inf with inf
- destroy tank with art and md
- destroy aair with tank and aair
- attack md with md
- attack w tank from w with tank
- move recon s of the tank just attacked
- move port mech 1 tile, build bship
- move mech e2
- move apc n2e2, drop e
- move art n2e2
- move apc n2
- save
- recon must survive first attack (old strat avoided this somehow i think)(50%)
- day 4: destroy md with art
- destroy 4hp tank with 8/9 hp tank
- power
- destroy rockets with tank
- destroy md tank with mds
- load apc, move to e city
- move rockets s5 from minicannon
- move aair e of rockets
- move art n4e2
- build lander, load
- day 5: move lander towards island
- attack tank with mech and tank
- move battleship to battleships
- destroy minicannon with md and rockets
- merge mds
- advance arts
- attack inf with aair and tank
- day 6+: destroy bships, use aair to protect indirects
- build a second bship on day 6
- destroy the minicannon with the md
- use tanks to block bcopters?
- don't forget to cap the city, can use lander as bait after maybe
- maybe use power on day 7 to kill bcopter? could use on day 8 to ohko bomber instead
- wish aair didn't have to deal with the base inf
- 10 turn actually viable with inf range manip, even with a bcopter killing an artillery, or skipping the artillery
- Can actually delay the base capture by a turn, useful for non-manip strat?
- Nope, need the base for bship a turn early, needed for day 10
- Extra artillery only gets first attack off on day 10, better to just win on day 11?
- If winning on day 11, can build 2nd bship before lander, but that just helps win on day 10, which would then be impossible.
- Actually doesn't even help, build bship on same turn anyway
- Don't think the base is a worthy detour, get day 11 win without it, rarely get day 10 win even with it
- bcopter ai manip would be amazing, but not sure i can hold it that long, or recover it consistently
- built on day 5, currently drop manip on day 2
- can i recover after attacks?
- All units are either in repair mode, don't use their ai, or are the artillery
- Need to decide on base skip or not first though
- also, 17 attacks, including the inf, so massive massive variance, almost 100
- though if only manipulating copter ai, can do a banded setup, only issue is distinguishing
- should be doable in 4 aair arrows, maybe lander more effective?
- Is it even worth it? good copter ai does save a turn usually
- Need to capture base to get bship on day 5, or make a 600g merge at some point, lose the recon instead of the tank? recon dies to tank too easily
- 10 turn rta strat:
- day 1: copy dingus
- Day 2: copy dingus
- day 3:
- Inf manip notes:
- There's a 4 frame window a second or so in, with a 3 frame window a little earlier, and a 4/5 window a little later (XXxXX pattern)
- co flash on day 1 hits that last pattern after a beat of the music from previous testing, seems fairly consistent
- co flash on day 2 (after advancing past the inf misfire) arrives later
- Getting the 4 frame window to align with the first few frames of the attack is slow, since it is 100ish frames away.
- Can advance 10 in the intro by pressing b
- AAir diagonals seem faster for advancing
- Can advance by over 1000 by loading a design map
- There is another 4 frame window a little over 1000 frames, but design map overshoots
- There is a 5 frame window ~3500 frames away, but I doubt that's worth going for
- To the rescue is already done
- Danger x9 is easy to beat with good copter RNG (manip?) but the last turns are messy
- Jess? stronger units, but no double turn to cheese the rockets
- have trouble getting to the infantry at the end
- md tanks have no vision and this hurts me
- 7 turn with jess is free, i think her stronger cruisers make the first turns more consistent
- Drake? lol
- managed 6 days with jess by kinda winging it, and messed up a bit
- built tank, md, md, tank in e base
- built art, inf, inf in c base, but never used 2nd inf
- built inf d1, then aair d5 in w base
- need to corral the bcopters better, and beware the 2nd tank in the w
- 6 day jess strat:
- day 1: recons to airport and s of airport
- aair below base, md tank below that
- bship n2e2, cruiser n2 from there
- build inf, art, tank
- day 2: attack tank with md tank
- attack recon with recon, join recons
- destroy mech with aair
- destroy recon with bship
- destroy bcopter with cruiser
- move inf n3
- move art e2s2
- build inf
- move tank n4e1
- build md tank
- day 3: destroy a bcopter with cruiser
- move recon e3
- destroy aair with md tank
- destroy tank with aair
- attack apc with bship
- cap airport
- attack md tank with art
- destroy md tank with md tank
- move tank ne
- build md tank
- day 4: super
- destroy a bcopter with cruiser
- destroy tank with md
- attack art/apc with recon
- hide aair in forest to block apc?
- build aair
- move airport inf n2e1
- move art s1
- destroy rockets with md
- attack md with md
- move tank towards rockets in fog
- build tank
- day 5+: 2 tanks and md should clear ne
- everything else should clear nw
- don't let the apc vanish into the woods, maybe build an inf on d3 to help block escape?
- some shy movements mess with this a bit, so prepare to adapt
- if the tank escapes, it blocks the rocket kill
- strat was routed with bcopters attacking bship, they can instead attack recon which is really annoying, fixed by hiding recon in woods
- bcopter sometimes attacks aair (i assume if it estimates a kill), but this doesn't usually cost a turn
- shy md tank on day 3 does lose a turn though
- this seems like a good base to work from, though i am curious how the 5 day win works
- need to rework strat for woods mech, currently costs a turn
- eagle 8 day capture, almost certainly slower:
- day 1: build inf c, tank e
- day 2: cap airport, hide tank in woods
- send recons and aair to die, build an apc, a bomber and a tank in c, bcopter and fighter w
- want to charge super without letting hawke use power, having him attack fighter and cruiser in same day works
- use super to save a turn, block chokepoints to protect apc
- last 5 turns for showstopper old strat keeping in case the new one doesn't work in some way
- day 9: L move w tank 5w
- LL move w aair 6w
- move aair 4w, destroy copter
- move apc w6, drop s
- realign rng to (E2766AF)
- move unloaded apc w5
- move e apc s1w5
- build rockets
- move tank n1w5
- day 10: move e tank w5
- move w tank n5
- load apc, move n3
- move 9 aair w5n1, destroy bcopter
- realign rng to (259E6D04)
- move aair n3
- move apc w5s1, drop e
- day 11: move 9 aair s1w2, destroy bcopter
- realign rng to (286E1E9A)
- move apc w1n3w1, drop n
- attack rocket with tank and aair
- realign rng to (15CCD70A)
- day 12: destroy rockets
- start capping hq
- realign rng to (12AAD6F9)
- build inf nw
- start capping city
- day 13: cap city, cap hq
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement