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krazyd4n

All missions routing

Apr 24th, 2023 (edited)
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  1. Toybox lab map requires 1/100 luck or an extra turn
  2. actually 1/1600, but it's done
  3. manip not too painful, but might not extend into two week test
  4. Do Reclamation first, move recon onto bridge on turn 5, then 2 West on turn 6
  5. Build inf on turn 4, don't advance rng with APC
  6. On turn 5, move W inf to mountain, advance RNG 10 times (1C85EF5A), 3 back and forths with the decoy inf.
  7. yep, need S inf to attack new decoy inf, and need recon to be more defensive
  8. recon seems 50% 01, 25% 02, 25% 03, need 02
  9. cannot get good recon ai, 10 frames in a row all give 01, need to get here earlier
  10. literally one frame off being able to get 02
  11. Can advance less in reclamation, praise RNGesus
  12. almost lines up with two week test manip, 2 frames ahead, can probably adjust
  13. can only get to one ahead, want 01 tank, 01 md tank, 04 art, maybe others
  14. on day 2, fake move s1e2, then real move se, APC advances on day 4, then on day 5 do 2 forest taps
  15. can then follow this with sr and ss if that's how the route works out
  16.  
  17.  
  18. Tanks!!! is 5 days LTC, rout, so manip unlikely
  19. not needed anyway, 5 days seems doable
  20. might be faster/more consistent to go for 6 though
  21. Southern mech a bit random unfortunately
  22. first attempt 1 attack on day 6
  23. second attempt skipped a silo, 2 attacks on turn 6
  24. 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
  25. power on turn 3 puts them in repair mode so they join and get blown up by the silo
  26. can skip the second silo and still win in 5
  27.  
  28. Neotanks!? is super easy, can skip 4th silo or 2nd recon
  29. 1:57 with 4 silos
  30. 1:57 with 2 recons
  31. See Dingus
  32. seems like there's a bad tank ai, manip? Not worth it to hold since we attack the rockets
  33. 20% for aggressive, can we redirect it?
  34. yes, hold recon and APC behind neutral city/base
  35.  
  36. T minus 15 looks quite long not sure how painful.
  37. Looks not too bad as long as the APC lives if following dingus video
  38. APC dies to 7+ luck, I believe this is 24%
  39. Probably want to save, not feasible to hold manip that far
  40. andy's bomber is a 90% range against the mech
  41. do i need to move anything in the bottom third?
  42. probably stops the bombers bombing the pipe, that seems bad
  43. nope, if you delete all units there, flak won't move anything there
  44. messes up power charging though, but can hopefully play around it
  45. also makes rockets not move, so apc can't bait md tanks
  46. definitely loses a turn, maybe worth it though?
  47. those rockets are a problem that need dealing with
  48. deleting on day 2 fixes that
  49. advancing rockets fixes bottom path
  50. definitely harder without the winter fury
  51. 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
  52. does deleting the units help, flak spends a lot of time thinking when there are no units
  53. i think that would be better, almost surely
  54. plus we get to here the super power theme which barely happens in any%
  55. missiles are a range on the 8 day strat, 80 or 90%
  56.  
  57. day by day shamelessly copied from bigusdingus:
  58. day 1: move art w5
  59. move infs w3
  60. load mechs into apc, move w5s1 and w6
  61. move tanks w6
  62. move rockets n1w4
  63. move tank w6
  64. move md tanks w5
  65. move tank w6
  66. delete all s units except rockets and s aair
  67. move rockets s2w3
  68. move aair s1w5
  69. day 1: destroy mech with bomber (80 or 90%) (fairly sure there's a backup that fixes everything, figure that out)
  70. move next 3 bcopters into an L shape above the bomber, attack the apc
  71. move final bcopter w6, attack recon
  72. move apc w3s1
  73. move fighter w7
  74.  
  75. day 2: move aair and rockets onto bend in the road
  76. move art w4s1
  77. hide apcs in corner
  78. attack pipe with tank
  79. move rockets w5
  80. attack rockets with tank
  81. attack pipe with ne md, move others w5
  82. attack rockets with other tank
  83. move infs s2w1
  84. move tank into gap
  85. day 2: move fighter w2s3
  86. move next 2 bcopters e and s from fighter
  87. move bcopter e2s2, destroy recon
  88. destroy apc with last bcopter
  89. attack pipe with bomber
  90. move apc directly n from pipe
  91.  
  92. flak should use his co power here, find a backup for if not? (slot 9)
  93. not sure how big a deal it is
  94.  
  95. day 3: destroy pipe with rockets
  96. move bottom apc to s pipe seam, drop w
  97. move art into corner
  98. move apc s3, drop s
  99. destroy n rockets with pipe md
  100. attack aair with n tank
  101. destroy s rockets with s tank
  102. attack tank with n md tank (problem if no co?)
  103. move infantry s2e1
  104. move final tank into n gap
  105. day 3: destroy pipe with bomber
  106. move fighter between s pipe seams
  107. move bcopters w, nw of fighter
  108. move bcopter nw from that bcopter
  109. move bcopter n1 from bomber
  110. move apc to gap between copter
  111. save
  112.  
  113. flak should attack the apc with 2 md tanks
  114. attacking the apc and the bcopter might work? no, its a different md tank that attacks the copter
  115. flak uses his super here if he skipped his power
  116. that completely changes everything, any of flak's tanks can choose to attack copters
  117.  
  118. day 4:load infs into apcs
  119. destroy s tank with md tank on city
  120. destroy aair with artillery
  121. attack ne tank with rockets
  122. destroy tank with ~6 hp tank
  123. attack rockets from e with ~2hp tank if still no power, otherwise just move there
  124. use super
  125. attack ne tank with tank
  126. move md tank e of that tank
  127. destroy missiles with md tank (90%, consider saving?)
  128. destroy aair with md tank
  129. move apc n of enemy md tank, drop w
  130. move tank w of enemy md tank
  131. move n mech towards city
  132. day 4: move fighter w2
  133.  
  134. day 5: destroy units in south with md tanks
  135. move damaged s tank onto sw city
  136. destroy rockets in nw with md and tank
  137. move art and rockets a bit closer
  138. cap cities
  139. day 5: destroy md tank with bomber
  140. destroy missiles with bcopters
  141.  
  142. day 6+: clean up units, capture cities
  143.  
  144. Early rng manip notes:
  145. As long as we don't get a min roll on the first tank attack, tank will always 2hko the rockets
  146. If we get a min roll, 60% to kill on the next turn
  147. Should be possible to find a decent window if needed, but would want to identify which day 1-2 cluster we hit
  148. 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.
  149. <<<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
  150. Don't need to realign at all to ensure Flak uses power, there is a massive window you should always hit
  151. Do we get good clusters for day 2-3? Probably needed to carry manip further in (APC range etc)
  152. Way too many attacks to make APC manip viable, unless it's late enough into the turn for the RNG to have mostly aligned
  153.  
  154. Show stopper is 12 turns LTC, and has a lab map, but is HQ capture, so manip?
  155. 13 for destroying the cannons, and that would probably be slower anyway.
  156. 12 day strat requires 1/100 misfire, so manip or destroy the rockets
  157. apparently can get another tank up there instead, hopefully that means can drop manip at some point.
  158. 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.
  159. you do bring enough units, but might need to manipulate rng to get them there anyway.
  160. the lab map though, this is going to be awful
  161. all builds post co power seem to be for score, though they may distract enemy units/save time on movement.
  162. adder's day 1 advances rng 90 frames, will be difficult to realign across turns
  163. rng seems to advance at triple speed in attacks here, why?
  164. probably sonja bad luck
  165. this makes realigning rng difficult, since the rng is even more spread out
  166. eg 2 attacks, if hit 5 frame window for each, 9 frames, so 25 rng frame spread
  167. do this like 3 times
  168. i don't think this is viable, variance in damage rolls will propagate across the level, would need a million branching paths potentially.
  169. unless i manipulate the damage roll itself, but that's hard and doesn't completely remove the problem
  170. is it a problem? only really affects counterattacks, and i'm not sure if they come up
  171. aair health matters, need 9hp after bomber
  172. also sonja bad luck makes this even worse
  173.  
  174. 2 attacks on turn 5, followed by major rng event
  175. 3 attacks on turn 6
  176. (2 attacks on turn 7, but skippable if build more decoys)
  177. 2 attacks on turn 8, can manip misfire, but artillery stays put. also a range, but in heal mode it does nothing
  178. 1 attack on turn 9
  179. 1 attack on turn 10
  180. 3 attacks on turn 11
  181. 12 attacks across 6 days
  182.  
  183. b copters are ranges if get a bad roll on the bomber
  184. destroying the rockets probably also a range
  185. 2 tanks would work, but need to build the second on day 5 which doesn't seem to work, but should be possible
  186. i think that just loses a turn though, could have a backup
  187. a lot of backups for the bcopters though
  188. force a good roll on the bomber?
  189. need 9 hp to almost guarantee bcopters, sonja sucks
  190. 2 frame window to get 9/2 on the bomber roll, does reduce variance this turn though
  191. could save for it, then double co flash if no reload, but that assumes another window exists, which it doesn't, so one chance
  192. want small early windows for firing just get good man
  193. 9/2 bomber messes up charging adder's power
  194. forcing recoil damage on the tank fixes that, need tank attack apc
  195. not that bad, only 1 10/4 frame i can reasonably hit
  196. getting the second misfire is weird, misfire check doesn't seem to line up with targeting
  197. have a 14 day strat that avoids killing the art, should be doable in 13 with the kill
  198. this seems awful, but potentially doable
  199.  
  200. GOT IT!!!!!!
  201. 13 days, but 12 requires good rolls against the hq rockets, or a second tank
  202. Need to fill out the skeleton though, 6 realignments
  203.  
  204. day 1: build tank nw, 2 infs
  205.  
  206. day 2: move s inf 3w
  207. move tank 6w
  208. build apc nw, load inf
  209.  
  210. day 3: move apc 3w
  211. move tank 4w
  212. build aair s, apc nw
  213. cap port
  214.  
  215. day 4: cap port
  216. move tank nw
  217. move loaded apc n1w3
  218. move aair 5w
  219. move apc 6w
  220. build inf s, aair nw
  221.  
  222. day 5: this is where the fun begins
  223. move new aair 5w
  224. attack bomber with aair, must hit frame 2 or 3 (9/2)
  225. attack aair with tank, must take 1 damage (9/5)
  226. load inf into apc, realign rng to (123AEECE), move 3w
  227. move apc 5w
  228. move inf 3w
  229. build recon s, apc nw
  230.  
  231. day 6: move apc 6w
  232. move aair n1w5, destroy copter
  233. destroy aair with tank
  234. move apc n3w2
  235. destroy bomber with other aair
  236. realign rng to (0292B971), move apc n3w3, drop s
  237. move inf w3
  238. move recon w4
  239. build inf s, tank nw, inf w
  240.  
  241. day 7: move w tank w3
  242. load inf, move w3n1, drop s
  243. move apc w3
  244. move aair n2w1
  245. load inf, move apc w4
  246. move aair n2w3
  247. move tank w6
  248. build inf
  249.  
  250. day 8: build tank nw, inf s
  251. move tank w4s1, no fire
  252. move inf onto forest
  253. move loaded apc w2
  254. move 9hp aair n2w4
  255. move apc s1w3
  256. move aair w6, no fire
  257. move apc n4w1
  258. advance rng to (3675C0FF)
  259. (LLLLUUDDDRUUULA) tank movement, super scuffed, 8 extra inputs, should be something better
  260.  
  261. day 9: L move w tank 5w
  262. LL move w aair 6w
  263. move aair 4w, destroy copter
  264. move apc w6, drop s
  265. realign rng to (0E2766AF)
  266. move unloaded apc w5
  267. move e apc s1w5
  268. move e tank n1w5
  269.  
  270. day 10: move e tank w5
  271. move 9 aair w5n1, destroy bcopter
  272. load apc, move n3
  273. move w tank n5
  274. realign rng to (1AFAA81A)
  275. move aair n3
  276. move apc w5s1, drop e
  277.  
  278. day 11: move apc w1n3w1, drop n
  279. attack rockets with tank
  280. destroy bcopter with aair
  281. build apc
  282. cap city
  283. realign rng to (1FCB0830)
  284. co flash, end turn
  285.  
  286. day 12: finish capping city
  287. destroy rockets
  288. start capping hq
  289.  
  290. day 13: cap hq
  291.  
  292. 8:30 with questionable execution, highly doubt the 16 day start can beat that
  293.  
  294. realign rng 7 times, aaaaaaaaahhhh
  295. 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
  296. days 9 and 11 potentially skippable, but might actually be slower
  297. cannot skip both day 11 realignments, maybe day 9 though?
  298. skipping day 9 realignment leads to an inf sometimes capturing nw base on day 12, not worth the headache
  299. still 7 even then
  300. don't need rockets, power skip frame also gets a rocket misfire
  301. 5 alignments, don't think i can improve from here
  302.  
  303. 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
  304. could skip super if build less than 7500 in decoy units, currently 14400 (tank heals)
  305. I believe the number is actually 4500, not 7500, not sure where the error came from
  306. 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
  307. actually, need to solve both these problems for a day 12 win, though stuff built to manip the rocket double misfire doesn't count.
  308. if replacing second aair with a tank, the bomber lives, and will attack a recon or tank
  309. better it attacks the full health tank, can then kill with aair, and still favoured to 2hko the rockets later
  310. 12 day strat requires 5000 at most in decoy funds, and if 5000 spent, must have 4hp apc live
  311. could use cannons to get a bit of a buffer, but that's time loss
  312.  
  313. show stopper 12 day can get 10/4 on day 5 tank attack, since the bomber gets in an extra attack
  314. though i would need to plan on having it, and it was quite unlikely
  315. also, need to move new tank only 4 tiles on day 6
  316. not actually sure the tank substitution is viable, maybe try again later
  317. or just do attack manip against the final rockets
  318. Sonja fight manip is terrible though, which is part of the problem here
  319.  
  320. APC skip routing:
  321. On day 9 manip, can replace the final 2 movements with UUUURRR, then move the apc 5 west
  322. Or do the diagonals a little higher up might work out faster
  323.  
  324. Day 10 still realigns, just takes longer since we don't advance as much on day 9
  325. Should probably look for a faster alignment here anyway
  326.  
  327. Day 11 starts at an earlier RNG now, can hopefully align to (000C3EA3) on a similar window
  328. slightly smaller window, but 7 frames each was generous anyway, shouldn't be a problem
  329. Need a different location for the diagonals, realigns 1 frame late
  330. From (33B8ED1B) UR UR LD UR aligns, but doing this potentially shortens the window further
  331. Changing alignment strat to recognising a specific arrow could potentially be viable
  332.  
  333. 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.
  334.  
  335. day 12 power skip:
  336. On day 8, build only a recon nw, move final tank 2n4w, then co flash, gets double misfire
  337.  
  338. On day 9, just align for consistency, so can do pretty much anything
  339. (2B57C811) then tank move for now
  340.  
  341. On day 10, need power skip and 1 of 2 misfires, there is an easy power skip, but it doesn't misfire
  342. No other nearby power skip frames
  343. (3CCB9C6B) works, co flash + a little extra
  344.  
  345. On day 11, we have blown way past both double misfire frames, will need to find a new one here
  346.  
  347. May have miscalculated, recon kill + 6 hp on infantry triggers super, I thought I had a little extra leeway
  348.  
  349. destroy 3 bcopters and 1.2 rockets
  350. = 45000
  351. This means adder is allowed <18000 damage to my units from day 8 onwards
  352. Recon: 4000
  353. 0.6 APC: 3000
  354. 0.4 APC: 2000
  355. Tank: 7000
  356. 0.3 APC: 1500
  357. total: 17500
  358.  
  359. Building the mech over the recon means we do 0.3 extra tank damage, actually more expensive than the recon
  360.  
  361. so actually, that 0.6 inf was enough to trigger the power, the strat should work
  362. Confirmed that it will, but have no leeway to buy decoy units
  363.  
  364. But double misfire without buying anything is incredibly difficult, and may end up just losing time
  365.  
  366. Duty and Honor is a rout map, shouldn't be too hard with kanbei
  367. shy tanks are annoying, not sure how to beat the indirects at the end
  368. move both tanks, both mechs and an md tank, should be enough
  369. can win in 10, not too bad, just need to learn the first few turns, then adapt
  370. Turns out the strat i had assumed was more common is actually the rare strat
  371. 5 attacks prior
  372. Unsure if recovering the RNG on day 4 is viable without also realigning on days 2 and 3
  373. Unsure if that's even necessary
  374. Definitely prefer the shy md strat
  375. Could maybe manip good APC while I'm at it
  376. probably worth realigning anyway to avoid shy tank/artillery
  377. Worth messing with Adder's power while I'm at it?
  378. Can get shy units up until adders day 6? 5 realignments or figure out backup strats.
  379. Which is faster in the run though? realignments definitely quicker to route optimally.
  380. Also easier to remember, just have a cheat sheet
  381.  
  382. Single realignment on day 4 seems viable, but shy md tanks are still a pain on 5 and 6, and APC on 7
  383. Shy md on 5 is fine, maybe loses a day
  384. If I understand Pandora's Sea Fortress manip, she loses 20-40 frames across 11 attacks
  385. Though in this case, the art attack doubles the size of the required window, even if less attacks should mean a smaller window
  386. Getting power skip accidentally on day 3 is annoying, probably worth aligning there tbh
  387. Probably with a tank
  388. If aligning on day 3, is it worth aligning on day 2?
  389. Probably use APC
  390. If aligning on day 3, is power skip good?
  391. Seems to make the APC retreat earlier, will definitely blow up in my face when super triggers early
  392. Actually, earlier super could make Adder's rockets easier to attack due to the attack range glitch
  393. Adder's tank has lower def on day 3/4, so can die in one hit to md tank
  394. Adder will super on day 5
  395. This causes a different mech pattern, slows down the md tanks in the forest
  396. slows down the 2 regular tanks
  397. slightly different indirect movement
  398. Not sure how fixed this pattern is, needs further testing
  399.  
  400. md tank not in range on day 7, likely a problem
  401. mech's get annihilated, don't think power skip worth investigating further
  402. though this is with east apc, maybe south apc would be better
  403.  
  404. Back to forcing power on day 3, don't need to fully realign, just need to dodge the 3 frames that skip power
  405. Possibly also don't need to fully realign on day 4 either.
  406. Probably worth doing a full alignment at some point if carrying manip far though
  407. Is shy artillery on day 2 an issue?
  408. None of the first 11 frame get it, so not an issue
  409. have charts done for days 3 and 4, do I need to align anywhere further?
  410. 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)
  411. regardless, any other manip?
  412. 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
  413. Or just not manip it, don't actually need to do the mission in minimum turns
  414.  
  415. Rout maps with heavy manip kinda suck
  416. Is this manip actually worth it, mission should be winnable without it
  417. I remember why i stopped routing these missions now.
  418. 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.
  419.  
  420. Sea of Hope looks ok if i can get the ai to cooperate, not sure how easy that is though
  421. battleships can misfire, causing pain
  422. i really don't want another painful extended manip, please
  423.  
  424. how see of hope works:
  425. os has to kill the retreating tank and recon, then distract the battleships
  426. can i get a bship attack against the missiles? would really help
  427. yc needs 2 loaded tcopters and 2 b copters
  428. adder must not power on day 5, need to over/undershoot that
  429. shouldn't attack bomber with cruiser
  430. random targeting of ships is terrible, might need a different strat
  431. need to keep sami alive, difficult with the bomber and suiciding into the battleships
  432.  
  433. manip probably wouldn't need to be whole level, just need good bomber pattern/no misfires
  434. actually don't need to sac sami's navy to occupy the battleships
  435.  
  436. rta viable 10 day route??:
  437. build 3 bcopters, tcopter+inf, then bcopter
  438. first bcopter circles to the top, dies above ne city
  439. second and third kill rockets, then die below nw city
  440. remaining 2 bcopters kill missiles, then inf caps while aairs are frozen
  441. 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
  442. the time it worked, got adder super on 6, first bcopter got hammered
  443. didn't kill the missiles? stayed above the sea?
  444. didn't go too far west?
  445. one of these is probably the key, need to figure it out
  446. the rockets had no safe tile to move to, because the aair was n
  447. adder's super is important, so need to bait north cruiser, by placing a copter in open water
  448. killing missiles is bad because you cannot do the above
  449. super cool strat, really hope i can get this working
  450. i hate this level
  451.  
  452. rough day to day
  453. day 1: build a bcopter
  454. day 1: destroy rockets with n 2, move s bship to city
  455.  
  456. no shy apc means n missiles
  457. shy apc means s or c missiles
  458.  
  459. day 2: move bcopter n1, build bcopter
  460. day 2: attack md tank with s 2, attack tank/recon with city bship
  461.  
  462. shy cruiser is reset for now
  463.  
  464. day 3: move both copters n6, attack cruiser, build bcopter
  465. day 3: destroy tank/recon, save
  466.  
  467. if city bship is destroyed, reset? not 100% on this with current route
  468. 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
  469. doing this makes c missiles act as n missiles so faster and safer
  470. sadly only true for some recon/rockets patterns, :(
  471.  
  472. with s missiles:
  473. day 4: move n bcopter n5, next bcopter n5w1, move other n6, build inf and tcopter
  474. day 4: destroy bcopter, bait bships s2
  475.  
  476. day 5: move all copter max n, build bcopter
  477. day 5: destroy bcopter if it lived
  478.  
  479. shy cruiser is reset for now
  480.  
  481. day 6: attack cruiser from w with 10hp bcopter
  482. move next bcopter n2e1, or maybe n3e2?
  483. move other copters max n
  484. day 6: attack bomber
  485.  
  486. day 7: move s bcopter n6
  487. move tcopter n5
  488. move w bcopter to port, attack rockets
  489. move ne bcopter w5 destroy cruiser if possible, otherwise w4
  490. move final bcopter w2n1
  491. day 7: attack bomber
  492.  
  493. day 8: move port bcopter north of ne city
  494. move damaged bcopter n of port
  495. move other bcopter to port, destroy rockets
  496. move tcopter to city, drop n
  497. move final bcopter 6n
  498. day 8: move a battleship to distract battleships
  499.  
  500. misfiring batteship is a reset here
  501.  
  502. day 9: destroy missiles with 2 surviving copters
  503. block md tank with tcopter
  504. cap lab
  505.  
  506. this strat might only work if the md tank is hit to 1hp, not sure
  507. should maybe try to dodge sideslip on day 9, not sure if possible though
  508. day 7 movement probably not optimal but it works and the cruiser is mental so I'll take it
  509.  
  510. with n missiles:
  511. day 4: move all copter n6, build tcopter and inf
  512. day 4: attack bcopter, bait bships s2
  513.  
  514. day 5: move first copter 5n, attack missiles with 10hp copter move other copter n6, build another bcopter?
  515. day 5: attack bomber NOT FROM REEF???!!?
  516.  
  517. day 6: move n bcopter n2e1
  518. attack cruiser with full health bcopter from w
  519. move other copter(s) max n
  520. day 6: destroy bomber
  521.  
  522. day 7: (move s bcopter n6, destroy bcopter if it's there)
  523. move tcopter n5
  524. move 10hp bcopter n2w3
  525. move w bcopter to port, attack rockets
  526. destroy cruiser with last bcopter
  527. day 7: pass
  528.  
  529. day 8: move port bcopter n2e3
  530. move 10hp bcopter to port, destroy rockets
  531. move tcopter n5e2, drop w
  532. (move s bcopter n6)
  533. move final bcopter n5e1, attack missiles?
  534. day 8: sacrifice bship to bships (use power if 6 hp)
  535. make sure cruiser is not killed by rockets
  536.  
  537. day 9: destroy missiles, cap city
  538.  
  539. 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
  540. I don't believe it is, skip it until it kills a run i guess
  541. 4th copter saves a lot of movement in the central island, possibly worth it
  542. should be ~64% to work, needs no shy copters and no misfires on day 8
  543. can possibly find backups for shy cruisers, but that's future Dan's problem
  544. there is a third missile pattern, where the missiles is e of the airport, can we dodge this? or find a route
  545. can treat it the same as s missiles if we can block the annoying tile
  546.  
  547. just going to rewrite this, since the 3 missiles placements are basically the same now
  548. they aren't the same, don't know what i was thinking
  549.  
  550. day 1: build bcopter
  551. day 1: destroy rockets, move bship to city
  552.  
  553. day 2: move bcopter n1, build bcopter
  554. day 2: attack tank, attack md tank twice
  555.  
  556. reset if shy cruiser
  557.  
  558. day 3: move bcopter n6, build bcopter, move bcopter n6 attack
  559. day 3: destroy recon with 2 bships, move 3rd w1 from city bship
  560.  
  561. have 2 bships guarding bridge now, and missiles should usually become exposed
  562.  
  563. day 4: move bcopters n, be careful of missiles, build tcopter and inf
  564. day 4: destroy tank, attack bcopter
  565.  
  566. day 5: attack missiles with 10 bcopter, bait cruiser with damaged, move others north
  567. day 5: attack bomber, bait bships s2
  568.  
  569. reset if shy cruiser
  570.  
  571. day 6: put damaged bcopter above central eastern reef, attack cruiser with 10hp, move other copters north
  572. day 6: destroy bomber
  573.  
  574. day 7: attack rockets from port, destroy cruiser, put other bcopter near where cruiser was, tcopter go east a bit
  575. day 7: not much to do here
  576.  
  577. 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
  578. day 8: sacrafice bship to bships
  579.  
  580. there might be a 25% chance to lose here, but it's never happened
  581.  
  582. day 9: kill missiles, cap lab
  583. day 9: make sure cruiser is not in range of rockets
  584.  
  585. day 10: win
  586.  
  587. 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
  588. might still have some issues with c missiles
  589. 4th copter should prevent some ai movement and may allow dodging sideslip on day 9
  590. slow recon can mess things up with certain bomber attack patterns
  591.  
  592. there's far too much variance with the bomber and indirect island, need contingency on contingency
  593. seriously considering manip
  594. can i dodge attacks by just forcing shy cruiser after shy cruiser?
  595. would need to bship a bunch of tanks
  596. assuming i do the 8 day strat, can't just shy the first cruiser
  597. 8 day strat doesn't look viable with manip, need good ranges against several things
  598.  
  599. might only take n missiles for now, at least that's consistent
  600. could manip for it, but would also want rocket misfire
  601. if manip that misfire, need to manip no co power
  602. aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaahhhhhhhhhhhhh!!!!!!
  603.  
  604. I had a whole paragraph about avoiding power here, but it got deleted :(
  605. 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
  606. 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
  607. Didn't realise the lab doesn't repair the missiles, so Adder actually has 0.2 missiles less star power than i thought.
  608. 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?
  609. Day 9 power stuff:
  610. 0.4*15,000=6,000 (rocket kill)
  611. 1*12,000 (missile kill)
  612. 1.8*0.5*9,000=8,100 (b copter kills)
  613. damage*0.5*28,000 (bship kill)
  614. need to get to 9,000*3*1.4=37,800, so at least 11,700 from the bship
  615. this is 0.9 bships (0.8 suffices if you deal 0.5 to the rockets)
  616. this is unfortunate, any fix?
  617.  
  618. 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
  619.  
  620. 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.
  621.  
  622. Day 2 manip may also need to force unshy recon, or unshy bomber, not sure.
  623. Shy bomber seems to have high odds of n bship kill, definitely want to dodge that
  624. Shy recon is annoying, but seems maybe fine if it moves the next turn?
  625. I hate this mission so much.
  626. I also think I many have messed up the calcs for 3% n bship death, I've been getting it a lot
  627. shy bomber should always attack north bship, probably want to avoid that :(
  628. If forcing unshy cruiser recon and bomber, probably better to just full manip, not just dodge bad frames
  629.  
  630. Sinking feeling doesn't look awful
  631. can't just copy dingus, ai too random
  632. Is capturing the base needed?
  633. not for 11 days, probably for 10
  634. can use super on t4 if shy rockets, but then cannot deal with southern tank
  635. 11 day is easy, just need to build 2 battleships
  636. if everything goes to shit, still win in 12
  637. don't forget the lab though
  638. not sure 10 is doable consistently, or even if it's realistic to go for RTA
  639. look into power usage for later turns
  640. didn't write down the easy 11 day strat, can't figure it out
  641.  
  642. what i remember:
  643. start turn 4 with a tank 8 tiles from the rockets
  644. one of the tanks survives on low health and attacks the city artillery
  645. therefore the rockets must move, since that's the city
  646. i don't think i stall the rockets for a turn, but maybe i did?
  647. pretty sure the recon usually survived too, what am i supposed to sacrifice?
  648. maybe it does stall a turn here, or maybe it's just an unlikely pattern
  649. very annoying
  650.  
  651. bad, but working strat:
  652. days 1+2: copy dingus
  653.  
  654. day 3: destroy inf with inf
  655. destroy tank with art and md
  656. destroy aair with tank and aair
  657. attack md with md
  658. attack w tank from w with tank
  659. move recon s of the tank just attacked
  660. move port mech 1 tile, build bship
  661. move mech e2
  662. move apc n2e2, drop e
  663. move art n2e2
  664. move apc n2
  665. save
  666.  
  667. recon must survive first attack (old strat avoided this somehow i think)(50%)
  668.  
  669. day 4: destroy md with art
  670. destroy 4hp tank with 8/9 hp tank
  671. power
  672. destroy rockets with tank
  673. destroy md tank with mds
  674. load apc, move to e city
  675. move rockets s5 from minicannon
  676. move aair e of rockets
  677. move art n4e2
  678. build lander, load
  679.  
  680. day 5: move lander towards island
  681. attack tank with mech and tank
  682. move battleship to battleships
  683. destroy minicannon with md and rockets
  684. merge mds
  685. advance arts
  686. attack inf with aair and tank
  687.  
  688. day 6+: destroy bships, use aair to protect indirects
  689. build a second bship on day 6
  690. destroy the minicannon with the md
  691. use tanks to block bcopters?
  692. don't forget to cap the city, can use lander as bait after maybe
  693. maybe use power on day 7 to kill bcopter? could use on day 8 to ohko bomber instead
  694. wish aair didn't have to deal with the base inf
  695.  
  696. 10 turn actually viable with inf range manip, even with a bcopter killing an artillery, or skipping the artillery
  697. Can actually delay the base capture by a turn, useful for non-manip strat?
  698. Nope, need the base for bship a turn early, needed for day 10
  699. Extra artillery only gets first attack off on day 10, better to just win on day 11?
  700. If winning on day 11, can build 2nd bship before lander, but that just helps win on day 10, which would then be impossible.
  701. Actually doesn't even help, build bship on same turn anyway
  702. Don't think the base is a worthy detour, get day 11 win without it, rarely get day 10 win even with it
  703. bcopter ai manip would be amazing, but not sure i can hold it that long, or recover it consistently
  704. built on day 5, currently drop manip on day 2
  705. can i recover after attacks?
  706. All units are either in repair mode, don't use their ai, or are the artillery
  707. Need to decide on base skip or not first though
  708. also, 17 attacks, including the inf, so massive massive variance, almost 100
  709. though if only manipulating copter ai, can do a banded setup, only issue is distinguishing
  710. should be doable in 4 aair arrows, maybe lander more effective?
  711. Is it even worth it? good copter ai does save a turn usually
  712. 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
  713.  
  714. 10 turn rta strat:
  715.  
  716. day 1: copy dingus
  717.  
  718. Day 2: copy dingus
  719.  
  720. day 3:
  721.  
  722. Inf manip notes:
  723. 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)
  724.  
  725. co flash on day 1 hits that last pattern after a beat of the music from previous testing, seems fairly consistent
  726. co flash on day 2 (after advancing past the inf misfire) arrives later
  727.  
  728. Getting the 4 frame window to align with the first few frames of the attack is slow, since it is 100ish frames away.
  729. Can advance 10 in the intro by pressing b
  730. AAir diagonals seem faster for advancing
  731. Can advance by over 1000 by loading a design map
  732. There is another 4 frame window a little over 1000 frames, but design map overshoots
  733.  
  734. There is a 5 frame window ~3500 frames away, but I doubt that's worth going for
  735.  
  736. To the rescue is already done
  737.  
  738. Danger x9 is easy to beat with good copter RNG (manip?) but the last turns are messy
  739. Jess? stronger units, but no double turn to cheese the rockets
  740. have trouble getting to the infantry at the end
  741. md tanks have no vision and this hurts me
  742. 7 turn with jess is free, i think her stronger cruisers make the first turns more consistent
  743. Drake? lol
  744. managed 6 days with jess by kinda winging it, and messed up a bit
  745. built tank, md, md, tank in e base
  746. built art, inf, inf in c base, but never used 2nd inf
  747. built inf d1, then aair d5 in w base
  748. need to corral the bcopters better, and beware the 2nd tank in the w
  749.  
  750. 6 day jess strat:
  751. day 1: recons to airport and s of airport
  752. aair below base, md tank below that
  753. bship n2e2, cruiser n2 from there
  754. build inf, art, tank
  755.  
  756. day 2: attack tank with md tank
  757. attack recon with recon, join recons
  758. destroy mech with aair
  759. destroy recon with bship
  760. destroy bcopter with cruiser
  761. move inf n3
  762. move art e2s2
  763. build inf
  764. move tank n4e1
  765. build md tank
  766.  
  767. day 3: destroy a bcopter with cruiser
  768. move recon e3
  769. destroy aair with md tank
  770. destroy tank with aair
  771. attack apc with bship
  772. cap airport
  773. attack md tank with art
  774. destroy md tank with md tank
  775. move tank ne
  776. build md tank
  777.  
  778. day 4: super
  779. destroy a bcopter with cruiser
  780. destroy tank with md
  781. attack art/apc with recon
  782. hide aair in forest to block apc?
  783. build aair
  784. move airport inf n2e1
  785. move art s1
  786. destroy rockets with md
  787. attack md with md
  788. move tank towards rockets in fog
  789. build tank
  790.  
  791. day 5+: 2 tanks and md should clear ne
  792. everything else should clear nw
  793. don't let the apc vanish into the woods, maybe build an inf on d3 to help block escape?
  794.  
  795. some shy movements mess with this a bit, so prepare to adapt
  796. if the tank escapes, it blocks the rocket kill
  797. strat was routed with bcopters attacking bship, they can instead attack recon which is really annoying, fixed by hiding recon in woods
  798. bcopter sometimes attacks aair (i assume if it estimates a kill), but this doesn't usually cost a turn
  799. shy md tank on day 3 does lose a turn though
  800. this seems like a good base to work from, though i am curious how the 5 day win works
  801. need to rework strat for woods mech, currently costs a turn
  802.  
  803. eagle 8 day capture, almost certainly slower:
  804.  
  805. day 1: build inf c, tank e
  806.  
  807. day 2: cap airport, hide tank in woods
  808.  
  809. send recons and aair to die, build an apc, a bomber and a tank in c, bcopter and fighter w
  810. want to charge super without letting hawke use power, having him attack fighter and cruiser in same day works
  811. use super to save a turn, block chokepoints to protect apc
  812.  
  813. last 5 turns for showstopper old strat keeping in case the new one doesn't work in some way
  814.  
  815. day 9: L move w tank 5w
  816. LL move w aair 6w
  817. move aair 4w, destroy copter
  818. move apc w6, drop s
  819. realign rng to (E2766AF)
  820. move unloaded apc w5
  821. move e apc s1w5
  822. build rockets
  823. move tank n1w5
  824.  
  825.  
  826. day 10: move e tank w5
  827. move w tank n5
  828. load apc, move n3
  829. move 9 aair w5n1, destroy bcopter
  830. realign rng to (259E6D04)
  831. move aair n3
  832. move apc w5s1, drop e
  833.  
  834.  
  835. day 11: move 9 aair s1w2, destroy bcopter
  836. realign rng to (286E1E9A)
  837. move apc w1n3w1, drop n
  838. attack rocket with tank and aair
  839. realign rng to (15CCD70A)
  840.  
  841. day 12: destroy rockets
  842. start capping hq
  843. realign rng to (12AAD6F9)
  844. build inf nw
  845. start capping city
  846.  
  847. day 13: cap city, cap hq
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