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Fionordequester's video: Advance Wars 1 Advance Campaign : Rivals 14 999 Not Reliable Speedrun version is much safer

@Advance Wars 1 (Advance Campaign): Rivals! (14/999, Not Reliable—Speedrun version is much safer)
SONG USED: Marleblanke Dite, aka "The Final Battle" (Zone of the Enders: Fist of Mars) DISCLAIMER: Everything up to Day 7 is the same as in the "Speedrun Version"—the differences afterward were possible via fancy emulator shenanigans. In any case, you have 33 Days to S-Rank, so this video has little practical application after Day 6. Eagle is very unpredictable in what he makes—that's why my "19 Day" version is over 15 minutes faster. I literally did this JUST for bragging Actually, I'm not even sure a 14 Day clear will always be possible. The reason I got it done here was because I turned off the Fog in testing the 19 Turn version, and found that Eagle's B-Copters were... ---------------------------------------------- 1) Clustered in the upper side of the map, rather than spread evenly (after Day 6) 2) Afraid of getting within Fighter range, for a brief period. Eventually they started going after the T-Copter, but I don't know if that was because it had gotten close enough to the HQ, or if they're simply passive for a few days. ---------------------------------------------- More testing will be needed if one can always get a 14 Day clear...or possibly even lower (my gut tells me that 13 Days could be possible). However, I prefer fast clears to "low turn" clears, so I probably won't be the one exploring that. In any case... ROUGH DAY-BY-DAY: DAY 1: Send up all three foot units and build x3 Infantry and a Mech DAY 2: Send three factory foot units down, have the Mech group continue goin up, put your AA below the lower-right factory, build another AA on top of said factory, and build two more Infantry in the left factories DAY 3: Destroy B-Copters from properties, put Infantry on (and behind) the lower bridge, move the Mechs onto the cities, put the Infantry with them on the upper bridge, build a Missile, then have a leftover Infantry block it from the left. DAY 4: Cripple the Bomber with your Missile. Move bottom bridge Infantry just above the one the B-Copter attacked. Put one AA just above the HQ, and use the other to destroy the B-Copter. Get your upper damaged Infantry just below the left city, then put a Mech onto that same upper bridge (DO NOT ATTACK!!!). Build a T-Copter in the lower airport, put an Infantry just above it, then build three more of them. [The reason we don't yet attack the upper Tank is because it'll give Eagle his CO Power. So instead, we hold off, so Eagle ends up a bit short]. DAY 5: Put one injured Infantry just below the HQ, and put the other injured one just above the bridge just below the HQ. Cripple all the Bombers, fly your T-Copter between the two left factories, build x2 Infantry & an Anti-Air, protect the Missile & T-Copter, then attack the upper Tank with you Mech before Merging it. Save your game, and reset if the Fighters don't clump *below* your HQ. [This last action will damage the upper Tank enough that it won't attack, but NOT enough that it will go back for repairs. You've nullified an entire 3rd of Eagle's army! This is also why we want the Fighters coming from below, and not above. We want to use a similar trick to nullify the bottom 3rd, but we NEED a Tank in front of the pack for it to work!] DAY 6: Get an Infantry onto the lower bridge, destroy the Bomber, then trap the Fighters as best you can. Build more Infantry. DAY 7: Mop up the remaining air forces, build a Fighter, and fly your T-Copter right. [The lower bridge must be blocked by a constant supply of fresh Infantry. In the case of Lightning Strike turns (where the Tank will destroy the bridge Infantry), Eagle will send an AA to attack, but not kill, your next one (since Lightning Strike dampens its damage). You should then use two of your own AAs to destroy it, and then immediately reblock the Tank with more Infantry. The bottom half has been nullified!] DAY 8: Fly the Fighter 7 spaces right of your top airport, then fly your T-Copter right (keeping just below the bottom edge of the island). Build two decoy T-Copters. DAY 9: Fly the Fighter right above the Missile located directly upper-right of the center airport. Advance all T-Copters and build two more decoys. DAY 10: Save scum your pants off to get your loaded T-Copter safely past everything. DAY 11: Save scum your pants off so that you get your T-Copter in the position to unload on Day 12, and so Eagle won't build too many threatening HQ units. Be prepared to wait a while... [Unfortunately, drawing arrows doesn't seem to affect what units Eagle builds—instead, you have to shuffle around who attacks, and gets attacked, by what. See the video for details. DAYS 12-14: Cap the HQ while save scumming yet more!

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This video was published on 2021-10-06 17:44:10 GMT by @Fionordequester on Youtube. Fionordequester has total 406 subscribers on Youtube and has a total of 664 video.This video has received 4 Likes which are lower than the average likes that Fionordequester gets . @Fionordequester receives an average views of 158.9 per video on Youtube.This video has received 1 comments which are higher than the average comments that Fionordequester gets . Overall the views for this video was lower than the average for the profile.

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