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Feinne
Oct 9, 2007

When you fall, get right back up again.
And obviously the Neotank for Black Hole.

They do cry, actually, because for some reason Lash created them able to feel pain.

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ultimateluigi987
Feb 14, 2012
The Design Maps Glitch Part 1: Introduction

Stuck on a challenging Campaign map? Want to obliterate Olaf with a bunch of Bombers? Edit the very map itself? This glitch allows you to do that, and much more!




This training mission is the one that sets it up.




The key is ignoring this, feed that copter to the wolves! (Or in this case, the cruiser)






(It seemed appropriate)






I don't think this has been showed off yet, the letters even bounce, just like your GBA does when you hurl it across the room when you lose. (I don't do this)




Ignore the name "Baer", that's the name that the save file I grabbed had. Head into here.



Place an infantry and delete it...







:aaaaa: This is it, and just look at how messed up the interface is. The game thinks that you're in a battle, but also in Design Maps at the same time!




Saving via the battle menu plops the save into Field Training, which has some interesting side effects. But let's take the fight to Olaf now with our new god powers! :black101:



The main menu's pretty messed up too...



Also the only time you'll see that "Continue" next to Field Training.




Starting the Campaign, and things are even messed up here! It continues off-center like this.



You said it, Olaf.



Pressing START on this screen resulted in this as I was trying to hurry it up.



Here we are in the main map, and the first thing I do as a basic way to show this off is to bury Olaf in bombers. It works the same way you do in Design Maps, just be careful not to accidentally push "End" or anything like that. If you do, well...



Olaf actually gets to take his turn! :sigh:



Plopping a Bomber down while a Tank was attacking resulted in this: the Bomber got to counter the Tank's inaction!



Then Andy operates on AI control...



And then after that I got control again, a bit of a setback but nothing major. After editing the units/terrain to whatever you want, simply save and reset.



Go back in and things are normal again! Normal, except for whatever changes you made!



Two days later... (I didn't have quite enough Bombers to nuke him all in one day)



Still a perfect S-Rank, though. What else would you expect from a massive army of Bombers?



Going back to that Field Training save I made at the beginning we open it up to find...





:pwn:




Bombers can't even fly over these tiles! Pressing R on one of these tiles results in...



"Out"... I wonder if it's just a placeholder, or if a tile like this was going to be used somewhere... Going down, well...






This one's a bit different. Press R on it at all, and...



That, and a loud screeching noise!

But of course, that not all you can do with this. Let's just say it isn't called the Design Maps glitch for nothing!

Next time: We make maps of all different sizes

ultimateluigi987 fucked around with this message at 23:20 on Feb 29, 2012

Malachite_Dragon
Mar 31, 2010

Weaving Merry Christmas magic

ultimateluigi987 posted:



That, and a loud screeching noise!

Metroixer's legacy of unleashing unholy glitch-beasts continues! :stonk:

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



So, AW is 2 for 4 on having hilarious glitches? AW:DS had the laughably easy to generate null-CO glitch.

Also, wouldn't Yellow Star's vehicle be a B-Copter for Sensei?

Malachite_Dragon
Mar 31, 2010

Weaving Merry Christmas magic

Alkydere posted:

So, AW is 2 for 4 on having hilarious glitches? AW:DS had the laughably easy to generate null-CO glitch.

Also, wouldn't Yellow Star's vehicle be a B-Copter for Sensei?

Either a B-Copter or Infantry, both for Sensei. INFANTRY SPAM! :getin:

Paul.Power
Feb 7, 2009

The three roles of APCs:
Transports.
Supply trucks.
Distractions.

Ahahaha, that's amazing. And for some reason I just cracked up at "Something's not right here..."

Going to put a link in the OP.

Paul.Power
Feb 7, 2009

The three roles of APCs:
Transports.
Supply trucks.
Distractions.

Mission 6M: Blizzard Battle! (or "Wait, "he"? Who's "he"?")


I don't see the need to get so worked up. It's not like this was Blue Moon property to begin with.

But... it's coloured blue on the map? :confused:

What did you say? After all my work and planning?
It's common theft, man! Nothing more, nothing less.
Why, you insolent little...
Whoa! Hold on chief! Don't you think it's time to move out? Like you said, the Orange Star troops are knocking on our door.
Grit! You're pushing your luck! Don't go anywhere, you understand? I'll deal with you when I get back.

How, exactly? Then again, better not ask that of a guy who can make it snow...



I mean, Olaf probably doesn't get cold when he makes it snow, but Grit would...



Maybe best not to think about it.

Day 1


Andy! Max! Can you hear me?
What is it, Nell?
I've learned that this is a vital deployment point for Olaf. If we can drive him from the region, we may just cripple his army!
Really? This may be where we can end this conflict with Olaf!
That's right! You just need to capture as much property as possible, and fast! The first army to secure twelve properties will win this battle! Stay alert and good luck!
Let's see... Yep, we've got bases for deploying troops, and...

And what?

OK! Understood. Let's go!

And nothing, apparently. I guess Max doesn't want to tell Andy and me the rest of his thoughts. Bit of a shame, since he's taking no part in this battle.



Oh well, looks like we've got to sort this out ourselves Andy. As noted, this is a property capture battle: first to twelve properties (on this map that's HQs, bases and cities) wins. Now, Olaf starts out considerably more mobilised than us here, and even has six starting properties to our three. So, pretty much as always, we're going to have to box clever.



There are three key properties here, circled in green. First up, there's a Blue Moon city near the central bridge. If we grab that, not only do we get another city, but we set Olaf back one too! As each side of the map only has eleven properties, we're going to need at least one from Olaf's side - and this is the obvious choice. The base in the north is self-explanatory, it's always good to have bases. And then there's the city by the northern bridge, which is our most vulnerable property: Olaf may even get there before us. If he does, it's vital we take his vulnerable city first, to stop him getting twelve properties. After that... well, we'll just have to take it back from him.



Right, well, I'd better get to capturing then, hadn't I?



And my mechs head out towards that Blue Moon city. Now, you'd think I'd want to rush upfield for the base first. But you'd be wrong - I tried that out on my first attempt at the level, and it didn't exactly go to plan. You'll see why in a moment.



In the meantime, I send my tanks upfield as a welcoming committee for Olaf's troops.



Since this is a capturing mission, we'll want plenty of infantry. I mean, Rule 1 of Advance Wars is "you can never have too many infantry", but it goes doubly so here.

Day 2



And here's why we don't want to send our footsoldiers after that base just yet: Olaf sends a tank and arty across the bridge to engage us, and that base is right in arty range. "But Paul! You can distract Olaf with the APC!" Yeah, that's what I thought. But remarkably, when I tried it out Olaf's artillery actually attacked my capturing mech rather than the APC (I know, right?). So best to have my tanks get rid of those units before sending my infantry up there.



Capturing occurs.



I am going to use my APC as a decoy somewhere, at least. That Blue Moon city is vital.



Not going to move in and engage Olaf's units just yet, though - doing so would drag his medium tank forward, and while I'm going to have to deal with it at some point, I'd rather wait until we've cleared out the other units first. It does mean conceding first strike to his light tank, but I can work around that.



More infantry, more! Well, we don't have the funds for much else right now. Maybe next turn.



(Question is, how much am I going to abuse that gif from now on?)

Day 3



Well, I took some damage there, but I can work something out.



First up, my gallant APC retreats. With that city now firmly in Orange Star hands, the mechs can take care of this bridge themselves.



My damaged tank takes on Olaf's arty, with an infantry unit providing assistance.



And now for Olaf's tank. Andy can only knock 6HP off it. Stuff like this makes you miss Max a bit, but Andy has his compensations. And it's still decent damage.



Now, that medium tank's hanging out in arty range, so it's probably for the best if I try to distract the arty with some infantry. Target saturation, my old friend.



Enough infantry for now. Let's have another tank to make up for my damaged one.



Olaf has his first shot at trying to clear me off my new city. It's not a bad effort, but...

Day 4



... I get healed up 2HP from the city next turn. This is why I'm fairly confident that my mechs can hold the line here. For now, at least.



Especially with performances like that. I've now got an HP lead here.



Medium tank finishes off arty, and I get to capturing that base. Now then, about that retreating 2HP tank... if I go after it, that's going to drag Olaf's medium tank into play. That could be pretty dangerous.



But on the other hand, I think I've got the resources to contain it. I send my 6HP tank out, both to finish off Olaf's tank before he can retreat, and to bait the middie.



Loading the APC...



Moving all these other infantry up...



... advancing my fresh tank, and churning out a couple more infantry.



Olaf continues to battle for that bridge city. It's 3HP each right now, but don't forget I'm getting healed next turn.



My "bait" tank doesn't fare so well, though.

Day 5



But on the other hand, for some reason Olaf decided to attack that tank from the worst position possible.



Because now I can attack him from a city and minimise the counterattack damage.



My new light tank follows up to reduce the middie to 3HP, while I finish capturing the base and start capturing some more cities.



This time my mech can finish that tank off. So ends the battle of the bridge. Well. The first battle of the bridge.



The other mech comes up to provide support, while my APC drops off his passenger. Leaving the APC there was perhaps a mistake. I think you can guess why.



Not going to build anything this turn, I'd like to save up a bit for next turn.



Hey Olaf, Andy and the readers are dying to know: don't you get cold when you do that?



Guess he's not answering. And yeah, he took my APC out, that was the mistake. It's one thing to lose an APC as a deliberate decoy, quite another to get one killed through sheer forgetfulness. , etc.

Day 6



Of course, the big problem with Blizzard here is that that infantry's started capturing the northern bridge city - and because it's snowing, none of my units can reach it. Good job I captured that city by the central bridge, then.



Olaf's medium tank goes down...



... and back in the centre of the map, my mechs swap around so that the full health one can face the next tank.



Setting up a defensive perimeter around the base...



... where I'm going to build a rocket launcher. May as well make use of the fact that we're playing as Andy, here.



All right, everything looks like it's in a pretty good position here. Do your worst, Olaf.


I thought you'd never ask.

Day 7



So yeah, we've got a recon, a tank and a bunch of infantry to deal with. At least it isn't snowing any more.



Medium tank starts us off by knocking that recon down to 1HP. And I capture another city.



That city capture puts us level with Olaf on 11 properties. The next capture decides the battle.



I join the 7HP and 4HP infantry together, receiving 100G for the "lost" hit point. Meanwhile another infantry finishes off the recon, and my tank attacks one of Olaf's infantry.



Better get that rocket off the base. Wouldn't want it to become a base-blocker after all the trouble I took capturing that place.



And let's deploy an arty from there.



Back on the bridge, battle recommences.



Whoa, déjà vu.



Building some infantry out of the other bases.



And the déjà vu continues.

Day 8



All right, we've got a CO power charged up here.



May as well use it.



aaa it's so bright I can hardly read the numbers. Maybe that's Andy's secret, he makes his units look so bright you can't actually tell how damaged they are.



Anyway, war.



Mech kills light tank, rockets cripple infantry.



My own light tank deals with another damaged infantry, allowing my medium tank to roll through and take out Olaf's APC (oh no I'm turning into an AI :ohdear:).



Infantry sneaks around the back of Olaf to take that 2HP inf out. Kind of weird to see Andy on the right half of the screen, there.



The infantry cavalcade moves forwards. I also send my artillery down south: my mechs could probably use a bit of long range support down there, battle damage is taking its toll.



And I churn out a tank, an arty and an inf.



Olaf continues his two-pronged assault on my lines.

Day 9



He's not giving up without a fight.



Good job we're prepared to give him one, then.



Medium and light tanks clear out the city so I can start capturing it. Olaf seems to have decided to leave this city alone now so he can focus on the middle of the map: more fool him.



I get to capturing as my artillery start sending barrages at the opposite shore.



Mech attacks recon as reinforcements approach. Reinforcements I won't need, but I guess it's the thought that counts?



Producing an APC since my medium tank looks a little low on ammo. Again, it isn't going to make a difference because I win next turn, but you know.



Tech-spamming some infantry just in case.

Day 10



All right, the moment of truth.



A silly bit of supplying. But it's nice to see an APC get used for something other than cannon fodder for once :).



Taking down a recon because why not.



And finishing the job.


He will not be pleased with me if this losing streak continues.

Wait, "he"? Who's "he"?

Grit!
Yep.
Get out there and stop that cursed Orange Star Army!
Easier said than done, Boss. You didn't leave me anything to work with.

Oh I don't know, there's all those troops that we didn't destroy because all we had to do was capture twelve properties... unless of course they're all remote-controlled robots that shut down when they stray too far from their factories. But who'd design a system like that?

Don't get saucy! Rally the troops and do something! I have to go and pay him my respects.

"Him"? Yeah, this really puzzled me at the time. I thought maybe Blue Moon had some third CO, not mentioned in the manual, who was Olaf's superior. Well, I was right about the "not mentioned in the manual" part. Anyway, yeah, this is our second hint at the game's wider plot, after Eagle being really angry with Andy despite Andy not having a clue who he was. Still some way to go before we can fit all the pieces together though... feel free to speculate on it, I guess? Granted, "plot speculation" and "Advance Wars" aren't natural bedfellows...

Don't fail me, Grit!
Well, I'll be a... Olaf just tucked his tail between his legs and ran away. Where does that leave me? Guess I'll mosey on down and clean up his mess.

Seriously, Grit, why are you working for Blue Moon? I mean, sure it's fun to crack jokes at Olaf's expense, but you could do that from Orange Star. And you wouldn't have to deal with situations like this.



I'd forgotten about this, but apparently when we win property capture maps we get a little screen telling us about the property count. That's uh, that's certainly something, game.



I'd like to see Andy's comment here as being less about Blizzard and more about Olaf leaving Grit in the lurch like that. Or maybe just a remark to the game about giving us another A-Rank. The timings for speed in AW1 are a lot stricter than they are in AW2, it seems.



Oh well, A-Rank or no, I apparently got enough sweet XPs to reach the heady heights of Rank 93, Ebon Rat. There's no voting to do for next time, though...



... because Max has some, uh, "issues" to take care of.

Pureauthor
Jul 8, 2010

ASK ME ABOUT KISSING A GHOST
I never quite got why Max has blue face paint in this game.

Paul.Power
Feb 7, 2009

The three roles of APCs:
Transports.
Supply trucks.
Distractions.

Pureauthor posted:

I never quite got why Max has blue face paint in this game.
Olaf has his chair, Andy his wrenches, Grit his revolver, Nell her pointer stick, Max his... blue face paint. Don't judge him ;).

Waffleman_
Jan 20, 2011


I don't wanna I don't wanna I don't wanna I don't wanna!!!

Pureauthor posted:

I never quite got why Max has blue face paint in this game.

It goes with his hair.

Loxbourne
Apr 6, 2011

Tomorrow, doom!
But now, tea.
That's not face paint, it's facial hair. He hasn't had time to shave.

Agent Interrobang
Mar 27, 2010

sugar & spice & psychoactive mushrooms
They're extra eyebrows. Max is REALLY self-conscious about them, which is why he had them removed by AW2.

Manic_Misanthrope
Jul 1, 2010


Is this the mission I'm thinking of? The really short but bullshit mission? Because if so... enjoy!

Pureauthor
Jul 8, 2010

ASK ME ABOUT KISSING A GHOST

quote:

they're all remote-controlled robots that shut down when they stray too far from their factories. But who'd design a system like that?

Mad scientists, that's who. Mad scientists with too much free time on their hands.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Pureauthor posted:

I never quite got why Max has blue face paint in this game.

If he was from Green Earth and hence European-based, it could be blamed on Max having a Celtic theme, complete with woad.

doomfunk
Feb 29, 2008

oh come on was that really necessary
all over my fine carpet!!
It's to keep the sun out of his eyes while he rides on tanks, direct-combat ships, b-copters and planes shouting 'charge'.

...Because he's the quintessential American strongman, the football player. I'm glad he lost them in later games, because his design holds no other trappings of the overall look, aside from apparent build. ('apparent', because of how the padding influences your silhouette.)

e: Come to think of it, his being a direct combat specialist really fits there, because of what people tend to think of when they think of the sport.

Paul.Power
Feb 7, 2009

The three roles of APCs:
Transports.
Supply trucks.
Distractions.

doomfunk posted:

It's to keep the sun out of his eyes while he rides on tanks, direct-combat ships, b-copters and planes shouting 'charge'.

...Because he's the quintessential American strongman, the football player. I'm glad he lost them in later games, because his design holds no other trappings of the overall look, aside from apparent build. ('apparent', because of how the padding influences your silhouette.)

e: Come to think of it, his being a direct combat specialist really fits there, because of what people tend to think of when they think of the sport.
Oh right, like Shivnarine Chanderpaul.

Although yeah, I suspect it's more likely to be an American Football reference than a reference to a certain West Indian cricket player, given that Chanderpaul is very un-Max-like. I just tend to filter this stuff through a British filter. Hence the shipping forecast reference.

KDavisJr
Jul 17, 2010

A real avatar never dies, even when it's replaced!
Max want to take care of Grit I say lets give him the chance

EDIT: Never mind. wasn't paying attention...

doomfunk
Feb 29, 2008

oh come on was that really necessary
all over my fine carpet!!

Paul.Power posted:

Oh right, like Shivnarine Chanderpaul.

Although yeah, I suspect it's more likely to be an American Football reference than a reference to a certain West Indian cricket player, given that Chanderpaul is very un-Max-like. I just tend to filter this stuff through a British filter. Hence the shipping forecast reference.

Yeah, mostly I pointed at american football because Orange Star, and the massive loving shoulders.

If he was a little bit more evenly built and Green Earth, absolutely, he'd be a cricketer.

Paul.Power
Feb 7, 2009

The three roles of APCs:
Transports.
Supply trucks.
Distractions.

Manic_Misanthrope posted:

Is this the mission I'm thinking of? The really short but bullshit mission? Because if so... enjoy!
It might not be. There's another Max vs. Grit mission on the Andy path that probably counts more as "really short but bullshit" than the one coming up here. Max's Folly?

President Ark
May 16, 2010

:iiam:
It's funny how these property-capture-race missions happen so often in AW1, and then... never turn up in another Advance Wars game, ever.

Manic_Misanthrope
Jul 1, 2010


Paul.Power posted:

It might not be. There's another Max vs. Grit mission on the Andy path that probably counts more as "really short but bullshit" than the one coming up here. Max's Folly?

That's the one I was thinking off. I used the term "____ this mission" a lot during this game.

Paul.Power
Feb 7, 2009

The three roles of APCs:
Transports.
Supply trucks.
Distractions.

President Ark posted:

It's funny how these property-capture-race missions happen so often in AW1, and then... never turn up in another Advance Wars game, ever.
There's one in AWDS (it's coming up in the thread in a couple of missions' time). But yeah, they got left out of AW2. Probably just as well, they're kind of annoying and I think the AW2 missions had good variety already.

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry
So what decides whether your units are on the left side or the right side of the battle screen?

Keiya
Aug 22, 2009

Come with me if you want to not die.
Why, whether they're on the left or right side on the map screen of course. (I think up/down it's decided by turn order, but I'm not sure.

Looper
Mar 1, 2012
Max doesn't have his blue football grease in any of the AW1 official artwork (or the box art, I believe), so maybe it was just another, more subtle localization change? I dunno, but either way, I'd rather he keep the silly facepaint than bulk up on steroids in the later games.

But why is the paint blue? This is Orange Star! Now I have this mental image of redorange-haired Max with orange paint. Maybe Grit isn't the only commie sympathizer :tinfoil:

Paul.Power
Feb 7, 2009

The three roles of APCs:
Transports.
Supply trucks.
Distractions.

Mission 7M: History Lesson! (or "Max vs. Grit: Round 2")


Grit... Is he the guy who keeps calling me junior?

Andy, Grit has called you "Junior" twice up to this point. In fact, I just looked through the game script and found six instances of the word, three of them said by Grit, and three by you. And we won't even see the third time Grit calls you "Junior" for many, many updates. I just... ugh...

Actually, thinking about it I kind of like the image of the COs having a conversation I can't see during the battle where they just constantly try to put each other down. And Grit keeps calling Andy "Junior".

Do you know him or something?
Yeah, you could say that. He, Nell and I used to be friends. He was always a tough one to figure out, but this Blue Moon stuff...
Nell knows him, too? Why is he working for Blue Moon?
That's something I'd like to ask him myself.
That's why you've got to let me face him, Andy!



All right, all right, jeez.



Don't know if you've noticed this or not, but the Campaign missions in AW1 love their exclamation marks. AW2 feels positively sober in comparison.

Day 1


Man, this place was made for Grit and his indirect-combat units. I really just want to rush in and get to stompin', but... The smart thing to do is to use the terrain and creep up on 'em. Yep, that's the best plan. Let's move out!



So we've got a naval fog of war battle on our hands here. Max has got some pretty solid units on the field here - three submarines and two medium tanks, among others - but the key here is our landers. Without them we can't capture the HQ or have any chance of taking out Grit's eastern units (okay, we have a battleship that could theoretically take out all the land units... but it's a Max battleship. It's got a shorter range than Grit's rockets. Either way, the HQ capture is looking like a good option here: it's fairly exposed, and it beats going on a hunt to find every last one of Grit's units.



Maybe I should start only looking up the full maps for these once I've played through the mission, because drat are those no-fog versions tempting. I learned a few things beforehand from this one: there's a battleship protecting the HQ and a cruiser protecting the battleship. The middle island is pretty pointless though, given there's no indirects on it - and while the right-hand of the map is a bit more active with units, if you just gun for the HQ you'll avoid all that. There's some stuff coming down from the top left, but nothing our medium tanks can't handle. It's kind of weird that IntSys made a map that, as Max says, has so many boltholes for indirects to hide in, and then don't put indirects in them. Maybe they just want to make us paranoid.



One of our biggest assets this mission is our collection of submarines. Let's dive one.



Submarines have really good vision in fog of war: like recons, they can see up to five squares away from themselves. That's going to be essential here.



Sending the other two subs out. I know I'm pretty sure that nothing's going to come from the south here, but may as well make a token gesture in that direction.



Battleships and cruisers, of course, can't dive. So let's hide them in these reefs. Let's also capture some properties: okay, so there's no bases to use the funds at, but at least doing so tells us that the forests north of those cities are clear.



Meaning I can hide my medium tanks and recon in them.



Mechs and one of the landers move up a little.


This whole thing don't sit well with me, but I guess I gotta stop foolin' around. I figure the best way to stop these boys is to take out their lander. Yeah, that'll keep them from movin' those ground troops around. Reckon I'd best get started.

Grit giving us a nice big "protect your landers!" hint here.

Day 2



A sub just dived in the "green circle" square. We've got a cruiser to deal with it, but the cruiser can't attack until it can see the sub.



But if I move one of my own subs next to it...



Well, then we have a viable target.



After that, another of my subs wipes out Grit's lander and my battleship takes of his infantry down to 1HP. Shame my battleship can't attack the artillery, but hey, it's Max, what're you gonna do.



Still, there's plenty of stuff Max is good at.



Tank down, arty crippled.



Loading up a lander with the other medium tank and a mech, and hiding it in a reef.



Can't be too careful with those landers, after all.



Especially given all that attacking has already charged up Snipe Attack...



... Jesus Christ! (pretty much my reaction when this happened)

Day 3



... Well, let's hope Grit doesn't have any more submarines. Hmm... that artillery fired from a forest. There's a few options, but again I know from the unfogged map that it's not on the central island (sorry!). Which leaves those two forests in the north.



Sending the recon up reveals that it's not the southern forest. Must be the northern one, then.



And that's a fact we can use to our advantage. Even if we can't see the artillery, we know where it is and we know how far it can fire (Grit's just used Snipe Attack, so we know for certain he won't be using it next turn), so we can make sure our battleship and lander steer clear of it. More than that, we can set the battleship up to attack next turn (at least Max's battleship still outranges Grit's artillery. That's some small comfort, there. A quick note on the southern sub while I'm here: that cruiser I mentioned is hiding in the reef northeast of it. If I parked right next to the cruiser, it would be able to see me and it could get a hit in. So I've set up just southwest of it instead.



Tank finishes off arty, second lander loads with an infantry and a mech and my APC and other infantry move up too.



Well my ships are safe from that forest arty, but my recon isn't.

Day 4



Still, it survived, and where there's life, there's hope.



Hope in this case manifests as the ability to act as a spotter for my battleship.



Submarines move up and oh hey, there's Grit's battleship. Curiously he didn't decide to hide in in a reef. I guess I shouldn't complain, though.



That battleship has most of the HQ area locked down. I could land this turn, but I think prudence dictates I wait until the battleship's taken care of.



So instead let's get my landers up next to the beaches, ready to land next turn. Hopefully this won't cost me.



Infantry attacks infantry, with mixed results. Really I should have used my medium tank tank to attack that infantry. I'm not really sure what I thought I was doing with that medium tank this turn.

Day 5



You might have noticed that we've had Max Force charged up for the last couple of days.



May as well get some use out of it.



One-shotting battleships: pretty darn handy. Granted it's not like we don't have enough subs around to two-shot the battleship anyway, but it's still good to have around.



Medium tank and battleship finish off Grit's troops in the starting area...



... and it's time to start landing troops. You may be surprised that I'm unloading the inf/mech lander first, rather than the one with the medium tank. Well, my reasoning here was that that tank would probably attack a footsoldier rather than the medium tank - and I need those footsoldiers to capture the HQ. So I decided to give the tank a choice of two - and whichever footsoldier it attacks, the other can get to capturing next turn (In hindsight, there's a bit of a flaw in this plan, but fortunately it doesn't come back to bite me).



Meanwhile, my subs are looking low on fuel, so I'm sending them back to my APCs for supplies. Wouldn't want my technique score getting messed with by something as stupid as subs running out of fuel.



Grit gets a Snipe Attack...



I'm sure you don't need me to tell you this, Grit, but tanks are not indirect units (in other words, once more he doesn't actually attack with any indirects this turn. Looks likes I've steered clear of them. Good-oh).

Day 6



So that flaw in the plan I mentioned earlier. Say Grit's tank had decided to attack my mech from that square instead. My infantry would be at full health, but the tank would be blocking it from reaching the HQ this turn. Fortunately it looked like the AI decided to prioritise maximising damage output and minmising counterattack damage over, y'know, not losing. Oh well, that's the AI for you.



Let's get capturing. Meanwhile my APC does the rounds keeping those subs afloat (er... in a manner of speaking). The third sub is pretty low on fuel, so I surface it to save a bit on that.



Anyway, let's clear some space for my other lander.



That done, I can bring in the medium tank and the other mech. I also bring my battleship up to lend the HQ units some fire support.



There's a chance that the cruiser might go gunning for my raised sub, so let's use the dived subs to block it in. The dashed line is where a medium tank ends up after I took this screenshot: forgot to screenshot after the middie had moved, sorry.



Grit attacks my HQ mech. It's going to set me back a little, but not too much.

Day 7



Yeah, Grit's cruiser went HOLY poo poo A SURFACED SUB and charged towards it, but my dived subs have trapped it in. Also, another tank appeared.



Battleship takes down one tank.



Medium tank takes down the other.



And I get my third sub fuelled up. Let's dive it again for good measure.



HQ capturing continues as my subs do their best to get the heck away from that cruiser.



To ensure there are no more mishaps, I join my healthy mech on to the damaged capturing mech. Arguably a waste of good hit points, but at least it strengthens the HQ capture. I also send the other medium tank across the sea because, you never know, we might need it.

Day 8



We don't.


Why in blazes did you go over to Blue Moon?

Yeah, come on Grit. We need some kind of closure on this.

Grit!

Orrr maybe not.

Nell? What are you doing here?
Hey there, Nell. It's been a long time.
Max. Would you please leave us alone for a minute?
Yeah... Sure...

Oh, come on. We aren't doing this, are we? Hey, guys, as your advisor I advise you to all sit round a table and discuss this like rational adults (and Andy).

You look well. I was worried.
Yeah, I'm doin' all right. How about you? You and Max getting along all right?
So that's the reason you left Orange Star. You sensed Max's feelings, and because he's your friend, you...

Noble sacrifice to solve a love triangle, huh? I guess that makes as much sense as anything.

Whoa! Hold on, now. Let me set you straight. I did what I did 'cause that's who I am, darlin'. I go where I want to go, and stay where I want to stay. That's it.
Oh, I...

Or maybe not. Maybe Grit just likes being a lone ranger. Or maybe Grit's just saying this to spare Nell's feelings. Or ugh why do I care about this?

See you later, Nell. Take care.
Grit... Goodbye.

And yeah, that's basically all that gets said on the matter, apart from one or two minor references in things like the AW2 Hard Campaign ending dialogue and one of Max and Grit's after-victory quotes when they tag-team in Dual Strike. It's a bit annoying, but in hindsight maybe cutting out all this was a good thing...



On the bright side, perfect score! Good to get back to S-Ranking ways after those two A-Ranks.



Now at this point, the paths join back together and we meet our third playable CO, Sami (well... fourth if you count Nell in Field Training). But we aren't going to be chatting with her just yet. Kind of a shame, because her theme tune's my favourite music in the game, but that's how it goes.



After all, we've got a whole other leg of the Trousers of Time to explore first...

Paul.Power fucked around with this message at 23:28 on Jun 19, 2014

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry
So is that it for Blue Moon, or will they be making another appearance later on?

Alien Arcana
Feb 14, 2012

You're related to soup, Admiral.
As far as checking the "no fog" maps is concerned? I say go for it. It's nothing you can't learn by trial and error anyway. It's not like this is a blind LP.

Paul.Power
Feb 7, 2009

The three roles of APCs:
Transports.
Supply trucks.
Distractions.

Glazius posted:

So is that it for Blue Moon, or will they be making another appearance later on?
Well, there's more Blue Moon in the other "trouser leg", but yeah, if you were playing this linearly that would be the last time you fight against Olaf or Grit.

Alien Arcana posted:

As far as checking the "no fog" maps is concerned? I say go for it. It's nothing you can't learn by trial and error anyway. It's not like this is a blind LP.
Fair enough.

Seraphroy
Jun 24, 2010

Jesus shit that Steelix is terrifying.
I sense a couple DoR jokes in the past couple updates, Paul. I approve.

KennyMan666
May 27, 2010

The Saga

And best CO shows up. Well, kind of. Guess I'll have to wait for her to re-show up before we get to play with her.

LordSloth
Mar 7, 2008

Disgruntled (IT) Employee
I'm fine with you checking the maps, but I also have no particular attachment to an A rank. If you can win a mission in one pass without spoiling yourself, go for it. More derps are fun to watch.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
As far as I remember, cruiser-sub battles are basically decided by who attacks first. Subs still do a ton of damage to cruisers, so if you get the first shot in the cruiser's counterattack is pretty minimal.

Paul.Power
Feb 7, 2009

The three roles of APCs:
Transports.
Supply trucks.
Distractions.

Jabor posted:

As far as I remember, cruiser-sub battles are basically decided by who attacks first. Subs still do a ton of damage to cruisers, so if you get the first shot in the cruiser's counterattack is pretty minimal.
Not really - I think you're thinking of cruiser-B copter there (B copter attacking cruiser is 55% regular damage in AW1 and 2 - or 82% as AW1 Max or AW2 Sensei).

Subs do 25% damage to cruisers under normal conditions, or 37% damage with AW1 Max running the show. Thinking about it, I could have mobbed Grit's cruiser with my three subs, and perhaps even got off relatively lightly on the counterattack because of his direct attack penalty. It didn't seem worth the risk at the time, but it probably wouldn't have been especially risky. Oh well.

Looper
Mar 1, 2012
Yeah, the naval triangle is pretty solid. Use cruisers on subs, subs on battleships, and battleships on cruisers. Trouble is, naval units are generally too expensive to merit building anything not a lander which sucks because ships are the coolest and land units are so boring :(

Vander
Aug 16, 2004

I am my own hero.

Paul.Power posted:

I really just want to rush in and get to stompin'

'Ez da orkiest ah' da' CO, boss! He'z got good dakka made for stompin'!

Vicas
Dec 9, 2009

Sweet tricks, mom.
Yeah, it's kind of a shame that naval battles basically never happen because of how ridiculously rich you need to be to really crank that stuff out.

Alien Arcana
Feb 14, 2012

You're related to soup, Admiral.

Vicas posted:

Yeah, it's kind of a shame that naval battles basically never happen because of how ridiculously rich you need to be to really crank that stuff out.

Especially considering that battleships, as tank-proof, high-damage indirect units, are the only reason to go for naval dominance. (It's easier to control the air with fighters, or just post anti-airs on shore, rather than invest in cruisers, and of course subs are pure naval unless you like really expensive FOW spies.)

Of course, if you have battleships you need cruisers - otherwise a single sub can counter your entire navy. So the smallest possible useful naval force (one battleship plus one cruiser) costs a total of, if I'm not mistaken, $46,000.

Know what else you could get for that amount of money? A mid tank, two small tanks, an artillery, an anti-air, and two infantry. Which have a greater combined firepower in nearly all cases, can split up to kill multiple targets, benefit from terrain cover, can establish a defensive line, and can be repaired anywhere there's cities.

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Tulip
Jun 3, 2008

yeah thats pretty good


It's quite possible to have a navy that is just a battleship if you are reasonably certain that your opponent has no access to ports, no intention of building ships from their port, or if you only need a handful of turns of battleship fire. Subs are actually a rather poor counter to battleships if you only use one battleship, since that means your opponent is spending 22k to destroy at 28k unit - and they may not be able to get 22k together very quickly. It's pretty situational and i'd almost always choose "more tanks" but it's there.

Also, there is another reason to build navy - landers. Navies are too goddamn expensive though, and it's hard to justify buying a battleship when you can get a bomber.

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