[AW2: WR Challenge 2025 #17.5] Enigmatic (300 S-Rank/ANY CO/11 Days)
Автор: Rzaney
Загружено: 2025-11-09
Просмотров: 140
Days To Beat: 35
Day 9 through 11 are the sweet spot. Sturm usually makes one last direct combat unit on day 9, often a Tank or Anti-Air, from the base northwest of his HQ, then sends it to the west, which you can block off. Sturm can win in 8-9 turns by rushing all his units and a few Recons to the enemy Sturm's HQ, and blocking off your HQ capturing infantry. Your Lander can survive a Sub hit with his 120 defense versus Sturms 110 attack, or you could use your APC to get the infantry across.
Changes to COs in this level:
= Sturm: adjusted
7 stars for SCOP, down from 10
Slowed by rain in Woods/Forests
110/120 down from 120/120 stats
SCOP 140/120 down from 140/140 stats, only does 4 damage down from 8
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Most important changes(in my opinion) from the Readme:
Gameplay:
**Snow doesn't slow Naval units, or Vehicles on Plains(I.E. a Tank can still move 6 spaces over Plains during Snow instead of 3 from before), 3 Tread and 4 Tire on woods(same as Rain)
MD Tanks/Subs act during "Indirect" phase now(Earlier, so they'll attack first)
Missile's have +1 range, movement, and vision
ALL ships can now traverse shoals, rivers, and bridges(but not unload on rivers/bridges)
Battleships CAN ATTACK AIR UNITS. They do base 45 to Fighters, base 65 to Bombers, and base 75 to Copters
Cruisers take 20 less damage from Bombers(85 to 65) and B-Copters(55 to 35), making them actually counter these units!
Cost changes:
Mechs 2,500G from 3,000G
Recons 3,500G from 4,000G
APCs 4,000G From 5,000G(surprisingly important in optimizing)
Rockets 13,500G from 15,000G
Anti-Air units 7,000G from 8000G(in line with tanks, very nice change)
Missiles 9,000G from 12,000G(Missiles are so viable now)
Battleships 20,000G from 28,000G
Cruisers 10,000G(!) from 18,000G(Extremely viable now)
Subs 12,000G from 20,000G(You're going to need those cheap Cruisers)
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Important Note: These are going to be mostly optimized runs! Some levels will be less clean than others(Especially Dark Woods and Hawke Is Coming because I'm not spending more than 20 hours optimizing any level, particularly Hour+ long ones).
The AI might--and likely will--move differently, and your RNG for the luck damage might be different (I.E. 76% might be an 8 for me, but a 7 for you, which will prevent the unit from retreating to heal at 2hp or less!). Be aware! This is a War Room mod, so unit production happens a lot, and every unit has a chance to be built with varying AI "profiles" that determine how they behave. Without RNG manipulation(in which case, you're basically TASing) they will differ greatly. BigusDingus has an excellent write up on this mechanic, and I will likely do a future video explaining how the AI functions to help people at some point if I remember/get around to it.
Levels that can be done by any CO will usually be done with Andy (and no COP), though Andy does get some use in this campaign as I think he's quite good now!
As always, remember to like, favorite and subscribe if you like the content. I'm just posting these for posterity and anyone interested!
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Mod here: https://www.warsworldnews.com/wp/hack...
BigusDingus' AI Notes Here
https://docs.google.com/document/d/1n...
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