Previous Time: 9
Fair warning: There's a very good chance the AI moves differently here, so I did it with the less than optimal variant where Hawke's mech doesn't move into the forest turn 1, and blocks the anti-air later, with wiggle room so that you don't have to rely on the AI movements as much.
You really want Hawke to use his COP early on at the end of turn 2 so that you can get damage in without him gaining any Star Power during turn 3, and prevent him from using his [S]COP twice. You can opt for a bomber turn 2 by building an infantry in the middle turn 1 instead of a recon, but you won't get early chip damage on Hawke's neo-tank, which helps guarantee he uses his COP at the end of turn 2.
You need to build a recon turn 1 on the bottom right and move accordingly so that you can take out the artillery(Note: you'll average about 8 extra luck damage between your 9hp mech and recon, so the 56% and 37% might not kill an artillery in one turn, revealing your units. Save beforehand if you're worried!)
It's mostly up to chance whether he finishes off your cruiser, or sends a B-Copter down to target one of your units. It's better if he doesn't finish the cruiser, but it can work either way. Remember that Hawke only has a single Anti-Air Unit on the map, so once it's gone, your copters and bomber[s] will have free reign.
Moving past the first few turns, the 7 turn win relies on proper targeting without giving him a second COP usage, otherwise your bomber can't one shot the pipe seam, or full HP units for a quicker win. You'll still get a 100 in speed on turn 8 and 9, so if you only care about the 300, you don't need to rush.
At that point, it becomes more of a puzzle in order to win in 7 turns. You might gain enough Star Power for your COP to enhance your air units, but I wouldn't count on it. If you need to take out his last MD tank in the bottom right, you can use a capture bait and artillery/rocket instead of a MD tank.
**An alternative HQ capture opening is to use your rocket to target the pipe seam near your base, and send both copters to it. On day 2, you can use your copters to finish off the pipe seam and also hit the second one so that you can block off his units once you deal with the neo-tank. Build an early bomber to blow up the pipe seam near the lab by passing along the shoreline or through the pipes, and use your SCOP to get an APC or T-Copter with infantry through to the lab by turn 7(turn 6 if you plan well). You can block Hawke's early copters with a fodder unit of your choice on your middle base, and divert his units to the bottom right by producing mechs down there(which you can combine on the mountain and rinse repeat, giving vision and a bit of a refund) so that they don't move north.
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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Негізгі бет Ойындар [AW2(2003) Hard Campaign Redo #28] Danger X 9 (300 S-Rank)
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