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Скачать с ютуб [AW2(2003) Hard Campaign Redo #33] Hot Pursuit (300 S-Rank) в хорошем качестве

[AW2(2003) Hard Campaign Redo #33] Hot Pursuit (300 S-Rank) 2 года назад


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[AW2(2003) Hard Campaign Redo #33] Hot Pursuit (300 S-Rank)

Previous Time: 18 There's a lot of variance that can screw up your 300 on this level, but it's all manageable as long as you fulfill these conditions: 1. You need to get a tank(which you can replenish every turn) on the plains south of the middle forest between the cannons, blocking a recon or an infantry. Bonus points if you get one on the forest too as a safety buffer! This isn't necessary, but it'll save you 10 minutes of your life from excess AI movement, and prevent Sturm from getting too many SCOPs from the slugfest with Kanbei. - AI Movement A(common). Sturm moves an infantry onto the plains on the first turn. If he does, attack it with your AA(+tank if luck doesn't finish it) from the forest and plains next to it, and move your artillery below the mountain. If you're lucky, he won't target it with his mech, and use missile silos as necessary to soften the mechs in order to get your tank into position. - AI Movement B. See video 2. Prep a power turn with either Colin OR Max, not both. The level is scored based on who's turn it is when you WIN, so whoever finishes the last Black Cannon will be graded, and this can be either Max or Colin. Use the other one to tank any Meteor Strikes from Sturm. - General Variances: Sturm might not move his tanks or Anti-Airs into position for either side, but just deal with them as best you can without taking too many cannon shots or unit losses for technique. Use Capture Baits if you're struggling. - Since the winner is the one graded, you won't need to worry about technique or power with the other 2 COs. Use this to your advantage! 3. Open the middle gap by the time Max opens the top left pipe seam. You don't need to destroy a Mini Cannon in the middle, but I've found it helps get the Anti-Airs in faster. They'll move to whichever is closest, the bomber or an infantry/other unit they would target first, so you'll need to push up with Kanbei to roughly 8~ spaces from Sturm's top left Anti-Air in the middle if you missed a turn from RNG or poor gameplay. Max can wait an extra space away if he has COP with the bomber for the middle Cannon finish. Make sure you get your power turn in! You'll need to destroy 5 of Sturm's units in a single turn for 100 power since he has 48 total. Don't let him capture any production buildings. I technically didn't need to reset for the Missile or MD tank since there were already 5 nearly guaranteed kills, but I wanted to be safe in case I hit a bunch of 0 lucks on the other units due to Sturms 150% SCOP defense + terrain. Other than that, just keep an eye on Sturm's COP, and the cannon ranges if you're unsure. Remember that luck gets reduced by defense, so against Sturm, along with the terrain, your average luck damage will probably only be 2 or 3 extra % damage. Definitely don't rely on luck damage during his SCOP if you can help it. Why not Eagle: He doesn't have a +1 movement COP, so his bomber will have to spend an extra turn after damaging the cruiser to get to the cannon, and AI dive their sub every other turn, so you won't be able to destroy it on day 13 for a power turn. Theorycrafting for winning faster: It MIGHT be possible to shave off a day or two with two early bombers on Eagle by breaking through the nearest pipe seam to the airport, which is only 7 spaces away, but also targetable by both cannons. You'll need to have something from the middle CO worth more than 11000 funds, which is an awkward fund number, get into range of the center cannon(they shoot in order from left to right, but target from bottom right to top left) by the time Eagle's bomber targets the pipe. You would also need to get the bombers through the pipe without Sturm's left side Missile/Anti-Air targetting them(maybe 2 capture baits for his tanks as well). Then you'll have to build enough Star Power somehow, since you're down 44000 funds on Eagle and probably haven't destroyed anything, and now have two 5-hp bombers(which you didn't get COP from since it was cannon damage) that need to get into position. The right side CO can be in position to win by turn 6/7~ if the cruiser is dealt with, but the power turn might prove problematic. It would be reliant on what you use the missile silos for, if you can even get them. As always, remember to like, favorite, and subscribe if you like the content. I'm just posting these for posterity and anyone interested! __________________________ All rights for games, mods, emulators, and songs go to their respective owners.

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