Advance Wars 2: Black Hole Rising -- Campaign Mission 17: Silo Scramble

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Well, it's official. War has returned. And it's still a pretty good time. Y'know, for war and all.

Naturally, I'm always getting into trouble with it and its various forms and formats:
twitter.com/yuugijoou
discord.gg/bKT9pRW

Somehow, I think I'm going to have to stay just a small step ahead of my Re-Boot Camp streams for this project to continue making any sense. (Or whatever!)

... ... ...this plan of action already seems to be going swimmingly. Ayup.

Well, we saved the Blue Moon from getting shot, so now we'll need to see about drawing a different colorful marshmallow from our box of lucky charms.

Er... what? That better not have been infringing on some totally irrelevant trademark!

---

Now, we turn our attention to a new nation, plagued with its own share of surprisingly similar problems, faced with generally the same revolving door of punch clock villains with strange habits and even stranger personalities.

Welcome to Yellow Comet Um. "Yellow"? Is that... okay? I mean, I don't mind if that's what they call themselves, but...

I can kinda see why the Re-Boot Camp decided to go with "Gold Comet" instead.

Incidentally, there's absolutely no reason we couldn't have done these missions before the Blue Moon branch of the campaign. So, besides the purely optional missions that we could've missed or skipped, the count is made all the more arbitrary.

---

Campaign
Mission "17": Silo Scramble

Naturally, we turn to our brightest Comet, their sovereign commander in chief and emperor Kanbei..
His troops are graced with noticeably higher stats than normal... but it comes at a hefty price. Literally. You pay more!

This can make certain parts of the game more interesting or challenging than for "regular price" COs, but more often than not, you'll be happy to have their comfy extra stopping power. Just be extra careful during the early game capture phase and take care of that bustling economy if you want to afford the expensive toys comfortably enough.

This is a pretty straightforward mission with a pretty cozy little bottleneck you'll want to help yourself to as you get acclimated to Kanbei's quirks... ... ... oh, except for all these Silos?!

We're pretty well familiarized with them by now, but if you skipped Blue tabs ignored their limited presence otherwise up 'tul now, you'll be well-acquainted with them after this!

For all their volatility and capability to muss up your ledger in terms of raw, uncontested flat damage without range restrictions... Silos aren't actually THAT big a deal in the long run? I mean, yeah, they can swing engagements pretty handily for whomever launches one and put the hurt on anyone foolish enough to cluster a bunch of pricey toys in a nice little formation, but... that's really just a one-off measure that can't be accounted for as much more than a nuisance in the grand scheme of things.

They're a bit like the property capture race, except you don't get to own them, you just don't want anyone else to get there first... and once launched, it won't be very long until the status reasserts itself. Then, the long-term effect is basically just economic. But for Kanbei, that'd be more significant than normal, so let's use these arms responsibly, okay?

Or you can just say farewell to arms and stand against the proliferation of long range ballistic missiles... by throwing them all up and at 'em, so you can't have the things sent to you later instead.

Good thing they're here for our protection.... right?

... good thing they're secured?

... ... ...good thing Flak has the strategic acumen of a sledgehammer?

Sonja, I don't think this was your best plan to date, no.




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