Advance Wars 2 - Orange Dawn Hard Campaign Perfect S-Rank/No Casualties

Advance Wars 2 - Orange Dawn Hard Campaign Perfect S-Rank/No Casualties

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Published on ● Video Link: https://www.youtube.com/watch?v=Aj1fKR6ktPk



Duration: 26:18
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I decided to check out what is going on with this map after whoisthisgit put it on his Worst Levels Ever list. Honestly, I think Final Front NC or Show Stopper should have been considered first. Still, Orange Dawn HC is headscratching with its design.

A user named PKGam pointed out the level to be generally as anti-Max as possible to make players think and ended up turning it into something that isn't kinetic. I try it out and whaddyaknow, it still degenerates into tank spam in general, aside from a few Infantry builds and a couple of Battleships for chokepoint control. Don't bother building Anti-Air Tanks, because the extra firepower against foot soldiers is worthless. APCs early on are also a waste of money that could be going to actual firepower to put the pressure on the enemy force since the money spent won't be made back in time. IMO, the only real thought required that doesn't involve playing around the Laser is to move the Battleship designated for blasting the Laser to dust along the south to intercept any escape by the Rocket Launcher.

Arguably, a key part of the problem would be the pathetic property density, but I still get to point out how the game's mechanics cause unneeded problems. For starters, WHY isn't there a better naval option for attacking the Laser in the first place? The only sea unit that can attack land units at all is the freaking Battleship, and, well, you see how it costs 28K and then has Max unable to 2HKO the Laser with it. Mind you, a direct-fire sea unit that could hit the Laser would get blasted on the enemy phase if the Laser isn't taken out immediately after, but at least it would be SOMETHING, since as-is, with Max, you need to spend 15K minimum to safely hit the Laser at all.

Meanwhile, since this isn't AW1, Max's Light Tanks do not 1HKO Infantry. That would be fine, except other deployment option ideas other than the MD Tanks suck, and this does include the Anti-Air Tank since it doesn't even 1HKO Infantry on properties even under Max's daily boost like it should, when to begin with Flak will be happy to deploy MD Tanks of his own and I would rather spend the 8K extra to avert target practice. See why I would make this:
https://imgur.com/gallery/LrdtKID

Also, for those who think I could be stupid to want Game Boy Wars 3's variety, answer me what other options I could have gone with. Know what GBW3's unit variety would have provided? The IFV, which under Max's boost would actually 1HKO the APC, with the added bonus of being armored so that the Infantry wouldn't be able to dent it, not to mention that the IFV could actually damage the MD Tanks, even if further anti-armor support to handle the first strike would still be preferable. Either way, the IFV would be a risk-reward unit that Max would be able to work with to accommodate him managing surgical strikes when dealing with enemy armor spam. Granted, if somebody is flowcharting armor directs against Max, something is going on, but at least Max would get to do something more engaging to effectiveness.




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Advance Wars 2
Orange Dawn



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