Advance Wars: Days of Ruin -- C26 rout%, 7/369
This isn't tool assisted or anything. It just kinda looks the part because my lousy laptop runs Desmume at around 25%.
So, Sunrise is the last mission in the last Advance Wars game. After an otherwise simple campaign, it's sort of infamous for burying unsuspecting players in outrageous AI handicaps. Caulder is the most powerful CO in the series all by himself, but on top of that, his chocolate factory is an amalgam of re-purposed Black Hole tech: Five deathrays, two factory gates, and a free Meteor Strike at the start of every turn. It takes a lot of studying and practice to properly manipulate it all and avoid getting ground into dust.
Now, most Advance Wars fans don't like thinking very hard, and so the strategy you'll usually see recommended or employed here will be pasted straight out from the AW2 handbook: "Just spam bombers, ignore the battlefield at large, and pray that you can blow up all the win conditions before you get obliterated."
But you see, that's really friggin' boring.
This conventional victory was dozens of times more fun to solve; I mean, between the CO Power mattering (which pretty much never happens in single player), and building recons of all things as bait... Outside of the two 1-in-3 damage rolls on day 3, almost no luck is needed to make this work, either.
The designers throw you a lot of bones to give you a fighting chance against Caulder's indestructible zone units and his overbearing stage hazards. You have better starting forces, more properties, and six starting soldiers to further exacerbate the resource gap. What I think they didn't realize, though, was that it's actually a pretty simple feat to stop Caulder from ever boarding a unit. The predeployed tanks are scared of your bomber, and the AI refuses to board a unit that's not at full health, which makes the fighter great for denial. With Caulder locked into bland units, Will's 145/125 zone units are free to run wild like a Tabi-tank on random wi-fi.
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