Battalion Wars 1 - Bonus Mission 3 - Perfect S-Rank, no casualties (1/2)

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Published on ● Video Link: https://www.youtube.com/watch?v=HLD4eH9UfkQ



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Duration: 5:29
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During his battles against the Hyphy Movement, the San Francisco Bay Area residents who prove that it doesn't deserve to be called the "Yay Area", the shallow girls who would say "wanna suck my pee" just to mock him, and the Oakland rioters, the Master Knight has taken control of a troll nest, only to find that it's a set up for an artillery ambush causing him and his forces to be trapped in a siege. What's worse is that there are reports of air units that will come in to try to kill him. The Master Knight must break the siege and destroy the accompanying anti-air units before the air units arrive, and meanwhile, his forces look like they are steamed at the cowardly attack....

(Yes, I'm doing the mission I banned challenges for in Battalion Wars 1. Bonus Mission 3, it turns out, is possible with no casualties and a Perfect S, but the method of shaking off the Bomber for it, which is to leave everything but the manually controlled Heavy Tank near the Jerry Cans near the east Artillery's location while using said Heavy Tank to obliterate the enemy vehicles and collect the Jerry Cans along the way, falls into TWO cases of Fake Difficulty. The first is denial of critical information, via Leap of Faith. Really, would you expect a competent player in a Bomber to go after a lone CO rather than his horse that happens to be a clump of units? Instead, it's exploiting the AI's stupidity of targeting the player's unit. The second, however, is even worse: Luck Based Mission, caused by an AI Roulette. Unless I'm missing something, there's no way to stop the Bomber from targeting whatever it bloddy well pleases, which can very well be something within the clump of units. Of course, since you can't kill the Bomber quickly enough at all, it WILL kill units if that happens.)

(Surviving the Artillery is also overly reliant on luck. I think the sluggish pathfinding in this installment is to blame. I would not be surprised if a New Play Control version of this game sped it up and cleaned up that issue, as well as fix a glitch that can occur in this mission and end up having the Heavy Tanks empty and give you 9 extra Grunts for a potential total of 21, and replace the pretty much useless Plasma Vet POWs with AA Vets. I wouldn't be missing much from the Plasma Vets being gone, because the Plasma Vets are only effective on infantry that the Heavy Tanks can shake off, close-range units which having too many of is pointless due to space and location issues, and also serve as extra targets for the Bomber abuse. At least the AA Vets would be able to kill the Bombers and reduce the necessity of the few medpacks that are available outside the attack zone of the second set of Artillery.)

(In comparison, the part where you have to use the Fighters to kill the air units is rather tame. Of course, when you get to that part, you're still far from out of the woods, which is why you see me abuse the map to locate the Bombers and Gunships to shoot them down before they deal any heavy damage. I'm not about to go through another 40 attempts because one of my units got killed at the Hope Spot.)







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Battalion Wars Statistics For Master Knight DH

At this time, Master Knight DH has 181,834 views for Battalion Wars spread across 66 videos. His channel uploaded 18 hours worth of Battalion Wars videos, or 1.77% of the total watchable video on Master Knight DH's YouTube channel.