Let's Play Battalion Wars 1 - Mission 17: Bridges on the River Styx
Right now, I'm a little frazzled with Super Mario RPG Revolution, while unsure what to do about 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 me, and the Oakland rioters. So now I'm LPing Battalion Wars? Why? Because it needs a proper LP.
By the way, since I was an idiot and had my mic off, I had to re-record the mission.
WF has successfully pushed Xylvania back and is now preparing to invade their homeland. And whaddyaknow, it actually didn't take ONLY FIVE BATTLES TO GET TO THIS POINT! (I'm looking at you, Advance Wars Days of Ruin.) To this end, we get some nice heavy firepower, but ho boy are we going to need it, because we'd want to bust down Xylvania's equalizer units ASAP before Xylvania can set up an even stronger defense.
Campaign 4, taking place in Xylvania--which turns out to be a wasteland in general--is generally a little (but not much) more difficult than Campaign 3, but definitely a lot more scary. You have to deal with infinitely respawning enemy bandits while you generally have none of your own air units and instead must stick with vulnerable AA units that need to be continually directed (with the Y button) to keep them anything remotely active in their job due to their gross incompetence in Follow Mode. This makes effective offense a must, because there isn't much you can do to stop the enemy force from doing a number on your battalion. The good news is that the game is no longer strict with the land vehicles, as you generally get Heavy Tanks in general at the very least.
As for Bridges on the River Styx, it's a chokepoint map full of Rocket Vets and MG Towers, and even throws a respawning Bomber at you. And if you think that's hard enough, it's a timed mission that gives you no more than 7 minutes to capture the 3 Radar Arrays before they blow up the bridges and cause mission failure.
Luckily, the Heavy Tank can take a good deal of punishment and move right through the Rocket Vets and smash the MG Towers. Do not forget to keep directing the AA Missile Vets with the Y button so as to make sure they actually shoot the Bomber. Be careful about taking the first Radar Array, because that triggers a couple of Artillery to fire at your forces in the area. The other two Radar Arrays are simpler, though, and once you take the north one (doesn't matter which part of the order you take it in), you get Bazooka Vets and extra AA Missile Vets airdropped around there.
After the Radar Arrays are captured, the mission is not over yet, not that you could expect such a thing when Vlad is watching over the area and not Ubel who he would have preferred to do so, which doesn't sound good for either side. Luckily, the timer is gone, but once you proceed north into a place looking like a Boss Arena, called the Crater of Shadows, a swarm of Heavy Tanks, Artillery, and Bombers pop up. Luckily, Herman authorizes Fighter support to ground the Bombers. Just focus on destroying the Heavy Tanks and Artillery--I recommend going clockwise around the CoS and destroying the Artillery--and then once the ground forces are routed, you can move north to clear the mission.
Vlad declares that he's just getting warmed up, and just when he can say why that'd be an understatement, he notices the sword he had on him in the cutscene at the end of The Guns of Tiki Bay has gone missing, realizes that Ubel and Ingrid are about to do something he finds foolish, and panics into getting his personal Gunship to head for a place called the Cenotaph.
This can't possibly be good.
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