Part 5: Field Training Missions 4 to 6
Field Training Missions 4 to 6 (or "I've got a 10-year-old ghost to exorcise")
My favourite Field Training mission today (although it isn't this one).
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How lost can it be if we know where it is? Oh well, whatever.
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Day 1
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Sounds like a plan.
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Most Advance Wars players call it "meatshielding". But hey, tomayto, tomahto.
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Sorry lad, you've drawn the short straw.
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This looks pretty good to me. Let's end turn.
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Uh, yeah, no.
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Mind you, fair play, that attack packed a punch. Glad I avoided those tanks in the previous Field Training mission.
Day 2
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"It's your turn." Count: 3.
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Putting two units on the same square? This is madness!
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No. This is science.
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My creation lives!
... but seriously, I already showed this one off a couple of Field Training missions before Nell demonstrates it here. Still, useful advice.
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Sure, why not.
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All right, then. First of all, that mech unit is looking worse for wear.
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Let's retreat it and bring up the other mech to take its place, doing some nice damage to one of Olaf's tanks in the process.
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Infantry move up to prevent my mech being flanked by Olaf's infantry.
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And the other guys spread out and get into cover.
Day 3
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Well, we all just learned a valuable lesson about retreating damaged units from the frontlines and cycling in fresh ones, but it seems like someone wasn't paying attention.
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What are we gonna do with you, Olaf?
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After my mech takes out the 2HP tank, my own fully healed tank bursts through and engages Olaf's second tank.
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Again, gotta be alert to prevent that mech from flanking me at the bridge. One of my infantry units moves up and gives it what for. Meanwhile my two southern infantry take out Olaf's attempt to sneak around the back to my HQ.
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4HP mech heads back to get some health, and my other infantry unit moves up to the front lines.
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Olaf attacks me, but he looks pretty petrified as his 4HP tank takes on my infantry. Not sure why really, it wasn't that bad of a move.
Day 4
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Apparently capturing cities is more important to the AI than trying to land a few hits on the enemy. Which, okay, that'd make sense on a map with bases where your economy actually matters. No bases here though.
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Tank and mech work through Olaf's damaged units.
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Slightly risky shot as I take on one of Olaf's city infantry: he's certainly got the defensive edge. But time and tide wait for no man, and we need to get a move on.
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An arrow-o-vision view of that as my other infantry move up.
Day 5
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Olaf again elects not to attack.
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Mechs take on mech. Again, it's something of a war of attrition as I try to clear out Olaf's cities. But at least I have unit count on my side.
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Tank and infantry have more joy taking out Olaf's infantry, though.
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Closing in for the kill.
Day 6
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Olaf just sits there doing repairs.
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Tank knocks the mech down to 1HP.
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And I finish the job from the river.
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Keep dreaming, Olaf.
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Once again, lagging behind a bit on speed. Oh well, let's see what the next mission has to offer:
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A bunch of new commands, apparently.
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Glad to see my work here's getting recognised.
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Okay, you know what? I apologise. Olaf doesn't always get everything before us. He tends to get brute force stuff first, and we tend to get clever stuff first. Sensible way to handle it, really.
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Day 1
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Supply, like G did!
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Nell's telling a lie here. APCs can resupply other units, but the other transports, T-Copters and Landers, cannot. On the other hand, they have their own strengths that APCs don't, as we'll see in a few updates' time.
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But... but I'm not standing next to anything...
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WITCHCRAFT! (Well, okay, no. But that's what it felt like back in 2002
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It's going to take that mech a while to get there at this rate. But I assume Nell has a plan.
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May as well.
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Actually, I forgot to show you guys any attack ranges last turn. Whoops. Here's one, now: you can see that my artillery can hit stuff two or three squares away from it, but not things directly next to it. Same for Olaf's. Different for Grit in that mission we just did, though.
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My infantry head on down to those southern cities Nell mentioned.
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Day 2
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"It's your turn." Count: 4.
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Oh well, I guess we're used to the idea of having two units on the same square by now.
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Okay, then.
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Yeah, seems pretty handy. Could be a logistical nightmare if I'm trying to handle infantry en masse, though. But should help a lot with HQ captures and the like.
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Two strategic advice sections in one mission? You're on fire today, Nell.
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Got it.
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Yeah, that's artillery for you. More powerful than a tank (cheaper, too: 6000G vs. 7000G), but they lack the flexibility that a tank has. Both units are central to AW play though (although they both bow at the altar of infantry, which are the mainstay unit).
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Like Nell said, this city by the bridge is an excellent place to park my tank. Only attackable from one direction (by Olaf's tanks, at least), good defensive cover, and heals up 2HP per turn.
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Plus I can get an attack in straight away.
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And moving the artillery up next to it won't hurt either. Indirect units and "defensive walls"/meatshields are a natural combination, as the indirects can fire straight over the top of the meatshield without worry. Right now we have a pretty classic chokepoint situation here, and Olaf has serious problems.
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Finishing up by moving infantry around.
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Olaf decides to go on the attack with his damaged tank. You can tell from the look on his face how well that went.
Day 3
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You know, Olaf, you could've attacked with your full-health tank. It would have achieved something at least.
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Instead the full health tank is just sitting in artillery range. Mmm, juicy.
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Artillery: pretty darn effective.
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Meanwhile my tank takes down the 1HP tank, and my mech fends off the infantry creeping over the river.
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Now then, about Olaf's artillery. Well, he's got that city covered, but the squares around it are fair game.
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So let's send some infantry in.
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And move up and capture. I had a half-baked scheme to try and pick that mech up with my APC, but it didn't really pan out. No harm done though.
Day 4
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Better try and clear these infantry out.
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I leave the full-health one alone for a simple reason, though: it's less likely to retreat, and if it does retreat it won't get very far. Last thing we need is to waste time chasing after some crippled tank.
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Capturing infantry down.
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And Olaf's mech is reduced to 1HP.
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My APC heads back east again. Just a bit of indecision on my part, really. Oh well.
Day 5
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Olaf retreated his 1HP mech.
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Time to take a risk and head off after it.
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Since I'm moving into artillery range anyway, might as well go the whole hog and send some other units in. The artillery can only fire at one of them - and if the mech doesn't get hit, then it can deliver some decent damage next turn.
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Artillery and mech take care of business in the north, and I send my tank down to make sure I have enough troops to take out the arty.
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Owch. I guess that move did cost me. Still surprised that Olaf was able to one-shot me there, though: he must have got lucky.
Day 6
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Yeah. First unit loss of Field Training there, I think
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But at least we can finish it off this turn.
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Boom.
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You know, I think we're starting to get to Olaf.
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Hey, got maximum score for speed this time. I did lose a unit, but that wasn't enough to dent my technique (Is this game trying to teach me a lesson about sacrficing lives to make wars end sooner?)
But now, on to my favourite field training mission:
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Ready as I'll ever be.
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Hmm... wonder what could have happened to those units?
Day 1
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Ohhh, shit.
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I just love the way Nell's building up that medium tank as an unstoppable killing machine. Both because it's kind of funny in hindsight, and genuinely tense if this is your first time playing.
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Sure. Gotta find a way to deal with that medium tank, after all.
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All right, well, better get this ball rolling.
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APC loads up with a mech and follows the tank forward, dropping its passenger off on a city.
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Infantry move up, keeping their square formation because I dunno, may as well.
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... we were just talking about them, Olaf. At least try to get your facts right when you taunt.
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I'm pretty sure there are some more powerful units in the pre-Western Nintendo Wars games. There certainly are in later games. But oh well, whatever.
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The AI's APC fetish at work again.
Day 2
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Olaf, I... Olaf. Artillery do not work that way.
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Here, let me show you how it's done.
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While that's going on, I retreat my APC to heal up. May as well load a mech into it while I'm back here.
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Mech finishes off artillery, tank finishes off tank. I could have attacked from the forest rather than the road with my tank, but I wanted to keep my artillery safe. That arty's going to be vital here.
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Finishing up the day by having my infantry move and capture.
Day 3
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My tank pays for being left on the road rather than in the forest. But at least the artillery is safe.
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Tank retreats, APC advances and drops off its passenger.
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Time to give that tank what for!
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Two infantry finish capturing, the other two wade into the river.
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This time I did leave a gap in my defenses through which Olaf could reach my artillery. But at least he couldn't do much damage this time. He even seems somewhat worried about it.
Day 4
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That tank gets finished off by one of my mechs, while the other attacks Olaf's river mech.
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Artillery and infantry take down an infantry.
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And I get a hit in on Olaf's remaining infantry unit.
Day 5
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A fairly quiet turn from Olaf.
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I take out his remaining units between the rivers.
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And get some capturing done.
Day 6
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A fairly quiet day, this one.
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I capture a city and bunch my units up around the second bridge, while my artillery retreats to heal.
Day 7
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Once more Olaf decides to move his infantry up but not attack.
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More meat for the meat grinder.
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Okay, there's the medium tank's attack range. We don't want to enter that just yet, although to win we're going to have to. Advance Wars units have different AI settings: units that have been given a defensive mindset won't move unless there's something for them to attack. That medium tank is one such unit.
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APC and tank set up at the cities down below. Didn't Nell say something about capturing these?
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Moving units up. In particular, getting my fixed-up artillery upfield.
Day 8
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Olaf basically just sits there.
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Sending more dudes into capture, using my APC to help extend their move range.
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Finishing off Olaf's last mech from the river. Didn't want to attack from the city because I want my tank to heal up there.
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And there we go.
Day 9
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All right, we're capturing these cities now. Let's see what Nell has to say.
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Artillery, hmm? Artillery...
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Okay, for now I'm just going to set up just outside the middie's attack range - with one of my mechs using the rivers to get in close. Next turn we move in.
Day 10
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All right, let's do this.
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My tank moves onto the bridge - it's got the strongest armour of all my units, and should survive a hit from the middie. Not going to attack just yet though - hahaha no. My artillery moves into position behind it.
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Okay, that's the medium tank trapped in place.
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I'd better set up to capture the HQ as well just in case this all goes to pot.
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Capturing and moving. That 8HP mech is getting ready for a flanking move.
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Well then. That tank just took 9HP of damage. Probably somewhat lucky, but it makes the point: medium tanks do not joke around. But at least the tank survived.
Day 11
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Okay, so what now?
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Well, now we counterattack.
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4HP of damage isn't a huge amount, but it's a solid hit and anything that can do reasonable damage to these guys is welcomed. Throughout the Advance Wars series, artillery are your go-to solution for a cheap way of dealing with medium tanks and their bigger tanky brethren the Neotank (AW2) and Megatank (AWDS, although arties don't do that much damage to Megatanks). They do solid damage and they don't get counterattacked.
The upshot is a lot of artillery in high-level play and very few medium or heavier tanks. But then, with very few medium tanks that makes artillery less useful, and light tanks become a decent counter to artillery. There's been a fair bit of evolution of the AW metagame over the years.
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My crippled tank retreats, and one of my infantry moves up to take its place. At least with the medium tank down to 60% of its attack power, the infantry unit should survive this. I also get capturing that HQ, again, just in case.
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Yeah, the infantry survived. Really not sure why Olaf is worried in this screenshot.
Day 12
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I could just finish this with capturing...
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... but I've got a 10-year-old ghost to exorcise. Solid hit from that artillery, taking Olaf down to 1HP.
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And my mech looks like it can finish the job.
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Catharsis!
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Whew. Sadly there isn't any unique dialogue for routing the medium tank. Kind of wish there was, though.
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Hmm... ominous. But after getting through that, I'm pretty sure we can survive whatever Olaf has to throw at us.
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Slow again, but still A-Ranking even though I took quite a bit of a hit on speed. Totally worth it to take out the medium tank, though.
But now it's time to stop pretending that a single medium tank unit is an unstoppable threat to my progress. For now we must encounter...
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... this man of mystery.