The Let's Play Archive

Famicom Wars

by DKII

Part 22: Mist (2 of 2)

Part 22: Mist (2 of 2)



We left off last time with the enemy about to re-take one of our cities and sending a train of medium tanks our way. Lucky for us they've stumbled right into the teeth of our defense.


Turn 13



A pair of rocket strikes take out one medium tank.



A couple of artillery shells finish off another one.



The upper-right corner is in a bit better shape now. The tank goes after the APC and the APC goes after the mech, but I can't do enough damage to that mech to prevent it from taking our city this turn. You can also see the unconventional tactic of having a supply plug up a chokepoint - it can survive one attack from anything, and the enemy can't get more than one unit in on it.



For the lower pass, we send in the infantry to plug it up again, but that paper defense isn't going to hold much longer.



We're once again short on cash so I settle for an artillery and some more cannon fodder.



There's that city lost. For now.



Our supply admirably fends off the enemy medium tank and holds the pass.



The lower pass holds as well, though we lose an infantry to the loose tank. We'll have to deal with a third enemy rocket soon as well.


Turn 14



Our rocket at the lower pass is finally fully repaired and gets in a strike on the loose tank.



The tank and APC finish off the invaders in the upper-right region.



With the city open, we get an infantry in to start taking it back, with no enemy units nearby to stop us.



I'm not sure what I was doing with the lower pass but apparently I didn't think those infantry could hold up any longer and pulled them back.



The upper pass is also left open to draw more units into indirect firing range. We build another tank and artillery to help hold the line, and maybe start making a push.



Blue breaks free in the lower pass again, taking out an infantry and getting a hit in on our artillery. We actually don't see any movement on the upper pass, and the AI doesn't build anything this turn, either.


Turn 15



First order of business - get that city back.



Down at the lower pass, we hit the medium tank with our rocket and move a tank down to strike at the enemy tank, while arranging a screen for the pair of artillery.



The upper pass is held by our medium tank, safely out of rocket range and backed up by our own ranged units.



On the enemy phase a rocket and a medium tank hit one of our infantry, while a tank and an APC kill the other. The damaged tank retreats, while the other enemy rockets advance. You can see at the upper pass where an enemy tank challenged our medium tank, but it didn't go well for them.



Not even worried about that new medium tank.


Turn 16



We start off by erasing the offending tank at the upper pass with a nearby rocket.



Our other rocket can reach this enemy rocket, and the medium tank eagerly parks on a Blue city to finish it off.



In the lower pass an artillery barrage finishes off this medium tank and also damages the nearby tank and APC.



The rocket then finishes off the damaged tank in the pass. Our tanks move in to take out an APC and further damage this enemy tank.



We finish up the turn by getting four more infantry, for future capturing purposes. That'll allow us to save up some funds for next turn, too.



The enemy rockets hit our medium tank and one of our tanks at the lower pass. We lose our injured infantry at the lower pass to the enemy tank, which frees up the enemy infantry to start capturing a city. One of the enemy medium tanks moves back to finish off our medium tank.



Blue gets another medium tank, but I think we're actually starting to get control here.


Turn 17



Our ranged units fire first. On the far right, a rocket is able to reach a medium tank. At the lower pass, we get another artillery barrage in to finish off the APC and tank.



I call this one operation infantry distraction. Either they soak up attacks and spare our heavier units, or they're in range to start taking cities next turn. We get a new rocket and tank to keep up the pressure.



The enemy rockets don't take the bait, and focus fire to take out our rocket instead.



Our infantry distraction does work on the enemy vehicles, with all three medium tanks going after the infantry and letting us keep pushing through the passes.


Turn 18



That enemy infantry needs to go or it'll finish taking our city. The rocket and artillery soften it up, allowing our infantry to get the kill.



We start boldly marching through the lower pass. I'm mostly trying to cause enough chaos to grab that last Blue city outside the mountains. At the upper pass, the infantry continue to cause trouble, and an artillery finishes off this infantry.



We get in a couple tank hits on the enemy rockets, and build a new rocket of our own to replace the one we lost last turn.



Blue targets our capturing infantry first, taking them out with a rocket and two medium tanks. The other medium tank goes after one of our tanks, and the other rocket hits one of our artillery.



Hitting Blue's expensive units while they're sitting on cities is forcing Blue to spend funds on repairs, so we're not seeing the same quality of reinforcements.


Turn 19



Our damaged tanks and artillery get in some chip damage on one of the rockets, while we start capturing the last coastal city.



We position a series of rockets around the upper pass, and I figure another one can't hurt here. There are still three enemy medium tanks needing some love. Our shock troops inside the mountains finish off an APC and otherwise are just there to draw in rocket-targets.



We lost an APC and a tank, but two of the enemy medium tanks wasted their attacks on our infantry so we're still in good shape for next turn.



Still just cheap units making up the next Blue wave.


Turn 20



This medium tank falls to an artillery and a rocket. The nearby medium tank also gets hit by a rocket.



Our ranged units lined up at the lower pass can take out this enemy rocket.



We finally get that last coastal city.



Blue's heavy hitters are softened up now so we keep pushing with some more ground fodder to absorb attacks.



The enemy rocket hits our rocket but the rest of the enemy units pretty much only attack our infantry. That's not a new medium tank back at Blue's HQ, either - the damaged one retreated.


Turn 21



The map is starting to snowball here - we've got the income advantage and we've built up a pretty solid lead on our deployed units, too.



Another medium tank gone, and we got in a hit on that last rocket with a full-life tank for major damage, too.



Time to bring in our own heavy hitters.



We took some hits on our tanks and artillery but only actually lost an infantry again. Blue only built a single APC, which isn't going to offset the losses they've suffered this turn.


Turn 22



That's the last enemy medium tank and last enemy rocket both taken care of now.



The rest is pretty inevitable from here, as we finish off three more tanks and move closer to a wipeout victory.



Blue is able to get rid of one of our tanks and infantry and build itself a new medium tank.


Turn 23



I was probably overly worried about that loose infantry on the upper-right, but we do still finish off an APC and an infantry and start working on the enemy artillery.



We lose just one infantry on the enemy phase. The new medium tank doesn't even attack anyone, just rolls right into rocket range.


Turn 24



Our medium tank arrives in time to finish off the artillery. We also take out an APC and the infantry that wandered into our territory on the upper-right. The enemy medium tank lives on, but barely.



We lost a tank to the medium tank, and our artillery was damaged by the tank and APC, but we're still firmly in control here.


Turn 25



Everything finally breaks loose here, as our ranged units take out a medium tank and a tank, and our fresh vehicles roll in to finish off an APC and a mech. We'll start capturing these cities but I'm not sure it'll even be necessary anymore - Blue only has four units left now.



The enemy tank and APC each get in an attack, and Blue annoyingly throws out one last rocket.


Turn 26



We get rid of the tank and APC and close in on the enemy HQ. One of Blue's cities is captured, but it won't really matter.



The rocket hits our tank, the mech doesn't even bother to attack, and a single tank is built.


Turn 27



It's going to take one more turn to finish this thing off, but at least Blue's bases are blocked so what we see is what we'll get. The rocket and mech each make attacks but nothing that matters.


Turn 28



The mech falls to a stiff breeze. Can the medium tank finish off this rocket in one shot?



Hell yes.



This map can just go fuck off.



Even with how quickly we caught up in the income department, Blue still ended up spending more then 67,000 more gold than we did. Our CO Topper appears to have a ludicrously large top hat. The enemy CO Kakefu...has an interesting hairstyle?



Finishing in 28 turns here is slightly better than average. This map is just rough and only a sub-optimal AI really allows it to be possible. Maybe eventually I'll show off playing this map from the other side.



For now, we're continuing our invasion with...Deer. Maybe if you squint the shape of the inner waterways looks like a deer?