The Let's Play Archive

Famicom Wars

by DKII

Part 41: Cube (1 of 2)

Part 41: Cube (1 of 2)



This map has an interesting layout, with lots of branching paths. Reminds me of the Alara map earlier, except with water instead of mountains separating the paths. Let's take a closer look...



We've got a large map here, three screens tall and 2.25 screens wide. I think that comes out to 32 tiles wide and 30 tiles tall. The HQs are 38 tiles apart by my count, so we've got another long hike for any ground vehicles. And I set us up with a challenge that requires using everything, including the super-slow rockets and AA missiles. Great timing!

Anyway, our challenge is Door Knob 2.0, where every unit gets not one but two turns. Basically, every unit type that can attack has to get at least two kills on this map. We have thirteen attacking unit types available (not counting the supply trucks) so will need to get at least 26 kills out of them. We're also running a bingo contest on the side based on what unit types get kills on what turns. I'll call out each specific square as it comes up and be posting smaller updates more frequently (but all in the same post). But this first update will include just the initial kill-free content. The contest itself will start this Friday morning (April 15th) and the updates will all be in the "Part 2" post I'll put out that morning. By the way, morning for me is US Mountain Daylight Time, which is six hours behind GMT.


Turn 1



We have three neutral airports to take, so our usual starting strategy of heading straight for them with infantry and copters is still viable. Those mountains right below us are going to make using vehicles more difficult, since they can't reach the lower-left corner of the map without going a long way around first.



Blue goes with a similar first-turn setup.


Turn 2



Just building and loading a couple more copters.



I don't know if it's the spread-out cities or the limited pathways, but the AI is a lot more efficient at the initial capturing rush in this map and I don't like it.


Turn 3



More of the same here.



Blue starts capturing its first city. The first APC is moving up the road off-screen as well.


Turn 4



Our first few copters are headed towards the neutral airports, with a couple more infantry staying nearby to take the local cities.



A second city capture is underway in the Blue corner.



More APCs and copters, most of them loaded already. Startlingly efficient.


Turn 5



We've reached the central airport, though you can see just how close we are to Blue's area already.



We're at the lower-left airport as well. This one is still a bit more isolated.



Our first city is captured, and we build some more copters and infantry.



Blue is about to grab two more cities in the lower edge of the map. That copter is actually really close to the central aiport, and probably going to cause us trouble.



Every infantry got loaded up and carried away immediately! What is this nonsense. Blue's confident enough to start building tanks already, too.


Turn 6



I can't really protect our infantry at the central airport; we'll just have to wait and hit back.



The upper-right airport is a bit further away then the others and took us an extra turn to reach. Upside is it's more isolated so we won't have a problem grabbing it.



More copters and infantry. Good chance on those squares going early.



Our infantry at the central airport loses half its health. If I can drive off the copter, that'll only delay capture by a turn.



The lower edge of the map is going to be difficult to contest. Blue's got the most push here and I can only get copters down here. For now, however, copters make for effective blockades on these tiny land bridges.



The first enemy tank is on its way to the center, and another tank is right behind it.


Turn 7



We start off by taking the lower-left airport, plus another city, before starting a few more captures (including the final airport).



It's about time to start varying our unit types. I need to get two kills from every type, after all. So a couple of the cheaper alternatives come out, with an APC and two mechs.



The damage that our infantry did to the enemy copter last turn is enough to give our copter the edge here. That might be enough to force the enemy to retreat, which would hand us the central airport.



Blue is encroaching upon the upper-right island now, taking one city and starting a capture on another. I think we'll be able to prevent that second one.



Meanwhile we're trying to hold the lower-left island with just a copter. Blue has taken two cities in this area already and has unloaded to go for a third.



In the center, the damaged enemy copter retreats, leaving us alone with the central airport. Two more copters (and an APC offscreen) are already on the way, however.



Blue is a big fan of rockets on this map. There are a few points where they have great coverage across the water with minimal exposure to ground attacks. They're still vulnerable to bombers though!

To Be Continued...