Enigma beaten in 6 days! [Advance Wars 1 Reboot Camp]
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November 8, 2025
By:
fcastro
Description
In Reboot camp, we can beat classic Enigma 1 day faster than in the original game!
I feared I would be stuck at 6-299 (4/19 lost) but the 300 points were barely achieved. The keys are to bait MD 5N from HQ with a lander, bait east BS with APC, and disable the north bomber with AA (and accepts that a 3hp fighter threatens our Tcop instead of killing him), but the remaining 2hp bomber will be very dangerous.
D1: dropped AA position controls AI rocket position (must go 2N of city), sub controls BS position (must come near our port)
D2: mountain inf controls recon position (must come in range of our tank), missle controls AI building bases (if Sturm's bases are at a distance closer or equal to our missle, compared to our inf, Sturm builds north tank which is bad. Direct units seem ignored because they have 90% firepower). Lander must be hit to 1hp to become less desirable for AI. I'll explain below why we don't drop south inf on woods, that way only gives 6/299.
D3: Charging COP is required for AA surviving rocket shoot, and to advance mech. That's why we need the recon attack. Base-capturing inf (city would work too) is preferred over 1hp lander, but a base-capturing mech would be ignored during COP by BS, who would prefer 1hp lander.
D4: 10hp inf must be dropped on city, else he will targeted by 2hp bomber. It means that the Tcop must survive tank shoot, else MD would be able to attack city inf. MD has not much interest for 1hp lander if it has another bait in range. But contrary to MD, BS has strong interest in our lander, that's why we need an APC to bait (and AI rocket not being able to kill APC).
D5: the AA attack on rocket helps refilling COP. The HQ cap is very tight, with Sturm 130 boost applying also to luck, 3hp BS + tank attack is the maximum COPing inf can deal with.
I feared I would be stuck at 6-299 (4/19 lost) but the 300 points were barely achieved. The keys are to bait MD 5N from HQ with a lander, bait east BS with APC, and disable the north bomber with AA (and accepts that a 3hp fighter threatens our Tcop instead of killing him), but the remaining 2hp bomber will be very dangerous.
D1: dropped AA position controls AI rocket position (must go 2N of city), sub controls BS position (must come near our port)
D2: mountain inf controls recon position (must come in range of our tank), missle controls AI building bases (if Sturm's bases are at a distance closer or equal to our missle, compared to our inf, Sturm builds north tank which is bad. Direct units seem ignored because they have 90% firepower). Lander must be hit to 1hp to become less desirable for AI. I'll explain below why we don't drop south inf on woods, that way only gives 6/299.
D3: Charging COP is required for AA surviving rocket shoot, and to advance mech. That's why we need the recon attack. Base-capturing inf (city would work too) is preferred over 1hp lander, but a base-capturing mech would be ignored during COP by BS, who would prefer 1hp lander.
D4: 10hp inf must be dropped on city, else he will targeted by 2hp bomber. It means that the Tcop must survive tank shoot, else MD would be able to attack city inf. MD has not much interest for 1hp lander if it has another bait in range. But contrary to MD, BS has strong interest in our lander, that's why we need an APC to bait (and AI rocket not being able to kill APC).
D5: the AA attack on rocket helps refilling COP. The HQ cap is very tight, with Sturm 130 boost applying also to luck, 3hp BS + tank attack is the maximum COPing inf can deal with.
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