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Let's Play Battalion Wars 1 - Mission 7: Striking Distance

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Uploaded by on Mar 28, 2011

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 rioter. So now I'm LPing Battalion Wars? Why? Because it needs a proper LP.

With its Iron Eight humiliated, Tundra is now on the run, and Frontier now plans to start a bombing run with their 51st Bomber Squadron to end the war once and for all, preferably by forcing them to sign a peace treaty. But as we get started, it is found that Tsar Gorgi goes to a stronghold in a Mordor-esque land. He meets up with the Obviously Evil man who actually isn't a Complete Monster, though he will turn out to be a Card Carrying Villain that's just as dangerous as your everyday one. The man in question has already made a deal with Tsar Gorgi for taking care of the WF. Yep, a Deal With The Devil, and we can't expect it to go well whatsoever. Certainly not for Gorgi.

As to Striking Distance, it's really no more difficult than you'd expect. It's not a Breather Level despite the game giving you 3 Artillery, but after the madness that was Plan of Attack and Titans of Tundra, you should be able to cope with it. For the mission itself, you get two new unit types: Assault Vets, which are totally not broken, and Artillery as I mentioned. The key strategy is to keep your Artillery active in pounding anything they can, and safeguard it from all incoming threats, which can be Bazooka Vets, Light Tanks, or even Gunships. Gunships are mercifully given away by the dialogue, a good thing because you have only 2 AA Vets for destroying them quickly at all. However, the Light Tanks will be not, so keep your AI Bazooka Vets on one side of your Artillery to stop any back attacks, and use your manual Bazooka Vets to deal with any Light Tanks coming from the other. Enemy units can approach from the river crossings near the east and west Radar Arrays, but you can use either of those river crossings yourself to get in once you make headway. Once you clear out the defenses, it's a matter of time before you take the Radar Arrays needed to clear the airspace for the 51st Bomber Squadron, although you have to remember that defeating enough enemies will trigger a 5 minute timer that will denote how long you will have left to capture the Radar Arrays.

But wait. It's not the 51st Bomber Squadron coming in! It's Xylvanian forces! Yes, they're enemies, but they are attacking Tundra forces as well! As it turns out, Gorgi's secret pact had them come in, to Gorgi's surprise.

The Western Frontier and the Tundran Territories now have a common enemy, so they form an alliance to deal with this new threat. Though they're down, they're not out.

*New units:
-Assault Vets have got to be at least THE second most broken unit in the game. Only Anti-Air Missile Vets even compete with them. If you need an idea, Battalion Wars 2 considerably nerfs them AND THEY'RE STILL OVERPOWERED IN THAT GAME. Well, Assaults are supposed to be Mighty Glacier versions of Grunts, as they have more powerful MGs but the starting rate of fire is slower and the MG can overheat. Those weaknesses, however, are not sufficient to cover the fact that they do better damage than Grunts, and they have MORE RANGE. Since I'm on the subject, Grunts do not have good enough range, the game is wrong or lying to you there. The game says that Assaults are wildly inaccurate at LR, but that's like saying Javelins and Hand Axes in Fire Emblem are wildly inaccurate at LR: it's a moot point that allows them to humiliate the first few chapters of Shadow Dragon ON HARD 5. Sad to say, that's not even the half of it, as Assaults can PIERCE HEAVY TANK ARMOR. They can still do that somewhat in Battalion Wars 2, though it's thankfully harder. Unfortunately, they REALLY benefit from balance-the-meter shenanigans, which has them get EVEN MORE ATTACK POWER. They're not as quick at killing infantry as Flame Vets, but when they can act as good generalists, they can go for being Cheap Wimps.
-Artillery are, surprisingly, far more balanced than Assault Vets, though that's actually not saying much. They're still a bit OP even in BW1, where they need to manually aim because their shots fly in the EXACT direction they're facing rather than auto-lock like they do in Battalion Wars 2. However, if anything, especially stuff like Bazooka Vets or tanks, gets close up to them without too much trouble, they're as good as finished, because their shots can't even hit close range targets, instead flying over them no questions asked. They have an auxiliary MG unlike in any NW series installment (even Game Boy Wars 3!) but that's it. And yep, they can do nothing against air units that aren't REALLY careless. At least they do trash emplacements and land unit formations.

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  • i always do what you say but never acctually get the best score

  • Thanks for posting this. In the mission. I always leave my missile vets near the artillery and take the weakest one with me.

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