Monday, January 28, 2008

Advance Wars: Days of Ruin- Day 3

After getting a couple more maps in today, I realize that this follows much like the last game did. The first half of the game is relatively easy. There were a couple of maps that caused a few problems, but nothing too major. But the last half gets increasingly difficult.

My point, Mission 21. As usual, the map is a timed map where if you don't eliminate the enemy (or capture the enemy base) or you will be "f'ed in the a." As usual, you have a few assets at the beginning, while the enemy has an army marching toward your position. The twist; the map was 2/3 water, which meant the enemy started out with about 3-5 battleships, all of which can move and fire, along with a couple of cruisers and a sub or two.

If any of you know how I play, I create a trench, and slowly try to move against the enemy line. And that is regardless of the game (some of my friends could tell you, I could pull that off with Magic: The Gathering.) So, needless to say, I ended with 3 days left on the doom clock.

I don't mind maps like that. So far, this is the only map that has had a doom clock. Unlike Dual Strike, which had a ratio of about 1:5 or 1:6 of doom to non-doom maps. So, it is more of a relief without having clocks ticking down your eventual doom.

For some reason, the kids from the IDS (which is the epitome of Black Hole from Dual Strike) remind me of the Delightful kids from down the lane from Codename: Kids Next Door. Yes I still watch cartoons, even though I am in my 20s; but that is beside the point. They all look "cutesy" and "innocent" even though their only concern is to "play with their toys", which is really to unleash destruction upon you.

Thats enough for now, I have to stop the kids from playing with a new toy...which will probably take me far longer than I really need to.

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