Follow TV Tropes

Following

History ThatOneLevel / NintendoWars

Go To

OR

Is there an issue? Send a MessageReason:
None


* "Danger x9", the Neotank mission of Green Earth. As the title says, you have a nine-turn limit to either defeat Black Hole's troops or capture the lab and this is a very tall order if you try to do the latter. Not only do you have to face Hawke and his powerful [=CO=] powers in Fog of War conditions, his troops will usually shut down the easternmost base unless you are very strategic about things.

to:

* "Danger x9", the Neotank mission of Green Earth. As the title says, you have a nine-turn limit to either defeat Black Hole's troops or capture the lab and this is a very tall order if you try to do the latter. Not only do you have to face Hawke and his powerful [=CO=] powers in Fog of War conditions, his troops will usually shut down the easternmost base unless you are very strategic about things. It's even worse in ''Re-Boot Camp's'' Challenge Campaign. Hawke is dangerously smart and recognizes that he can lose this map if he sends out all his troops. So he doesn't. He ''keeps a single infantry unit'' back near the lab, on a mountain. The time it takes to get to that lab makes capturing more or less unfeasible - even if you could get a unit all the way to the lab, the infantry on the mountain ''will'' attack them. This single infantry unit will cause countless defeats, given just how much you have to rush to get enough attacking units to that mountain in the time allotted ''while'' fighting every other unit in the way.
Is there an issue? Send a MessageReason:
None


* The War Room maps can also be quite challenging (so much so that many were actually made ''easier'' in the sequel), but perhaps the most infamous of all is Twin Isle. You're put on an island with you starting in the northwest and your opponent in the northeast, and the layout is quite simple. The problem here is that you start with only ''three properties'' (your HQ and two bases), while your opponent starts with ''fourteen''. To make matters worse, your opponent is ''Kanbei,'' who is one of the most terrifying [=COs=] to face when he has an extreme property advantage, as it helps him compensate for his weakness of his units costing more to deploy. If you don't know what you're doing, you ''will'' get overrun in short order. Your best bet is to use Grit and pump out loads of infantry and artillery, and use the terrain to your advantage, or select Sturm to take advantage of his units' extra defense and movement uninhibited by terrain, but even then, the early game will be a precarious balancing act that you have to get right to win.

to:

* The War Room maps can also be quite challenging (so much so that many were actually made ''easier'' in the sequel), but perhaps the most infamous of all is Twin Isle. You're put on an island with you starting in the northwest and your opponent in the northeast, southeast, and the layout is quite simple. The problem here is that you start with only ''three properties'' (your HQ and two bases), while your opponent starts with ''fourteen''. To make matters worse, your opponent is ''Kanbei,'' who is one of the most terrifying [=COs=] to face when he has an extreme property advantage, as it helps him compensate for his weakness of his units costing more to deploy. If you don't know what you're doing, you ''will'' get overrun in short order. Your best bet is to use Grit and pump out loads of infantry and artillery, and use the terrain to your advantage, or select Sturm to take advantage of his units' extra defense and movement uninhibited by terrain, but even then, the early game will be a precarious balancing act that you have to get right to win.
Is there an issue? Send a MessageReason:
None


* The War Room maps can also be quite challenging (so much so that many were actually made ''easier'' in the sequel), but perhaps the most infamous of all is Twin Isle. You're put on an island with you starting in the northwest and your opponent in the northeast, and the layout is quite simple. The problem here is that you start with only ''three properties'' (your HQ and two bases), while your opponent starts with ''fourteen''. To make matters worse, your opponent is ''Kanbei,'' who is one of the most terrifying [=COs=] to face when he has an extreme property advantage, as it helps him compensate for his weakness of his units costing more to deploy. If you don't know what you're doing, you ''will'' get overrun in short order. Your best bet is to use Grit and pump out loads of infantry and artillery, and use the terrain to your advantage, or select Sturm to take advantage of his units' extra defense, but even then, the early game will be a precarious balancing act that you have to get right to win.

to:

* The War Room maps can also be quite challenging (so much so that many were actually made ''easier'' in the sequel), but perhaps the most infamous of all is Twin Isle. You're put on an island with you starting in the northwest and your opponent in the northeast, and the layout is quite simple. The problem here is that you start with only ''three properties'' (your HQ and two bases), while your opponent starts with ''fourteen''. To make matters worse, your opponent is ''Kanbei,'' who is one of the most terrifying [=COs=] to face when he has an extreme property advantage, as it helps him compensate for his weakness of his units costing more to deploy. If you don't know what you're doing, you ''will'' get overrun in short order. Your best bet is to use Grit and pump out loads of infantry and artillery, and use the terrain to your advantage, or select Sturm to take advantage of his units' extra defense, defense and movement uninhibited by terrain, but even then, the early game will be a precarious balancing act that you have to get right to win.
Is there an issue? Send a MessageReason:
None


* The War Room maps can also be quite challenging (so much so that many were actually made ''easier'' in the sequel), but perhaps the most infamous of all is Twin Isle. You're put on an island with you starting in the northwest and your opponent in the northeast, and the layout is quite simple. The problem here is that you start with only ''three properties'' (your HQ and two bases), while your opponent starts with ''fourteen''. To make matters worse, your opponent is ''Kanbei,'' who is one of the most terrifying COs to face when he has an extreme property advantage, as it helps him compensate for his weakness of his units costing more to deploy. If you don't know what you're doing, you ''will'' get overrun in short order. Your best bet is to use Grit and pump out loads of infantry and artillery, and use the terrain to your advantage, or select Sturm to take advantage of his units' extra defense, but even then, the early game will be a precarious balancing act that you have to get right to win.

to:

* The War Room maps can also be quite challenging (so much so that many were actually made ''easier'' in the sequel), but perhaps the most infamous of all is Twin Isle. You're put on an island with you starting in the northwest and your opponent in the northeast, and the layout is quite simple. The problem here is that you start with only ''three properties'' (your HQ and two bases), while your opponent starts with ''fourteen''. To make matters worse, your opponent is ''Kanbei,'' who is one of the most terrifying COs [=COs=] to face when he has an extreme property advantage, as it helps him compensate for his weakness of his units costing more to deploy. If you don't know what you're doing, you ''will'' get overrun in short order. Your best bet is to use Grit and pump out loads of infantry and artillery, and use the terrain to your advantage, or select Sturm to take advantage of his units' extra defense, but even then, the early game will be a precarious balancing act that you have to get right to win.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The War Room maps can also be quite challenging (so much so that many were actually made ''easier'' in the sequel), but perhaps the most infamous of all is Twin Isle. You're put on an island with you starting in the northwest and your opponent in the northeast, and the layout is quite simple. The problem here is that you start with only ''three properties'' (your HQ and two bases), while your opponent starts with ''fourteen''. To make matters worse, your opponent is ''Kanbei,'' who is one of the most terrifying COs to face when he has an extreme property advantage, as it helps him compensate for his weakness of his units costing more to deploy. If you don't know what you're doing, you ''will'' get overrun in short order. Your best bet is to use Grit and pump out loads of infantry and artillery, and use the terrain to your advantage, or select Sturm to take advantage of his units' extra defense, but even then, the early game will be a precarious balancing act that you have to get right to win.

Top