November 27, 2011

Famicom Wars - End Game

It's been a long and arduous war but the Red Star army has finally proven their mettle and have been rewarded with total domination.  The peasants rejoice as they are liberated from their decaying and decadent lifestyle.  Now they are happily toiling away 16 hours per day in the Red Star factories and farms.  Red Star Army is best army!  Agree or be destroyed!

Eh, you'll be destroyed anyway.

The trend of strange general characters viewable at the end of the round continued.  Most were variants on different animals but the oddest one had someone we are all very familiar with.

I am, of course, referring to Carrot Head Kid.

The maps in the later parts of the game proved to be sufficiently varied in layout and required different approaches to gain the largest number of cities in the shortest time.  Small maps ensured that conflict would start soon and borders would be quickly drawn.  Larger maps required careful planning on how to spilt up available forces and where to send them with a lot more give and take in regards to boundaries.  Later maps were also sometimes missing air fields or ship docks, ensuring that one could not be too dependent on such units.  By and large, the initial tactic of the Red Star army to mass produce infantry units and use helicopters (if available) to reach the far unclaimed cities, establish a border of sorts there, and then claim the inner cities later worked very well.  Even if the Blue Moons attacked with their tanks and APCs (which are strong versus infantry), an infantry unit stationed within a city was able to take quite a pounding while also able to heal partially at the beginning of each round.

"Quick, hide behind the civilians!"

The final map had a very challenging start.  In addition to the Blue Moons having initial control of more cities, they were also gifted with about ten units (mostly tougher units) that started in the middle of the map.  In the early turns it was all the Red Star general could do to keep the few cities he managed to acquire.  After a very long stalemate, the Reds slowly (so very slowly) started making progress back against the Blues.  Both armies at this point had reached the 48 unit maximum imposed by the game which meant that the Blue general's turn was even longer than was previously bitched about.  The progression picked up speed after a flotilla of long-ranged battleships frightened most of the enemy units away from their posts.  This had the effect of herding them all into the center of the map away from the coastlines, leaving coastal cities ripe for the picking. After the final victory, a parade was held showcasing all the units to the civilians who'll see them again soon enough after the inevitable uprising.

"Strafe ya later!"