Days Taken: 16
CO Used: Sami
Optimization Level: 9/10 : Faster win possible
Days To Beat: 20
Holy moly, screw this level in every AW game.
You'll need luck on your side for this one as sometimes Max won't move his first tank in, and often enough, he'll attack the right APC with the tank instead of the left one. He definitely favors the left one as it's further away and towards your HQ, but if he targets the right APC, you'll need to reset. Also, don't be a dummy like me and save funds for 3 mechs/1 infantry the turn of capturing his HQ, it'll save you a turn.
Most of the other games have ways around this level's difficulty(Kanbei/Sturm/Victory March for 2, Hachi for DS), but fighting Grit here is just BRUTAL, especially since the AI finally seems to know how to space properly with the indirects, and the terrain certainly doesn't help. You can cheese a huge power turn with Max near the bottom by letting Grit block the way, making him think it's safe to move his indirects up, but you'll still take plenty of casualties from the remaining units. On top of that, capturing Max's HQ up top will take longer versus using Sami, and then you have to find a way to get past the river bridge near Grit's HQ as well, all within 20 turns.
My earliest win was turn 14, but with 2 less turns to build enough for technique (you can probably lose about 8 units max here, 2 of which is mandatory to capture Max's HQ early) I only managed a 994 score, though admittedly that was my fault. I could've gotten the 999 with cleaner play in 14, but I didn't realize at the time, and due to how long the level is, you can't get as many attempts in like Twin Isle. Grit might move his recon, tank, or artillery north towards Max's HQ, but you definitely want his artillery north first. He may or may not leave a unit on top of his HQ, however; if you can get a run with his artillery moving north, and no unit blocking his HQ, you might be able to win in 13 turns.
All in all, my personal least favorite WR map of every single AW game.
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