Part 2 of a run through Galactic War, on Absurd difficulty, Uber size, no buff cards allowed, and no more than three sub-commanders allowed. Part 1 is Part 1 is here.
At the end of part 1, the first faction leader has been taken out.
Go for blue, they've already been softened up a little
Three enemy commanders, things just got harder. Two has just about been managable, because they could be neutered before they got too strong. Three is more of a handful.
Very easy starting spot to defend. Can almost leave defense to sub-commanders and focus on eco
Sneaky terrain advantage is sneaky
I'm wasting so much eco I'm building a nuke (first time for a long time)
I nuked the last commanders (naval) base, who promptly buggered off to the moon. Unfortunately for him that place was well and truly colonised.
Death by reclaim, the ultimate shame for any commander
A new sub-commander joins the fold. Things just got more managable
That seemed easier than the previous battles. One of the enemy did start in the water, but there were three instead of two so that's no excuse. I have a hunch that the blue team has a different personality, perhaps one that does less land spam and more of something else.
Another battle, another three enemy ai. Two of their commanders went to the other planet, two of my sub-commanders got destroyed.
Another two planet system, and the faction leader is in sight
Comm-Bombing my semi-abandoned base, how annoying
Wow that has been nerfed to nothing. Two mex, a laser tower, a radar and a sheller were destroyed; everything else was just tickled by the nuclear explosion
Blue faction leader time. Unfortunately blue team has a rather underwhelming boss battle. Single planet
After an easy victory the galaxy looks like this
My hand now includes advanced naval, basic bots and advanced bots
I deleted basic bots, because I don't want the sub-commanders to build them. Slammers would be nice for me to build but it's for the greater good
They're all two planet systems, I pick this one
Orbital rush for safety, then T2 vehicle spam from the moon to finish.
The other planet has so much metal, it would be rude not to rush orbital
Kicked off the main planet, and T2 vehicles failed to get back on. The air is strong in this one, so halleys for the win
Unfortunately the server crashed, kicking me back to the galactic war metagame. I'll do it again with the same strategy (try T2 vehicles from other planet, halleys otherwise) and see how it goes.
Two enemy commanders go to the other planet around the time I did. If they double teamed and microed for comm-boxing it would be gg
They didn't do that, one walked away to start a base elsewhere. My commander followed.
All three enemy commanders decided to get off the main planet. This is crazy
The first goes down to bombers
The second goes down to bombers
The third goes down to vanguards
One more two planet system and the final faction leader is in sight
Bombers take out a trespasser on the second planet
Another trespasser, another bomber snipe; with an assist from a sheller
Hornet snipe with mass hummingbirds to defend and occupy
Final battle, 3 planets makes this one a doozey. If there are 4 enemy ai this could be difficult
Air first, I need to know who is where
Three enemy ai. Me and all sub-commanders started on planet 2, along with 2 enemy commanders. Leaving one enemy commander alone on planet one.
The two enemy ai on my starting planet succumbed to pressure. By this time I was well established on the smashable
stupidly heroically try and invade the other planet solo
Vanguard snipe attempt just for fun
That didn't work out so well.
This run, limiting the cards allowed in my hand, was much more fun than playing normally. It was largely a case of overwhelming with T2 vehicles, but there were many other things going on. It didn't just seem like a repetitive grind.