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Rewrite scenario descriptions in natural mission-brief prose
Browse files179 packs (612 level descriptions) handcrafted from robotic
predicate-dump style into natural mission-brief prose. Each
level's description preserves win/fail predicates, actor
composition, and the preserved comment block โ only the
top-level 'description:' string changes.
Style shift:
BEFORE: 'Enemy includes 3 rocket soldiers. Destroy the enemy
construction yard in the target zone. Keep at least 2 unit
alive. Within about 60 turns.'
AFTER: 'Three rocket soldiers patrol the front. Their
construction yard sits undefended behind them โ flank through
the fog and demolish it without losing more than two units.
About 60 turns.'
Stats across 612 rewritten levels: mean=48.4 words, median=50,
p10/p90=33/62, min/max=5/80.
Also fixes 58 unintentional YAML folded-scalar artefacts where
a line break inside 'description: >' split a hyphenated word
(e.g. 'anti-\n tank' โ 'anti- tank' on parse). Closed up via
'(\\w)-\\n(\\s+)(\\w)' โ '\\1-\\3' replacement across 47
files. Two intentional uses ('A one- or two-turn delay',
'Over- or under-producing') preserved.
All 210 pack files re-validate clean via
openra_bench.scenarios.validate.
- openra_bench/scenarios/packs/action-multiunit-coordination.yaml +5 -3
- openra_bench/scenarios/packs/adv-asymmetric-weaker-must-win.yaml +1 -2
- openra_bench/scenarios/packs/build-defensive-skirt-corners.yaml +10 -9
- openra_bench/scenarios/packs/build-defensive-tower-cluster.yaml +1 -2
- openra_bench/scenarios/packs/build-defensive-tower-line.yaml +10 -7
- openra_bench/scenarios/packs/build-power-online-first.yaml +1 -2
- openra_bench/scenarios/packs/build-rally-point-management.yaml +5 -2
- openra_bench/scenarios/packs/build-repair-priority-under-fire.yaml +1 -2
- openra_bench/scenarios/packs/build-sell-and-rebuild-elsewhere.yaml +6 -5
- openra_bench/scenarios/packs/build-sequence-tech-cheapest.yaml +13 -5
- openra_bench/scenarios/packs/build-sequence-tech-most-resilient.yaml +15 -10
- openra_bench/scenarios/packs/combat-attack-from-behind-fog.yaml +16 -7
- openra_bench/scenarios/packs/combat-formation-tank-wedge.yaml +18 -8
- openra_bench/scenarios/packs/combat-harass-aggro-commit.yaml +18 -8
- openra_bench/scenarios/packs/combat-harass-balanced-hit-and-run.yaml +16 -6
- openra_bench/scenarios/packs/combat-heli-flank.yaml +14 -6
- openra_bench/scenarios/packs/combat-hold-chokepoint.yaml +17 -9
- openra_bench/scenarios/packs/combat-kite-and-pull.yaml +15 -6
- openra_bench/scenarios/packs/combat-kite-jeep-vs-tank.yaml +14 -6
- openra_bench/scenarios/packs/combat-naval-shore-strike.yaml +9 -4
- openra_bench/scenarios/packs/combat-pincer-coordination.yaml +18 -9
- openra_bench/scenarios/packs/combat-prevent-retreat.yaml +17 -11
- openra_bench/scenarios/packs/combat-protect-vip-escort.yaml +16 -6
- openra_bench/scenarios/packs/combat-retreat-after-engagement.yaml +15 -9
- openra_bench/scenarios/packs/combat-rocket-soldier-anti-vehicle.yaml +18 -11
- openra_bench/scenarios/packs/combat-skirmish-then-disengage.yaml +15 -9
- openra_bench/scenarios/packs/combat-stance-mgmt-attack.yaml +16 -8
- openra_bench/scenarios/packs/combat-suicide-charge-mission.yaml +15 -6
- openra_bench/scenarios/packs/combat-tank-vs-tank-engagement.yaml +14 -6
- openra_bench/scenarios/packs/combat-tanya-vs-rush.yaml +16 -8
- openra_bench/scenarios/packs/combat-target-priority-highvalue.yaml +16 -9
- openra_bench/scenarios/packs/combat-vehicle-vs-infantry-counter.yaml +15 -8
- openra_bench/scenarios/packs/coord-converge-on-target.yaml +14 -6
- openra_bench/scenarios/packs/coord-cover-and-move.yaml +16 -6
- openra_bench/scenarios/packs/coord-diversionary-attack.yaml +16 -9
- openra_bench/scenarios/packs/coord-mutual-support.yaml +18 -9
- openra_bench/scenarios/packs/coord-relay-attack.yaml +14 -9
- openra_bench/scenarios/packs/coord-relay-vision-chain.yaml +16 -9
- openra_bench/scenarios/packs/coord-squad-handoff.yaml +14 -7
- openra_bench/scenarios/packs/coordination-ordered-rendezvous.yaml +13 -5
- openra_bench/scenarios/packs/coordination-staggered-window.yaml +15 -7
- openra_bench/scenarios/packs/custom-map-no-enemy.yaml +11 -3
- openra_bench/scenarios/packs/def-counter-battery.yaml +16 -8
- openra_bench/scenarios/packs/def-engineer-repair-under-fire.yaml +16 -13
- openra_bench/scenarios/packs/def-evacuation.yaml +14 -7
- openra_bench/scenarios/packs/def-in-depth-vs-single.yaml +10 -7
- openra_bench/scenarios/packs/def-in-depth.yaml +16 -12
- openra_bench/scenarios/packs/def-multi-direction.yaml +16 -9
- openra_bench/scenarios/packs/def-position-expected-direction.yaml +17 -10
- openra_bench/scenarios/packs/def-position-revealed-direction.yaml +15 -12
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@@ -98,9 +98,11 @@ levels:
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# not one fanned-out march. Enemy infantry contest the two eastern
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# lanes; the bottom-left route is clear.
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description: >
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-
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-
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-
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overrides:
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actors:
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# `stance: 0` (HoldFire) on every agent unit โ see the base
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# not one fanned-out march. Enemy infantry contest the two eastern
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# lanes; the bottom-left route is clear.
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description: >
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+
Eight units in your spawn corner, three drop zones in three different
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+
directions: NE (115,6), SE (115,34), and SW (20,36). Park at least two
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+
units in each disc within about 32 turns, losing no more than two on
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+
the way. Enemy rifles contest the eastern lanes; only true parallel
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+
dispatch beats the clock.
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overrides:
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actors:
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# `stance: 0` (HoldFire) on every agent unit โ see the base
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@@ -90,8 +90,7 @@ meta:
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real_world_meaning: >
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Two medium tanks must inflict enough kills on a stronger enemy
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garrison (a wall of rifle infantry plus a heavy tank on medium
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-
and hard) to satisfy a kill bar โ without losing the pair. Head-
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-
on combat is a decisive LOSS: the heavy out-trades the medium
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column at close range and the infantry wall holds the pair in
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place long enough for the heavy to close. The only winning play
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is asymmetric: stage off-axis, approach the infantry on a flank
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real_world_meaning: >
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Two medium tanks must inflict enough kills on a stronger enemy
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garrison (a wall of rifle infantry plus a heavy tank on medium
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| 93 |
+
and hard) to satisfy a kill bar โ without losing the pair. Head-on combat is a decisive LOSS: the heavy out-trades the medium
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column at close range and the infantry wall holds the pair in
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place long enough for the heavy to close. The only winning play
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is asymmetric: stage off-axis, approach the infantry on a flank
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@@ -176,10 +176,11 @@ levels:
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# and concentrate all LOSE. The fact must survive; โฅ9 enemy units
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# must die before tick 5400.
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description: >
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-
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-
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-
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-
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starting_cash: 2400
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overrides:
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actors:
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@@ -248,11 +249,11 @@ levels:
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# concentrate all LOSE. The fact must survive; โฅ13 enemy units
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# must die before tick 5400.
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description: >
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-
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-
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-
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-
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-
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overrides:
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actors:
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- {type: fact, owner: agent, position: [64, 20]}
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# and concentrate all LOSE. The fact must survive; โฅ9 enemy units
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# must die before tick 5400.
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description: >
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+
Four rifle bands will rush your central construction yard from all
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+
four diagonal corners at once. With exactly $2400 you can afford
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+
four pillboxes โ drop one inside each corner disc (NE, NW, SE, SW)
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+
to shred its incoming wave. Keep the yard standing and put down at
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+
least nine attackers within about 60 turns.
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starting_cash: 2400
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overrides:
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actors:
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# concentrate all LOSE. The fact must survive; โฅ13 enemy units
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# must die before tick 5400.
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description: >
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+
Same four-corner rush, but now each band fields four riflemen โ sixteen
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attackers in total. Your $2400 still funds exactly four pillboxes; one
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+
in each corner disc (NE, NW, SE, SW) is the only layout that holds.
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Massing them on one corner leaves three lanes open. Keep the yard
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alive and kill at least thirteen, within about 60 turns.
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overrides:
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actors:
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- {type: fact, owner: agent, position: [64, 20]}
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@@ -87,8 +87,7 @@ meta:
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the radius-4 disc around the fact, AND the fact must survive.
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robotics_analogue: >
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Critical-asset protection / defense-in-depth: when ONE node is the
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-
irreplaceable principal (the fortress keep, the SAM hub, the data-
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-
centre hardened core, the ambassador's residence), the right
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architecture is dense overlapping enforcement AT that asset, not a
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thin uniform perimeter that is everywhere but never massed where
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the threat actually comes. The same logic that gives you a single
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the radius-4 disc around the fact, AND the fact must survive.
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robotics_analogue: >
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Critical-asset protection / defense-in-depth: when ONE node is the
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+
irreplaceable principal (the fortress keep, the SAM hub, the data-centre hardened core, the ambassador's residence), the right
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architecture is dense overlapping enforcement AT that asset, not a
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thin uniform perimeter that is everywhere but never massed where
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the threat actually comes. The same logic that gives you a single
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@@ -122,9 +122,11 @@ levels:
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# rows so nothing slips through. Kill four enemies and keep your
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# construction yard, within about 60 turns.
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description: >
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-
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-
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-
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starting_cash: 2400
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overrides:
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actors:
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@@ -252,10 +254,11 @@ levels:
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# rung clauses and lets the rush leak through. Your pillboxes must
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# kill at least 7 of the rush; the fact must survive.
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description: >
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-
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-
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-
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-
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overrides:
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actors:
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# spawn_point 0 โ NORTH base at y=12. Fact at (10, 12);
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# rows so nothing slips through. Kill four enemies and keep your
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# construction yard, within about 60 turns.
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description: >
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+
A rifle rush will funnel through the narrow corridor at x=60, rows
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+
y=18 to 22, on its way to your base. Budget is exactly $2400 โ drop
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one pillbox on each of those four rows so nothing slips past. Kill
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at least four and keep your construction yard standing, within about
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60 turns.
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starting_cash: 2400
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overrides:
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actors:
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# rung clauses and lets the rush leak through. Your pillboxes must
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# kill at least 7 of the rush; the fact must survive.
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description: >
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+
Same fixed corridor at x=60, rows y=18 to 22 โ but your base may sit
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to its north or south depending on seed. Don't cover the rows next
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to your own base; the rush still funnels through the mid-map gap.
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Build one pillbox on each of the four corridor rungs, kill at least
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seven, and keep your construction yard within about 70 turns.
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overrides:
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actors:
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# spawn_point 0 โ NORTH base at y=12. Fact at (10, 12);
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@@ -82,8 +82,7 @@ meta:
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capability: reasoning
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real_world_meaning: >
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Standard-operating-procedure (SOP) compliance under a strict
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happened-before constraint, exemplified by electrical-grid bring-
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up: the grid (the Power Plant) must be ONLINE before any powered
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load (the Refinery, Barracks, War Factory) can come up. The
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opening decision is the entire test โ from a pre-placed
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Construction Yard and a tight budget, the agent must queue the
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capability: reasoning
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real_world_meaning: >
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Standard-operating-procedure (SOP) compliance under a strict
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+
happened-before constraint, exemplified by electrical-grid bring-up: the grid (the Power Plant) must be ONLINE before any powered
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load (the Refinery, Barracks, War Factory) can come up. The
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opening decision is the entire test โ from a pre-placed
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Construction Yard and a tight budget, the agent must queue the
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@@ -164,8 +164,11 @@ levels:
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# three of your units into a radius-5 disc around (62,20) and kill one
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# enemy, within about 30 turns.
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description: >
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-
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-
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starting_cash: 1500
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overrides:
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actors:
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# three of your units into a radius-5 disc around (62,20) and kill one
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# enemy, within about 30 turns.
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description: >
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+
You start with a construction yard, power plant, and barracks plus
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$1500. An enemy barracks sits at the forward staging zone (62,20),
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+
roughly 38 cells east. Set the rally point forward and queue rifles
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+
so they walk straight into the fight โ three of your units in the
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zone and one enemy down within about 30 turns.
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starting_cash: 1500
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overrides:
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actors:
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@@ -129,8 +129,7 @@ meta:
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degraded at once and the operator has one repair lever. The correct
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move is to rank by criticality x blast-radius, not by whichever
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dashboard is reddest โ restore the income-bearing / load-bearing
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-
subsystem that is about to fail hard before touching a loud-but-
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low-value one. The same criticality-weighted prioritisation governs
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SC2 SCV-repair target choice and aircraft / plant preventive
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maintenance.
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benchmark_anchor:
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degraded at once and the operator has one repair lever. The correct
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move is to rank by criticality x blast-radius, not by whichever
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dashboard is reddest โ restore the income-bearing / load-bearing
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+
subsystem that is about to fail hard before touching a loud-but-low-value one. The same criticality-weighted prioritisation governs
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SC2 SCV-repair target choice and aircraft / plant preventive
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maintenance.
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benchmark_anchor:
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@@ -96,8 +96,7 @@ meta:
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and use the refund plus starting cash to BUILD a new proc and
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PLACE it at the safe target region far from the rush. Stalling,
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building without selling (cash gated), and placing the new
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-
proc in the wrong region all lose; only sell-then-rebuild-at-
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-
safe-region wins.
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robotics_analogue: >
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Liquidate a deteriorating asset to fund a relocation: a forward
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production node is about to be lost to environmental damage,
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@@ -189,9 +188,11 @@ levels:
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# with a refinery near (16,8) in the safe north-west corner and keep
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# your construction yard, within about 50 turns.
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description: >
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-
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-
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-
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overrides:
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actors:
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# Agent fact + powr at the SAFE far north-west corner (off
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and use the refund plus starting cash to BUILD a new proc and
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PLACE it at the safe target region far from the rush. Stalling,
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building without selling (cash gated), and placing the new
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| 99 |
+
proc in the wrong region all lose; only sell-then-rebuild-at-safe-region wins.
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robotics_analogue: >
|
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Liquidate a deteriorating asset to fund a relocation: a forward
|
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production node is about to be lost to environmental damage,
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# with a refinery near (16,8) in the safe north-west corner and keep
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# your construction yard, within about 50 turns.
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description: >
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+
Two rifle infantry are closing on your forward refinery, which sits
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+
exposed on the centre lane. With only $800 you cannot afford a new
|
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+
one outright. Sell the doomed refinery for its refund, then rebuild
|
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+
it in the safe north-west pocket near (16,8). Keep the construction
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+
yard alive within about 50 turns.
|
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overrides:
|
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actors:
|
| 198 |
# Agent fact + powr at the SAFE far north-west corner (off
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@@ -140,7 +140,10 @@ levels:
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# enforces the exact order; placing weap before proc cannot satisfy
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| 141 |
# it (and the engine refuses too: weap's prerequisite is proc).
|
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description: >
|
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-
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about 36 turns.
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starting_cash: 3750
|
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overrides:
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@@ -188,8 +191,10 @@ levels:
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# `then:` chain enforces the exact order; weap before proc cannot
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# satisfy it.
|
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description: >
|
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-
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-
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starting_cash: 3720
|
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overrides:
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actors:
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@@ -233,8 +238,11 @@ levels:
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# that memorises one spawn's geometry cannot generalise; compute
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# placement relative to your actual fact each run.
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description: >
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-
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-
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starting_cash: 3720
|
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overrides:
|
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actors:
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# enforces the exact order; placing weap before proc cannot satisfy
|
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# it (and the engine refuses too: weap's prerequisite is proc).
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description: >
|
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+
You have a lone construction yard, $3750, and no ore. The cheapest
|
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+
route to a war factory is the exact prerequisite chain: power plant
|
| 145 |
+
($300), refinery ($1400), war factory ($2000) โ $3700 total. Any
|
| 146 |
+
extra building or unit empties the wallet. Finish the chain within
|
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about 36 turns.
|
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starting_cash: 3750
|
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overrides:
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|
| 191 |
# `then:` chain enforces the exact order; weap before proc cannot
|
| 192 |
# satisfy it.
|
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description: >
|
| 194 |
+
Same chain โ power plant, refinery, war factory โ but the wallet is
|
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+
tighter: only $3720, just $20 of slack over the $3700 minimum. No
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+
ore, no income. One stray purchase before the factory and the budget
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+
is gone for good. Complete the chain within about 36 turns.
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starting_cash: 3720
|
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overrides:
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actors:
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# that memorises one spawn's geometry cannot generalise; compute
|
| 239 |
# placement relative to your actual fact each run.
|
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description: >
|
| 241 |
+
Same $3720 budget, same power-plant-refinery-war-factory chain โ but
|
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+
your construction yard may spawn in the NORTH band (y=14) or the
|
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+
SOUTH band (y=26) depending on the seed. Read its actual position
|
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+
and place each building beside it; a memorised opening fails on the
|
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+
flipped seed. Land the factory within about 36 turns.
|
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starting_cash: 3720
|
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overrides:
|
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actors:
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@@ -202,10 +202,11 @@ levels:
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|
| 202 |
# Factory, and three medium tanks (2tnk) within about 60 turns,
|
| 203 |
# keeping your Construction Yard.
|
| 204 |
description: >
|
| 205 |
-
|
| 206 |
-
|
| 207 |
-
|
| 208 |
-
|
|
|
|
| 209 |
overrides:
|
| 210 |
actors:
|
| 211 |
# โโ Safe WEST base โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
|
|
@@ -288,9 +289,11 @@ levels:
|
|
| 288 |
# before tick 4500. Stalling, or relying on the single exposed
|
| 289 |
# power plant, misses the bar.
|
| 290 |
description: >
|
| 291 |
-
|
| 292 |
-
|
| 293 |
-
|
|
|
|
|
|
|
| 294 |
starting_cash: 6000
|
| 295 |
overrides:
|
| 296 |
actors:
|
|
@@ -357,9 +360,11 @@ levels:
|
|
| 357 |
# single-point-of-failure plays โ stalling, or relying on the
|
| 358 |
# lone exposed power plant โ lose as on medium.
|
| 359 |
description: >
|
| 360 |
-
|
| 361 |
-
|
| 362 |
-
|
|
|
|
|
|
|
| 363 |
starting_cash: 6000
|
| 364 |
overrides:
|
| 365 |
actors:
|
|
|
|
| 202 |
# Factory, and three medium tanks (2tnk) within about 60 turns,
|
| 203 |
# keeping your Construction Yard.
|
| 204 |
description: >
|
| 205 |
+
You inherit a base with $6000 and a single forward power plant that
|
| 206 |
+
an enemy strike will raze around turn 17. Build a backup power plant
|
| 207 |
+
beside your construction yard before the strike lands, then add a
|
| 208 |
+
war factory and roll out three medium tanks. Keep the yard alive
|
| 209 |
+
within about 60 turns.
|
| 210 |
overrides:
|
| 211 |
actors:
|
| 212 |
# โโ Safe WEST base โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
|
|
|
|
| 289 |
# before tick 4500. Stalling, or relying on the single exposed
|
| 290 |
# power plant, misses the bar.
|
| 291 |
description: >
|
| 292 |
+
Same setup โ $6000, an exposed forward power plant doomed to fall
|
| 293 |
+
around turn 17 โ but the deadline is tighter. Don't wait for the
|
| 294 |
+
strike: commit a backup power plant beside the construction yard
|
| 295 |
+
early, then a war factory, then three medium tanks. Keep the yard
|
| 296 |
+
standing within about 50 turns.
|
| 297 |
starting_cash: 6000
|
| 298 |
overrides:
|
| 299 |
actors:
|
|
|
|
| 360 |
# single-point-of-failure plays โ stalling, or relying on the
|
| 361 |
# lone exposed power plant โ lose as on medium.
|
| 362 |
description: >
|
| 363 |
+
Same backup-power-then-tanks task, but the base may spawn in the
|
| 364 |
+
NORTH (y=12) or SOUTH (y=26) band. Read the construction yard's
|
| 365 |
+
actual cell and place the redundant power plant beside it โ a
|
| 366 |
+
memorised opening misses on the flipped seed. Three medium tanks
|
| 367 |
+
and a surviving yard within about 50 turns.
|
| 368 |
starting_cash: 6000
|
| 369 |
overrides:
|
| 370 |
actors:
|
|
@@ -184,8 +184,11 @@ levels:
|
|
| 184 |
# survive, before tick 5400. Stalling LOSES (fact never
|
| 185 |
# destroyed); frontal-charge LOSES on the clock.
|
| 186 |
description: >
|
| 187 |
-
|
| 188 |
-
|
|
|
|
|
|
|
|
|
|
| 189 |
overrides:
|
| 190 |
actors:
|
| 191 |
# STRIKE FORCE โ 4 medium tanks stacked at the west edge,
|
|
@@ -249,9 +252,12 @@ levels:
|
|
| 249 |
# survive, before tick 4500. Stall, brute attack_move east,
|
| 250 |
# and any frontal charge all LOSE.
|
| 251 |
description: >
|
| 252 |
-
|
| 253 |
-
|
| 254 |
-
|
|
|
|
|
|
|
|
|
|
| 255 |
overrides:
|
| 256 |
actors:
|
| 257 |
- {type: 2tnk, owner: agent, position: [6, 18], stance: 1}
|
|
@@ -336,8 +342,11 @@ levels:
|
|
| 336 |
# corridor depending on seed. Destroy the enemy yard at (100,20) with
|
| 337 |
# at least two tanks surviving, within about 54 turns.
|
| 338 |
description: >
|
| 339 |
-
|
| 340 |
-
|
|
|
|
|
|
|
|
|
|
| 341 |
about 50 turns.
|
| 342 |
overrides:
|
| 343 |
actors:
|
|
|
|
| 184 |
# survive, before tick 5400. Stalling LOSES (fact never
|
| 185 |
# destroyed); frontal-charge LOSES on the clock.
|
| 186 |
description: >
|
| 187 |
+
Four medium tanks stage at the west edge. A thin line of three anti-tank rocket soldiers covers the middle longitude, and the enemy
|
| 188 |
+
construction yard sits undefended at (100,20) behind them. A frontal
|
| 189 |
+
charge melts under their fire. Sweep around the line via the north
|
| 190 |
+
or south fringe, then strike the yard with at least two tanks intact
|
| 191 |
+
within about 60 turns.
|
| 192 |
overrides:
|
| 193 |
actors:
|
| 194 |
# STRIKE FORCE โ 4 medium tanks stacked at the west edge,
|
|
|
|
| 252 |
# survive, before tick 4500. Stall, brute attack_move east,
|
| 253 |
# and any frontal charge all LOSE.
|
| 254 |
description: >
|
| 255 |
+
Four medium tanks face a heavier wall at x=50 โ two pillboxes
|
| 256 |
+
flanking five anti-tank rocket soldiers, all facing west. Driving
|
| 257 |
+
straight east cooks the column in overlapping kill envelopes. Loop
|
| 258 |
+
wide to the far north or south, slip past x=50, then turn in on the
|
| 259 |
+
undefended yard at (100,20). Two tanks must survive, within about 50
|
| 260 |
+
turns.
|
| 261 |
overrides:
|
| 262 |
actors:
|
| 263 |
- {type: 2tnk, owner: agent, position: [6, 18], stance: 1}
|
|
|
|
| 342 |
# corridor depending on seed. Destroy the enemy yard at (100,20) with
|
| 343 |
# at least two tanks surviving, within about 54 turns.
|
| 344 |
description: >
|
| 345 |
+
A dense wall of three pillboxes and seven rocket soldiers blocks the
|
| 346 |
+
middle longitude, and your tanks stage in the north or south
|
| 347 |
+
corridor depending on seed. A head-on charge dies in the crossfire.
|
| 348 |
+
Fly wide around the wall, drive east past x=80, then descend on the
|
| 349 |
+
enemy yard at (100,20) with at least two tanks surviving, within
|
| 350 |
about 50 turns.
|
| 351 |
overrides:
|
| 352 |
actors:
|
|
@@ -184,8 +184,12 @@ levels:
|
|
| 184 |
# bracket end-on from off-axis. Stall LOSES (the region bar is never
|
| 185 |
# met on the clock).
|
| 186 |
description: >
|
| 187 |
-
|
| 188 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
| 189 |
overrides:
|
| 190 |
actors:
|
| 191 |
# STRIKE FORCE โ 5 medium tanks at the west edge, stance:1
|
|
@@ -251,9 +255,12 @@ levels:
|
|
| 251 |
# trailing one cell west so they engage each bracket end-on (only 1-2
|
| 252 |
# e3 per bracket can fire on a flanker at once). Stall LOSES.
|
| 253 |
description: >
|
| 254 |
-
|
| 255 |
-
|
| 256 |
-
|
|
|
|
|
|
|
|
|
|
| 257 |
overrides:
|
| 258 |
actors:
|
| 259 |
- {type: 2tnk, owner: agent, position: [6, 18], stance: 1}
|
|
@@ -319,9 +326,12 @@ levels:
|
|
| 319 |
# formation, let the lead absorb the on-axis blocker fire while the
|
| 320 |
# flank wings engage each bracket end-on. Stall LOSES.
|
| 321 |
description: >
|
| 322 |
-
|
| 323 |
-
|
| 324 |
-
|
|
|
|
|
|
|
|
|
|
| 325 |
overrides:
|
| 326 |
actors:
|
| 327 |
# spawn_point 0 โ NORTH staging corridor (y=10..14). Wedge
|
|
|
|
| 184 |
# bracket end-on from off-axis. Stall LOSES (the region bar is never
|
| 185 |
# met on the clock).
|
| 186 |
description: >
|
| 187 |
+
Five medium tanks stage at the west edge; a north bracket of five
|
| 188 |
+
rocket soldiers overlooks the lane, with a single light tank
|
| 189 |
+
blocking on-axis at (46,20). A solid column on y=20 puts the leader
|
| 190 |
+
inside every weapon's range at once. Form a wedge โ leader absorbing
|
| 191 |
+
the blocker, flankers offset to y=18 and y=22 โ and push four tanks
|
| 192 |
+
into the staging disc at (80,20) within about 50 turns.
|
| 193 |
overrides:
|
| 194 |
actors:
|
| 195 |
# STRIKE FORCE โ 5 medium tanks at the west edge, stance:1
|
|
|
|
| 255 |
# trailing one cell west so they engage each bracket end-on (only 1-2
|
| 256 |
# e3 per bracket can fire on a flanker at once). Stall LOSES.
|
| 257 |
description: >
|
| 258 |
+
Five medium tanks face a bracketing corridor: three rocket soldiers
|
| 259 |
+
above, three below, with a light tank plugging the on-axis midpoint.
|
| 260 |
+
A column eats crossfire from both sides at once. Drive a wedge
|
| 261 |
+
through โ leader absorbing the blocker, flankers angled into y=18
|
| 262 |
+
and y=22 โ and land three tanks at (80,20) while killing at least
|
| 263 |
+
three of the line, within about 50 turns.
|
| 264 |
overrides:
|
| 265 |
actors:
|
| 266 |
- {type: 2tnk, owner: agent, position: [6, 18], stance: 1}
|
|
|
|
| 326 |
# formation, let the lead absorb the on-axis blocker fire while the
|
| 327 |
# flank wings engage each bracket end-on. Stall LOSES.
|
| 328 |
description: >
|
| 329 |
+
Five tanks start in the north or south staging band by seed. A
|
| 330 |
+
denser bracket of four-plus-four rocket soldiers and two on-axis
|
| 331 |
+
light tanks guards the route. Form an inverted-V โ leader on y=20,
|
| 332 |
+
flankers spreading to y=17..23 โ and grind east in formation. Three
|
| 333 |
+
tanks must reach the (80,20) disc and four enemies must fall within
|
| 334 |
+
about 50 turns.
|
| 335 |
overrides:
|
| 336 |
actors:
|
| 337 |
# spawn_point 0 โ NORTH staging corridor (y=10..14). Wedge
|
|
@@ -40,8 +40,7 @@ meta:
|
|
| 40 |
real_world_meaning: >
|
| 41 |
A small raider force is staged west; a cluster of enemy harvesters
|
| 42 |
works an ore patch around their refinery in the centre-east, with
|
| 43 |
-
a single heavy tank standing on-post as the defender. The high-
|
| 44 |
-
score doctrine is to COMMIT โ concentrate fire on the defender
|
| 45 |
first (3-vs-1 tank trade favours the attacker), then mop up the
|
| 46 |
undefended harvesters. Stalling or pure retreat misses the kill
|
| 47 |
bar; attacking the harvesters while ignoring the defender lets
|
|
@@ -111,8 +110,12 @@ levels:
|
|
| 111 |
# it pick off your raiders one by one. Win when 3 enemy units are
|
| 112 |
# killed AND at least 1 raider survives, before tick 4500.
|
| 113 |
description: >
|
| 114 |
-
|
| 115 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
| 116 |
overrides:
|
| 117 |
actors:
|
| 118 |
# Raider strike force โ 4 medium tanks at the west edge.
|
|
@@ -163,8 +166,12 @@ levels:
|
|
| 163 |
# off your raiders one by one. Win when 4 enemy units are killed AND
|
| 164 |
# at least 1 raider survives, before tick 4500.
|
| 165 |
description: >
|
| 166 |
-
|
| 167 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
| 168 |
overrides:
|
| 169 |
actors:
|
| 170 |
# Raider strike force โ 3 medium tanks at the west edge.
|
|
@@ -218,8 +225,11 @@ levels:
|
|
| 218 |
# the two 3tnks pick off your raiders. Win when 6 enemy units are
|
| 219 |
# killed AND at least 1 raider survives, before tick 4500.
|
| 220 |
description: >
|
| 221 |
-
|
| 222 |
-
enemy
|
|
|
|
|
|
|
|
|
|
| 223 |
overrides:
|
| 224 |
actors:
|
| 225 |
# spawn_point 0 โ NORTH staging corridor (y=10..14)
|
|
|
|
| 40 |
real_world_meaning: >
|
| 41 |
A small raider force is staged west; a cluster of enemy harvesters
|
| 42 |
works an ore patch around their refinery in the centre-east, with
|
| 43 |
+
a single heavy tank standing on-post as the defender. The high-score doctrine is to COMMIT โ concentrate fire on the defender
|
|
|
|
| 44 |
first (3-vs-1 tank trade favours the attacker), then mop up the
|
| 45 |
undefended harvesters. Stalling or pure retreat misses the kill
|
| 46 |
bar; attacking the harvesters while ignoring the defender lets
|
|
|
|
| 110 |
# it pick off your raiders one by one. Win when 3 enemy units are
|
| 111 |
# killed AND at least 1 raider survives, before tick 4500.
|
| 112 |
description: >
|
| 113 |
+
Four medium tanks at the western edge face an enemy refinery at
|
| 114 |
+
(80,20) with two harvesters working it under a single heavy-tank
|
| 115 |
+
guard. Commit four-on-one against the heavy first, then mop up the
|
| 116 |
+
harvesters โ three kills total. Engaging the harvesters while inside
|
| 117 |
+
the heavy's range lets it pick raiders off. One tank must survive,
|
| 118 |
+
within about 50 turns.
|
| 119 |
overrides:
|
| 120 |
actors:
|
| 121 |
# Raider strike force โ 4 medium tanks at the west edge.
|
|
|
|
| 166 |
# off your raiders one by one. Win when 4 enemy units are killed AND
|
| 167 |
# at least 1 raider survives, before tick 4500.
|
| 168 |
description: >
|
| 169 |
+
Three medium-tank raiders face an enemy refinery defended by one
|
| 170 |
+
heavy tank and worked by three harvesters. Concentrate fire on the
|
| 171 |
+
heavy first โ three-on-one favours you โ then clean up the
|
| 172 |
+
harvesters. Four kills, one raider surviving, within about 50 turns.
|
| 173 |
+
Splitting fire or attacking workers under the heavy's gun trades
|
| 174 |
+
raiders you can't spare.
|
| 175 |
overrides:
|
| 176 |
actors:
|
| 177 |
# Raider strike force โ 3 medium tanks at the west edge.
|
|
|
|
| 225 |
# the two 3tnks pick off your raiders. Win when 6 enemy units are
|
| 226 |
# killed AND at least 1 raider survives, before tick 4500.
|
| 227 |
description: >
|
| 228 |
+
Three raiders stage in the north or south corridor by seed; the
|
| 229 |
+
enemy refinery is guarded by two heavy tanks and worked by four
|
| 230 |
+
harvesters. Focus fire on one defender at a time, then the second,
|
| 231 |
+
then sweep the workers. Six kills, one raider alive, within about 50
|
| 232 |
+
turns โ splitting fire across both heavies lets them grind you down.
|
| 233 |
overrides:
|
| 234 |
actors:
|
| 235 |
# spawn_point 0 โ NORTH staging corridor (y=10..14)
|
|
@@ -188,8 +188,12 @@ levels:
|
|
| 188 |
# tick 5400. Idling, retreat-only, commit-and-stay, and brute-charge
|
| 189 |
# all LOSE.
|
| 190 |
description: >
|
| 191 |
-
|
| 192 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
| 193 |
overrides:
|
| 194 |
actors:
|
| 195 |
- {type: jeep, owner: agent, position: [6, 10], stance: 1, count: 2}
|
|
@@ -236,8 +240,11 @@ levels:
|
|
| 236 |
# charge (attacks the un-killable tank and dies), and retreat-only
|
| 237 |
# (kill bar unmet) all LOSE โ before tick 5400.
|
| 238 |
description: >
|
| 239 |
-
|
| 240 |
-
|
|
|
|
|
|
|
|
|
|
| 241 |
overrides:
|
| 242 |
actors:
|
| 243 |
- {type: jeep, owner: agent, position: [6, 10], stance: 1, count: 2}
|
|
@@ -285,8 +292,11 @@ levels:
|
|
| 285 |
# the tank โ brute-charging it loses a jeep. Before tick 5400. Idling,
|
| 286 |
# commit-and-stay, and retreat-only all LOSE.
|
| 287 |
description: >
|
| 288 |
-
|
| 289 |
-
|
|
|
|
|
|
|
|
|
|
| 290 |
overrides:
|
| 291 |
actors:
|
| 292 |
# spawn_point 0 โ NORTHERN raider staging (y=10)
|
|
|
|
| 188 |
# tick 5400. Idling, retreat-only, commit-and-stay, and brute-charge
|
| 189 |
# all LOSE.
|
| 190 |
description: >
|
| 191 |
+
Two jeeps at the west must kill three of five soft enemy workers
|
| 192 |
+
spread along y=10. A leashed heavy tank posts one row off the
|
| 193 |
+
cluster โ it lunges at anything within 16 cells and snaps back past
|
| 194 |
+
18. Your MGs cannot dent it. Pulse in, strike a worker, retreat past
|
| 195 |
+
the leash, repeat. Three kills, zero jeeps lost, within about 60
|
| 196 |
+
turns.
|
| 197 |
overrides:
|
| 198 |
actors:
|
| 199 |
- {type: jeep, owner: agent, position: [6, 10], stance: 1, count: 2}
|
|
|
|
| 240 |
# charge (attacks the un-killable tank and dies), and retreat-only
|
| 241 |
# (kill bar unmet) all LOSE โ before tick 5400.
|
| 242 |
description: >
|
| 243 |
+
Same jeep-pulse harass, but the worker cluster grows to six along
|
| 244 |
+
y=10 and the leashed heavy still patrols one row off. The bar is
|
| 245 |
+
identical โ three kills, zero jeeps lost โ but a longer engagement
|
| 246 |
+
means more chances to mistime the retreat. Pulse, strike, fall back
|
| 247 |
+
past the leash, within about 60 turns.
|
| 248 |
overrides:
|
| 249 |
actors:
|
| 250 |
- {type: jeep, owner: agent, position: [6, 10], stance: 1, count: 2}
|
|
|
|
| 292 |
# the tank โ brute-charging it loses a jeep. Before tick 5400. Idling,
|
| 293 |
# commit-and-stay, and retreat-only all LOSE.
|
| 294 |
description: >
|
| 295 |
+
Worker clusters are mirrored at y=10 and y=30, each overwatched by a
|
| 296 |
+
leashed heavy tank. Four jeeps start in the north or south band by
|
| 297 |
+
seed and must reach whichever cluster their lane opens onto. Same
|
| 298 |
+
pulse cycle โ close to MG range, strike, retreat past the leash โ
|
| 299 |
+
for three kills with zero losses, within about 60 turns.
|
| 300 |
overrides:
|
| 301 |
actors:
|
| 302 |
# spawn_point 0 โ NORTHERN raider staging (y=10)
|
|
@@ -102,8 +102,11 @@ levels:
|
|
| 102 |
# e1 cluster down. Win when at least 3 enemy units are killed AND your
|
| 103 |
# base is intact, before tick 1800.
|
| 104 |
description: >
|
| 105 |
-
|
| 106 |
-
|
|
|
|
|
|
|
|
|
|
| 107 |
overrides:
|
| 108 |
actors:
|
| 109 |
# Agent base anchor โ engine auto-done mitigation.
|
|
@@ -176,8 +179,10 @@ levels:
|
|
| 176 |
# when at least 5 enemy units are killed AND your base is intact,
|
| 177 |
# before tick 2100.
|
| 178 |
description: >
|
| 179 |
-
|
| 180 |
-
|
|
|
|
|
|
|
| 181 |
overrides:
|
| 182 |
actors:
|
| 183 |
- {type: fact, owner: agent, position: [4, 20]}
|
|
@@ -241,8 +246,11 @@ levels:
|
|
| 241 |
# wall and clear the line. Win when at least 5 enemy units are killed
|
| 242 |
# AND your base is intact, before tick 1800.
|
| 243 |
description: >
|
| 244 |
-
|
| 245 |
-
|
|
|
|
|
|
|
|
|
|
| 246 |
overrides:
|
| 247 |
actors:
|
| 248 |
# Agent base anchor โ duplicated under BOTH spawn_point
|
|
|
|
| 102 |
# e1 cluster down. Win when at least 3 enemy units are killed AND your
|
| 103 |
# base is intact, before tick 1800.
|
| 104 |
description: >
|
| 105 |
+
Two helicopters sit at (30, 19..21) facing three enemy riflemen at
|
| 106 |
+
(60, 19..21). A pillbox wall along x=50 from y=10..30 denies every
|
| 107 |
+
ground route inside the deadline. Fly the helis over the wall and
|
| 108 |
+
gun down all three. Keep the construction yard intact, within about
|
| 109 |
+
20 turns.
|
| 110 |
overrides:
|
| 111 |
actors:
|
| 112 |
# Agent base anchor โ engine auto-done mitigation.
|
|
|
|
| 179 |
# when at least 5 enemy units are killed AND your base is intact,
|
| 180 |
# before tick 2100.
|
| 181 |
description: >
|
| 182 |
+
Same pillbox wall at x=50 blocks every ground approach, and now five
|
| 183 |
+
enemy riflemen are clustered at (60, 18..22). Lift the two
|
| 184 |
+
helicopters over the wall and clear the line. Five kills with the
|
| 185 |
+
construction yard standing, within about 24 turns.
|
| 186 |
overrides:
|
| 187 |
actors:
|
| 188 |
- {type: fact, owner: agent, position: [4, 20]}
|
|
|
|
| 246 |
# wall and clear the line. Win when at least 5 enemy units are killed
|
| 247 |
# AND your base is intact, before tick 1800.
|
| 248 |
description: >
|
| 249 |
+
Two helicopters stage in either the north (y=11..13) or south
|
| 250 |
+
(y=27..29) corridor depending on seed, at x=30. The pillbox wall at
|
| 251 |
+
x=50 still denies ground travel; five enemy riflemen wait at (60,
|
| 252 |
+
18..22). Fly over the wall regardless of starting band, kill all
|
| 253 |
+
five, keep the yard alive, within about 20 turns.
|
| 254 |
overrides:
|
| 255 |
actors:
|
| 256 |
# Agent base anchor โ duplicated under BOTH spawn_point
|
|
@@ -185,9 +185,12 @@ levels:
|
|
| 185 |
# open, or pulling WEST and letting the enemy fan out, lets the whole
|
| 186 |
# force surround you at once and focus-fire your squad down.
|
| 187 |
description: >
|
| 188 |
-
|
| 189 |
-
|
| 190 |
-
the
|
|
|
|
|
|
|
|
|
|
| 191 |
overrides:
|
| 192 |
actors:
|
| 193 |
# SQUAD โ 4 medium tanks PRE-PLACED at the choke, inside the
|
|
@@ -2076,9 +2079,12 @@ levels:
|
|
| 2076 |
# force in the open, on either side of the corridor, gets your squad
|
| 2077 |
# surrounded and focus-fired down before the kill quota is met.
|
| 2078 |
description: >
|
| 2079 |
-
|
| 2080 |
-
|
| 2081 |
-
the
|
|
|
|
|
|
|
|
|
|
| 2082 |
overrides:
|
| 2083 |
actors:
|
| 2084 |
# SQUAD โ 4 medium tanks PRE-PLACED at the choke, inside the
|
|
@@ -3961,9 +3967,11 @@ levels:
|
|
| 3961 |
# path whichever cluster the enemy staged in; meeting the force in the
|
| 3962 |
# open gets your squad surrounded and focus-fired down.
|
| 3963 |
description: >
|
| 3964 |
-
|
| 3965 |
-
|
| 3966 |
-
|
|
|
|
|
|
|
| 3967 |
overrides:
|
| 3968 |
actors:
|
| 3969 |
# SQUAD โ 4 medium tanks PRE-PLACED at the choke, inside the
|
|
|
|
| 185 |
# open, or pulling WEST and letting the enemy fan out, lets the whole
|
| 186 |
# force surround you at once and focus-fire your squad down.
|
| 187 |
description: >
|
| 188 |
+
Four medium tanks hold a three-cell-tall corridor (y=19..21,
|
| 189 |
+
x=44..96) carved through silo walls. Fourteen enemy light tanks
|
| 190 |
+
stage in the open east and funnel in to hunt you. Stay anchored at
|
| 191 |
+
the choke around x=52..53 and focus fire on the lead vehicle โ the
|
| 192 |
+
walls force the swarm to a 3-abreast trickle. Nine kills, three
|
| 193 |
+
tanks alive in the lane, yard intact, within about 60 turns.
|
| 194 |
overrides:
|
| 195 |
actors:
|
| 196 |
# SQUAD โ 4 medium tanks PRE-PLACED at the choke, inside the
|
|
|
|
| 2079 |
# force in the open, on either side of the corridor, gets your squad
|
| 2080 |
# surrounded and focus-fired down before the kill quota is met.
|
| 2081 |
description: >
|
| 2082 |
+
Same three-cell corridor through the silo walls, but sixteen enemy
|
| 2083 |
+
light tanks now stage in the eastern open and hunt your four. Hold
|
| 2084 |
+
the choke; concentrate fire on the frontmost attacker so the swarm
|
| 2085 |
+
only trickles through three-wide. Stepping out into the open lets
|
| 2086 |
+
them surround and focus-fire you down. Nine kills, three tanks
|
| 2087 |
+
anchored, yard intact, within about 60 turns.
|
| 2088 |
overrides:
|
| 2089 |
actors:
|
| 2090 |
# SQUAD โ 4 medium tanks PRE-PLACED at the choke, inside the
|
|
|
|
| 3967 |
# path whichever cluster the enemy staged in; meeting the force in the
|
| 3968 |
# open gets your squad surrounded and focus-fired down.
|
| 3969 |
description: >
|
| 3970 |
+
The same three-cell corridor is the only east-west link, but the
|
| 3971 |
+
enemy force โ sixteen light tanks โ stages from a north or south
|
| 3972 |
+
cluster depending on seed. Hold the choke regardless of which way
|
| 3973 |
+
they funnel. Nine kills, three tanks anchored at (53,20),
|
| 3974 |
+
construction yard intact, within about 60 turns.
|
| 3975 |
overrides:
|
| 3976 |
actors:
|
| 3977 |
# SQUAD โ 4 medium tanks PRE-PLACED at the choke, inside the
|
|
@@ -141,8 +141,12 @@ levels:
|
|
| 141 |
# still or bruting east with no disengage LOSES โ the heavy cannon
|
| 142 |
# collapses the stack.
|
| 143 |
description: >
|
| 144 |
-
|
| 145 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
| 146 |
overrides:
|
| 147 |
actors:
|
| 148 |
# RAIDERS โ 3 medium tanks, stance:1 (ReturnFire): they
|
|
@@ -192,8 +196,11 @@ levels:
|
|
| 192 |
# even one cannon shot trades a raider and LOSES. Stall, stand-and-
|
| 193 |
# fight, and brute attack_move all LOSE.
|
| 194 |
description: >
|
| 195 |
-
|
| 196 |
-
|
|
|
|
|
|
|
|
|
|
| 197 |
overrides:
|
| 198 |
actors:
|
| 199 |
- {type: 2tnk, owner: agent, position: [28, 9], stance: 1}
|
|
@@ -248,8 +255,10 @@ levels:
|
|
| 248 |
# stand-and-fight, and brute attack_move all LOSE. The start corridor
|
| 249 |
# varies by seed so a memorised opening cannot generalise.
|
| 250 |
description: >
|
| 251 |
-
|
| 252 |
-
|
|
|
|
|
|
|
| 253 |
overrides:
|
| 254 |
actors:
|
| 255 |
# spawn_point 0 โ NORTH corridor (y=10)
|
|
|
|
| 141 |
# still or bruting east with no disengage LOSES โ the heavy cannon
|
| 142 |
# collapses the stack.
|
| 143 |
description: >
|
| 144 |
+
Three medium-tank raiders stage on the north corridor (y=10). One
|
| 145 |
+
enemy heavy tank sits centre-east at roughly (80,20) โ it out-trades
|
| 146 |
+
you head-on and would shred a stand-and-fight. Kite: when the heavy
|
| 147 |
+
closes inside six cells, move your raiders back along the lane;
|
| 148 |
+
otherwise shoot from range. One kill, two raiders alive, within
|
| 149 |
+
about 50 turns.
|
| 150 |
overrides:
|
| 151 |
actors:
|
| 152 |
# RAIDERS โ 3 medium tanks, stance:1 (ReturnFire): they
|
|
|
|
| 196 |
# even one cannon shot trades a raider and LOSES. Stall, stand-and-
|
| 197 |
# fight, and brute attack_move all LOSE.
|
| 198 |
description: >
|
| 199 |
+
Three raiders on the north corridor face one enemy heavy tank that
|
| 200 |
+
actively hunts. The heavy out-trades you in close, so any cannon hit
|
| 201 |
+
costs a raider. Kite hard โ back off whenever the heavy enters six
|
| 202 |
+
cells, snipe from outside โ and kill the heavy without losing one of
|
| 203 |
+
three raiders, within about 50 turns.
|
| 204 |
overrides:
|
| 205 |
actors:
|
| 206 |
- {type: 2tnk, owner: agent, position: [28, 9], stance: 1}
|
|
|
|
| 255 |
# stand-and-fight, and brute attack_move all LOSE. The start corridor
|
| 256 |
# varies by seed so a memorised opening cannot generalise.
|
| 257 |
description: >
|
| 258 |
+
Three raiders stage in the north (y=10) or south (y=30) corridor by
|
| 259 |
+
seed; one enemy heavy hunts from the middle latitude. The kite-and-pull cycle is the same โ retreat past six cells, attack from range โ
|
| 260 |
+
but the clock tightens to about 40 turns. All three raiders must
|
| 261 |
+
survive.
|
| 262 |
overrides:
|
| 263 |
actors:
|
| 264 |
# spawn_point 0 โ NORTH corridor (y=10)
|
|
@@ -132,8 +132,11 @@ levels:
|
|
| 132 |
# raider weapons and one raider falls. Brute attack_move east LOSES
|
| 133 |
# (same โ no disengage). Before tick 4500.
|
| 134 |
description: >
|
| 135 |
-
|
| 136 |
-
|
|
|
|
|
|
|
|
|
|
| 137 |
overrides:
|
| 138 |
actors:
|
| 139 |
# RAIDERS โ 3 medium tanks spread across three cells off the
|
|
@@ -187,8 +190,11 @@ levels:
|
|
| 187 |
# preserves the whole stack. Stall, stand-and-shoot, and brute
|
| 188 |
# attack_move all LOSE. Before tick 4500.
|
| 189 |
description: >
|
| 190 |
-
|
| 191 |
-
|
|
|
|
|
|
|
|
|
|
| 192 |
overrides:
|
| 193 |
actors:
|
| 194 |
# Raiders stage off the tank's centroid latitude (y=10
|
|
@@ -245,8 +251,10 @@ levels:
|
|
| 245 |
# raiders alive AND finish before tick 3600. Stall, stand-and-shoot,
|
| 246 |
# and brute attack_move all LOSE.
|
| 247 |
description: >
|
| 248 |
-
|
| 249 |
-
|
|
|
|
|
|
|
| 250 |
overrides:
|
| 251 |
actors:
|
| 252 |
# spawn_point 0 โ NORTH corridor (y=10)
|
|
|
|
| 132 |
# raider weapons and one raider falls. Brute attack_move east LOSES
|
| 133 |
# (same โ no disengage). Before tick 4500.
|
| 134 |
description: >
|
| 135 |
+
Three fast medium-tank raiders at y=10 must take down one enemy
|
| 136 |
+
heavy tank that is actively hunting from centre-east. The heavy's
|
| 137 |
+
cannon out-trades you close in and can one-shot a raider. Kite: back
|
| 138 |
+
off when it closes to five cells, shoot from outside that window,
|
| 139 |
+
repeat. All three raiders must survive, within about 50 turns.
|
| 140 |
overrides:
|
| 141 |
actors:
|
| 142 |
# RAIDERS โ 3 medium tanks spread across three cells off the
|
|
|
|
| 190 |
# preserves the whole stack. Stall, stand-and-shoot, and brute
|
| 191 |
# attack_move all LOSE. Before tick 4500.
|
| 192 |
description: >
|
| 193 |
+
Same three raiders, same lone heavy hunter โ but now positioned a
|
| 194 |
+
touch deeper at (80,20). Standing still trades a raider before the
|
| 195 |
+
heavy dies. Use the kite cycle: retreat when it enters five cells,
|
| 196 |
+
fire from range. Kill the heavy without losing one of three raiders,
|
| 197 |
+
within about 50 turns.
|
| 198 |
overrides:
|
| 199 |
actors:
|
| 200 |
# Raiders stage off the tank's centroid latitude (y=10
|
|
|
|
| 251 |
# raiders alive AND finish before tick 3600. Stall, stand-and-shoot,
|
| 252 |
# and brute attack_move all LOSE.
|
| 253 |
description: >
|
| 254 |
+
Raiders stage in the north (y=10) or south (y=30) corridor by seed;
|
| 255 |
+
one enemy heavy on the mid latitude hunts whichever group spawned.
|
| 256 |
+
Same kite-and-shoot loop, tighter clock โ about 40 turns โ and all
|
| 257 |
+
three raiders must still be alive at the end.
|
| 258 |
overrides:
|
| 259 |
actors:
|
| 260 |
# spawn_point 0 โ NORTH corridor (y=10)
|
|
@@ -83,8 +83,10 @@ levels:
|
|
| 83 |
# y=20). The destroyer cannot move onto land, but its primary armament
|
| 84 |
# reaches across the shoreline. Win when the rifleman is killed.
|
| 85 |
description: >
|
| 86 |
-
|
| 87 |
-
|
|
|
|
|
|
|
| 88 |
overrides:
|
| 89 |
actors:
|
| 90 |
- {type: dd, owner: agent, position: [15, 20], stance: 0}
|
|
@@ -146,8 +148,11 @@ levels:
|
|
| 146 |
# garrison (5 units) before tick 2700; keep at least one destroyer
|
| 147 |
# alive.
|
| 148 |
description: >
|
| 149 |
-
|
| 150 |
-
|
|
|
|
|
|
|
|
|
|
| 151 |
overrides:
|
| 152 |
actors:
|
| 153 |
- {type: dd, owner: agent, position: [15, 18], stance: 0}
|
|
|
|
| 83 |
# y=20). The destroyer cannot move onto land, but its primary armament
|
| 84 |
# reaches across the shoreline. Win when the rifleman is killed.
|
| 85 |
description: >
|
| 86 |
+
One allied destroyer sits in the western channel at (15,20); a lone
|
| 87 |
+
Soviet rifleman stands on the shore three cells east. The destroyer
|
| 88 |
+
can't land but its naval gun reaches across the water. Kill the
|
| 89 |
+
rifleman, within about 30 turns.
|
| 90 |
overrides:
|
| 91 |
actors:
|
| 92 |
- {type: dd, owner: agent, position: [15, 20], stance: 0}
|
|
|
|
| 148 |
# garrison (5 units) before tick 2700; keep at least one destroyer
|
| 149 |
# alive.
|
| 150 |
description: >
|
| 151 |
+
Two destroyers patrol the channel at (15,18) and (15,22). A Soviet
|
| 152 |
+
shore garrison of four riflemen and one anti-tank rocket soldier
|
| 153 |
+
waits at x=18 between y=17 and y=23. Shell the whole garrison from
|
| 154 |
+
the water โ five kills โ while keeping at least one destroyer
|
| 155 |
+
afloat, within about 30 turns.
|
| 156 |
overrides:
|
| 157 |
actors:
|
| 158 |
- {type: dd, owner: agent, position: [15, 18], stance: 0}
|
|
@@ -158,9 +158,12 @@ levels:
|
|
| 158 |
# tick 4500. Sending only one squad cannot satisfy the 4-in-region
|
| 159 |
# clause. A stall loses on the clock.
|
| 160 |
description: >
|
| 161 |
-
|
| 162 |
-
|
| 163 |
-
|
|
|
|
|
|
|
|
|
|
| 164 |
overrides:
|
| 165 |
actors:
|
| 166 |
# Squad A (NORTH-WEST) โ 3 medium tanks at (5,8).
|
|
@@ -222,9 +225,12 @@ levels:
|
|
| 222 |
# tanks are inside an 8-cell radius of (50,20) AND no more than 2
|
| 223 |
# tanks are lost, before tick 4500.
|
| 224 |
description: >
|
| 225 |
-
|
| 226 |
-
|
| 227 |
-
|
|
|
|
|
|
|
|
|
|
| 228 |
overrides:
|
| 229 |
actors:
|
| 230 |
- {type: 2tnk, owner: agent, position: [5, 8], stance: 1, count: 3}
|
|
@@ -284,9 +290,12 @@ levels:
|
|
| 284 |
# least 4 of your 6 tanks are inside an 8-cell radius of (50,20) AND
|
| 285 |
# no more than 2 tanks are lost, before tick 4500.
|
| 286 |
description: >
|
| 287 |
-
|
| 288 |
-
|
| 289 |
-
|
|
|
|
|
|
|
|
|
|
| 290 |
overrides:
|
| 291 |
actors:
|
| 292 |
# spawn_point 0 โ Squad A NORTH (5,8), Squad B SOUTH (5,32).
|
|
|
|
| 158 |
# tick 4500. Sending only one squad cannot satisfy the 4-in-region
|
| 159 |
# clause. A stall loses on the clock.
|
| 160 |
description: >
|
| 161 |
+
You have two tank squads โ three medium tanks in the NW corner at
|
| 162 |
+
(5,8) and three more in the SW at (5,32). A mid-map cluster of four
|
| 163 |
+
riflemen and two rocket soldiers sits at (50,20). Send both squads
|
| 164 |
+
at once so they hit from north and south together; one squad alone
|
| 165 |
+
can't satisfy the four-in-region clause. Six kills, four tanks at
|
| 166 |
+
(50,20), no more than two losses, within about 50 turns.
|
| 167 |
overrides:
|
| 168 |
actors:
|
| 169 |
# Squad A (NORTH-WEST) โ 3 medium tanks at (5,8).
|
|
|
|
| 225 |
# tanks are inside an 8-cell radius of (50,20) AND no more than 2
|
| 226 |
# tanks are lost, before tick 4500.
|
| 227 |
description: >
|
| 228 |
+
Same NW and SW staging โ three tanks each โ but the mid-map cluster
|
| 229 |
+
now adds two enemy medium tanks alongside the four rifles and two
|
| 230 |
+
rocket soldiers. A lone squad gets shredded by the armour before it
|
| 231 |
+
can clear. Launch both squads on turn one for a true pincer: six
|
| 232 |
+
kills, four tanks in the (50,20) disc, no more than two losses,
|
| 233 |
+
within about 50 turns.
|
| 234 |
overrides:
|
| 235 |
actors:
|
| 236 |
- {type: 2tnk, owner: agent, position: [5, 8], stance: 1, count: 3}
|
|
|
|
| 290 |
# least 4 of your 6 tanks are inside an 8-cell radius of (50,20) AND
|
| 291 |
# no more than 2 tanks are lost, before tick 4500.
|
| 292 |
description: >
|
| 293 |
+
Two tank squads start north and south along the west edge โ exact
|
| 294 |
+
cells vary by seed. The mid-map enemy mixes infantry with two of
|
| 295 |
+
their own medium tanks, which means a lone squad gets crushed before
|
| 296 |
+
help arrives. Drive both squads in simultaneously so neither side
|
| 297 |
+
bleeds out. Six kills, four tanks in the (50,20) disc, two losses or
|
| 298 |
+
fewer, within about 50 turns.
|
| 299 |
overrides:
|
| 300 |
actors:
|
| 301 |
# spawn_point 0 โ Squad A NORTH (5,8), Squad B SOUTH (5,32).
|
|
@@ -106,8 +106,7 @@ meta:
|
|
| 106 |
Multi-agent strike geometry: the placement of a "blocker" /
|
| 107 |
"anvil" unit on the opposite side of the target BEFORE the main
|
| 108 |
engagement opens is what converts a shove into a kill. The
|
| 109 |
-
decision under test is spatial sequencing โ establish the cut-
|
| 110 |
-
off via a path that avoids the enemy's effective weapon envelope,
|
| 111 |
THEN engage; reversing the order forfeits the capability that
|
| 112 |
the cut-off enables.
|
| 113 |
benchmark_anchor:
|
|
@@ -159,9 +158,12 @@ levels:
|
|
| 159 |
# the cluster but no tank reaches the east region โ also LOSES. Stall
|
| 160 |
# LOSES on the clock.
|
| 161 |
description: >
|
| 162 |
-
|
| 163 |
-
|
| 164 |
-
|
|
|
|
|
|
|
|
|
|
| 165 |
overrides:
|
| 166 |
actors:
|
| 167 |
# Strike force โ 4 medium tanks staged at the west edge.
|
|
@@ -225,9 +227,11 @@ levels:
|
|
| 225 |
# with the remaining three, stopping to focus-fire the cluster. Head-
|
| 226 |
# on, east-only, and stall all LOSE.
|
| 227 |
description: >
|
| 228 |
-
|
| 229 |
-
|
| 230 |
-
|
|
|
|
|
|
|
| 231 |
overrides:
|
| 232 |
actors:
|
| 233 |
- {type: 2tnk, owner: agent, position: [6, 18], stance: 1}
|
|
@@ -285,9 +289,11 @@ levels:
|
|
| 285 |
# three tanks, stopping to focus-fire the cluster. Head-on, east-only,
|
| 286 |
# and stall all LOSE on every seed.
|
| 287 |
description: >
|
| 288 |
-
|
| 289 |
-
enemy
|
| 290 |
-
|
|
|
|
|
|
|
| 291 |
overrides:
|
| 292 |
actors:
|
| 293 |
# spawn_point 0 โ NORTH staging corridor (y=12..15). Already
|
|
|
|
| 106 |
Multi-agent strike geometry: the placement of a "blocker" /
|
| 107 |
"anvil" unit on the opposite side of the target BEFORE the main
|
| 108 |
engagement opens is what converts a shove into a kill. The
|
| 109 |
+
decision under test is spatial sequencing โ establish the cut-off via a path that avoids the enemy's effective weapon envelope,
|
|
|
|
| 110 |
THEN engage; reversing the order forfeits the capability that
|
| 111 |
the cut-off enables.
|
| 112 |
benchmark_anchor:
|
|
|
|
| 158 |
# the cluster but no tank reaches the east region โ also LOSES. Stall
|
| 159 |
# LOSES on the clock.
|
| 160 |
description: >
|
| 161 |
+
Four medium tanks at the west face a six-strong enemy cluster (three
|
| 162 |
+
rocket soldiers, three rifles) holding the centre. To complete the
|
| 163 |
+
encirclement you must slip one tank around the flank โ via y=5..10
|
| 164 |
+
or y=30..35, outside Dragon range โ to the cutoff disc at (85,20),
|
| 165 |
+
while the other three grind down the cluster. Six kills, one tank
|
| 166 |
+
east of (85,20), three tanks alive, within about 50 turns.
|
| 167 |
overrides:
|
| 168 |
actors:
|
| 169 |
# Strike force โ 4 medium tanks staged at the west edge.
|
|
|
|
| 227 |
# with the remaining three, stopping to focus-fire the cluster. Head-
|
| 228 |
# on, east-only, and stall all LOSE.
|
| 229 |
description: >
|
| 230 |
+
Same four medium tanks, but the cluster now holds three rocket
|
| 231 |
+
soldiers and four rifles across (60, y=16..22). Detach one tank up
|
| 232 |
+
or down the flank to reach the cutoff disc at (85,20); the other
|
| 233 |
+
three focus-fire the cluster from range. Seven kills, one tank in
|
| 234 |
+
the cutoff, three tanks alive, within about 50 turns.
|
| 235 |
overrides:
|
| 236 |
actors:
|
| 237 |
- {type: 2tnk, owner: agent, position: [6, 18], stance: 1}
|
|
|
|
| 289 |
# three tanks, stopping to focus-fire the cluster. Head-on, east-only,
|
| 290 |
# and stall all LOSE on every seed.
|
| 291 |
description: >
|
| 292 |
+
Tanks stage in the north or south corridor by seed; an eight-unit
|
| 293 |
+
enemy block (three rocket soldiers, five rifles) holds (60,
|
| 294 |
+
y=16..23). Send one tank around the appropriate flank to the cutoff
|
| 295 |
+
at (85,20), grind the cluster down with the rest. Eight kills, one
|
| 296 |
+
tank in the cutoff disc, three tanks alive, within about 50 turns.
|
| 297 |
overrides:
|
| 298 |
actors:
|
| 299 |
# spawn_point 0 โ NORTH staging corridor (y=12..15). Already
|
|
@@ -174,8 +174,12 @@ levels:
|
|
| 174 |
# escort tanks must move AHEAD, destroy the interceptors, and only
|
| 175 |
# then send the VIP across.
|
| 176 |
description: >
|
| 177 |
-
|
| 178 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
| 179 |
overrides:
|
| 180 |
actors:
|
| 181 |
# VIP โ the single unique harvester at the west staging
|
|
@@ -243,8 +247,11 @@ levels:
|
|
| 243 |
# unarmed VIP is caught and killed if it enters the route unescorted
|
| 244 |
# or at the head of the column.
|
| 245 |
description: >
|
| 246 |
-
|
| 247 |
-
|
|
|
|
|
|
|
|
|
|
| 248 |
overrides:
|
| 249 |
actors:
|
| 250 |
- {type: harv, owner: agent, position: [8, 20], stance: 0, health: 70}
|
|
@@ -300,8 +307,11 @@ levels:
|
|
| 300 |
# caught and killed if it enters the route unescorted or at the head
|
| 301 |
# of the column.
|
| 302 |
description: >
|
| 303 |
-
|
| 304 |
-
|
|
|
|
|
|
|
|
|
|
| 305 |
overrides:
|
| 306 |
actors:
|
| 307 |
# spawn_point 0 โ NORTH staging at y โ 16.
|
|
|
|
| 174 |
# escort tanks must move AHEAD, destroy the interceptors, and only
|
| 175 |
# then send the VIP across.
|
| 176 |
description: >
|
| 177 |
+
A single unarmed harvester at (8,20) โ your VIP โ must reach the
|
| 178 |
+
extraction disc near (100,20) alive. Four medium tanks ride escort.
|
| 179 |
+
The route is blocked at x=49 by one Soviet heavy tank and four
|
| 180 |
+
riflemen; the heavy will hunt down a lone harvester. Push the
|
| 181 |
+
escorts ahead, clear the interceptors, then walk the VIP through,
|
| 182 |
+
within about 50 turns.
|
| 183 |
overrides:
|
| 184 |
actors:
|
| 185 |
# VIP โ the single unique harvester at the west staging
|
|
|
|
| 247 |
# unarmed VIP is caught and killed if it enters the route unescorted
|
| 248 |
# or at the head of the column.
|
| 249 |
description: >
|
| 250 |
+
Same lone harvester and four tank escorts, but the interception now
|
| 251 |
+
adds two more riflemen โ one heavy plus six rifles spread across
|
| 252 |
+
y=16..24. Lead with the tanks to break the line; the unarmed VIP
|
| 253 |
+
cannot survive a stray volley. Land the harvester in the (100,20)
|
| 254 |
+
disc within about 50 turns.
|
| 255 |
overrides:
|
| 256 |
actors:
|
| 257 |
- {type: harv, owner: agent, position: [8, 20], stance: 0, health: 70}
|
|
|
|
| 307 |
# caught and killed if it enters the route unescorted or at the head
|
| 308 |
# of the column.
|
| 309 |
description: >
|
| 310 |
+
Your harvester and four-tank escort spawn either on the north (y=16)
|
| 311 |
+
or south (y=24) row by seed. The route holds two Soviet heavies โ
|
| 312 |
+
one aligned to each lane โ plus a few riflemen. The escorts must
|
| 313 |
+
lead and break the interceptors before the VIP enters the route.
|
| 314 |
+
Reach the (100,20) disc within about 50 turns.
|
| 315 |
overrides:
|
| 316 |
actors:
|
| 317 |
# spawn_point 0 โ NORTH staging at y โ 16.
|
|
@@ -161,9 +161,11 @@ levels:
|
|
| 161 |
# tick 4000. Stall, brute attack-until-death, and never-engage all
|
| 162 |
# LOSE.
|
| 163 |
description: >
|
| 164 |
-
|
| 165 |
-
|
| 166 |
-
|
|
|
|
|
|
|
| 167 |
overrides:
|
| 168 |
actors:
|
| 169 |
# Strike force โ 4 medium tanks at the safe-zone start.
|
|
@@ -225,9 +227,11 @@ levels:
|
|
| 225 |
# (5,20) AND you have โฅ3 tanks alive, before tick 4000. Stall, brute
|
| 226 |
# attack-until-death, and never-engage all LOSE.
|
| 227 |
description: >
|
| 228 |
-
|
| 229 |
-
|
| 230 |
-
|
|
|
|
|
|
|
| 231 |
overrides:
|
| 232 |
actors:
|
| 233 |
- {type: 2tnk, owner: agent, position: [5, 18], stance: 1}
|
|
@@ -303,9 +307,11 @@ levels:
|
|
| 303 |
# tanks alive, before tick 4000. Stall, brute attack-until-death,
|
| 304 |
# never-engage, and retreating to the WRONG safe zone all LOSE.
|
| 305 |
description: >
|
| 306 |
-
|
| 307 |
-
|
| 308 |
-
|
|
|
|
|
|
|
| 309 |
overrides:
|
| 310 |
actors:
|
| 311 |
# spawn_point 0 โ NORTH safe zone (y=8..11)
|
|
|
|
| 161 |
# tick 4000. Stall, brute attack-until-death, and never-engage all
|
| 162 |
# LOSE.
|
| 163 |
description: >
|
| 164 |
+
Four medium tanks sit in the western safe zone. Two anti-tank rocket
|
| 165 |
+
soldiers hold the firing line at x=60 with one heavy tank behind
|
| 166 |
+
them at x=64. The fight will chew you up if you stay; push east,
|
| 167 |
+
focus-fire the two rockets, then pull back. Two kills, three tanks
|
| 168 |
+
back in the (5,20) disc, two tanks alive, within about 45 turns.
|
| 169 |
overrides:
|
| 170 |
actors:
|
| 171 |
# Strike force โ 4 medium tanks at the safe-zone start.
|
|
|
|
| 227 |
# (5,20) AND you have โฅ3 tanks alive, before tick 4000. Stall, brute
|
| 228 |
# attack-until-death, and never-engage all LOSE.
|
| 229 |
description: >
|
| 230 |
+
Same four tanks in the western safe zone, but the firing line now
|
| 231 |
+
holds three rocket soldiers plus the rear heavy. Strike, kill all
|
| 232 |
+
three rockets, then disengage west before the heavy collapses the
|
| 233 |
+
column. Three kills, three tanks in the (5,20) disc, three tanks
|
| 234 |
+
alive, within about 45 turns.
|
| 235 |
overrides:
|
| 236 |
actors:
|
| 237 |
- {type: 2tnk, owner: agent, position: [5, 18], stance: 1}
|
|
|
|
| 307 |
# tanks alive, before tick 4000. Stall, brute attack-until-death,
|
| 308 |
# never-engage, and retreating to the WRONG safe zone all LOSE.
|
| 309 |
description: >
|
| 310 |
+
Four tanks stage in the north (5,10) or south (5,30) safe zone by
|
| 311 |
+
seed; two rocket soldiers and a heavy hold the centre at (60,20).
|
| 312 |
+
Strike, kill two rockets, then retreat to YOUR safe zone โ not the
|
| 313 |
+
wrong one. Two kills, three tanks in the matching disc, three tanks
|
| 314 |
+
alive, within about 45 turns.
|
| 315 |
overrides:
|
| 316 |
actors:
|
| 317 |
# spawn_point 0 โ NORTH safe zone (y=8..11)
|
|
@@ -62,8 +62,7 @@ meta:
|
|
| 62 |
(3tnk Soviet heavy on easy/medium, 4tnk Mammoth on hard). The agent
|
| 63 |
must train ROCKET SOLDIERS (e3, the anti-vehicle Dragon launcher),
|
| 64 |
not light tanks (1tnk โ the budget buys only ~2, which lose
|
| 65 |
-
attrition to heavy armour) and not rifle infantry (e1 โ no anti-
|
| 66 |
-
armour weapon, racks up zero kills against tank armour). The
|
| 67 |
decision is the RPS counter CHOICE (matchup-winning unit type)
|
| 68 |
given the visible threat composition.
|
| 69 |
robotics_analogue: >
|
|
@@ -120,9 +119,12 @@ levels:
|
|
| 120 |
# tick 4500. Stalling, spamming e1, and building light tanks all LOSE
|
| 121 |
# on the kill bar or the clock.
|
| 122 |
description: >
|
| 123 |
-
|
| 124 |
-
|
| 125 |
-
|
|
|
|
|
|
|
|
|
|
| 126 |
starting_cash: 1800
|
| 127 |
overrides:
|
| 128 |
actors:
|
|
@@ -177,9 +179,12 @@ levels:
|
|
| 177 |
# heavy tanks before tick 4500. Stalling, spamming e1, and building
|
| 178 |
# light tanks all LOSE.
|
| 179 |
description: >
|
| 180 |
-
|
| 181 |
-
|
| 182 |
-
|
|
|
|
|
|
|
|
|
|
| 183 |
starting_cash: 1800
|
| 184 |
overrides:
|
| 185 |
actors:
|
|
@@ -234,9 +239,11 @@ levels:
|
|
| 234 |
# advance east from your base, and kill at least TWO mammoth tanks
|
| 235 |
# before tick 3600.
|
| 236 |
description: >
|
| 237 |
-
|
| 238 |
-
|
| 239 |
-
|
|
|
|
|
|
|
| 240 |
starting_cash: 1800
|
| 241 |
overrides:
|
| 242 |
actors:
|
|
|
|
| 62 |
(3tnk Soviet heavy on easy/medium, 4tnk Mammoth on hard). The agent
|
| 63 |
must train ROCKET SOLDIERS (e3, the anti-vehicle Dragon launcher),
|
| 64 |
not light tanks (1tnk โ the budget buys only ~2, which lose
|
| 65 |
+
attrition to heavy armour) and not rifle infantry (e1 โ no anti-armour weapon, racks up zero kills against tank armour). The
|
|
|
|
| 66 |
decision is the RPS counter CHOICE (matchup-winning unit type)
|
| 67 |
given the visible threat composition.
|
| 68 |
robotics_analogue: >
|
|
|
|
| 119 |
# tick 4500. Stalling, spamming e1, and building light tanks all LOSE
|
| 120 |
# on the kill bar or the clock.
|
| 121 |
description: >
|
| 122 |
+
You have a full west-centre base (yard, power, barracks, war
|
| 123 |
+
factory, depot) and $1800 โ enough for exactly six rocket soldiers.
|
| 124 |
+
Two enemy heavy tanks hold position at (70, 18..22) on HoldFire.
|
| 125 |
+
Rifle infantry can't dent armour; light tanks lose the attrition
|
| 126 |
+
trade. Train six rockets, march east, kill at least one heavy, keep
|
| 127 |
+
the yard standing, within about 50 turns.
|
| 128 |
starting_cash: 1800
|
| 129 |
overrides:
|
| 130 |
actors:
|
|
|
|
| 179 |
# heavy tanks before tick 4500. Stalling, spamming e1, and building
|
| 180 |
# light tanks all LOSE.
|
| 181 |
description: >
|
| 182 |
+
Same west-centre base and $1800 budget โ six rocket soldiers is the
|
| 183 |
+
only composition that fits. Three enemy heavy tanks now wait at (70,
|
| 184 |
+
18..22) under fog on HoldFire. Spamming rifles or light tanks burns
|
| 185 |
+
the budget without scratching armour. Train the rockets, advance
|
| 186 |
+
east, kill at least two heavies, keep the yard, within about 50
|
| 187 |
+
turns.
|
| 188 |
starting_cash: 1800
|
| 189 |
overrides:
|
| 190 |
actors:
|
|
|
|
| 239 |
# advance east from your base, and kill at least TWO mammoth tanks
|
| 240 |
# before tick 3600.
|
| 241 |
description: >
|
| 242 |
+
Same $1800 budget and rocket-soldier counter, but your base spawns
|
| 243 |
+
either north (y=12) or south (y=28), and the targets are three
|
| 244 |
+
mammoth tanks at (70, 18..22) โ even tougher than heavies. Train six
|
| 245 |
+
rockets, march east from whichever band you started in, kill two
|
| 246 |
+
mammoths, keep the yard, within about 40 turns.
|
| 247 |
starting_cash: 1800
|
| 248 |
overrides:
|
| 249 |
actors:
|
|
@@ -135,9 +135,11 @@ levels:
|
|
| 135 |
# discriminator is the DISENGAGE order โ stop attacking and move_units
|
| 136 |
# back to (5,20) once you have your 3 kills.
|
| 137 |
description: >
|
| 138 |
-
|
| 139 |
-
|
| 140 |
-
|
|
|
|
|
|
|
| 141 |
overrides:
|
| 142 |
actors:
|
| 143 |
# Strike force: 4 jeeps at the western staging point.
|
|
@@ -198,9 +200,11 @@ levels:
|
|
| 198 |
# clause. Order the DISENGAGE after the third kill and drive west to
|
| 199 |
# the recovery zone.
|
| 200 |
description: >
|
| 201 |
-
|
| 202 |
-
|
| 203 |
-
|
|
|
|
|
|
|
| 204 |
overrides:
|
| 205 |
actors:
|
| 206 |
- {type: jeep, owner: agent, position: [5, 19], stance: 0}
|
|
@@ -264,9 +268,11 @@ levels:
|
|
| 264 |
# hunt bot ensures that a slow disengage also fails on the survival or
|
| 265 |
# region clause.
|
| 266 |
description: >
|
| 267 |
-
|
| 268 |
-
|
| 269 |
-
|
|
|
|
|
|
|
| 270 |
overrides:
|
| 271 |
actors:
|
| 272 |
# spawn_point 0 โ NORTH staging (y=10)
|
|
|
|
| 135 |
# discriminator is the DISENGAGE order โ stop attacking and move_units
|
| 136 |
# back to (5,20) once you have your 3 kills.
|
| 137 |
description: >
|
| 138 |
+
Four jeeps at the western base face four enemy riflemen clustered
|
| 139 |
+
around (50,20). Drive east, gun down three of them, then pull back
|
| 140 |
+
so at least three jeeps end inside the 6-cell recovery disc around
|
| 141 |
+
(5,20). Staying at the kill site fails the region clause. Three
|
| 142 |
+
kills, three jeeps in recovery, within about 50 turns.
|
| 143 |
overrides:
|
| 144 |
actors:
|
| 145 |
# Strike force: 4 jeeps at the western staging point.
|
|
|
|
| 200 |
# clause. Order the DISENGAGE after the third kill and drive west to
|
| 201 |
# the recovery zone.
|
| 202 |
description: >
|
| 203 |
+
Same four jeeps at the western base; the cluster grows to six rifles
|
| 204 |
+
around (50,20). Killing all six eats the clock and leaves you
|
| 205 |
+
stranded forward. Order the disengage after the third kill and drive
|
| 206 |
+
west into the (5,20) recovery disc with three jeeps surviving,
|
| 207 |
+
within about 50 turns.
|
| 208 |
overrides:
|
| 209 |
actors:
|
| 210 |
- {type: jeep, owner: agent, position: [5, 19], stance: 0}
|
|
|
|
| 268 |
# hunt bot ensures that a slow disengage also fails on the survival or
|
| 269 |
# region clause.
|
| 270 |
description: >
|
| 271 |
+
Eight jeeps stage in the north (5,10) or south (5,30) staging area
|
| 272 |
+
by seed. Six enemy rifles cluster at (50,20) and actively hunt.
|
| 273 |
+
Strike, score three kills, then disengage back into YOUR matching
|
| 274 |
+
recovery disc with three jeeps inside, within about 50 turns. A slow
|
| 275 |
+
retreat lets the hunters catch you.
|
| 276 |
overrides:
|
| 277 |
actors:
|
| 278 |
# spawn_point 0 โ NORTH staging (y=10)
|
|
@@ -183,8 +183,12 @@ levels:
|
|
| 183 |
# intact AND โฅ3 of 4 tanks survive, before tick 4500. Stalling (never
|
| 184 |
# flipping) and timeout both LOSE.
|
| 185 |
description: >
|
| 186 |
-
|
| 187 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
| 188 |
overrides:
|
| 189 |
actors:
|
| 190 |
# Agent construction yard โ west edge, never under threat
|
|
@@ -243,9 +247,11 @@ levels:
|
|
| 243 |
# AND your fact is intact AND โฅ3 of 4 tanks survive, before tick 4500.
|
| 244 |
# Stall and timeout both LOSE.
|
| 245 |
description: >
|
| 246 |
-
|
| 247 |
-
|
| 248 |
-
|
|
|
|
|
|
|
| 249 |
overrides:
|
| 250 |
actors:
|
| 251 |
- {type: fact, owner: agent, position: [5, 20]}
|
|
@@ -297,9 +303,11 @@ levels:
|
|
| 297 |
# are killed AND your fact is intact AND โฅ3 of 4 tanks survive, before
|
| 298 |
# tick 4500.
|
| 299 |
description: >
|
| 300 |
-
|
| 301 |
-
|
| 302 |
-
|
|
|
|
|
|
|
| 303 |
overrides:
|
| 304 |
actors:
|
| 305 |
# Duplicate the fact across BOTH spawn groups at the same
|
|
|
|
| 183 |
# intact AND โฅ3 of 4 tanks survive, before tick 4500. Stalling (never
|
| 184 |
# flipping) and timeout both LOSE.
|
| 185 |
description: >
|
| 186 |
+
Four medium tanks idle at the west edge on ReturnFire stance; four
|
| 187 |
+
enemy riflemen are scattered across the east, none in range to
|
| 188 |
+
provoke them. On stance:1 the tanks never engage. Flip them to
|
| 189 |
+
stance:3 (AttackAnything) and they hunt the scatter on their own.
|
| 190 |
+
Keep the yard, kill three, hold three tanks alive, within about 50
|
| 191 |
+
turns.
|
| 192 |
overrides:
|
| 193 |
actors:
|
| 194 |
# Agent construction yard โ west edge, never under threat
|
|
|
|
| 247 |
# AND your fact is intact AND โฅ3 of 4 tanks survive, before tick 4500.
|
| 248 |
# Stall and timeout both LOSE.
|
| 249 |
description: >
|
| 250 |
+
Same four tanks on ReturnFire at the west; the scatter is three
|
| 251 |
+
rifles and one light tank, all on HoldFire, so nothing comes to you.
|
| 252 |
+
Escalate the formation to AttackAnything with set_stance and let it
|
| 253 |
+
sweep. Four kills, yard standing, three tanks alive, within about 50
|
| 254 |
+
turns.
|
| 255 |
overrides:
|
| 256 |
actors:
|
| 257 |
- {type: fact, owner: agent, position: [5, 20]}
|
|
|
|
| 303 |
# are killed AND your fact is intact AND โฅ3 of 4 tanks survive, before
|
| 304 |
# tick 4500.
|
| 305 |
description: >
|
| 306 |
+
Four tanks stage on ReturnFire at the western edge in the NORTH or
|
| 307 |
+
SOUTH band by seed; three rifles and a light tank sit non-aggressive
|
| 308 |
+
across the east. A memorised hunt path won't generalise โ flip the
|
| 309 |
+
formation to AttackAnything and let the engine pathfind the kills.
|
| 310 |
+
Four kills, yard intact, three tanks alive, within about 50 turns.
|
| 311 |
overrides:
|
| 312 |
actors:
|
| 313 |
# Duplicate the fact across BOTH spawn groups at the same
|
|
@@ -138,8 +138,10 @@ levels:
|
|
| 138 |
# short of the objective. Commit the WHOLE force straight east, focus-
|
| 139 |
# fire through the picket, accept the losses, and raze the fact.
|
| 140 |
description: >
|
| 141 |
-
|
| 142 |
-
|
|
|
|
|
|
|
| 143 |
overrides:
|
| 144 |
actors:
|
| 145 |
- {type: 2tnk, owner: agent, position: [6, 16], stance: 1, count: 2}
|
|
@@ -180,8 +182,11 @@ levels:
|
|
| 180 |
# halting short of the objective. Commit everything, all-in, focus-
|
| 181 |
# fire through the wall, and raze the fact.
|
| 182 |
description: >
|
| 183 |
-
|
| 184 |
-
|
|
|
|
|
|
|
|
|
|
| 185 |
overrides: {}
|
| 186 |
win_condition:
|
| 187 |
all_of:
|
|
@@ -211,8 +216,12 @@ levels:
|
|
| 211 |
# both time out; only the whole-force all-in commit, focus-firing
|
| 212 |
# through the picket, lands the killing blow on the fact.
|
| 213 |
description: >
|
| 214 |
-
|
| 215 |
-
|
|
|
|
|
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|
|
|
|
|
| 216 |
overrides:
|
| 217 |
actors:
|
| 218 |
# spawn_point 0 โ NORTH staging (y=8..12)
|
|
|
|
| 138 |
# short of the objective. Commit the WHOLE force straight east, focus-
|
| 139 |
# fire through the picket, accept the losses, and raze the fact.
|
| 140 |
description: >
|
| 141 |
+
A defended enemy construction yard sits at (110,20) on the far east.
|
| 142 |
+
Your strike package โ six tanks and four rocket soldiers โ can't
|
| 143 |
+
punch through the picket and keep the force intact, but the yard is
|
| 144 |
+
the only thing that matters. Commit everything straight in, focus-fire through the defenders, and raze the yard within about 60 turns.
|
| 145 |
overrides:
|
| 146 |
actors:
|
| 147 |
- {type: 2tnk, owner: agent, position: [6, 16], stance: 1, count: 2}
|
|
|
|
| 182 |
# halting short of the objective. Commit everything, all-in, focus-
|
| 183 |
# fire through the wall, and raze the fact.
|
| 184 |
description: >
|
| 185 |
+
Same far-east yard at (110,20), but the picket is heavier โ three
|
| 186 |
+
rocket soldiers spread across y=16/20/24 with a heavy tank behind at
|
| 187 |
+
x=109. Their rockets outrange you in any standoff. Don't try to
|
| 188 |
+
preserve the force: commit, focus-fire through the wall, and raze
|
| 189 |
+
the yard within about 72 turns.
|
| 190 |
overrides: {}
|
| 191 |
win_condition:
|
| 192 |
all_of:
|
|
|
|
| 216 |
# both time out; only the whole-force all-in commit, focus-firing
|
| 217 |
# through the picket, lands the killing blow on the fact.
|
| 218 |
description: >
|
| 219 |
+
Twelve tanks and eight rocket soldiers stage in the north or south
|
| 220 |
+
band by seed and must raze the defended enemy yard at (110,20).
|
| 221 |
+
Halting short or trying to keep the force alive will both miss the
|
| 222 |
+
clock. Commit the whole package all-in along whichever axis your
|
| 223 |
+
spawn opens, eat the casualties, and finish the yard within about 80
|
| 224 |
+
turns.
|
| 225 |
overrides:
|
| 226 |
actors:
|
| 227 |
# spawn_point 0 โ NORTH staging (y=8..12)
|
|
@@ -171,8 +171,11 @@ levels:
|
|
| 171 |
# killed AND at least ONE of your tanks survives AND your base is
|
| 172 |
# intact, before tick 2400.
|
| 173 |
description: >
|
| 174 |
-
|
| 175 |
-
|
|
|
|
|
|
|
|
|
|
| 176 |
overrides:
|
| 177 |
actors:
|
| 178 |
# Agent base anchor (paranoia gate against the turn-1
|
|
@@ -240,8 +243,11 @@ levels:
|
|
| 240 |
# tanks are killed AND at least TWO of your tanks survive AND your
|
| 241 |
# base is intact, before tick 2400.
|
| 242 |
description: >
|
| 243 |
-
|
| 244 |
-
|
|
|
|
|
|
|
|
|
|
| 245 |
overrides:
|
| 246 |
actors:
|
| 247 |
- {type: fact, owner: agent, position: [4, 20]}
|
|
@@ -295,8 +301,10 @@ levels:
|
|
| 295 |
# ONE of your tanks survives AND your base is intact, before tick
|
| 296 |
# 1200.
|
| 297 |
description: >
|
| 298 |
-
|
| 299 |
-
|
|
|
|
|
|
|
| 300 |
overrides:
|
| 301 |
actors:
|
| 302 |
# Agent base anchor โ duplicated under BOTH spawn_point
|
|
|
|
| 171 |
# killed AND at least ONE of your tanks survives AND your base is
|
| 172 |
# intact, before tick 2400.
|
| 173 |
description: >
|
| 174 |
+
Three medium tanks at (30, 19..21) face three enemy mediums along a
|
| 175 |
+
vertical line at (50, 15..25). Close to cannon range and focus-fire
|
| 176 |
+
one tank at a time starting with the nearest โ driving straight into
|
| 177 |
+
their midst bunches you in crossfire and wipes the squad. Three
|
| 178 |
+
kills, one tank alive, yard intact, within about 27 turns.
|
| 179 |
overrides:
|
| 180 |
actors:
|
| 181 |
# Agent base anchor (paranoia gate against the turn-1
|
|
|
|
| 243 |
# tanks are killed AND at least TWO of your tanks survive AND your
|
| 244 |
# base is intact, before tick 2400.
|
| 245 |
description: >
|
| 246 |
+
Same three tanks at (30, 19..21) but now outnumbered against four
|
| 247 |
+
enemy mediums spread along the eastern line. Hold at cannon range
|
| 248 |
+
and focus-fire one by one; brute attack-move into the cluster gets
|
| 249 |
+
you wiped. Three kills, two tanks alive, yard intact, within about
|
| 250 |
+
27 turns.
|
| 251 |
overrides:
|
| 252 |
actors:
|
| 253 |
- {type: fact, owner: agent, position: [4, 20]}
|
|
|
|
| 301 |
# ONE of your tanks survives AND your base is intact, before tick
|
| 302 |
# 1200.
|
| 303 |
description: >
|
| 304 |
+
Three tanks stage in the north or south corridor by seed at x=30;
|
| 305 |
+
three enemy mediums hold the line at (50, 15..25). Same focus-fire
|
| 306 |
+
doctrine, but the clock is brutal โ about 14 turns โ so you can't
|
| 307 |
+
dither. Kill all three, keep one tank alive, yard intact.
|
| 308 |
overrides:
|
| 309 |
actors:
|
| 310 |
# Agent base anchor โ duplicated under BOTH spawn_point
|
|
@@ -42,8 +42,7 @@ meta:
|
|
| 42 |
intended policy issues attack-move (or flips her stance to defend
|
| 43 |
/attack-anything) and wins; stall loses.
|
| 44 |
robotics_analogue: >
|
| 45 |
-
Hero / commando doctrine โ a single high-DPS asset is force-
|
| 46 |
-
multiplying only when active. A door-kicker robot held in
|
| 47 |
standby while threats approach is wasted. The capability is
|
| 48 |
"commit the hero asset to the engagement" โ operators who fail
|
| 49 |
to commit, lose the asset and the engagement.
|
|
@@ -90,8 +89,11 @@ levels:
|
|
| 90 |
# dies. Win when โฅ4 enemy units are killed AND tanya is still alive,
|
| 91 |
# before tick 2700.
|
| 92 |
description: >
|
| 93 |
-
|
| 94 |
-
|
|
|
|
|
|
|
|
|
|
| 95 |
overrides:
|
| 96 |
actors:
|
| 97 |
# Tanya โ stance:0 HoldFire so a stall policy (or a blind
|
|
@@ -137,8 +139,11 @@ levels:
|
|
| 137 |
# tanya kills the whole pack; observe and she dies. Win when โฅ6 enemy
|
| 138 |
# units are killed AND tanya is still alive, before tick 2700.
|
| 139 |
description: >
|
| 140 |
-
|
| 141 |
-
|
|
|
|
|
|
|
|
|
|
| 142 |
overrides:
|
| 143 |
actors:
|
| 144 |
- {type: tanya, owner: agent, position: [60, 20], stance: 0}
|
|
@@ -181,8 +186,11 @@ levels:
|
|
| 181 |
# the pack. Observe and she dies. Win when โฅ6 enemy units are killed
|
| 182 |
# AND tanya is still alive, before tick 2700.
|
| 183 |
description: >
|
| 184 |
-
|
| 185 |
-
|
|
|
|
|
|
|
|
|
|
| 186 |
overrides:
|
| 187 |
actors:
|
| 188 |
- {type: tanya, owner: agent, position: [60, 20], stance: 0}
|
|
|
|
| 42 |
intended policy issues attack-move (or flips her stance to defend
|
| 43 |
/attack-anything) and wins; stall loses.
|
| 44 |
robotics_analogue: >
|
| 45 |
+
Hero / commando doctrine โ a single high-DPS asset is force-multiplying only when active. A door-kicker robot held in
|
|
|
|
| 46 |
standby while threats approach is wasted. The capability is
|
| 47 |
"commit the hero asset to the engagement" โ operators who fail
|
| 48 |
to commit, lose the asset and the engagement.
|
|
|
|
| 89 |
# dies. Win when โฅ4 enemy units are killed AND tanya is still alive,
|
| 90 |
# before tick 2700.
|
| 91 |
description: >
|
| 92 |
+
A lone Tanya commando stands at (60,20) on HoldFire. Four Soviet
|
| 93 |
+
riflemen rush from the east on attack-anything stance. Tanya's
|
| 94 |
+
pistol shreds them at point-blank, but only if you give the order โ
|
| 95 |
+
observe and she dies. Issue an attack and kill all four, keeping her
|
| 96 |
+
alive, within about 30 turns.
|
| 97 |
overrides:
|
| 98 |
actors:
|
| 99 |
# Tanya โ stance:0 HoldFire so a stall policy (or a blind
|
|
|
|
| 139 |
# tanya kills the whole pack; observe and she dies. Win when โฅ6 enemy
|
| 140 |
# units are killed AND tanya is still alive, before tick 2700.
|
| 141 |
description: >
|
| 142 |
+
Tanya holds at (60,20) on HoldFire. Six rifles rush from two tight
|
| 143 |
+
ranks at the east. Give her the order โ attack_move or attack each
|
| 144 |
+
in turn โ and she'll cut down the whole pack at close range. Observe
|
| 145 |
+
and she's overwhelmed. Six kills, Tanya alive, within about 30
|
| 146 |
+
turns.
|
| 147 |
overrides:
|
| 148 |
actors:
|
| 149 |
- {type: tanya, owner: agent, position: [60, 20], stance: 0}
|
|
|
|
| 186 |
# the pack. Observe and she dies. Win when โฅ6 enemy units are killed
|
| 187 |
# AND tanya is still alive, before tick 2700.
|
| 188 |
description: >
|
| 189 |
+
Tanya stands on HoldFire at (60,20). Six rifles rush from the north
|
| 190 |
+
(y=15..17) or south (y=23..25) corridor depending on seed. Read
|
| 191 |
+
which way they come, point Tanya at them, and she shreds the pack.
|
| 192 |
+
Sitting idle lets them gang up. Six kills, Tanya alive, within about
|
| 193 |
+
30 turns.
|
| 194 |
overrides:
|
| 195 |
actors:
|
| 196 |
- {type: tanya, owner: agent, position: [60, 20], stance: 0}
|
|
@@ -149,9 +149,12 @@ levels:
|
|
| 149 |
# 3 tanks survive AND your construction yard still stands, before tick
|
| 150 |
# 2700.
|
| 151 |
description: >
|
| 152 |
-
|
| 153 |
-
|
| 154 |
-
|
|
|
|
|
|
|
|
|
|
| 155 |
overrides:
|
| 156 |
actors:
|
| 157 |
# Strike force โ 4 medium tanks staging mid-west.
|
|
@@ -238,9 +241,11 @@ levels:
|
|
| 238 |
# cluster. Win when 15 enemy units are killed AND at least 3 tanks
|
| 239 |
# survive AND your construction yard still stands, before tick 2700.
|
| 240 |
description: >
|
| 241 |
-
|
| 242 |
-
|
| 243 |
-
|
|
|
|
|
|
|
| 244 |
overrides:
|
| 245 |
actors:
|
| 246 |
- {type: 2tnk, owner: agent, position: [48, 18], stance: 1}
|
|
@@ -312,9 +317,11 @@ levels:
|
|
| 312 |
# least 3 tanks survive AND your construction yard still stands,
|
| 313 |
# before tick 2700.
|
| 314 |
description: >
|
| 315 |
-
|
| 316 |
-
|
| 317 |
-
|
|
|
|
|
|
|
| 318 |
overrides:
|
| 319 |
actors:
|
| 320 |
# spawn_point 0 โ NORTH staging corridor (y=10..13).
|
|
|
|
| 149 |
# 3 tanks survive AND your construction yard still stands, before tick
|
| 150 |
# 2700.
|
| 151 |
description: >
|
| 152 |
+
Four medium tanks at x=48 face an eastern cluster: a screen of nine
|
| 153 |
+
riflemen at x=66 backed by three anti-tank rocket soldiers at x=69.
|
| 154 |
+
Concentrate all four tanks on one rocket soldier at a time first โ
|
| 155 |
+
they're the only real threat to armour โ then mop up the rifle
|
| 156 |
+
chaff. Twelve kills, three tanks alive, yard intact, within about 30
|
| 157 |
+
turns.
|
| 158 |
overrides:
|
| 159 |
actors:
|
| 160 |
# Strike force โ 4 medium tanks staging mid-west.
|
|
|
|
| 241 |
# cluster. Win when 15 enemy units are killed AND at least 3 tanks
|
| 242 |
# survive AND your construction yard still stands, before tick 2700.
|
| 243 |
description: >
|
| 244 |
+
Same four tanks, same staging โ but the rifle screen swells to
|
| 245 |
+
twelve and the three rocket soldiers still sit behind them. Engaging
|
| 246 |
+
the chaff first lets the rockets attrit you through the whole mop-up. Focus all four guns on each rocket soldier in turn, then clear
|
| 247 |
+
the rifles. Fifteen kills, three tanks alive, yard intact, within
|
| 248 |
+
about 30 turns.
|
| 249 |
overrides:
|
| 250 |
actors:
|
| 251 |
- {type: 2tnk, owner: agent, position: [48, 18], stance: 1}
|
|
|
|
| 317 |
# least 3 tanks survive AND your construction yard still stands,
|
| 318 |
# before tick 2700.
|
| 319 |
description: >
|
| 320 |
+
Four tanks stage in the north or south corridor by seed; twelve
|
| 321 |
+
riflemen screen three rocket soldiers at the eastern cluster. Same
|
| 322 |
+
doctrine wins on either spawn โ pop the rocket soldiers first with
|
| 323 |
+
concentrated fire, then sweep the rifles. Fifteen kills, three tanks
|
| 324 |
+
alive, yard intact, within about 30 turns.
|
| 325 |
overrides:
|
| 326 |
actors:
|
| 327 |
# spawn_point 0 โ NORTH staging corridor (y=10..13).
|
|
@@ -129,8 +129,7 @@ meta:
|
|
| 129 |
attrition. Matching the enemy with own rifles is a 1:1 trade
|
| 130 |
with no positional advantage and loses. Stalling never reaches
|
| 131 |
the kill bar. The capability under test is hard-counter
|
| 132 |
-
SELECTION: scout the threat composition, infer it has no anti-
|
| 133 |
-
armour, and commit the WHOLE budget to the dominant counter.
|
| 134 |
robotics_analogue: >
|
| 135 |
Capability counter-selection in defense procurement / fleet
|
| 136 |
composition: buying anti-tank guided missiles is wrong against
|
|
@@ -195,8 +194,11 @@ levels:
|
|
| 195 |
# tick 5400. Stalling or picking the wrong counter never fields the
|
| 196 |
# 3-tank fist and fails the bar.
|
| 197 |
description: >
|
| 198 |
-
|
| 199 |
-
|
|
|
|
|
|
|
|
|
|
| 200 |
overrides:
|
| 201 |
actors:
|
| 202 |
- {type: fact, owner: agent, position: [10, 20]}
|
|
@@ -255,8 +257,10 @@ levels:
|
|
| 255 |
# tanks (2tnk) AND 8 enemy units are killed AND your fact still
|
| 256 |
# stands, before tick 5400.
|
| 257 |
description: >
|
| 258 |
-
|
| 259 |
-
|
|
|
|
|
|
|
| 260 |
overrides:
|
| 261 |
actors:
|
| 262 |
- {type: fact, owner: agent, position: [10, 20]}
|
|
@@ -319,8 +323,11 @@ levels:
|
|
| 319 |
# (2tnk) AND 8 enemy units are killed AND your fact still stands,
|
| 320 |
# before tick 5400.
|
| 321 |
description: >
|
| 322 |
-
|
| 323 |
-
|
|
|
|
|
|
|
|
|
|
| 324 |
overrides:
|
| 325 |
actors:
|
| 326 |
# โโ AGENT spawn 0 โ NORTH base (y=12) โโโโโโโโโโโโโโโโโโโโโ
|
|
|
|
| 129 |
attrition. Matching the enemy with own rifles is a 1:1 trade
|
| 130 |
with no positional advantage and loses. Stalling never reaches
|
| 131 |
the kill bar. The capability under test is hard-counter
|
| 132 |
+
SELECTION: scout the threat composition, infer it has no anti-armour, and commit the WHOLE budget to the dominant counter.
|
|
|
|
| 133 |
robotics_analogue: >
|
| 134 |
Capability counter-selection in defense procurement / fleet
|
| 135 |
composition: buying anti-tank guided missiles is wrong against
|
|
|
|
| 194 |
# tick 5400. Stalling or picking the wrong counter never fields the
|
| 195 |
# 3-tank fist and fails the bar.
|
| 196 |
description: >
|
| 197 |
+
You have a full base, $2550, and a scout jeep. The enemy holds the
|
| 198 |
+
centre with eight riflemen. Your budget buys exactly one composition
|
| 199 |
+
that wins: three medium tanks at $850 each. Rifles bounce off the
|
| 200 |
+
rifle mass, rockets waste cost-per-effect. Scout, build the three
|
| 201 |
+
tanks, kill six, keep the yard, within about 60 turns.
|
| 202 |
overrides:
|
| 203 |
actors:
|
| 204 |
- {type: fact, owner: agent, position: [10, 20]}
|
|
|
|
| 257 |
# tanks (2tnk) AND 8 enemy units are killed AND your fact still
|
| 258 |
# stands, before tick 5400.
|
| 259 |
description: >
|
| 260 |
+
Same $2550 base and starter jeep, but the centre garrison is now
|
| 261 |
+
twelve riflemen โ under fog. Scout to confirm no anti-tank threats
|
| 262 |
+
hide in there. Three medium tanks ($2550 total) walk through small-arms fire; rockets and own-rifle counters lose the trade. Build the
|
| 263 |
+
trio, kill eight, keep the yard, within about 60 turns.
|
| 264 |
overrides:
|
| 265 |
actors:
|
| 266 |
- {type: fact, owner: agent, position: [10, 20]}
|
|
|
|
| 323 |
# (2tnk) AND 8 enemy units are killed AND your fact still stands,
|
| 324 |
# before tick 5400.
|
| 325 |
description: >
|
| 326 |
+
Your full base spawns either north (y=12) or south (y=28) by seed;
|
| 327 |
+
$2550 budget and a scout jeep. Twelve enemy rifles hold the centre
|
| 328 |
+
lane under fog. Same logic โ three medium tanks counter soft
|
| 329 |
+
infantry cleanly; rockets and rifles don't. Scout, train the trio,
|
| 330 |
+
kill eight, keep the yard, within about 60 turns.
|
| 331 |
overrides:
|
| 332 |
actors:
|
| 333 |
# โโ AGENT spawn 0 โ NORTH base (y=12) โโโโโโโโโโโโโโโโโโโโโ
|
|
@@ -101,8 +101,11 @@ levels:
|
|
| 101 |
# two squads only 6 โ both short of the 9-tank convergence threshold.
|
| 102 |
# A stall loses on the clock.
|
| 103 |
description: >
|
| 104 |
-
|
| 105 |
-
|
|
|
|
|
|
|
|
|
|
| 106 |
overrides:
|
| 107 |
actors:
|
| 108 |
# NORTH squad โ 3 medium tanks at (70,6).
|
|
@@ -155,8 +158,10 @@ levels:
|
|
| 155 |
# single squad delivers only 3 tanks, two squads only 6. A stall loses
|
| 156 |
# on the clock.
|
| 157 |
description: >
|
| 158 |
-
|
| 159 |
-
|
|
|
|
|
|
|
| 160 |
overrides:
|
| 161 |
actors:
|
| 162 |
- {type: 2tnk, owner: agent, position: [70, 6], stance: 1, count: 3}
|
|
@@ -211,8 +216,11 @@ levels:
|
|
| 211 |
# single squad delivers 3 tanks, two squads 6 โ both short of the n=9
|
| 212 |
# convergence threshold.
|
| 213 |
description: >
|
| 214 |
-
|
| 215 |
-
|
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|
| 216 |
overrides:
|
| 217 |
actors:
|
| 218 |
# spawn_point 0 โ NORTH / WEST-of-objective / SOUTH.
|
|
|
|
| 101 |
# two squads only 6 โ both short of the 9-tank convergence threshold.
|
| 102 |
# A stall loses on the clock.
|
| 103 |
description: >
|
| 104 |
+
Three tank squads โ three mediums each โ stage north (70,6), west
|
| 105 |
+
(66,20), and south (70,34) of the defended enemy yard at (100,20).
|
| 106 |
+
Three leashed riflemen guard it. Drive all three squads in together;
|
| 107 |
+
one or two alone can't put nine tanks in the (100,20) disc. Raze the
|
| 108 |
+
yard, within about 50 turns.
|
| 109 |
overrides:
|
| 110 |
actors:
|
| 111 |
# NORTH squad โ 3 medium tanks at (70,6).
|
|
|
|
| 158 |
# single squad delivers only 3 tanks, two squads only 6. A stall loses
|
| 159 |
# on the clock.
|
| 160 |
description: >
|
| 161 |
+
Same three squads from N, W, and S โ but the yard at (100,20) now
|
| 162 |
+
has four leashed riflemen, one on each face. All nine tanks must
|
| 163 |
+
arrive in the (100,20) disc and the yard must fall. Send every squad
|
| 164 |
+
at once, within about 50 turns.
|
| 165 |
overrides:
|
| 166 |
actors:
|
| 167 |
- {type: 2tnk, owner: agent, position: [70, 6], stance: 1, count: 3}
|
|
|
|
| 216 |
# single squad delivers 3 tanks, two squads 6 โ both short of the n=9
|
| 217 |
# convergence threshold.
|
| 218 |
description: >
|
| 219 |
+
Three squads of three medium tanks each from N, W, and S, with the
|
| 220 |
+
exact staging cells shifted per seed. The defended yard at (100,20)
|
| 221 |
+
still wears four leashed riflemen. Launch synchronously so all nine
|
| 222 |
+
tanks converge in the (100,20) disc; raze the yard within about 50
|
| 223 |
+
turns.
|
| 224 |
overrides:
|
| 225 |
actors:
|
| 226 |
# spawn_point 0 โ NORTH / WEST-of-objective / SOUTH.
|
|
@@ -166,8 +166,12 @@ levels:
|
|
| 166 |
# draw fire while the other sweeps through the periphery (y outside
|
| 167 |
# the centre fire zone) and crosses; then switch.
|
| 168 |
description: >
|
| 169 |
-
|
| 170 |
-
|
|
|
|
|
|
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|
|
|
|
|
| 171 |
overrides:
|
| 172 |
actors:
|
| 173 |
# Squad A โ northern fire team, staged at (10, 15).
|
|
@@ -238,8 +242,11 @@ levels:
|
|
| 238 |
# band. Each squad takes โค1 loss because the fire is SPLIT per phase,
|
| 239 |
# not stacked.
|
| 240 |
description: >
|
| 241 |
-
|
| 242 |
-
|
|
|
|
|
|
|
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|
|
| 243 |
overrides:
|
| 244 |
actors:
|
| 245 |
- {type: 2tnk, owner: agent, position: [10, 14], stance: 1}
|
|
@@ -310,8 +317,11 @@ levels:
|
|
| 310 |
# the east. Then the roles alternate. Zero loss is only achievable by
|
| 311 |
# routing every tank around the centre fire zone, never through it.
|
| 312 |
description: >
|
| 313 |
-
|
| 314 |
-
|
|
|
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|
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|
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|
|
| 315 |
overrides:
|
| 316 |
actors:
|
| 317 |
# spawn_point 0 โ NORTH-WEST staging (Squad A at (10,12)
|
|
|
|
| 166 |
# draw fire while the other sweeps through the periphery (y outside
|
| 167 |
# the centre fire zone) and crosses; then switch.
|
| 168 |
description: >
|
| 169 |
+
Two squads of three medium tanks each stage at (10,15) and (10,25).
|
| 170 |
+
The centre at (50,20) holds three rocket soldiers anchored by two
|
| 171 |
+
heavy tanks. Charging both squads straight through busts the loss
|
| 172 |
+
cap. Use bounding overwatch: one squad anchors and draws fire from
|
| 173 |
+
the edge while the other sweeps the periphery, then swap. Four tanks
|
| 174 |
+
at (100,20), one loss max, within about 50 turns.
|
| 175 |
overrides:
|
| 176 |
actors:
|
| 177 |
# Squad A โ northern fire team, staged at (10, 15).
|
|
|
|
| 242 |
# band. Each squad takes โค1 loss because the fire is SPLIT per phase,
|
| 243 |
# not stacked.
|
| 244 |
description: >
|
| 245 |
+
Same two-squad setup, but the centre now packs four rocket soldiers
|
| 246 |
+
and two heavy tanks. Drive one squad up to the edge of enemy range
|
| 247 |
+
to draw fire while the other sweeps wide (y=6..9 or y=31..34) past
|
| 248 |
+
the fire zone, then alternate roles. Four tanks at (100,20), at most
|
| 249 |
+
one loss, within about 50 turns.
|
| 250 |
overrides:
|
| 251 |
actors:
|
| 252 |
- {type: 2tnk, owner: agent, position: [10, 14], stance: 1}
|
|
|
|
| 317 |
# the east. Then the roles alternate. Zero loss is only achievable by
|
| 318 |
# routing every tank around the centre fire zone, never through it.
|
| 319 |
description: >
|
| 320 |
+
Two tank squads stage at the NW or SW corner by seed. The centre
|
| 321 |
+
fire zone now adds rifle screens to the four rockets and two heavies
|
| 322 |
+
โ and the loss cap is zero. The only safe route is bounding
|
| 323 |
+
overwatch through the FAR periphery, alternating cover and move on
|
| 324 |
+
every leg. Four tanks at (100,20), no losses, within about 50 turns.
|
| 325 |
overrides:
|
| 326 |
actors:
|
| 327 |
# spawn_point 0 โ NORTH-WEST staging (Squad A at (10,12)
|
|
@@ -184,9 +184,12 @@ levels:
|
|
| 184 |
# the tank column should survive the lightly-defended fact with at
|
| 185 |
# most 1โ2 hits taken).
|
| 186 |
description: >
|
| 187 |
-
|
| 188 |
-
|
| 189 |
-
|
|
|
|
|
|
|
|
|
|
| 190 |
overrides:
|
| 191 |
actors:
|
| 192 |
# โโ AGENT โ Squad A (NW, jeeps) + Squad B (SW, 2tnks) โโ
|
|
@@ -244,9 +247,11 @@ levels:
|
|
| 244 |
# may lose at most 4 units (the 3 bait jeeps are expendable; the tank
|
| 245 |
# column should not bleed more than 1 to the lightly-garrisoned fact).
|
| 246 |
description: >
|
| 247 |
-
|
| 248 |
-
|
| 249 |
-
|
|
|
|
|
|
|
| 250 |
overrides:
|
| 251 |
actors:
|
| 252 |
- {type: jeep, owner: agent, position: [6, 10], stance: 1, count: 3}
|
|
@@ -305,9 +310,11 @@ levels:
|
|
| 305 |
# frontal, lazy nearest assignment, stall, bait-only, and wrong-type
|
| 306 |
# strike (powr) all lose.
|
| 307 |
description: >
|
| 308 |
-
|
| 309 |
-
|
| 310 |
-
|
|
|
|
|
|
|
| 311 |
overrides:
|
| 312 |
actors:
|
| 313 |
# spawn_point 0 โ NORTH staging (jeeps + tanks at yโ10..14).
|
|
|
|
| 184 |
# the tank column should survive the lightly-defended fact with at
|
| 185 |
# most 1โ2 hits taken).
|
| 186 |
description: >
|
| 187 |
+
Two enemy buildings sit on the east: the real yard at (100,10)
|
| 188 |
+
guarded by one rifleman, and a decoy power plant at (100,30) guarded
|
| 189 |
+
by three rocket soldiers. Only razing the real yard scores. Send
|
| 190 |
+
your three jeeps south-east to bait the rocket cluster; drive the
|
| 191 |
+
four medium tanks north-east through the thin perimeter and demolish
|
| 192 |
+
the yard within about 60 turns. At most five losses.
|
| 193 |
overrides:
|
| 194 |
actors:
|
| 195 |
# โโ AGENT โ Squad A (NW, jeeps) + Squad B (SW, 2tnks) โโ
|
|
|
|
| 247 |
# may lose at most 4 units (the 3 bait jeeps are expendable; the tank
|
| 248 |
# column should not bleed more than 1 to the lightly-garrisoned fact).
|
| 249 |
description: >
|
| 250 |
+
Same setup, but the decoy is now guarded by five rocket soldiers โ a
|
| 251 |
+
frontal charge there gets your tanks shredded. Send the three jeeps
|
| 252 |
+
south as bait to pull the rocket cluster into pursuit; push the four
|
| 253 |
+
medium tanks north-east and raze the real yard at (100,10) within
|
| 254 |
+
about 60 turns. At most four losses.
|
| 255 |
overrides:
|
| 256 |
actors:
|
| 257 |
- {type: jeep, owner: agent, position: [6, 10], stance: 1, count: 3}
|
|
|
|
| 310 |
# frontal, lazy nearest assignment, stall, bait-only, and wrong-type
|
| 311 |
# strike (powr) all lose.
|
| 312 |
description: >
|
| 313 |
+
Same real-yard-vs-decoy layout, but your jeeps and tanks now spawn
|
| 314 |
+
from a north or south staging band by seed. Use the jeeps as bait
|
| 315 |
+
against the five-rocket decoy guard; push the tanks along the
|
| 316 |
+
northern corridor (y=8..14) and raze the real yard at (100,10). At
|
| 317 |
+
most four losses, within about 60 turns.
|
| 318 |
overrides:
|
| 319 |
actors:
|
| 320 |
# spawn_point 0 โ NORTH staging (jeeps + tanks at yโ10..14).
|
|
@@ -175,9 +175,12 @@ levels:
|
|
| 175 |
# never advances, so the region bar is never met and the clock runs
|
| 176 |
# out).
|
| 177 |
description: >
|
| 178 |
-
|
| 179 |
-
|
| 180 |
-
|
|
|
|
|
|
|
|
|
|
| 181 |
overrides:
|
| 182 |
actors:
|
| 183 |
# STRIKE FORCE โ 6 medium tanks at the west edge, stance:1
|
|
@@ -248,9 +251,12 @@ levels:
|
|
| 248 |
# the whole squad concentrates its cannon fire and erases each cluster
|
| 249 |
# in one or two volleys. Stall LOSES.
|
| 250 |
description: >
|
| 251 |
-
|
| 252 |
-
|
| 253 |
-
|
|
|
|
|
|
|
|
|
|
| 254 |
overrides:
|
| 255 |
actors:
|
| 256 |
- {type: 2tnk, owner: agent, position: [6, 17], stance: 1}
|
|
@@ -331,9 +337,12 @@ levels:
|
|
| 331 |
# before each contact, concentrate the squad's cannon fire on each
|
| 332 |
# cluster in turn. Stall LOSES.
|
| 333 |
description: >
|
| 334 |
-
|
| 335 |
-
|
| 336 |
-
|
|
|
|
|
|
|
|
|
|
| 337 |
overrides:
|
| 338 |
actors:
|
| 339 |
# spawn_point 0 โ NORTH staging corridor (y=10..15). The ball
|
|
|
|
| 175 |
# never advances, so the region bar is never met and the clock runs
|
| 176 |
# out).
|
| 177 |
description: >
|
| 178 |
+
Six medium tanks stage at the west edge. A harasser cluster of three
|
| 179 |
+
anti-tank rocket soldiers hides south of the lane around (40,23),
|
| 180 |
+
and four more sit at the objective around (60,20). Advance as a
|
| 181 |
+
tight ball so every cluster eats the squad's concentrated fire at
|
| 182 |
+
once โ a strung-out column gets picked off lead-first. Five tanks at
|
| 183 |
+
(60,20), five kills, five alive, within about 50 turns.
|
| 184 |
overrides:
|
| 185 |
actors:
|
| 186 |
# STRIKE FORCE โ 6 medium tanks at the west edge, stance:1
|
|
|
|
| 251 |
# the whole squad concentrates its cannon fire and erases each cluster
|
| 252 |
# in one or two volleys. Stall LOSES.
|
| 253 |
description: >
|
| 254 |
+
Six tanks at the west face two bracketing harasser clusters (three
|
| 255 |
+
rockets each, north and south of the lane around x=35..44) plus a
|
| 256 |
+
five-rocket objective at (60,20). Hold the formation tight โ regroup
|
| 257 |
+
before each contact so the whole squad's guns concentrate. Pass the
|
| 258 |
+
(40,20) checkpoint with five tanks together, then put five into the
|
| 259 |
+
(60,20) disc with seven kills and five alive, within about 50 turns.
|
| 260 |
overrides:
|
| 261 |
actors:
|
| 262 |
- {type: 2tnk, owner: agent, position: [6, 17], stance: 1}
|
|
|
|
| 337 |
# before each contact, concentrate the squad's cannon fire on each
|
| 338 |
# cluster in turn. Stall LOSES.
|
| 339 |
description: >
|
| 340 |
+
Twelve tanks stage in the north or south corridor by seed. Three
|
| 341 |
+
rocket clusters line the route โ south at x=32..33 y=25, north at
|
| 342 |
+
x=40..41 y=15, on-axis at x=46..47 y=20 โ plus four more rockets at
|
| 343 |
+
the (60,20) objective. Keep the ball tight; regroup before every
|
| 344 |
+
contact. Pass the (43,20) checkpoint with five tanks, land five in
|
| 345 |
+
the (60,20) disc, eight kills, five alive, within about 50 turns.
|
| 346 |
overrides:
|
| 347 |
actors:
|
| 348 |
# spawn_point 0 โ NORTH staging corridor (y=10..15). The ball
|
|
@@ -131,9 +131,10 @@ levels:
|
|
| 131 |
# the total destroyed to โฅ4 before tick 3000. Lose if the clock runs
|
| 132 |
# out or you lose more than 4 of your own units.
|
| 133 |
description: >
|
| 134 |
-
|
| 135 |
-
|
| 136 |
-
|
|
|
|
| 137 |
overrides:
|
| 138 |
actors:
|
| 139 |
# Squad A: 4ร 2tnk heavy tanks at WEST. stance:2 (Defend) so
|
|
@@ -198,9 +199,11 @@ levels:
|
|
| 198 |
# rifle infantry to the un-suppressed enemy 2ร 2tnk (which one-shots
|
| 199 |
# e1) and blows the attrition cap.
|
| 200 |
description: >
|
| 201 |
-
|
| 202 |
-
|
| 203 |
-
|
|
|
|
|
|
|
| 204 |
overrides:
|
| 205 |
actors:
|
| 206 |
# Squad A: 4ร 2tnk heavy tanks at WEST. stance:2 (Defend) โ
|
|
@@ -259,9 +262,11 @@ levels:
|
|
| 259 |
# your own units. Sending B in alone, or both squads together, exposes
|
| 260 |
# the rifle infantry to enemy tank fire and blows the attrition cap.
|
| 261 |
description: >
|
| 262 |
-
|
| 263 |
-
|
| 264 |
-
|
|
|
|
|
|
|
| 265 |
overrides:
|
| 266 |
actors:
|
| 267 |
# NORTH staging (spawn_point 0): A above, B below-and-back.
|
|
|
|
| 131 |
# the total destroyed to โฅ4 before tick 3000. Lose if the clock runs
|
| 132 |
# out or you lose more than 4 of your own units.
|
| 133 |
description: >
|
| 134 |
+
Squad A is four medium tanks at (15,20); Squad B is four riflemen at
|
| 135 |
+
(5,30). The centre cluster (one enemy tank plus three rifles) one-shots your infantry on contact. Tanks engage first and kill the
|
| 136 |
+
enemy tank, then send the rifles to mop up the infantry โ four kills
|
| 137 |
+
total, no more than four losses, within about 34 turns.
|
| 138 |
overrides:
|
| 139 |
actors:
|
| 140 |
# Squad A: 4ร 2tnk heavy tanks at WEST. stance:2 (Defend) so
|
|
|
|
| 199 |
# rifle infantry to the un-suppressed enemy 2ร 2tnk (which one-shots
|
| 200 |
# e1) and blows the attrition cap.
|
| 201 |
description: >
|
| 202 |
+
Squad A is four medium tanks; Squad B is four riflemen โ both
|
| 203 |
+
starting on the west. The centre holds two enemy tanks plus four
|
| 204 |
+
rifles. Lead with the armour to kill both enemy tanks, then walk the
|
| 205 |
+
infantry in to clean up. Six kills total, no more than four losses,
|
| 206 |
+
within about 45 turns.
|
| 207 |
overrides:
|
| 208 |
actors:
|
| 209 |
# Squad A: 4ร 2tnk heavy tanks at WEST. stance:2 (Defend) โ
|
|
|
|
| 262 |
# your own units. Sending B in alone, or both squads together, exposes
|
| 263 |
# the rifle infantry to enemy tank fire and blows the attrition cap.
|
| 264 |
description: >
|
| 265 |
+
Squad A (four tanks) and Squad B (four rifles) stage on the west,
|
| 266 |
+
either north or south by seed; B is set back from A. The centre
|
| 267 |
+
holds three enemy tanks plus five rifles. Kill all three enemy tanks
|
| 268 |
+
with the armour first, then mop up the infantry with the rifles.
|
| 269 |
+
Eight kills, no more than four losses, within about 50 turns.
|
| 270 |
overrides:
|
| 271 |
actors:
|
| 272 |
# NORTH staging (spawn_point 0): A above, B below-and-back.
|
|
@@ -184,9 +184,12 @@ levels:
|
|
| 184 |
# bunching all jeeps together can occupy only one region at a time โ
|
| 185 |
# all lose.
|
| 186 |
description: >
|
| 187 |
-
|
| 188 |
-
|
| 189 |
-
|
|
|
|
|
|
|
|
|
|
| 190 |
overrides:
|
| 191 |
actors:
|
| 192 |
# 4 jeep scouts at the WEST base, stance:0 (pure perception).
|
|
@@ -240,9 +243,11 @@ levels:
|
|
| 240 |
# standing, and the clock under tick 1900. Stalling, sending one jeep
|
| 241 |
# out alone, and bunching the jeeps all lose.
|
| 242 |
description: >
|
| 243 |
-
|
| 244 |
-
|
| 245 |
-
|
|
|
|
|
|
|
| 246 |
overrides:
|
| 247 |
actors:
|
| 248 |
- {type: jeep, owner: agent, position: [14, 17], stance: 0}
|
|
@@ -301,9 +306,11 @@ levels:
|
|
| 301 |
# scout-far, and bunched scouts all lose; a memorised corridor
|
| 302 |
# latitude does not generalise across seeds.
|
| 303 |
description: >
|
| 304 |
-
|
| 305 |
-
|
| 306 |
-
|
|
|
|
|
|
|
| 307 |
overrides:
|
| 308 |
actors:
|
| 309 |
# spawn_point 0 โ base + relay corridor on the NORTH latitude
|
|
|
|
| 184 |
# bunching all jeeps together can occupy only one region at a time โ
|
| 185 |
# all lose.
|
| 186 |
description: >
|
| 187 |
+
Four jeep scouts and a yard at the west. A hidden enemy cluster sits
|
| 188 |
+
at the far objective near (108,20). Space the jeeps out โ one at
|
| 189 |
+
relay R1 (45,20), one at R2 (75,20), one all the way onto the
|
| 190 |
+
objective โ so the chain keeps the far cluster observed. Hold all
|
| 191 |
+
three regions at once, discover at least two enemies, keep the yard,
|
| 192 |
+
within about 27 turns.
|
| 193 |
overrides:
|
| 194 |
actors:
|
| 195 |
# 4 jeep scouts at the WEST base, stance:0 (pure perception).
|
|
|
|
| 243 |
# standing, and the clock under tick 1900. Stalling, sending one jeep
|
| 244 |
# out alone, and bunching the jeeps all lose.
|
| 245 |
description: >
|
| 246 |
+
Same four jeeps and yard at the west, but the chain now needs four
|
| 247 |
+
relay regions held simultaneously: R1 (45,20), R3 (60,20), R2
|
| 248 |
+
(75,20), and the far objective near (108,20). With exactly four
|
| 249 |
+
jeeps every scout holds one leg. Discover three enemies, keep the
|
| 250 |
+
yard, within about 21 turns.
|
| 251 |
overrides:
|
| 252 |
actors:
|
| 253 |
- {type: jeep, owner: agent, position: [14, 17], stance: 0}
|
|
|
|
| 306 |
# scout-far, and bunched scouts all lose; a memorised corridor
|
| 307 |
# latitude does not generalise across seeds.
|
| 308 |
description: >
|
| 309 |
+
Eight jeeps and a yard sit at the west, but the corridor latitude
|
| 310 |
+
flips north or south by seed. Either way, hold all four relay
|
| 311 |
+
regions on your corridor at once โ R1, R3, R2, and the far objective
|
| 312 |
+
โ discover three enemies, keep the yard, within about 21 turns. A
|
| 313 |
+
memorised corridor cell fails on the flipped seed.
|
| 314 |
overrides:
|
| 315 |
actors:
|
| 316 |
# spawn_point 0 โ base + relay corridor on the NORTH latitude
|
|
@@ -89,8 +89,11 @@ levels:
|
|
| 89 |
# never satisfy the second clause because P2 needs tanks, not jeeps.
|
| 90 |
# Lose if the deadline passes.
|
| 91 |
description: >
|
| 92 |
-
|
| 93 |
-
|
|
|
|
|
|
|
|
|
|
| 94 |
overrides:
|
| 95 |
actors:
|
| 96 |
# Squad A โ 3 jeeps in the NW corner (fast scouts/runners).
|
|
@@ -136,8 +139,10 @@ levels:
|
|
| 136 |
# needs tanks at P2, not jeeps); B-first never latches the chain;
|
| 137 |
# stalling loses on the deadline.
|
| 138 |
description: >
|
| 139 |
-
|
| 140 |
-
|
|
|
|
|
|
|
| 141 |
overrides:
|
| 142 |
actors:
|
| 143 |
- {type: jeep, owner: agent, position: [5, 5], count: 3}
|
|
@@ -185,9 +190,11 @@ levels:
|
|
| 185 |
# squad cannot tour the chain โ clauses 2 and 4 demand TANKS; clauses
|
| 186 |
# 1 and 3 demand JEEPS.
|
| 187 |
description: >
|
| 188 |
-
|
| 189 |
-
|
| 190 |
-
|
|
|
|
|
|
|
| 191 |
overrides:
|
| 192 |
actors:
|
| 193 |
# spawn_point 0 โ NW staging.
|
|
|
|
| 89 |
# never satisfy the second clause because P2 needs tanks, not jeeps.
|
| 90 |
# Lose if the deadline passes.
|
| 91 |
description: >
|
| 92 |
+
Squad A is three jeeps in the NW; Squad B is three medium tanks in
|
| 93 |
+
the SW. First land three jeeps in the disc around P1 (50,10), THEN
|
| 94 |
+
three tanks in the disc around P2 (90,30). The order is enforced.
|
| 95 |
+
Launch both squads at once and let Squad B hold short of P2 until
|
| 96 |
+
A's clause latches. Within about 50 turns.
|
| 97 |
overrides:
|
| 98 |
actors:
|
| 99 |
# Squad A โ 3 jeeps in the NW corner (fast scouts/runners).
|
|
|
|
| 139 |
# needs tanks at P2, not jeeps); B-first never latches the chain;
|
| 140 |
# stalling loses on the deadline.
|
| 141 |
description: >
|
| 142 |
+
Three jeeps NW, three tanks SW. Three sequenced clauses: jeeps at P1
|
| 143 |
+
(50,10), then tanks at P2 (90,30), then jeeps at P3 (60,20). Order
|
| 144 |
+
is enforced. Launch both squads in parallel; once Squad B lands at
|
| 145 |
+
P2, redeploy the jeeps from P1 to P3. Within about 50 turns.
|
| 146 |
overrides:
|
| 147 |
actors:
|
| 148 |
- {type: jeep, owner: agent, position: [5, 5], count: 3}
|
|
|
|
| 190 |
# squad cannot tour the chain โ clauses 2 and 4 demand TANKS; clauses
|
| 191 |
# 1 and 3 demand JEEPS.
|
| 192 |
description: >
|
| 193 |
+
Six jeeps and six tanks stage at the NW or SW corner by seed. Four
|
| 194 |
+
sequenced clauses: jeeps at P1 (50,10), tanks at P2 (90,30), jeeps
|
| 195 |
+
at P3 (60,20), tanks at P4 (100,15). Order is enforced; clauses
|
| 196 |
+
alternate vehicle type so a single-squad tour can't cover them.
|
| 197 |
+
Interleaved parallel dispatch only, within about 50 turns.
|
| 198 |
overrides:
|
| 199 |
actors:
|
| 200 |
# spawn_point 0 โ NW staging.
|
|
@@ -65,7 +65,10 @@ levels:
|
|
| 65 |
# short of W2 until W1 latches) makes it. Out-of-order (B arrives at
|
| 66 |
# W2 first) never satisfies waypoint_sequence's W1โW2 latch.
|
| 67 |
description: >
|
| 68 |
-
|
|
|
|
|
|
|
|
|
|
| 69 |
overrides:
|
| 70 |
actors:
|
| 71 |
- {type: 2tnk, owner: agent, position: [5, 8], count: 3, stance: 0}
|
|
@@ -96,8 +99,10 @@ levels:
|
|
| 96 |
# through the south-west adds tour cost a single column cannot absorb.
|
| 97 |
# Enemy pickets contest the two eastern lanes. Loss cap 2.
|
| 98 |
description: >
|
| 99 |
-
|
| 100 |
-
|
|
|
|
|
|
|
| 101 |
overrides:
|
| 102 |
actors:
|
| 103 |
- {type: 2tnk, owner: agent, position: [5, 6], count: 3, stance: 0}
|
|
@@ -144,8 +149,11 @@ levels:
|
|
| 144 |
# Failure isolates *ordered* parallel coordination โ both
|
| 145 |
# simultaneous-only and serial strategies miss.
|
| 146 |
description: >
|
| 147 |
-
|
| 148 |
-
|
|
|
|
|
|
|
|
|
|
| 149 |
overrides:
|
| 150 |
actors:
|
| 151 |
- {type: 2tnk, owner: agent, position: [5, 6], count: 3, stance: 0}
|
|
|
|
| 65 |
# short of W2 until W1 latches) makes it. Out-of-order (B arrives at
|
| 66 |
# W2 first) never satisfies waypoint_sequence's W1โW2 latch.
|
| 67 |
description: >
|
| 68 |
+
Two waypoints in order: W1 in the NE at (110,8), then W2 in the SE
|
| 69 |
+
at (110,32), each requiring two units. A single column touring both
|
| 70 |
+
legs blows the clock; launch parallel columns and let Squad B wait
|
| 71 |
+
short of W2 until W1 latches. Within about 24 turns.
|
| 72 |
overrides:
|
| 73 |
actors:
|
| 74 |
- {type: 2tnk, owner: agent, position: [5, 8], count: 3, stance: 0}
|
|
|
|
| 99 |
# through the south-west adds tour cost a single column cannot absorb.
|
| 100 |
# Enemy pickets contest the two eastern lanes. Loss cap 2.
|
| 101 |
description: >
|
| 102 |
+
Three waypoints in order: NE at (115,6), SW detour at (20,36), then
|
| 103 |
+
SE at (115,34). Enemy rifles contest the eastern lanes. A single
|
| 104 |
+
column can't absorb the detour leg โ split the force, sequence the
|
| 105 |
+
arrivals. At most two losses, within about 33 turns.
|
| 106 |
overrides:
|
| 107 |
actors:
|
| 108 |
- {type: 2tnk, owner: agent, position: [5, 6], count: 3, stance: 0}
|
|
|
|
| 149 |
# Failure isolates *ordered* parallel coordination โ both
|
| 150 |
# simultaneous-only and serial strategies miss.
|
| 151 |
description: >
|
| 152 |
+
Four sequenced waypoints โ NE (115,6), SW (20,36), SE (115,34), and
|
| 153 |
+
a mid-east handoff at (60,20) โ with enemy rifles and rocket
|
| 154 |
+
soldiers in the way. Even three squads can't tour the chain as a
|
| 155 |
+
single column; ordered parallel dispatch only. At most one loss,
|
| 156 |
+
within about 36 turns.
|
| 157 |
overrides:
|
| 158 |
actors:
|
| 159 |
- {type: 2tnk, owner: agent, position: [5, 6], count: 3, stance: 0}
|
|
@@ -100,8 +100,11 @@ levels:
|
|
| 100 |
# and never satisfies the joint win. Lose if the deadline passes or
|
| 101 |
# the force is wiped.
|
| 102 |
description: >
|
| 103 |
-
|
| 104 |
-
|
|
|
|
|
|
|
|
|
|
| 105 |
overrides:
|
| 106 |
actors:
|
| 107 |
# Two squads in the spawn corner (x < 25). Pre-split so the
|
|
@@ -160,8 +163,11 @@ levels:
|
|
| 160 |
# empty when it reaches B and cannot finish in time. Lose if the
|
| 161 |
# deadline passes or the force is wiped.
|
| 162 |
description: >
|
| 163 |
-
|
| 164 |
-
|
|
|
|
|
|
|
|
|
|
| 165 |
overrides:
|
| 166 |
actors:
|
| 167 |
# stance:0 (HoldFire) โ see header note (c).
|
|
@@ -210,9 +216,11 @@ levels:
|
|
| 210 |
# parallel dispatch. Lose if the deadline passes or the force is
|
| 211 |
# wiped.
|
| 212 |
description: >
|
| 213 |
-
|
| 214 |
-
|
| 215 |
-
|
|
|
|
|
|
|
| 216 |
overrides:
|
| 217 |
interrupts:
|
| 218 |
# Re-prompt the moment a unit sights a marker building โ the
|
|
|
|
| 100 |
# and never satisfies the joint win. Lose if the deadline passes or
|
| 101 |
# the force is wiped.
|
| 102 |
description: >
|
| 103 |
+
Two docks across the map: an enemy barracks in the NE at (115,6) and
|
| 104 |
+
an enemy refinery in the SW at (20,36). Park at least three of your
|
| 105 |
+
units at EACH dock at the same instant โ a single column touring A
|
| 106 |
+
then B leaves A empty when it arrives at B. Split the force and
|
| 107 |
+
dispatch both squads in parallel, within about 30 turns.
|
| 108 |
overrides:
|
| 109 |
actors:
|
| 110 |
# Two squads in the spawn corner (x < 25). Pre-split so the
|
|
|
|
| 163 |
# empty when it reaches B and cannot finish in time. Lose if the
|
| 164 |
# deadline passes or the force is wiped.
|
| 165 |
description: >
|
| 166 |
+
Same two docks (NE barracks, SW refinery) but a tighter deadline โ
|
| 167 |
+
about 24 turns. The NE leg is much longer than the SW, so the NE
|
| 168 |
+
squad must launch first (the stagger) with the SW squad following
|
| 169 |
+
promptly. Three units at each dock simultaneously, or the joint
|
| 170 |
+
clause never co-fires.
|
| 171 |
overrides:
|
| 172 |
actors:
|
| 173 |
# stance:0 (HoldFire) โ see header note (c).
|
|
|
|
| 216 |
# parallel dispatch. Lose if the deadline passes or the force is
|
| 217 |
# wiped.
|
| 218 |
description: >
|
| 219 |
+
Three docks, no coordinates given โ find them by their building
|
| 220 |
+
type: an enemy barracks in the NE, a refinery in the SW, a power
|
| 221 |
+
plant in the SE. Park three units at EACH at the same instant. Three
|
| 222 |
+
different directions means no single column can cover them; commit
|
| 223 |
+
to genuine three-way parallel dispatch within about 30 turns.
|
| 224 |
overrides:
|
| 225 |
interrupts:
|
| 226 |
# Re-prompt the moment a unit sights a marker building โ the
|
|
@@ -67,7 +67,9 @@ levels:
|
|
| 67 |
# zone before the deadline. You LOSE if no unit is in the zone by the
|
| 68 |
# deadline (idling/stalling/wandering loses).
|
| 69 |
description: >
|
| 70 |
-
|
|
|
|
|
|
|
| 71 |
win_condition:
|
| 72 |
all_of:
|
| 73 |
- reach_region: {x: 55, y: 16, radius: 5}
|
|
@@ -94,7 +96,9 @@ levels:
|
|
| 94 |
# before the deadline. You LOSE if the whole squad is not in the zone
|
| 95 |
# by the deadline.
|
| 96 |
description: >
|
| 97 |
-
|
|
|
|
|
|
|
| 98 |
win_condition:
|
| 99 |
all_of:
|
| 100 |
- all_units_in_region: {x: 72, y: 16, radius: 5}
|
|
@@ -126,7 +130,11 @@ levels:
|
|
| 126 |
# the zone before the deadline. You LOSE if the whole squad is not in
|
| 127 |
# the zone by the deadline.
|
| 128 |
description: >
|
| 129 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
| 130 |
objective_coords: relative
|
| 131 |
overrides:
|
| 132 |
actors:
|
|
|
|
| 67 |
# zone before the deadline. You LOSE if no unit is in the zone by the
|
| 68 |
# deadline (idling/stalling/wandering loses).
|
| 69 |
description: >
|
| 70 |
+
No enemy on this map. Move any one of your units into the goal zone
|
| 71 |
+
near (55,16) at the far east of the playable area, before about turn
|
| 72 |
+
10. Idling or wandering loses.
|
| 73 |
win_condition:
|
| 74 |
all_of:
|
| 75 |
- reach_region: {x: 55, y: 16, radius: 5}
|
|
|
|
| 96 |
# before the deadline. You LOSE if the whole squad is not in the zone
|
| 97 |
# by the deadline.
|
| 98 |
description: >
|
| 99 |
+
Same idea, longer reach: the goal zone sits at (72,16) and EVERY
|
| 100 |
+
unit โ not just the fast scout โ must arrive. Plan the route and
|
| 101 |
+
march the whole squad straight east, within about 17 turns.
|
| 102 |
win_condition:
|
| 103 |
all_of:
|
| 104 |
- all_units_in_region: {x: 72, y: 16, radius: 5}
|
|
|
|
| 130 |
# the zone before the deadline. You LOSE if the whole squad is not in
|
| 131 |
# the zone by the deadline.
|
| 132 |
description: >
|
| 133 |
+
The goal zone sits at the far east-central edge of the playable
|
| 134 |
+
area, but you aren't given coordinates โ read it off the minimap.
|
| 135 |
+
Your spawn latitude flips by seed, so a memorised route fails. March
|
| 136 |
+
the whole squad due east; every unit must arrive within about 18
|
| 137 |
+
turns.
|
| 138 |
objective_coords: relative
|
| 139 |
overrides:
|
| 140 |
actors:
|
|
@@ -119,8 +119,7 @@ meta:
|
|
| 119 |
tank force must perform a counter-battery strike: drive past the
|
| 120 |
infantry screen and destroy the artillery FIRST, before it razes
|
| 121 |
the construction yard. Trading fire with the screening infantry
|
| 122 |
-
while the artillery keeps firing loses the base โ the highest-
|
| 123 |
-
impact threat must be engaged first, not the nearest one.
|
| 124 |
robotics_analogue: >
|
| 125 |
Military counter-battery doctrine and threat prioritisation:
|
| 126 |
when a hostile asset is degrading your objective from beyond
|
|
@@ -201,8 +200,11 @@ levels:
|
|
| 201 |
# enemy units are destroyed AND the construction yard is still
|
| 202 |
# standing, before tick 2700.
|
| 203 |
description: >
|
| 204 |
-
|
| 205 |
-
|
|
|
|
|
|
|
|
|
|
| 206 |
overrides:
|
| 207 |
actors:
|
| 208 |
# Strike force โ 4 medium tanks staged west of the base.
|
|
@@ -295,8 +297,11 @@ levels:
|
|
| 295 |
# firing loses the base. Win when 14 enemy units are destroyed AND the
|
| 296 |
# construction yard is still standing, before tick 2700.
|
| 297 |
description: >
|
| 298 |
-
|
| 299 |
-
|
|
|
|
|
|
|
|
|
|
| 300 |
overrides:
|
| 301 |
actors:
|
| 302 |
# Strike force โ 6 medium tanks staged west of the base.
|
|
@@ -388,8 +393,11 @@ levels:
|
|
| 388 |
# are destroyed AND the construction yard is still standing, before
|
| 389 |
# tick 2700.
|
| 390 |
description: >
|
| 391 |
-
|
| 392 |
-
|
|
|
|
|
|
|
|
|
|
| 393 |
overrides:
|
| 394 |
actors:
|
| 395 |
# Persistent far enemy `fact` marker (anti-DRAW) โ no
|
|
|
|
| 119 |
tank force must perform a counter-battery strike: drive past the
|
| 120 |
infantry screen and destroy the artillery FIRST, before it razes
|
| 121 |
the construction yard. Trading fire with the screening infantry
|
| 122 |
+
while the artillery keeps firing loses the base โ the highest-impact threat must be engaged first, not the nearest one.
|
|
|
|
| 123 |
robotics_analogue: >
|
| 124 |
Military counter-battery doctrine and threat prioritisation:
|
| 125 |
when a hostile asset is degrading your objective from beyond
|
|
|
|
| 200 |
# enemy units are destroyed AND the construction yard is still
|
| 201 |
# standing, before tick 2700.
|
| 202 |
description: >
|
| 203 |
+
Your construction yard at (20,21) is ringed by two pillboxes; four
|
| 204 |
+
medium tanks sit just west. Fifteen enemy riflemen screen two long-range artillery in the rear โ the artillery outranges your pillboxes
|
| 205 |
+
and is already shelling the yard. Drive the tanks past the screen,
|
| 206 |
+
kill BOTH guns first, then mop up the rifles. Twelve kills, yard
|
| 207 |
+
intact, within about 30 turns.
|
| 208 |
overrides:
|
| 209 |
actors:
|
| 210 |
# Strike force โ 4 medium tanks staged west of the base.
|
|
|
|
| 297 |
# firing loses the base. Win when 14 enemy units are destroyed AND the
|
| 298 |
# construction yard is still standing, before tick 2700.
|
| 299 |
description: >
|
| 300 |
+
Three pillboxes ring the yard; six tanks stage just west. The enemy
|
| 301 |
+
line packs twenty-one rifles with three artillery pieces behind
|
| 302 |
+
them, and the heavier battery razes the yard fast. Punch through to
|
| 303 |
+
all three guns first, then clean the screen. Fourteen kills, yard
|
| 304 |
+
intact, within about 30 turns.
|
| 305 |
overrides:
|
| 306 |
actors:
|
| 307 |
# Strike force โ 6 medium tanks staged west of the base.
|
|
|
|
| 393 |
# are destroyed AND the construction yard is still standing, before
|
| 394 |
# tick 2700.
|
| 395 |
description: >
|
| 396 |
+
Your yard and twelve tanks stage in the NORTH (y=14) or SOUTH (y=28)
|
| 397 |
+
band by seed; the enemy mirrors at the same latitude with twenty-one
|
| 398 |
+
rifles screening three long-range guns. Same doctrine โ silence the
|
| 399 |
+
guns first, then sweep the screen. Fourteen kills, yard intact,
|
| 400 |
+
within about 30 turns.
|
| 401 |
overrides:
|
| 402 |
actors:
|
| 403 |
# Persistent far enemy `fact` marker (anti-DRAW) โ no
|
|
@@ -77,13 +77,11 @@ meta:
|
|
| 77 |
lets the proc die; engaging without repair lets cumulative grenade
|
| 78 |
damage drop the proc before the band is cleared; toggling repair
|
| 79 |
without offensive output never clears the attackers and busts the
|
| 80 |
-
kill bar / clock. The intended triage is: prioritise the most-
|
| 81 |
-
damaged AND most-critical building (the proc) for repair, while
|
| 82 |
the defenders do the killing.
|
| 83 |
robotics_analogue: >
|
| 84 |
Disaster-recovery / SRE triage: a sustained incident damages
|
| 85 |
-
multiple services and the operator must (a) identify the most-
|
| 86 |
-
critical-and-most-damaged subsystem (the income-bearing refinery
|
| 87 |
here, the production database in SRE), (b) engage the repair organ
|
| 88 |
on it WHILE (c) the on-call team contains the attacker. Stalling
|
| 89 |
loses the critical subsystem; pure-engage / pure-repair single-axis
|
|
@@ -151,9 +149,11 @@ levels:
|
|
| 151 |
# tick 3600. If the proc falls, the construction yard falls, or the
|
| 152 |
# kill bar is not met before the clock, you lose.
|
| 153 |
description: >
|
| 154 |
-
|
| 155 |
-
|
| 156 |
-
|
|
|
|
|
|
|
| 157 |
overrides:
|
| 158 |
actors:
|
| 159 |
# proc is the most-FORWARD, most-critical building, exposed
|
|
@@ -223,9 +223,10 @@ levels:
|
|
| 223 |
# expires with the kill bar unmet. Stalling, attack-only, and repair-
|
| 224 |
# only all lose.
|
| 225 |
description: >
|
| 226 |
-
|
| 227 |
-
|
| 228 |
-
|
|
|
|
| 229 |
overrides:
|
| 230 |
actors:
|
| 231 |
- {type: proc, owner: agent, position: [10, 8]}
|
|
@@ -279,9 +280,11 @@ levels:
|
|
| 279 |
# unmet at the clock. Stalling, attack-only, repair-only, and single-
|
| 280 |
# axis defence all lose.
|
| 281 |
description: >
|
| 282 |
-
|
| 283 |
-
|
| 284 |
-
|
|
|
|
|
|
|
| 285 |
overrides:
|
| 286 |
actors:
|
| 287 |
# NORTH base group (spawn_point 0). Proc exposed at (10,8);
|
|
|
|
| 77 |
lets the proc die; engaging without repair lets cumulative grenade
|
| 78 |
damage drop the proc before the band is cleared; toggling repair
|
| 79 |
without offensive output never clears the attackers and busts the
|
| 80 |
+
kill bar / clock. The intended triage is: prioritise the most-damaged AND most-critical building (the proc) for repair, while
|
|
|
|
| 81 |
the defenders do the killing.
|
| 82 |
robotics_analogue: >
|
| 83 |
Disaster-recovery / SRE triage: a sustained incident damages
|
| 84 |
+
multiple services and the operator must (a) identify the most-critical-and-most-damaged subsystem (the income-bearing refinery
|
|
|
|
| 85 |
here, the production database in SRE), (b) engage the repair organ
|
| 86 |
on it WHILE (c) the on-call team contains the attacker. Stalling
|
| 87 |
loses the critical subsystem; pure-engage / pure-repair single-axis
|
|
|
|
| 149 |
# tick 3600. If the proc falls, the construction yard falls, or the
|
| 150 |
# kill bar is not met before the clock, you lose.
|
| 151 |
description: >
|
| 152 |
+
Your base โ refinery, yard, pillbox, depot โ is under attrition from
|
| 153 |
+
a grenadier-led band closing from the north, and the forward
|
| 154 |
+
refinery is taking focused damage. Toggle repair on the refinery
|
| 155 |
+
while your defenders engage. Keep the refinery and yard alive and
|
| 156 |
+
put down at least four attackers, within about 32 turns.
|
| 157 |
overrides:
|
| 158 |
actors:
|
| 159 |
# proc is the most-FORWARD, most-critical building, exposed
|
|
|
|
| 223 |
# expires with the kill bar unmet. Stalling, attack-only, and repair-
|
| 224 |
# only all lose.
|
| 225 |
description: >
|
| 226 |
+
A heavier grenadier band closes on the same base. The exposed
|
| 227 |
+
refinery starts to bleed almost immediately. Toggle repair the
|
| 228 |
+
moment damage shows and commit the defenders to the attackers. Six
|
| 229 |
+
kills, refinery and yard standing, within about 30 turns.
|
| 230 |
overrides:
|
| 231 |
actors:
|
| 232 |
- {type: proc, owner: agent, position: [10, 8]}
|
|
|
|
| 280 |
# unmet at the clock. Stalling, attack-only, repair-only, and single-
|
| 281 |
# axis defence all lose.
|
| 282 |
description: >
|
| 283 |
+
Two grenadier vectors hit your base from opposite latitudes, and
|
| 284 |
+
your base spawns in either by seed โ so the lane that matters
|
| 285 |
+
varies. Repair the refinery as it bleeds and commit defenders to
|
| 286 |
+
whichever axis is live. Six kills, refinery and yard standing,
|
| 287 |
+
within about 30 turns.
|
| 288 |
overrides:
|
| 289 |
actors:
|
| 290 |
# NORTH base group (spawn_point 0). Proc exposed at (10,8);
|
|
@@ -181,8 +181,11 @@ levels:
|
|
| 181 |
# base loses (you cannot out-trade the heavy + rocket composition);
|
| 182 |
# only prompt EVAC-east wins.
|
| 183 |
description: >
|
| 184 |
-
|
| 185 |
-
|
|
|
|
|
|
|
|
|
|
| 186 |
overrides:
|
| 187 |
actors:
|
| 188 |
# โโ Doomed base (agent) โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
|
|
@@ -285,8 +288,11 @@ levels:
|
|
| 285 |
# a 1-2 turn delay leaves the column inside the assault leash and
|
| 286 |
# bleeds the survival cap.
|
| 287 |
description: >
|
| 288 |
-
|
| 289 |
-
|
|
|
|
|
|
|
|
|
|
| 290 |
overrides:
|
| 291 |
actors:
|
| 292 |
- {type: fact, owner: agent, position: [10, 20]}
|
|
@@ -375,9 +381,10 @@ levels:
|
|
| 375 |
# base loses; evacuating to the WRONG safe zone leaves you outside the
|
| 376 |
# win radius; only EVAC to YOUR safe zone wins.
|
| 377 |
description: >
|
| 378 |
-
|
| 379 |
-
|
| 380 |
-
|
|
|
|
| 381 |
overrides:
|
| 382 |
actors:
|
| 383 |
# โโ Doomed base (duplicated across both spawn groups) โโโโ
|
|
|
|
| 181 |
# base loses (you cannot out-trade the heavy + rocket composition);
|
| 182 |
# only prompt EVAC-east wins.
|
| 183 |
description: >
|
| 184 |
+
Your base at (10,20) cannot hold โ two heavy tanks and four rocket
|
| 185 |
+
soldiers are already in range. Five medium tanks stage at the north
|
| 186 |
+
shoulder. A safe zone waits at (90,12). Don't try to hold; evac
|
| 187 |
+
east. Three tanks in the (90,12) disc, three alive, within about 30
|
| 188 |
+
turns (the base WILL fall, that's fine).
|
| 189 |
overrides:
|
| 190 |
actors:
|
| 191 |
# โโ Doomed base (agent) โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
|
|
|
|
| 288 |
# a 1-2 turn delay leaves the column inside the assault leash and
|
| 289 |
# bleeds the survival cap.
|
| 290 |
description: >
|
| 291 |
+
Same doomed base, but the assault is heavier โ three heavy tanks
|
| 292 |
+
plus six rocket soldiers โ and the safe zone moves further north to
|
| 293 |
+
(90,6). The clock is tighter too. A one- or two-turn delay leaves
|
| 294 |
+
the column inside the leash and bleeds the cap. Three tanks in
|
| 295 |
+
(90,6), three alive, within about 27 turns.
|
| 296 |
overrides:
|
| 297 |
actors:
|
| 298 |
- {type: fact, owner: agent, position: [10, 20]}
|
|
|
|
| 381 |
# base loses; evacuating to the WRONG safe zone leaves you outside the
|
| 382 |
# win radius; only EVAC to YOUR safe zone wins.
|
| 383 |
description: >
|
| 384 |
+
Same doomed western base, but your tanks stage in either the FAR-NORTH (yโ6) or FAR-SOUTH (yโ34) band by seed โ and the matching safe
|
| 385 |
+
zone is at (90,6) or (90,34). Read your column's latitude and run to
|
| 386 |
+
the matching disc. Three tanks in YOUR safe zone, three alive,
|
| 387 |
+
within about 27 turns.
|
| 388 |
overrides:
|
| 389 |
actors:
|
| 390 |
# โโ Doomed base (duplicated across both spawn groups) โโโโ
|
|
@@ -158,9 +158,11 @@ levels:
|
|
| 158 |
# fact. Stall, pure-army, and single-wall layouts all LOSE. The fact
|
| 159 |
# must survive; at least 4 enemy units must die before tick 5400.
|
| 160 |
description: >
|
| 161 |
-
|
| 162 |
-
|
| 163 |
-
|
|
|
|
|
|
|
| 164 |
60 turns.
|
| 165 |
starting_cash: 2400
|
| 166 |
overrides:
|
|
@@ -221,10 +223,11 @@ levels:
|
|
| 221 |
# single-wall layouts all LOSE. The fact must survive; at least 7
|
| 222 |
# enemy units must die before tick 5400.
|
| 223 |
description: >
|
| 224 |
-
|
| 225 |
-
|
| 226 |
-
|
| 227 |
-
|
|
|
|
| 228 |
starting_cash: 2400
|
| 229 |
overrides:
|
| 230 |
actors:
|
|
|
|
| 158 |
# fact. Stall, pure-army, and single-wall layouts all LOSE. The fact
|
| 159 |
# must survive; at least 4 enemy units must die before tick 5400.
|
| 160 |
description: >
|
| 161 |
+
A heavy rifle rush charges your construction yard at (10,20). Your
|
| 162 |
+
$2400 budget covers exactly four pillboxes. Split them across two
|
| 163 |
+
depth bands โ two in the front near (35,20), two in the rear near
|
| 164 |
+
(20,20) โ so anything that breaks the front gets killed by the rear.
|
| 165 |
+
One thick wall has no depth. Yard intact, four kills, within about
|
| 166 |
60 turns.
|
| 167 |
starting_cash: 2400
|
| 168 |
overrides:
|
|
|
|
| 223 |
# single-wall layouts all LOSE. The fact must survive; at least 7
|
| 224 |
# enemy units must die before tick 5400.
|
| 225 |
description: >
|
| 226 |
+
Same yard at (10,20), but the rush now includes two rocket soldiers
|
| 227 |
+
behind eight rifles. The $2400 still buys exactly four pillboxes;
|
| 228 |
+
split 2-front (35,20), 2-rear (20,20). A single wall meets the count
|
| 229 |
+
but lets the rockets-led punch through. Yard intact, seven kills,
|
| 230 |
+
within about 60 turns.
|
| 231 |
starting_cash: 2400
|
| 232 |
overrides:
|
| 233 |
actors:
|
|
@@ -125,10 +125,12 @@ levels:
|
|
| 125 |
# single cluster at one x, or a long thin line, eventually breaks
|
| 126 |
# under the concentrated attack.
|
| 127 |
description: >
|
| 128 |
-
|
| 129 |
-
|
| 130 |
-
the
|
| 131 |
-
|
|
|
|
|
|
|
| 132 |
overrides:
|
| 133 |
actors:
|
| 134 |
- {type: fact, owner: agent, position: [10, 20]}
|
|
@@ -185,10 +187,11 @@ levels:
|
|
| 185 |
# 4500. Stalling, single-cluster, or single-thin-line placements all
|
| 186 |
# fail.
|
| 187 |
description: >
|
| 188 |
-
|
| 189 |
-
|
| 190 |
-
|
| 191 |
-
|
|
|
|
| 192 |
overrides:
|
| 193 |
actors:
|
| 194 |
- {type: fact, owner: agent, position: [10, 20]}
|
|
@@ -236,10 +239,11 @@ levels:
|
|
| 236 |
# the field, before tick 4500. Any single-layer topology or single-
|
| 237 |
# cluster topology fails to absorb the staggered pressure.
|
| 238 |
description: >
|
| 239 |
-
|
| 240 |
-
|
| 241 |
-
|
| 242 |
-
|
|
|
|
| 243 |
overrides:
|
| 244 |
# spawn_point 0 โ NORTH base (y=14). All buildings/units that
|
| 245 |
# belong to the north spawn carry spawn_point: 0; same for south.
|
|
|
|
| 125 |
# single cluster at one x, or a long thin line, eventually breaks
|
| 126 |
# under the concentrated attack.
|
| 127 |
description: >
|
| 128 |
+
A massed rush of eight rifles and two rocket soldiers drives
|
| 129 |
+
straight at your base. Build four pillboxes in TWO LAYERS โ two at
|
| 130 |
+
the front around (25,20), two at the rear around (15,20) โ so
|
| 131 |
+
anything that punches through the front gets shredded by the rear.
|
| 132 |
+
Keep the yard alive, within about 60 turns. A single thick wall
|
| 133 |
+
breaks under the weight.
|
| 134 |
overrides:
|
| 135 |
actors:
|
| 136 |
- {type: fact, owner: agent, position: [10, 20]}
|
|
|
|
| 187 |
# 4500. Stalling, single-cluster, or single-thin-line placements all
|
| 188 |
# fail.
|
| 189 |
description: >
|
| 190 |
+
Same massed rush โ eight rifles, two rockets โ but the clock is
|
| 191 |
+
tighter. Build four pillboxes split 2-front 2-rear (around (25,20)
|
| 192 |
+
and (15,20)). Single clusters and thin lines collapse; the two-layer
|
| 193 |
+
topology is the only one that holds. Keep the yard alive within
|
| 194 |
+
about 50 turns.
|
| 195 |
overrides:
|
| 196 |
actors:
|
| 197 |
- {type: fact, owner: agent, position: [10, 20]}
|
|
|
|
| 239 |
# the field, before tick 4500. Any single-layer topology or single-
|
| 240 |
# cluster topology fails to absorb the staggered pressure.
|
| 241 |
description: >
|
| 242 |
+
Two staggered rush bands hit your base from opposite latitudes, and
|
| 243 |
+
your base spawns in the NORTH or SOUTH band by seed. Build five
|
| 244 |
+
pillboxes in a 3-front + 2-rear layered topology at your matched
|
| 245 |
+
latitude. Single-layer or one-cluster fails to absorb the staggered
|
| 246 |
+
pressure. Yard alive within about 50 turns.
|
| 247 |
overrides:
|
| 248 |
# spawn_point 0 โ NORTH base (y=14). All buildings/units that
|
| 249 |
# belong to the north spawn carry spawn_point: 0; same for south.
|
|
@@ -237,9 +237,12 @@ levels:
|
|
| 237 |
# the boundary); concentrating all six tanks on a single lane
|
| 238 |
# satisfies one zone but fails the other two clauses.
|
| 239 |
description: >
|
| 240 |
-
|
| 241 |
-
|
| 242 |
-
|
|
|
|
|
|
|
|
|
|
| 243 |
overrides:
|
| 244 |
actors:
|
| 245 |
# Agent construction yard โ WEST edge, the rusher target.
|
|
@@ -326,9 +329,11 @@ levels:
|
|
| 326 |
# policies fail two zone clauses; a sloppy split that bleeds the line
|
| 327 |
# fails the loss cap.
|
| 328 |
description: >
|
| 329 |
-
|
| 330 |
-
|
| 331 |
-
|
|
|
|
|
|
|
| 332 |
overrides:
|
| 333 |
actors:
|
| 334 |
- {type: fact, owner: agent, position: [10, 20]}
|
|
@@ -394,9 +399,11 @@ levels:
|
|
| 394 |
# seed and loses the other; the 2/2/2 doctrine matched to the actual
|
| 395 |
# base latitude generalises.
|
| 396 |
description: >
|
| 397 |
-
|
| 398 |
-
|
| 399 |
-
|
|
|
|
|
|
|
| 400 |
overrides:
|
| 401 |
actors:
|
| 402 |
# spawn_point 0 โ NORTH base (y=14). All buildings/units
|
|
|
|
| 237 |
# the boundary); concentrating all six tanks on a single lane
|
| 238 |
# satisfies one zone but fails the other two clauses.
|
| 239 |
description: >
|
| 240 |
+
Yard at (10,20); six medium tanks at central staging (30,20). Three
|
| 241 |
+
concurrent rifle rushes are inbound โ NORTH (y=8), MID (y=20), SOUTH
|
| 242 |
+
(y=32). Split the tanks 2/2/2 to forward zones at (25,8), (25,20),
|
| 243 |
+
(25,32). Each zone must hold at least one tank; concentration covers
|
| 244 |
+
only one lane. Four kills, three alive, yard intact, within about 30
|
| 245 |
+
turns.
|
| 246 |
overrides:
|
| 247 |
actors:
|
| 248 |
# Agent construction yard โ WEST edge, the rusher target.
|
|
|
|
| 329 |
# policies fail two zone clauses; a sloppy split that bleeds the line
|
| 330 |
# fails the loss cap.
|
| 331 |
description: >
|
| 332 |
+
Same yard, same six tanks staging central โ but each of the three
|
| 333 |
+
rush lanes is heavier (nine rifles total). Maintain the 2/2/2 split
|
| 334 |
+
across the three forward zones, hold the loss cap at three, kill
|
| 335 |
+
six, keep three tanks alive and the yard standing, within about 30
|
| 336 |
+
turns. Sloppy splits busts the cap.
|
| 337 |
overrides:
|
| 338 |
actors:
|
| 339 |
- {type: fact, owner: agent, position: [10, 20]}
|
|
|
|
| 399 |
# seed and loses the other; the 2/2/2 doctrine matched to the actual
|
| 400 |
# base latitude generalises.
|
| 401 |
description: >
|
| 402 |
+
Your yard and twelve tanks spawn in the NORTH (y=14) or SOUTH (y=26)
|
| 403 |
+
band by seed; three rush lanes hit at matching latitudes. Split the
|
| 404 |
+
defenders 2/2/2 across the three forward zones at YOUR latitude โ a
|
| 405 |
+
memorised mid-map plan only wins one seed. Six kills, three alive,
|
| 406 |
+
loss cap three, yard intact, within about 30 turns.
|
| 407 |
overrides:
|
| 408 |
actors:
|
| 409 |
# spawn_point 0 โ NORTH base (y=14). All buildings/units
|
|
@@ -151,9 +151,12 @@ levels:
|
|
| 151 |
# satisfy the NORTH-region clause; building no pillboxes never reaches
|
| 152 |
# the count; stalling loses on the clock.
|
| 153 |
description: >
|
| 154 |
-
|
| 155 |
-
|
| 156 |
-
|
|
|
|
|
|
|
|
|
|
| 157 |
overrides:
|
| 158 |
actors:
|
| 159 |
# Agent base โ fact at the centre, tent + powr supporting
|
|
@@ -220,9 +223,11 @@ levels:
|
|
| 220 |
# ploughs through the defenders); building no pillboxes loses on both
|
| 221 |
# counts; stalling loses on the clock.
|
| 222 |
description: >
|
| 223 |
-
|
| 224 |
-
|
| 225 |
-
|
|
|
|
|
|
|
| 226 |
overrides:
|
| 227 |
actors:
|
| 228 |
- {type: fact, owner: agent, position: [20, 20]}
|
|
@@ -283,10 +288,12 @@ levels:
|
|
| 283 |
# leaves the threat axis naked; building no pillboxes loses both
|
| 284 |
# clauses; stalling loses on the clock.
|
| 285 |
description: >
|
| 286 |
-
|
| 287 |
-
|
| 288 |
-
|
| 289 |
-
|
|
|
|
|
|
|
| 290 |
overrides:
|
| 291 |
actors:
|
| 292 |
# โโ NORTH spawn (spawn_point 0) โ base centred at (20, 12).
|
|
|
|
| 151 |
# satisfy the NORTH-region clause; building no pillboxes never reaches
|
| 152 |
# the count; stalling loses on the clock.
|
| 153 |
description: >
|
| 154 |
+
Intel says the enemy will attack from the NORTH. You start with a
|
| 155 |
+
yard, barracks, power plant and four defenders at (20,20). Build at
|
| 156 |
+
least three pillboxes and place all three in the north strip near
|
| 157 |
+
(20,14) โ between your base and the threat. Yard alive, three
|
| 158 |
+
defenders alive, within about 60 turns. Pillboxes south of base
|
| 159 |
+
satisfy nothing.
|
| 160 |
overrides:
|
| 161 |
actors:
|
| 162 |
# Agent base โ fact at the centre, tent + powr supporting
|
|
|
|
| 223 |
# ploughs through the defenders); building no pillboxes loses on both
|
| 224 |
# counts; stalling loses on the clock.
|
| 225 |
description: >
|
| 226 |
+
Same intel โ north axis โ but the wave grows to five rifles plus one
|
| 227 |
+
rocket soldier. Pre-position three pillboxes in the north strip near
|
| 228 |
+
(20,14); a south-of-base placement leaves the lane naked and the
|
| 229 |
+
rocket soldier ploughs through. Yard alive, three defenders alive,
|
| 230 |
+
within about 60 turns.
|
| 231 |
overrides:
|
| 232 |
actors:
|
| 233 |
- {type: fact, owner: agent, position: [20, 20]}
|
|
|
|
| 288 |
# leaves the threat axis naked; building no pillboxes loses both
|
| 289 |
# clauses; stalling loses on the clock.
|
| 290 |
description: >
|
| 291 |
+
Intel says the threat comes from the side FACING your base โ north
|
| 292 |
+
if you spawn north, south if you spawn south (by seed). Read your
|
| 293 |
+
latitude, then plant three pillboxes between your base and the
|
| 294 |
+
threat โ near (20,6) for a north spawn or (20,34) for a south spawn.
|
| 295 |
+
Wrong side leaves the axis naked. Yard alive, three defenders alive,
|
| 296 |
+
within about 60 turns.
|
| 297 |
overrides:
|
| 298 |
actors:
|
| 299 |
# โโ NORTH spawn (spawn_point 0) โ base centred at (20, 12).
|
|
@@ -213,10 +213,11 @@ levels:
|
|
| 213 |
# pure-build-no-fight loses on the kill bar; pure-fight-no- build
|
| 214 |
# loses when the rush overruns the defenders.
|
| 215 |
description: >
|
| 216 |
-
|
| 217 |
-
|
| 218 |
-
|
| 219 |
-
60 turns.
|
|
|
|
| 220 |
overrides:
|
| 221 |
actors:
|
| 222 |
# Agent base โ fact + proc + powr + tent so the pbox queue
|
|
@@ -305,10 +306,11 @@ levels:
|
|
| 305 |
# scouting wastes the budget on the wrong-axis intuition; stalling
|
| 306 |
# loses on the clock.
|
| 307 |
description: >
|
| 308 |
-
|
| 309 |
-
|
| 310 |
-
at least
|
| 311 |
-
|
|
|
|
| 312 |
overrides:
|
| 313 |
actors:
|
| 314 |
- {type: fact, owner: agent, position: [20, 20]}
|
|
@@ -406,10 +408,11 @@ levels:
|
|
| 406 |
# seeds (rushers walk past your wrong-axis pbox line and raze the
|
| 407 |
# fact); a no-scout commit fails the chain at clause 1.
|
| 408 |
description: >
|
| 409 |
-
|
| 410 |
-
|
| 411 |
-
|
| 412 |
-
|
|
|
|
| 413 |
overrides:
|
| 414 |
actors:
|
| 415 |
# โโ NORTH spawn (spawn_point 0) โ base centred at (20, 16).
|
|
|
|
| 213 |
# pure-build-no-fight loses on the kill bar; pure-fight-no- build
|
| 214 |
# loses when the rush overruns the defenders.
|
| 215 |
description: >
|
| 216 |
+
A light rush is coming from the north โ your two forward jeep scouts
|
| 217 |
+
already have eyes on the enemy outpost. Confirm the intel by
|
| 218 |
+
scouting, then build three pillboxes and engage. Three kills, yard
|
| 219 |
+
alive, one unit alive, within about 60 turns. Stall, build-only, or
|
| 220 |
+
fight-only all lose.
|
| 221 |
overrides:
|
| 222 |
actors:
|
| 223 |
# Agent base โ fact + proc + powr + tent so the pbox queue
|
|
|
|
| 306 |
# scouting wastes the budget on the wrong-axis intuition; stalling
|
| 307 |
# loses on the clock.
|
| 308 |
description: >
|
| 309 |
+
A rush is incoming but the axis isn't given โ your two scout jeeps
|
| 310 |
+
must find it. Drive a jeep up the lane your observation suggests,
|
| 311 |
+
register at least one enemy building, THEN build three pillboxes,
|
| 312 |
+
THEN kill three attackers. Yard alive, one unit alive, within about
|
| 313 |
+
60 turns. Skipping the scout fails the then-chain.
|
| 314 |
overrides:
|
| 315 |
actors:
|
| 316 |
- {type: fact, owner: agent, position: [20, 20]}
|
|
|
|
| 408 |
# seeds (rushers walk past your wrong-axis pbox line and raze the
|
| 409 |
# fact); a no-scout commit fails the chain at clause 1.
|
| 410 |
description: >
|
| 411 |
+
Same scout-then-fortify chain, but your base spawns north (y=16) or
|
| 412 |
+
south (y=24) by seed and the threat comes from the side facing your
|
| 413 |
+
base. Identify the latitude, scout that lane, plant three pillboxes
|
| 414 |
+
between base and threat, then kill three. Yard alive, one unit
|
| 415 |
+
alive, within about 60 turns. Always-defend-north loses every south-seed run.
|
| 416 |
overrides:
|
| 417 |
actors:
|
| 418 |
# โโ NORTH spawn (spawn_point 0) โ base centred at (20, 16).
|