Uploaded September 2015 | Updated September 2026, 2 weeks ago
In which the Edelweiss and a 65-year-old carpenter clean house.
And fun fact: anti-tank cannons have interception fire in this mod!
I'm so used to the vanilla game where the CP cost of using the tank is hardly ever worth it. My first strategy didn't use the Edelweiss (and isn't able to force Jaeger's Lupus to retreat), and you can see just how differently things play out. It also ought to show that the stage can be cleared in three turns while taking down the ace and all leader units without much trouble -- it's trying to take down Jaeger's tank that really messes with things.
Unfortunately, the CP usage is tight in a full clear. Since all infantry units retreat if the Lupus takes enough damage, Coby needs to clean house first. This means one extra CP is needed after the Edelweiss takes down the Lupus so that Coby can actually capture the base camp. The Aim Boost order is used entirely so that the Edelweiss is less likely to miss the Anti-Tank Cannon. (Though thinking about it again, the Damage Boost order might have been a better choice, as that would have given the Edelweiss just enough of a vsArmor rating to take out the cannon from the front.) The Attack Boost order may possibly not have been necessary -- it didn't take down all the infantry as I had hoped. Perhaps with enough of the infantry killing each other with friendly fire and without using the mortar, there can be a few CP of wiggle room. And unfortunately, pretty much any enemy unit dodging precludes a full clear run with this strategy.
Worth noting is that enemy movement is somewhat random -- in most other attempts, one of the Scouts was on the other side of the Lupus. (I'm glad this wasn't the case for this run...) I imagine with some friendly-fire deaths and lining up some shots with Coby carefully, it would still be possible to full clear. And a subtle point: bumping the Lancer with the Edelweiss in Turn 1 is necessary to change the scripting of the Lancer to run to another position before firing -- otherwise, he fires immediately upon being selected, and a lot of bumping and aligning would be necessary on Turn 2 to set up a friendly-fire kill.
Link to infantry strategy video (which doesn't force the Lupus to retreat):
youtube.com/watch?v=-2PHD5ERjEc
In which the Edelweiss and a 65-year-old carpenter clean house.
And fun fact: anti-tank cannons have interception fire in this mod!
I'm so used to the vanilla game where the CP cost of using the tank is hardly ever worth it. My first strategy didn't use the Edelweiss (and isn't able to force Jaeger's Lupus to retreat), and you can see just how differently things play out. It also ought to show that the stage can be cleared in three turns while taking down the ace and all leader units without much trouble -- it's trying to take down Jaeger's tank that really messes with things.
Unfortunately, the CP usage is tight in a full clear. Since all infantry units retreat if the Lupus takes enough damage, Coby needs to clean house first. This means one extra CP is needed after the Edelweiss takes down the Lupus so that Coby can actually capture the base camp. The Aim Boost order is used entirely so that the Edelweiss is less likely to miss the Anti-Tank Cannon. (Though thinking about it again, the Damage Boost order might have been a better choice, as that would have given the Edelweiss just enough of a vsArmor rating to take out the cannon from the front.) The Attack Boost order may possibly not have been necessary -- it didn't take down all the infantry as I had hoped. Perhaps with enough of the infantry killing each other with friendly fire and without using the mortar, there can be a few CP of wiggle room. And unfortunately, pretty much any enemy unit dodging precludes a full clear run with this strategy.
Worth noting is that enemy movement is somewhat random -- in most other attempts, one of the Scouts was on the other side of the Lupus. (I'm glad this wasn't the case for this run...) I imagine with some friendly-fire deaths and lining up some shots with Coby carefully, it would still be possible to full clear. And a subtle point: bumping the Lancer with the Edelweiss in Turn 1 is necessary to change the scripting of the Lancer to run to another position before firing -- otherwise, he fires immediately upon being selected, and a lot of bumping and aligning would be necessary on Turn 2 to set up a friendly-fire kill.
Link to infantry strategy video (which doesn't force the Lupus to retreat):
youtube.com/watch?v=-2PHD5ERjEc



![retsupurae: Mega Man 10 [part 3], Commando Mans Stage (ustream.tv) [WTF]
watch this one up until around 8 minutes for a reward retsupurae: Mega Man 10 [part 3], Commando Mans Stage (ustream.tv) [WTF]](https://i.ytimg.com/vi/xBgVVxgxaH0/mqdefault.jpg)






