Hi all,
I'm seriously liking the new tactical possibilities opened by the new MMA General.
Here is a brief Witch of the Swamp guide based on Tage's excellent map which shows you what he can really do.
As I was polishing off the finer details, Tage updated his guide and almost beat me to the punch, but the final assault on the Witch Tower I believe is unique. It might be possible to fine tune it using the simulators, this is my "SAFE" version for Vet/MMA using XBs and Elites:
So, using Tage's map and camp positions, here we go:
You will need: 1 Vet, 1 MMA, 1 Normal Gen (for blocks).
Troops: - 400R 250C 44S 172E 90XB
Camp 1: Either: Vet with 250C
Or: MMA with 1S 145C. No losses.
Camp 3: MMA 1R 1E 218C (No loss on C2 intercept, 0-1R loss on C3)
Then move normal Gen to position A, MMA to position B, and tuck the Vet in the LZ below to save walking time.
Camp 4: MMA 1R 1E 218C (0-1 R loss)
Block
Send both generals together.
Camp 5: Block with normal Gen from A using 53E
Camp 6: MMA 38R 44S (33-38R loss)
Then move normal gen to position A above the lake, Vet to position B below, and again to save time, MMA to the coast left of the swampy lake just SW of Camp 7 so he doesn't obstruct the direct path of the other two gens.
Camp 7: MMA 37R 1S 182C (31-37R loss)
Block
Send both gens together.
Camp 8: Normal Gen 193c (block)
Camp 9: Vet 78R 172E (66-78R loss)
Now for the MMA 'master stroke':
Camp 10 - Witch Tower:
1st send MMA with 180R as a suicide wave. (180R loss)
Then, Vet with 53R 2S 105C 90XB (approx 29R loss) !!!
This has a huge margin of safety, and could probably be fine-tuned.
Using the MMA as the suicide wave really dents the Witch's support troops, allowing for many more XBs to be brought to bear in the final round, and Witchy goes down much quicker.
Enjoy.