Single Map in 1h 07m 34s by
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Mednafen on Windows with TG16-Mini USB Controller. The strat here was to to lure their Hunters into a Hawkeye/Falcon trap in order to gain air superiority by Turn 4. Then send the Mule/Charlie down to take the southwest factory by Turn 5 to get two more Hunters. Finally, use the air force to block their retreat while my Mule/Charlie made a run for their base by Turn 11.

There are the usual tactical time saves available - more decisive action, and fewer unnecessary battles. Strategically, it might be possible to shave one turn off by moving the Mule a little farther in Turn 3, so it can wait at the factory door for the Charlie to come out in Turn 6. Actually, you might even be able to take that further and skip the southwest factory altogether. You would forego those Hunters, but, as long as you prevented the enemy from getting them, that might still be fine. The other potential time save is the computer taking a really long time to deliberate during the early turns; I don't know if that could be manipulated by moving your troops into different places.

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