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General description of the tactics and strategy of UniWar by TALONE, while in Russian: http://www.runiwar.ru/forum/14-4-1
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Chapter 2
General features of units’ management

First of all, I’ll briefly stop on the basic principle that significantly helps to improve management of units in the game. This principle is known under many names and in many fields - in the arts, philosophy, psychology, magic, science, etc.
I call this principle the principle of non-locality.
In a few words, the principle of non-locality can be described that in reality does not exist such localities, limitations, patterns, shapes, objects, et; all this is only an impersonal "vibration," "manifestation," "game" of the non-local root cause, which is called by different names: prime cause, source, God, Brahman, Tao, etc, etc.
Localities, objects, forms, "appears" only as a result of our consciousness’ and psyche’s work, and these objects, based on abstraction (separation, extraction), "create" the figures from non-locality and assign them names....

This message was edited 1 time. Last update was at Aug 17, 2012 23:07

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2.1 Sapience race

The main advantage of the sapience race is in its mobility. Human army is perfectly balanced. It has very mobile marines, who can, among other things, cripple aerial units, impetuous marauders, cheap heavy unit with good regeneration skill (tank), heavy aerial unit (helicopter) and perfect aquatic unit (destroyer). Humans artillery is also very strong. Its target range is further, than wyrms and it costs less than walkers. The main enemy of sapiens are titans. Khraleans usually don’t cause any problems.

2.1.1 Marine
Perfect unit, who takes part in virtually every battle. In addition there are some maps, where marine is the main key to a victory. The power of a marine is its cheapness and a mass character. For example 5 marines are stronger than one helicopter, but 10 marines are even more stroner than two helicopters.

This unit is very dangerous for Kharleans, especially for swarmers, garudas and wyrms. It is very useful to destroy such light machinery as marauders, speeders and also helicopters.

Marines are excellent as human shield for friendly helicopters, batteries and marauders.

It is particularly vulnerable for eclipses, pinzers, plasma tanks and can be converted to a traitor by infectors.

Special attention needs to be given to a brief description of a marine-copter strategy, very useful against Khraleans

2.1.1.1 Marine-chopper insecticide strategy

This strategy is based on the fact, that marines cripple aerial units very good, especially when they attack from forest or mountain. So its imperative to build lots of marines and much less of helicopters. Copters are placed behind the marines. This way helicopters are covered by marines from direct hit and have big target range. Its hard to say the exact proportions of troops quantity.

For example you can see a process of forming a marine-copters regime on this screenshot. This is a real battle and regime formation is not completely ready to attack yet. Copters are not yet centered, and regime is under construction, but You can evaluate a marine-to-choppers proportion.

This is another screenshot of forming a regime:

In general the combat goes as follows:
One or two hits of enemy unit by marines and finishing it by chopper, retreating behind the tide range of marines. This way choppers have a minimum loss or no loss at all. Marines here are expendables. A common mistake here is to produce not enough marines. This causes lack of them after one or two game rounds. And choppers are not covered anymore. The other mistake is to make chopper attack first and to finish by the marine. This way choppers are easily damaged and can’t support further development of the attack.

At small maps this mistakes are not fatal. But at the medium and especially large maps they lead to defeat as combat occurs with a large or huge flying beasts congestion which will completely outnumber you (they are cheap) and regenerate faster and swarmers would not receive retaliatory damage with their attacks.

2.1.2 Marauder

Marauders are unique units. In all of its qualities marauders are the most powerful units in Uniwar. In addition, marauders are the oldest game units on the Earth. So recently in the restroom of a monastery in Tibet scientists have found a fragment of ancient manuscripts, dated by the 7th century BC. The manuscript is called "The Big Book of Survival." As in other mystical teachings of ancient Tibet texts the book uses a unique key system, which prevents the spread of the teachings among the the uninitiated. These keys prevent the uninitiated adept to comprehend the essence of a secret text. The keys are:
Marine - the soul
Marauder – running
Tank - a stronghold.
The helicopter - a wing.

The affected area of a Marauder - the blade
The affected area of two marauders - a place without pity
Affected area of three or more marauders – a death trap.
Ladle similar order of three marauders – a small lotus
Ladle similar order of three or more marauders – a big lotus.
An enemy unit - dark.
A friendly unit - light.

So, here is the translation of this ancient passage:
3. Controlling the running
3.1 Hear brothers, one running is not a threat to a soul
3.2. A pair of running easily destroys the soul, even if it is hidden under the shadow of the forest or protected by the mountain expanse. Therefore, one always should track a place of no pity and not go there without extreme need.
3.3. If there are three runnings, they they are protected by a small lotus. In a black spot of a small lotus dark running vanishes as dust.
3.4. Lotus can be empty or supported. Light souls , stronghold or a wing supports lotus.
3.5. In a black spot of a small supported lotus noone will survive. And for sure the big supported lotus is even deadlier.
3.6. Boundaries of a big lotus are the most vulnerable. Cover it with light souls and have a peace even in the middle of the hottest battle.

The nuances of tactics will be discussed in other sections of the course of the young fighter. In the meantime, I think, an ancient piece convinced you that Marauders are truly unique units.

Long range and double move in one turn are unique features of marauder . During one round it can walk 2 times, each time by 12 points! Range of each of the Marauder move allows it to penetrate into inaccessible for other units places. And due to its double movement it can evade enemy zone of control to hit the target, or else return to the regime alive. In addition, all these features allow Marauders to receive significant gang-up bonus to attack.

Marauder is also irreplaceable in reconnaissance due to excellent visibility. Like other units in its class efficiency of Marauder considerably increases in the pack. Marauder is especially strong against marines, mechas, underlings, engineers, infectors, assimilators.

Several marauders pose a serious threat for marauder, speeder, eclipse, swarmer, garuda, wyrm, walker, battery. Several marauders are quite capable of destroying the chopper .In combination with other units marauder is very helpful in destroying tanks and helicopters.

In combination with the battery marauder is used to kill plasma tanks and pinzes. For example, if your marauder attacks before each artillery strike, battery hits enemy much stronger. Especially in the fight against plasmas hit chain marauder-battery-marauder-batt ery, is irreplaceable.

Now back to our ancient text and re-read about the marauders combat system, called the Lotus. It is extremely important to build a first lotus and organize black spot as close as possible to enemy units in the game against sapience. If you do it first, then your opponent will not be able to organize a death trap in response.

Here is a good report about a battle where lotus order was successfully used :

Marauders basic maneuvers:
reconnaissance (visit to enemy territory - intelligence - retreat)
shuttle (strike - retreat - strike by another marauder -retreat)
conveyor (strike-movement deeper into the enemy camp and hit the next unit) This type of maneuver is typical for large maps)

2.1.3 Tank

Another very good sap-unit. The tank is the cheapest heavy unit among all races. This makes it very effective against the Khraleans, and against the Titans.

In addition, the tank has an excellent regenerative capacity (2 points per turn). It is a lot. If You put engineer near the tank, it becomes a real stronghold since healed immediately at 4 life points. Compared with plasma Titans tank is very mobile. At first glance it might seem that the difference in the mobility they have is small - 8 and 6 points. But in battle, this difference is very, very crucial because turns out that the tank can move two squares where the plasma moves only one. For examle the tank can go through the desert and field, or on the base and the field in one move. The plasma tank can not do the same. This is very important, especially when you need to reduce the distance between the Walker and tanks.

A bunch of tank and engineer is very effective against Titans. One or more tanks in front and a geek right behind them. In this case, the tanks are quickly repaired, and engineer disable plasmas, which would risk attacking tanks. Ideally, all this increased by support of Batterie.The weak point of tanks – aerial units. This is due to the fact that people use hadron guns that work on particle accelerators on tanks as weapons. The design of guns is that the particles can be dispersed only in the horizontal plane. Soon this will be fixed. So far, we have what we have - absolutely tank can’t cause even a tiny little damage to aerial units. Therefore, the tanks are tidbits for choppers, swarmers and garudas. Therefore, tanks, more than any other units should be used only in combination with other forces, otherwise this expensive unit will be easy prey for the enemy. Newbees playing with bots, often begin to build a lot of tanks and rely on them. Indeed, the tanks against bots are very good. But against living opponents uncovered tank is a pile of metal scrap with hadronic gun (by the way, coiled pipes of particle accelerators are excellent for moonshine stills!)

2.1.4 Helicopter
Chopper is very unique and versatile unit that, like no other, requires to be used properly! It is very expensive and most powerful air unit. However, its defence is not so great as to call it a flying tank. His regenerative ability is poor. Once it was 2, but in later versions of the game it was reduced to 1 to keep the helicopter from turning into a flying cheat. Despite its shortcomings (high price and low regeneration), helicopters values make it an indispensable and very, very effective unit against bugs and people, and against the Titans. Let's face it - it's a flying killing machine . Its first advantage - the ability to fly, and mobility. The second - power. But most importantly it has the advantage - the ability to move away after the attack. Mega thing! With it packs of choppers get fidgety and resourcefulness, sometimes such schools resemble mosquitoes, which infiltrates into any small cracks, because after the attack, chopper can not only move back but forth too. Thanks to this thing squads of helicopters can inflict devastating strikes and return under cover of the infantry. Due to the possibility of retreat, they are able to destroy even plasmas as quite easily organize an attack of 5-6 choppers per plasma (one hit – retreat and released the cells - a new hit, etc.) Kharleans garuda is much weaker because of the lack of such ability to retreat after the attack. They sticks near the target and become easy prey, and they can not organize a massive attack because front garudas simply create a traffic jam. Helicopters most vulnerable to the eclipses, garudas or wyrms. Two garudas using gang-up bonus may well break the chopper, and eclipse could void your chopper of 7 live points in a single blow. Therefore, you should try whenever possible to avoid direct confrontation with these units, only finish them. If your chopper is attacked by eclipse, or garuda or the wyrm (or you attack them), then this means that most likely something went wrong in your strategy (of course there are exceptions). And, of course, do not get hit by walkers or batteries, especially if helicopter hsa 6 and less than life points (if 7, with a single shot neither Walker nor Katyusha probably will not destroy your chopper) The main rule saving your life – befor helicopter attac always look where exactly it will be able to return mentioning zones of control of enemy units. Sometimes it may be that the return of helicopter in right place interferes with your or enemy unit. Then, you must first take care of it, and then let chopper to attack.
Desired trophy for helicopters are infectors, assimilators, engineers, swarmers, underlings, pinzers and tanks. There is zero retaliatory hit from all these units except swarmers, where it is still minimal.

Pinzer can also become very dangerous, not during the return loss, but during the next enemy move because they can swing a good gang up (especially if there are couple of them) And be careful with infectors. If before the big fight a couple of infectors contaminate your troops with gonorrhea, it will be a very serious problem because this contagion spreads with lightning speed.

2.1.5. Battery (Katyusha)

Indispensable unit in the fight against the Titans. Not worse than Walker, but it is significantly cheaper (550 vs. 750 credits), well, it is true, it hits one square closer than Walker, but at this price this is a trifle. Just think about it: battery is almost 50% cheaper than walker but its target range is only 25% less. So, I can assure you that in their consumer qualities Katyusha is much preferable than titans legged tripod.

I am writing this for the simple reason that beginners, playing for the Titans against Saps are often baffled by the Walkers range, but in vain. Believe my experience, Katyushas are better. Sapience can build a fire line faster than titans, and place marauders in the flanks. Titan will be forced to cover up his tripods by plasma tanks. Once the plasma finds itself to the point of a cover - you polish it immediately with inited volley of Russian Second World War beauties. And then maradeurs show a Ttitan his true place - you know what next to. If you have a few Katyushas, then Maradeurs help in the destruction of plasmas (see above).

Katyushas are also very good against Viviparous because at the same price, Katyusha outsoots Wyrms. But here it is necessary to take into account landscape features (eg mountain ranges) or the possibility of a cover (batteries abundantly covered with infantry, choppers, etc.) and place Katyushas, so that the Wyrms could not get closer to them than three cells is that even when attacking worms get return damage. It should also be borne in mind that the Katyushas are tasty morsels for underground attacks of beetles, and they are prone to the destruction by swarmers.Therefore, against animals do not abuse Katyushas, but if You produce one, do it in a safe place and with a cover. Well, for example, a fragment of my fight with Alon (former uniwar champion), I am a red sap, the battle is not yet complete, so that the screens directly from the heat of the heat, even more they smoke. The first screen before my stroke, the second - after. Here, Katyusha shot worm, also traitors were trimmed, three infectors and beetles in detail. And all this in one round:

2.1.6. Destroyer

Hats off! Sap’s Navy is a worthy continuation of the glorious tradition of shipbuilding since Peter the Great. It's just a mega-unit. The strongest, most powerful (especially against other aquatic units) and the most mobile. Titan’s barges compared with destroyers are just floating slippers.

Yes, the Titan’s barge hits on a one cell further, but destroyers hit much more powerful, have larger moving range and visibility. In addition, the barge is not able to attack that is close. If destroyer swims up close to barge (or fly by chopper), then it does not get a return damage.

In a game against the Titans ships must be thoroughly covered with helycopters. You should have twice or three times more choppers than destroyers . Choppers lined up in front , the ships - right behind them. We get the hell of an antititans batch. If the map is branched, it is useful to have another flock of marauders and infantry to destroy Eclipses and Walkers, which Titan will probably breed to the “Mama Don’t Cry”.

Purely naval battles against the Khraleans sometimes cause problems because animals have the cheapest Navy and Air Force. Well, if there is a land, you can place infantry or Marauders there. If there is no land, You need to act quickly, taking advantage of the ships power and mobility

2.1.7. Engineer

This bespectacled will surely save your life and not just once. In small and difficult maps it’s indispensable in a game against the Titans. On large maps like “river runs” it’s useless.

Try to place geeks right behind the tanks as possible in the forest or the mountains, that they can not be destroyed by the eclipse. The main engineer killer is an eclipse. Keep at a distance with Marauders and infantry. At the very least do so for the life of the geek Titan will pay with an eclipse (profit on such an operation is 100%). Experience is necessary in the management of engineers. The situations are different, cant’t be described in two words. In more detail, with specific examples geeks management will be discussed in our special forces "STALONOM".

When you play against sapience and animals, engineers are essential mechanics repairing Marauders.They will change a tire or an oil and make candy from almost dead auto-trash. Choppers rarely use the services of engineers as usually when it came to the battle of the helicopters, there is no time to repair. But there are exceptions.

An important feature: geeks, like the rest of the support units perform their repairing functions as soon as they are produced on the base. This is necessary to use and do not lose turns for nothing.
For example, there are two beaten Marauders near your base, who haven’t made their move in this round. You can make an engineer in this round on the base. He can’t move in this round, but those looters will be treated as early as this round! So you save a round, receiving as a treatment in advance.

Or more trick in store, specific, in particular for the critical cases on the “scramble” map. With the help of this trick, I have repeatedly fought off bases.

Your turn, next to your distant base is Marauder with 5 life points. You make an engineer on the base, treat marauder up to 7, and then attack. In some cases, it is much more preferable, than two attacks with 5 life points.

Therefore, it should be a habit to return injured Marauders and choppers close to your base.

2.2 Titans

The most powerful race. It was created by a vicious computer genius. But soon he fell victim to his offsprings, because immediately after their birth Titans kindly invited him to the first Walker test, alas, as a projectile. As they say, he that mischief hatches, mischief catches. Since then, Titans prefer not to negotiate with people, just uninstall them, along with every living creature within the range of their guns and missiles.

Titans will almost always win over the people, except for some maps or fights with experienced sapience generals. So this cyber-gods have problems only with Khraleans, which are known to be well advanced in their evolution comparing to people who have been subjected to destructive influence of alcohol, tobacco and sexual promiscuity.

Thus, the main advantages of the Titans include power and armor, long-range artillery and ships, universal tank - Plasma (copes not only with the crawling, walking and driving, but with flying too), weapons of mass destruction (assimilators), and eclipse, striking from a distance.

Lack of Titans - low mobility of the army in general, and vulnerability to hacker attacks of engineers (Programmer-founder before his death have managed to pass exploits). But this is compensated by the Mechas and Eclipses ability to teleport as well as excellent Speeders mobility and agility.

2.2.1. Mecha

Titans infantry. Very powerful and versatile unit. Due to the teleport ability, the number of possible tactical combinations is extremely high. On the rocks and woods mechas are extremely hard to kill.

Less mobile than the infantry, but more well-protected. In principle, not dare to call this unit less mobile, because it has the ability to teleport to any distance within the fog of war.

Teleport can be used to:

- Rapid base capture on the large maps at the beginning of the game.

- Mass landing behind enemy lines to capture the base. It is important that the landing was really mass (10-30 Mechas or even more) because small landing party will be destroyed quickly. The purpose of the maneuver is to capture the base rapidly at the cost of infantry losses. It is important that at the time of the teleport base was not empty, and a weak unit located on it. So the opponent can not produce heavy unit or engineer there and your troops will be able to capture the base by Mechas (when they wake up after teleport). Weak unit located on the base just turns into a trap and will block the production of the base.

- Spot landing party to capture the base. In the first case numbers of Mechas were the main and only way to capture the base. Here the point is that your army is moving with combat to the enemy base and any of your units (eg, plasma tank or speeder) stepped on the enemy base or is about to step there on the next round. In this case, you teleport near the base (preferably on a mountain or a forest) to the next round to capture the base under the cover of your main forces.

- A “human shield”. If your defence is breached, it may be repaired with a few Mechas, so you have time to take away more valuable units from the line of fire. Also, quite often only one correctly teleported Mecha saves life to a titan’s ship, covering it from a helicopter.
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2.2.4 Plasma tank

It’s perfect. The ideal killer. All newbies love it because they can win the whole game with only PTs (but only if they play against other newbies).

It’s the most heavily armored unit in Uniwar and it deals the biggest damage to heavy ground units. It’s like a mobile fortress. PT can be a real threat even if it’s strongly damaged. In addition this beast feels himself well during the fight with flying units in comparison with tanks and pinzers. It’s all because of PT’s 14-millimeters armor. PT is afraid of only a big group of helicopters.

Tanks usually fail with destroying PTs. However, with artillery support Sapiens cope well with them. And if engineers could turn them off, the success comes on human’s side.
The most stupid thing which you can do with your PT is to put it in woods where even infantry will eliminate it very easily with the help of gang up.

Plasma tank is an irreplaceable unit in a fight against Khraleans. If PTs are placed on a front line, underlings barely could destroy your first defense line. And so they couldn’t activate chain reaction of underground jumps. As a result your walkers will be protected very well.

Lack of PT is not even its low mobility, which is not much less than other heavy units. Lack of PT - its appeal. It’s so perfect that you’ll want to build only PTs and nothing else. But you should always remember – Uniwar is absolutely balanced and you couldn’t win with all the same units. Try to build mobile speeders and a little army of mechas to compensate low mobility and high price of PT.

Also it’s a good idea to put some assimilators near your PTs to make them heal faster and to convert unburied near them underlings.
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2.2.5. Walker

Walker is a calling card of Titans. It’s the most long-range unit of all and the greatest creation of Titans’ maker, who was an engineer and tragically died. Walker is the most dangerous two-legged tripod in the world.

It shoots so far as it costs. Walker, as well as battery, can move or attack during one turn and it can’t attack the nearest units. Walker’s armor is better for one point in comparison with battery and wyrm.

Walker usually is the main target for your enemies because of its high price (750), so it needs good protection. Titans are masters of creating impenetrable defense and when invulnerable walkers enhance it, their enemies start running around in panic.

Walkers are countered by marauders, speeders and units that can attack through one hexagon (swarmers and eclipses). Also walker can be killed by using special tactic called “fork battery”, when a couple of batteries suddenly shorten the distance between themselves and walkers, so that they can hit back titans’ machines.
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2.2.6. Assimilator

This unit plays a supportive role on a battlefield. Assimilator can convert underlings, as well as cause heavy damage to all units at a distance of 5(!) hexagons from it (doesn’t work on the enemy Titans’ units).

Its main object is to support Titans’ combat power in working condition. You can’t fight against underlings without it.

It's a good idea to use special ability of all your assimilators during one turn and not to use them one by one every turn.
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2.2.7 Hydronaut

It’s the lowest armored aquatic unit. It has the longest attack range but can’t attack closest units (attack range 2-4). Hydronaut requires some skills to do your best with it. You should always try to protect your ship from helicopters with a few eclipses. Also you need walkers’ protection on some maps.

Hydronaut is really good when it’s not alone. You shouldn’t engage in a fight with 3-4 of them because after your attack Sapiens and Khraleans will have a great advantage (they’ll eliminate all your fleet at close range). However, if you have 15-20 hydronauts, you can destroy enemy’s ships in one turn without receiving any damage and not leaving any alive enemy groups.
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2.3 Khraliens
Very powerful and well-balanced race. Animals more unpretentious than the Titans, and less lustful than men. Therefore, they are significantly cheaper. The cheapness of the most important units - one of the major trumps race animals. However, be prepared for unsanitary conditions and not always pleasant odors (especially pinzera), animals are animals. Animals have learned to pay their own advantage through poor hygiene in the spread of fighting in the enemy camp tripera (applies only to people virtually untreatable, particularly dangerous for large clusters of troops).

Another advantage of the animals - are powerful and cheap air force, navy and cheap. Swarms of flies and fights are extremely dangerous and depressing effect on the enemy. Flies shoot from a distance, and a fight almost as powerful as the vertical, and in addition to quickly recovered.
The fleet is much cheaper than animal or human titans.

Also, the master of underground animals attack, scary thing, especially for the Titans.

Animals have a very powerful artillery (wyrm) that is unique in that it can shoot and move in one round.

In addition, animals have a very powerful heavy unit - pinzer with excellent recovery. Pinzer causing severe damage to large units, and simply record damage to light infantry (12 points of attack!), This is due to his horrible stinking smell from the mouth, from which people are going crazy, and electronics fur goes down, as if bathed with acid. Also pinzer causes minimal damage to flying units, which can significantly increase due to gang-ap.

Crown bunch of animals pinzer worm (pinzer, followed by a worm) simply fatal to the Titans and is very dangerous for people.

It is also very dangerous large flock swarmers.

Auxiliary unit of beasts is the most expensive in its class, but it heals right by 3 units! This means that pinzer and fights to recover from tripernoy ointment once at 6 points per round! Drew the infantry men (they agree on everything, but he would not infect them with his triper), and the Dissenters still infects.

Deficiencies in animals do not, in general. All of the alleged "deficiencies" are caused by the inability to manage the forest brethren, or too specific and unbalanced map. Thus, in particular, playing against people you must first destroy the infantry, and not chasing the vertical. When will remain vertical without the infantry, they are easy prey. Also good in the game to push sapiens of pinzer while they have not got hold of at least three or four helicopters. Also, few triper applies, and this is a very highly effective. It is clear that disgusting, but war is war.

Briefly:
Apply tactics against animal flocks swarmer-garuda.
Against people-swarmer-garuda or tactic underling-wyrm(many underling cover wyrm).Usually mix these two tactics fail, it is necessary to choose: either air or ground tactics.
Against the Titans - a flock of underground underling together with a bunch of pinzer worms with a small air support.

The tactics of the war with the Titans is described by a few in the section of each animal unit.
The tactics swarmer-garuda separately described in section swarmers.
The tactics underling-wyrm will be described in the section on worms.

2.3.1 Underling.
Most mobile infantry unit from all the races. Point 11 has the mobility, which is 2 more than Peha. This difference is critical. For example, the beetle can overcome the two cells to occupy the plains and the base (3+3+4), and the infantry could not, that is a critical advantage, especially on the map scramble.

Beetle has a special ability - to move under the ground and attack from the ground with a substantial bonus to attack (in the latest versions of the game, this bonus is reduced, giving the Titans chances of survival. In particular, the plasma is now just does not fill up). However, under the ground is reduced mobility and visibility. Also, the beetles can not crawl under water, under the bases and ports (for example, to map river runs beetles can not crawl under the earth to the other side of the river.

A significant drawback - the inability to attack air units (It should be noted that cyber underling it can).

No beetles animals anywhere. This is a faithful and reliable military aides. They are indispensable in the underground exploration and the destruction of all kinds of artillery, light and medium units.

Against the Titans do beetles as much as possible, gradually bury them and also progressively move underground to titanium in the rear, while almost every cell of the card under and around the enemy will not be buried at least one bug. And then an hour X vyprigivaem and work on goals with support from other types of their units. But it should be done gradually. If we start to do it rapidly, then leave his rear unprotected against sudden attacks. It may happen that we crawled into the rear of the enemy and the enemy at this time a sudden attack us on our territory, the beetles will not have time to go back and our database will be left without defense, and securities units without a cover.

Against the people buried less. Mainly for neytrilizatsii Katyushas and exploration. Most of the bugs worked on the surface, attacking Pekhov, as well as performing a task to cover up the worms (human shields).

The ability to dig and convenient to use for the treatment of bad bugs - and the bit you buried his roots.

It should be noted that, for experienced players the location of all buried your beetles will be known. Moreover, the enemy can attack your units via underground movement against them heavy and medium vehicles. Especially good is obtained from marauders from their multiple steps. An experienced player can kill a bunch of looters your bug underground for 1-2 rounds. Therefore, when playing with experienced players do not count on a surprise, but rather assume that the enemy knows where and how much of your beetles dug under his troops.

2.3.2 Swarmer

The most important unit of animals. Among the units of this class is unique in that it can hit the target at a distance and can fly. The combination of these two capabilities makes it a very dangerous opponent.

As we have said repeatedly increases the effectiveness of the swarmer in the flock.

Flocks swarmers most often used in battles against the beasts and humans. Against the Titans pack swarmers not effective. In the struggle with the Titans swarmer it is advisable to make copies in the limit a single specific purpose (eg, the destruction of a single walker or stripping a few furs, to make room for the underground jumping beetles). Against the Titans are much more effective tactic - an army of ground beetles in conjunction with a bunch of pinzer-worms.

Air Combat Tactics swarmer-garuda:

Against animals are typically aerial battle, which involves swarmer and garuda. swarmer should be much larger than garuda but does not gaaruda also impossible.

-as possible, not to attack their enemy flies because flies will receive a considerable return loss. Let the enemy
he is attacking your own flies, flies, and you at that time flies by their work on targets that are not going to get a return loss(garuda, underling)
-do not substitute their own flies under attack garuda, flies to garuda in the easy targets.Themselves try to attack his garuda enemy of flies, and not the enemy garuda (in this case garuda attacks fly, and then engage the other of his fly. Do not waste a single enemy fly two garuda, second better to attack the new fly)
-when the unit does not remain unpaid, then attack the enemy flies so as not to leave not quite dead.In the first place to shoot the wounded enemy flies, so you get a lower back damage.

therefore, briefly rule is:underling attack garuda, underling and wounded swarmer, and garuda attack swarmer.

Tactics against people flock flies are also very effective, especially when combined with a small amount garuda.A flock of flies donated attacks infantry and vertalety, and garuda finishes vertalety. If you are lucky and your opponent to build tanks or inexperience Katyushas, it is generally lacquer and easy prey for the flies.

People are VERY hard to deal with a large bunch of flies, but a flock must be really big, otherwise all the other way round - the flies are easy prey for a bunch of infantry-helecopter.
Runiwar.ru

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2.3.4. Pinzer

Huge walking roast beef. At one time he was a small and harmless as a ladybug, terpiloy. One day he ate the night something, causing it incredibly vspuchilo morning. Seeing in the mirror stirring pile of meat, he just smiled wryly and belched. Since this is a smile, or a burp never left his face swollen and dense or when its former offenders unsuccessfully soskrebsti with asphalt, or when he was taken into the army. Since animals have at their disposal is a universal, not knowing no pain, no remorse gigantic arms, and other species have found a lot of problems. People, even the phrase "a complete pi ... ts" was gradually transformed into "a full pinzer."

At the same time, fellow soldiers spoke of pinzere very positive. For him it was like a stone wall. He did not ask any questions, did not remember the names and successfully propagated by budding. When pinzerov has many plasma tanks Titans together crawled to the river to make a collective suicide, but could not as it should drown.

Pinzery eat only raw meat and still alive and on his chest they usually flaunts a tattoo: "You're next!".


***

All this is only little part of this great text. Learn Russian and reed it in original

This message was edited 2 times. Last update was at Aug 17, 2012 23:17

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simsverd

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simsverd

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Thank you for your contribution Talone!

Its "colorful written" but the tactics beneath is good read

I will move it to the tips and tricks section

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Runiwar.ru

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Runiwar.ru

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  simsverd wrote: Thank you for your contribution Talone!

Its "colorful written" but the tactics beneath is good read

I will move it to the tips and tricks section

Thx In future we will make full translation of this Course.
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Nicko

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Nicko

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I'm on the ground laughing at how religiously this was written.
Props to you for imagination. Didn't bother reading it all so I can't say much more.

"I hate the world's population, it's too large and getting larger. People need to slow down on the sex!"
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ppdashing

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It would have been much better if you'd written in Russian. Sometimes I couldn't understand what you're saying
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lord9e9

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This was a little hard to read :/ But considering it's a translation I guess grammar errors are understandable.

Mabye I could write something useful here such as maps or something...but... why in the world would I do that. :p

And, just so you know, the titan apocalypse is coming. Will you be on the winning or losing side?
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Icestar1186

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This would probably be useful if the translation hadn't rendered it completely incomprehensible...

I can't think of a good signature.
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