Range and firepower increase when deployment, but cannot move
The basic infantry of Allied, T1 anti-infantry unit.
They have strong presence in Campaign, but hard to survive when outside vehicles, so you don’t usually see them in PvP battles(not everyone spams GI-IFV). In urban battles, you can choose to train more GIs to garrison. While in field battles, I suggest the number of GI be 7-. They should defend the road, protect the engineers, then get into your first IFV/AMC/Tsurugi to harass your enemy’s base.
Talking about GI Shield(GI + Siegfried), it’s just something theoretical. The lag + SiegFIRED’s strong desire to attack = failure.
If you really want to let GI take part in the main force, just place them close to the front, but not on the very front, or they will become the experience of siege weapons. When fight begins, draw armored troops to GIs’ back - Oh your tanks are just Mirage and Charons? They’re so cute, where can I get one? - then use GI to absorb damage. Give this tactic up when facing certain factions...
Rahn: (typing) Show me the GI
GI overwhelming
WhosyourGIggy
...
Others: Enough!
Balancing suggestion: Slightly increase damage to light/medium armored units when deployed.
Range, firepower and accuracy increase after deployment, but cannot move
Cannot be crushed by normal vehicles when deployed
Main anti-armor unit in T1. Their DPS is nearly insane, but speed’s not fast, and can easily be torn apart by anti-infantry weapons. Not so often be seen garrisoned, nor as main AA unit, as in early state there’re just Invaders and fighter-bombers and rocketeers.
If you really need to use them for AA, here’s my advice:
Planes: 6-8, make them stick together, but do the contrary when facing Black Eagles.
Invaders: 2-4, as easy as a pie.
Rocketeers: 4-6, remember to concentrate fire.
Except EA, throwing GGI into IFV (I know for EA that’s AMC) is not suggested. Anyway, almost every unit can kick IFV’s ass (low HP, light armor). Easily.
In the early stage, a few GGI accompanied with tanks can protect you until you have a Tech Center. After that, to use GGI or not depends on personal combat style.
My suggest is to throw 10 to 17 GGIs into your troop, to deal damage and take positions. When deployed, they won’t care about most of the commands, right or wrong, and become focused on firing. As for the vehicles (with turrets), they’ll at least have to turn their turret.
For some reason, this tactic should also be given up when facing certain factions...
You know what I mean.
Getting into Battle Fortress is every GGI’s dream, but that’s not an American dream.
Balancing suggestion: Increase Anti-air range when inside Battle Fortress.
T1 anti-infantry unit. This tiny 70HP unit can barely slide past enemy vehicles and bite those anti-armor infantries. What’s more, they have forgotten the terror-drone like swoop now, and can only bite when close enough.
Most dogs are either exploring the map, or staying near oil derricks. One come, one bitten. Two come, couple bitten.
Exploring is rather simple. If APM’s enough, run the dogs manually. If not, or they are near your base, you can use waypoint to save time. But NEVER use waypoint all the time, or you can never improve yourself!
When fighting at a familiar map, you can send 3*dogs straight to an oil derrick. Even if the engineer is accompanied, dogs can still perform a worthy exchange.
But, when to capture an oil derrick, you should use GI instead of dog. Dogs are rather disposable, while GI can be retrieved, and much cheaper.
How to use your dog:
Endless dogchase: Sometimes a dog can chase an enemy for a whole long way withou biting once. When this occurs, let you dog run ahead or stick closer to the enemy manually, then it will bite. This is due to their short range: when a dog stops and ready to bite, the enemy’s already out of range, so it has to chase and stop and chase and... Things like this also happens in Warcraft 3.
Patrol: Hold Z. Press lmb several times until there’s a complete circle. Release Z. Then the dog will keep running on that circle.
Guard mode: Select dog. Press and hold Ctrl+Alt, the cursor will become a shield. Click lmb on something and somewhere, then dog will guard the structure/unit/position and bite anything comes near. But sometimes it will keep chasing the enemy and forget to return.
For the lazy ones: Use walls.
Balancing suggestion: Slightly increase range, for about 0.25.
Creates a repair vehicle inside an IFV or Stinger.
Can repair destroyed bridges by entering the Bridge Repair Hut.
One Engineer can capture any Tech Building, Tech Vehicle or Empty Vehicle.
One Engineer can capture an enemy structure when it's at 33% (red) health.
2 Engineers are required to capture an enemy structure with 66% (yellow) health.
3 Engineers are required to capture an enemy structure with 100% (green) health.
In singleplayer campaign and cooperative only 1 Engineer is required to capture anything.
One of the hardest work in game.
Usually stays in IFV (ignore those commies). Better use some transport to take them to the building to capture, except the oil derricks.
Theoretically, three engineers are enough for a capture, but you’d better bring four, as your opponent may fix the damaged building.
When going for a neutral oil derrick, remember to bring anti-infantry units like GI or robot tank, if you don’t want your $300 become dog food. (Dogs are an engineer’s biggest enemy).
When against commies, keep an engineer in base to free yourself from Ivan. And be careful of the scouting dogs.
Special bomb defusing skill:
Train dogs to intervene Ivan.
Listen to make sure which the bomb’s planted, with experience you can even know where exact the bomb is.
If you can’t do 2., head straight to fragile and/or important structures, like Power Plant and War Factory. Ore Refinery and Barracks can be temporarily ignored.
Ivan spotted but bomb not find: train an engineer, check the Barracks, then the closest building.
Bomb already exploded: train engineer to repair immediately, but ignore Power Plant, unless there’s an engineer right beside it.
No engineer and Barracks already exploded: Press Esc, then exit game.
Creates a repair vehicle inside an IFV or Stinger.
Infantry support unit.
In MO3PvP, infantry without shelter are usually cannon fodder, e.g. Brute, so Medic seems to be unnecessary, and they’re fragile. But, these do not keep Medic away from serving heroes.
Medics and Siegfried are good♂partners, sometimes a companion of Tanya.
Norio’s got Rocketeers.
A must in 2v2 battles, to heal Libra(s), Volkov, Morales, Rahn, but medic will somewhat “expose” Marvel to a clever commander, so forget him.
Yunru: Why I’m not...
Centurion: Me to blame?
Where Medics can maximize their value, is where Siegfried stands. Sieg’s existing time directly affects how well EA can fight, or, how suck they can make you feel.
All you need is Ctrl+Alt+lmb click, and the Medic will follow Siegfried to the end.
Though said to be “anti-aircraft”, they can only bully units without AA ability, such as Warhawk (can down Kirov with large number, but why not let GGI do this?), and air units with anti-air weapon can easily shoot them down,except Invaders.
Anti-infantry is also not much use, as there is either no infantry at all or they’re all with the main force, which means with AA guns.
So, drawing enemy fire from Norio is the value of Rocketeers.
Also, if your dogs failed to explore the map, Rocketeers can make one less lose end. PF can also do this with Black Eagle, they have larger field of view, but still you have to avoid AA guns. Aerial units are expansive.
Balancing suggestion: Slightly increase HP. Increase firepower against light-armor class.
T2 anti-structure unit, range of 8 ensures safety when firing at structures.
Plate armor make Siege Cadre hard nuts to crack (though Battle Bunker can do that, if in range). A good siege unit, but unless in a rush, how could there be siege battle before T3?
Great mobility for an infantry, and limited sum is not enough to put them into IFV (and the damage is too small). Just train a few of them, and mix with your(GI) main(GGI) troops(Medic).
Don’t expect too much on this prism infantry. Though I have to say their DPS is fairly high.
When firing at defensive structures, don’t just click on them. Move bit by bit until the cursor becomes full-red on target structure, then fire, if you want to make units fire at full range.
Can detect cloaked and submerged units (sensors range: 7)
The biggest problem brought by lower cost is lower firepower, their guns and C4 are debuffed. Even 3 Seals need seconds to wipe out a wave of paratroopers (sometimes with Seal lost), and need several blows to clear sub or structure.
But, considering under MO3 environment, Seal is rather cost-efficient, though needs cash.
Seal’s anti-infantry ability on their own is acceptable, but how is it that a Seal-IFV is not better than a GIIFV? Yes, the first one has greater anti-armor firepower, but which armored unit will be afraid of a Seal-IFV? Repair Drones? Feels that they are just to shine the Battle Fortress.
Well, different from Seal-IFV, Seals in Battle Fortress is just an infantry reaper, can easily get to L3 when facing(reaping) brutes. But look out for mind control.
In naval battle, Seals can be active scout. Once a sub is found, the 22 range Osprey can give it a permanent cloak.
Well, don’t try to use Seal+Destroyer against EP’s Dunerider+Piranha, as Seal is not an equivalent rival to Dunerider on water.
Stallion+Seal+Siege Cadre is a common way of surprise attack among the foreigners (which means you here), and is somewhat widespread, but still not as insane as Borrilo+Pyro.
PS: loval’s 4*Cadre+2*Seal are wiped out by my two Gatling Tanks.
Enemy Barracks: All your infantry will be trained as veteran.
Enemy Factory: All your War Factory units will be produced as veteran.
Enemy Radar: Battlefield will be reshrouded for the radar's owner.
Enemy Power Plant: Owner's power will be shut down for 1:30.
Enemy Refinery: You will steal $5000 from the refinery's owner.
Enemy ConYard: Stolen MCV will be unlocked.
Enemy Laboratory: Additional infantry technology will be unlocked.
Enemy Lab & ConYard: Additional unit technology will be unlocked.
Enemy Superweapon: Counter for the infiltrated superweapon will be reset.
Infiltration unit of Allied.
A big threat in PvP battle, if you can spot one, it means you are losing, or your opponent is just a newbie.
There’ll be a caution when infiltrated. “Cash Stolen” is rather ok, just a $5000. If power is cut, you should pray. If it is the radar, you can almost quit the game. If the enemy starts appearing with ^, you’re not far from quiting the game. No caution at all? Then rethink you and your opponent’s faction.
To perform a successful infiltration, find a sub base. If no, then the main base. See if there’s wall or anti-infantry unit. Then, fly Stallion for the ridge of the map, get in through the weakest spot, release Spies. Then, cancel allied relationship with your ally, send they Spies into WF+Barracks+Tech Center+Radar, re-ally, type “thank you”.
Never felt myself so clever before.
Balancing suggestion: Reduce speed (Campaign not included).
High cost, low training speed and low DPS makes it a bad unit, sitting on the bench since RA2.
Teleporting seems not bad, and can be used to avoid cannonballs, but are you sure yo have the time to operate that? And avoiding makes the erase timer (or whatever) reset.
When against PsiCorps, you can store some Chrono Legionnaires in the back line, as they can break the mind control of the Master Brain when they roll into your troops.
While in a standoff, you can also use them to erase enemy oil derrick.
P.S.: unit under their attack is immune to other attack. But don’t(?) try to use this to protect something from a super weapon.
Balancing suggestion: Increase firepower greatly, increase recovery time after teleport
Can detect cloaked and submerged units (sensors range: 9).
America’s hero.
Low firepower, low range, low HP, and speed cannot cover them all. Except her powerful C4 and good performance on sea battle, it is too hard to find her a position on the battle field. Not to mention she’s in the second weakest faction.
Seeing this, the IFV gives her clearance to call Mercury Strike on a long(medium) range. Looks powerful, but it actually can’t ever outrace enemy’s repair speed. Can almost ignore that on big battles.
How to use:
Left click on MM_(:з」∠)_
P.S.: Stallion+Tanya is something too old-fashioned, you just need some mobile troops to deal with it. Tanya can’t break walls, so just give up the plan to use her blowing up a whole base.
Balancing suggestion: Increase Rate of fire, range, time between C4 planting. Decrease C4 explosion delay.
Can detect cloaked and submerged units (sensors range: 9).
EA’s hero.
One of the most enemy-sucking heroes.
He’s got a “Siege” tag, but actually he can deal with anything on earth, especially infantries.
High HP makes his almost invulnerable to sudden death(even when railgun rises), and following medics makes his HP is full at all time. The few ways are Hailstorm and Scud salvo. Morales? EA don’t even need Siegfried against LC, Charon, Prism and Thor are enough.
The importance of Medic to Siegfried:
Siegfried’s range is shorter than most siege weapons, so he’ll suffer a bit against them. Siege weapons’ got repair units, so Medic is required. Geneburst/Libra+Risen Railgun can deal with Siegfried, but with Medic surrounding, Sieg can regen full HP in second. So Medic is a must.
Someone(I don’t mean that’s Petya) on revora tries to refute CLAIstar:
Siegfried is vulnerable to EMP. Epsilon can deal with him using Basilisks or/and Invaders. Scorpion Cell has even Plague Splatters and HQ has Irkalla. All of the allied sides have siege units, which can kill Siegfried in seconds (Basswave, Prism Tank, Hailstorm). Russia has SCUD Launchers and Wolfhounds. Latin Confederation's Morales outranges Siegfried also Buratino can also kill him relatively quickly. China's Dragonfly and Yunru in Centurion can render Siegfried useless.
IMO Siegfried is a game winning unit. His AoE + Long range + high damage (kills most of infantry in 1 shoot) makes him one of most dangerous and - for me - imbalanced units in game.
Thor can smash Basilisk and Invaders.
Plague Splatter? Medics are immune to gas, right? And did you forget Splatter’s poor firepower, especially in EP06?
No comment to Hailstorm, as PF can kick EA’s ass in every ways. But Basswave? I really have to take off my hat to that kind of imagination, Sieg himself can get rid of a lot od them. Prism is a standard answer, but why not use Siegfried himself instead?
As for Russia, Thor can intercept Scuds well enough. Wolfhound spam? Sorry I have only seen Wolfhound rain, copters dropping like raindrops, a great view.
EA doesn’t need Siegfried against LC.
Dragonfly and Yunru - the first solution is a brainless thought. Yunru is okay, but will anyone choose targeting Siegfried instead of Charons? Siegfried’s on the second line, both Centurion, so how could they even reach each other?
Sorry about these words Petya, don’t take that in mind.
Balancing suggestion: Decrease damage to infantry (but can still blast most of them in one shot), damage to heavy-armored vehicles. Decrease speed.
IMO Siegfried is a game winning unit. His AoE + Long range + high damage (kills most of infantry in 1 shoot) makes him one of most dangerous and - for me - imbalanced units in game.
Siegfried is vulnerable to EMP. Epsilon can deal with him using Basilisks or/and Invaders. Scorpion Cell has even Plague Splatters and HQ has Irkalla. All of the allied sides have siege units, which can kill Siegfried in seconds (Basswave, Prism Tank, Hailstorm). Russia has SCUD Launchers and Wolfhounds. Latin Confederation's Morales outranges Siegfried also Buratino can also kill him relatively quickly. China's Dragonfly and Yunru in Centurion can render Siegfried useless.
Low HP, above average firepower, fastest unit except jets. Right person to harass and defend.
Almost every faction have weapon for Norio, so avoid/fight recklessly are basic of commanding Norio.
To avoid:
USA: No need for Norio, Battle Fortress is enough.
EA: Must avoid Thor, 3+AMC also.
PF: Try to make an exchange with enemy Norio, avoid where’s 2+ Blizzard Tanks.
Russia: One Wolfhound is not a problem, but better run when there’re two.
LC: Can put a fight when Vultures are few, but can only avoid when the numbers are up to a level, and prepare Tsurugis.
China: Gyrocopter- too much! Sentinel- too strong!
PC: Gehenna’s Dybbuk’s damage is not very high, but they are sticky. Libra(s) is highly dangerous!
HQ: Irkalla can down Norio with minimum cost. Deployed Colossus can be ignored, keep moving and they’ll only hit the air.
SC: Oxidized=>sudden death
To fight requires your own understanding of Norio himself. Command him more, and you’ll know when to fight, when to run.
After keeping distance with his threats, Norio’s survival can be secured. But his action is also limited, so think before action.
Oil derrick: Norio can blast one, unless some insane Soviet player put a lot Flak Troopers around. You can simply use 7-10 dogs to bite them off, though.
Miners: Whose and which to strike on depends on current situation. No need to kill one, hurting them is enough. Of course, killing one can make your opponent sucks more.
Structures: Just reducing its HP or keep hitting until a blast depends. My priority(depends on current situation): Generator - Barracks - War Factory - Tech Center/Economic Structure/Super Weapon(usually can’t blow one off) - Radar(too much HP , can’t bring significant effect) - Ore Refinery(hard and useless).
Separated units: Due to various reasons (rally point far away, forgotten by commander, repair unit bug), there’s always some units get separated/on the way to gathering point. Go defeat/anticipate them, commander!
Harassing isn’t the only thing for Norio, defending (enemy’s harassment) is also a good choice.
Norio’s high mobility is great for defending, his low HP won’t matter, as surprise attack/harassing force won’t have to much AA units and they don’t have the time to deal with Norio. The freezing effect works great on spies.
Common combination to meet:
USA: Stallion+Tanya, easy pie for Norio.
EA: They keeps their chivalry, and stays away from surprise attack, (until one day Siegfried’s speed gets doubled).
PF: Guess, is my Norio defending or trying to harass you?
China: The superiority of socialism determines that we won’t perform a slippery backstab, (unless Nuwa’s speed get doubled).
Russia: We don’t do things sneaky, or we do it with a Wolfhound spam.
PF: And we have Skyrays.
Russia: And we have Scuds!
PF: ... Scud for surprise attack?
Russia: ... Sorry.
LC:Eat my buggies!
PF: Norio flies, that’s all.
PC: Ban hailstorm and we are still friends.
HQ: Shadow Tanks lol
PC: Robot Tanks+walls lol
SC: @Malver
PF: @RobotTank
Norio’s good at harassing and defending, but these don’t mean he can’t stay on the frontline.
What to do on frontline:
Let Norio float on your Zephyrs (out of AA units’ reach), don’t need to command him (won’t have that time either). If enemy rush to Zephyr, they are in Norio’s fire; if no, they’re in Zephyrs’ fire.
I’m so smart _(:з」∠)_
Balancing suggestion: Norio can’t win against 6*Flak troopers. Need I say more?
Becomes available after infiltration of Allied Tech Center
Another advanced anti-science unit.
In the introduction, they are “for more clandestine missions such as the elimination of high priority targets”. Like what? Do you except them to warp out of the screen and freeze the player/commander against you?(╯°□°)╯( ┻━┻
Anyway, it is not a below average unit, judging from its data. But it is hard to find a position for this unit, makes it feel like a white elephant.
Great anti-infantry ability, not bad against structures, but it will be a misery for it to challenge heavy-armored vehicles. So he won’t make much attribute on frontline battlefield (Anti-armor ability counts the most, when both sides are spamming T3, and you can’t gain access to this commando before your opponent reach T3).
Its high production cost makes you suffer after a failed sneak attack, and there’s a rather big chance for it to happen. In the opposite, it is capable of defending sneak attacks or infiltration, since it can deal great damage to common units in a covert op. But isn’t it a bit waste to use an infiltrate-required unit in defending?_(:з」∠)_
Ways to use Cyro Commando:
USA: With it or without it, you’ll still have a hard time against EA and PF. In a civil war, it can be used to strike on Tanya (with difficulty), slow down enemy Abrams, protect GGIs and Basswave.
PF: For the frontline, there’re better Hailstorms, so no need for CC. In a sneak attack, you can use CC to help Norio eliminating AA fire, or blast away structures. Whether to put in a Battle Fortress or not depends on personal interest. If want to do so, I suggest 3*GGI+1*CC, and no more than 4 of this mix.
EA: In civil war, with Thor and Siegfried, CC will dead when exposed on frontline. When against PF, see if enemy’s Zephyr is protected (most by Norio
_(:з」∠)_)
). If no, cut into Zephyrs’ flank (or whichever side near CC) and cause chaos and havoc for the Zephyrs and Hailstorms.
Other Factions are difficult to acquire this unit, so there’s no comment for them.
Has a maximum mine storage of 1000, armed with 14.5mm MG for Drones and Infantries.
At the beginning I was misled by the high HP, but it is still easy-to-blow, so better let them stick to their job.
Deploying 1-3 from War Factory will bo enough, try not let the number past 2(other miners should be the gift of Refineries).
How to deal(harass) with War Miners:
Terror Drones: (YR players can ignore this) Get the drone ready, assault from War Miner’s back, or when it is pouring out its mine(, to increase Terror Drones’ survivability). I couldn’t mention it clearly enough, the rest should be more practice.
Warhawk/ Invader/ Rocketeers: Make a few hits as symbolic, then run before AA guns get you.
MBTs: This is a matter about early-stage suppression, will talk about this when I come to Rhino Tank.
Heroes: Only Libra, Norio and Malver have the ability(mobility/stealth) to “play” with War MinerS. When enemy retreat, perform pursuit. When enemy attack, fall back. No need to blow one up, harming them is good enough.
Shadow Tanks: Numbers matters, and try to get one kill within 3 seconds. Don’t tread on mine fields that will slow them down, keeping away from there and you’ll have an easier escape.
How to keep War Miners safe:
General Method: Spam MORE miners. (╯°Д°)╯( /(.□ . \)
As Russia: Borrilo+Tesla Cruiser+Wolfhond (a few would be enough)
As China: Few Dragonfly+Qilin, place mines inside Shadow Tank squad(don’t place it too early, Shadow Tanks can detect them)
As LC: Borillo+Flak Catastrophe+Vulture
The true general method: Defensive structures in/beside mine fields.
Talking about AA capability, comparing to Flak Troopers, its only advantage is the moving-fire ability. Still, Halftracks are still Warhawk/Invader hunters. But never underestimate Wolfhounds.
Number(ratio) of Halftracks you will need for AA purpose: Warhawk/Invader - 1:2, Rocketeer - 1:1, Wolfhound - 1:N, jets - use Flak Troopers instead.
When countering non-jet light aircraft(like Warhawk and Invader), there’s no need to draw Halftracks back and try to maximize their range to make more damage. To the opposite, you should head straight on and stay under them, so it will be a nightmare for the pray to flee away, and you can deal more damage. Don’t worry about casualties, as the cost of a Halftrack is $500, and the cheapest air unit, a Rocketeer, cost $550, so it is worth anyway. Sometimes, using a Repair Drone to lure your pray is a good idea.
Don’t play with jets, draw back as you can.
When dealing with ground units, Halftracks use their MG. Combining fast dog-killing and transport ability, Halftrack is much better than IFV. The DsHK Machinegun has greater firepower to the AA guns, reliable to reap infantries, can ever damage light/medium class armor (but there’s no chance for them to do it). It’s limited by its range though, not enough for H&R, so it’s mostly seen bullying GIs and Engineers.
A bit lacking transport ability, can only contain one Terror Drone. Quite reasonable due to its size. Co-op with a Terror Drone to disable enemy miner when against soviets works quite well, but is vulnerable if anticipated by another Terror Drone. In R2, Ghost Miners can’t shake off Terror Drones when recloke, which will make this tactic more valuable.
With 2 Engineers inside, its also more effective than EP/Allied when capturing oil rigs at early stage.
Against Epsilon: No need to care about your opponent, send 1 Halftrack and bring Engineers to oil rigs after War Factory. If the opponent choose Stinger as a start, send 1 Terror Drone after your first Miner to his Stinger/MBT. If he choose Gatling Tanks, build 1-3 Miners to stable the income. If he choose MBT as the first vehicle, which is rarely seen, use 1-3 Terror Drones to deal with them, but there’s risk if can’t control them effectively enough. After capturing oil rigs, send Halftrack back to base and prepare to hit Invaders. Then there’s usually nothing left for Halftrack, as EP doesn’t vary in air units.
Against Allied: Most players choose IFV/Robot Tank as a beginning. Halftrack + Terror Drone combo is a match to IFV, and Halftracks can simply ignore Robot Tanks’ shotgun. After the oil rig, Halftrack should start hitting Rocketeers, and get ready to face jets.
Against Soviet: As Terror Drones are widespread on the battlefield, Halftracks don’t even dare to leave their base until there’re three of them, and Borrilo has provide Soviets more choice. Let Halftracks have a break, a Halftrack-Terror Drone combo will only become pray to a single Terror Drone.
By the way, many put Halftracks aside because of Borrilo, but it is actually too late to run for oil rigs when you’re already T2. In most situations, Borrilo acts as a counter role, to destroy but not capture an oil rig, so Halftrack at an early stage is still important.
One oil rig can as effective as half miner, and funds produced by 1-2 oil rigs during Radar’s constructing time can make you feel wealthier at early stage. Especially considering Radar’s cost and power cost in R2.
Its battlefield position is as same as Halftrack, and you can almost refer to what is written about Halftrack, but there’s still difference.
A Halftrack can start a duel with Tsurugi / IFV(AMC not included), but NEVER let Tsivil face one of them alone. A speed of 6 is plenty for a successful H&R, especially for GI-IFV. In the upcoming R2, IFV’s range will increase to 7, which will even make him possible to fight an MBT... And which IFV will ever think Tsivil as an opponent by then?
NO Russian T3 unit can open fire to anything flying, nor T2, so when encountering Thor... (No comments for R2 Thor). As to struggle longer against EA, let SCUD strike and Kirov assault first, then Tsivil, then ground/other forces.
...Well, in fact no matter how you fight or tried, your Russian force will still be crushed to ashes, if EA’s commander is not a noob. To think more about how to use Russia against EA? Let’s discuss how to persuade MM to “deal” with Tsivil and Wolfhound’s data, that will be better. Anyway, Russia in PvP is just a nut to EA. For now.
Other than fighting EA, the only stage for Tsivil is Russia-Russia battle.
In this situation, Tsivil is to cause chaos, and give Wolfhounds a lesson when they are overlapped. And Tsivlis + a few Wolfhounds can act effectively as a counter measure to harassment, let Tsivil absorb fire and Wolfhounds make the final strike. In a decisive battle, Tsivils should stay at the back and provide AA fire, their time of survival does matter a lot.
Oh, but remember not to spam then too much, 5-8 would just be fine. More than ten will be a waste of ore, a group smaller than 5 would be wipe out very fast and lacks deterrence.
The lastthing: in a small map, use Flak Guns instead.
Well, let start with talking about Rhino’s big picture(, or the rush).
In MO3, the battle becomes slower, and we can see most games ends after a great battle with mostly advanced units. T1, T2 units are not strong enough, and the great fight-in-your-base advantage of RA series give rush tactics a hard time, the very short time needed to enter T3 also make rushes easier to counter. The mot important thing, is that heroes are strong when against T3 units. So, the brainless Mirage/Rhino spam in MO2 now becomes spamming T3 in MO3, brainless.
(The following content is base on my memory, it may has mistakes)
In a normal speed for a Tech rush, there should be 5 Miners produced before Tech Center, so if you choose MBT rush, you should have 4-7 MBTs when your opponent build his Tech Center. And 3-4 more tanks can be produced before hero walks out of the Barrack. Adding them together, its quite long, but still not enough. So, rush is not a good choice for newbies, fight-in-your-base advantage is not something easy to clear out.
Now, back to topic.
Rhino, as the MBT of Russia, inherits the simplicity (Russian style) and power (the thickest♂cannon) from its MO2 predecessor. Pity is, its armor ranks down to medium class from heavy, and the 20HP increase cannot make up this nerf, as most weapons doesn’t have a damage reduction to medium armor. Meanwhile, its firepower is nerfed too, the mirage-class DPSer now have fight hard to compete with Cavalier. Oh, and its speed gets a -1 too.
With these nerf and nerf and nerf, Rhino falls off the stage. (No news for R2 now)
Though, Rhino is still a good MBT at early stage. Combined with Bunker and infantry, he can easily defeat an early rush. But his speed limits him from rushing others, GGIs would have already rolled the red carpet for him. (If you add Borillo, Flak Trooper and Conscript, they will be a big trouble for rookies.)
And actually, rushing PF is quite easy. First, you have to know how to beat Zephyr. Second, you have to find an unexperienced PF commander.
In total, fewer and fewer player choose to produce Rhinos, so the Tank Drop becomes the main/only chance for Rhinos to enter the battlefield. $2200 and 6:00 CD for 3 Rhinos to appear at anywhere, I have to say this price is quite (un)reasonable. Any experienced player can protect the base from a Tank Drop (Wall + air unit/T3), but not when there’s an Iron Curtain. The ones who see it cannot hold themselves to cry “holy sh*t”, this combo can almost take out any key structure (MCV not included). But don’t throw then right into a large force. (BTW, three layers of Walls and Engineer can make this combo fruitless).
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Anyway, it has been 14 years, time to let this old buddy have a rest.
Balancing Suggestion: Add all MBTs’ firepower to heavy-class armor.
Also: "Someone(I don’t mean that’s Petya) on revora tries to refute CLAIstar:"
I think the writer refuses to see the weaknesses of Siegfried. I have mentioned them, so I won't do it again. There are certain things which others don't want to see, but if you can't see them that doesn't mean that they don't exist.
Also: "Someone(I don’t mean that’s Petya) on revora tries to refute CLAIstar:"
I think the writer refuses to see the weaknesses of Siegfried. I have mentioned them, so I won't do it again. There are certain things which others don't want to see, but if you can't see them that doesn't mean that they don't exist.
My regards.
IMO, he answer to you by using his PvP experience, that any when trying to think up about a countermeasure to a certain unit, one should also think of those counter-counter measures given by the unit's faction. It is natural that every unit fights under the support of the system, or other units, in the same faction.
IMO, he answer to you by using his PvP experience, that any when trying to think up about a countermeasure to a certain unit, one should also think of those counter-counter measures given by the unit's faction. It is natural that every unit fights under the support of the system, or other units, in the same faction.
While you said that he is playing smart by saying this, he is just reflecting those stupid momments on the Suggestions and Feedback thread
"YO, I GOT X UNIT"
"Y CAN COUNTER X, SIMPLE"
"ARE YOU STUPID? W CAN KILL Y! GET OVER IT (while totally ignoring the rest of the alphabet)"
Usually when I see this kind of shit I just ignore.
I even though on writing a reply for the huge post, but I´m simply too lazy to do that... at least right now.
Alright. I didn't say anything. Siegfried is magnificent, uncounterable and there are rainbows above him. This is my opinion about this analysing thing.
Writing things like that requires to name the weaknesses as I did with my HQ guide. I didn't write only about the positive side of it, but I write about the negative side and potential threats.
Also some tactics work only if they are done by experienced players. Throwing stuff like "It was taken down by 2 Gatling Tanks" without knowing the circumstances and demanding a buff is an imbecile move.
Furthermore Loval's Stallion + 4 Siege Cadres + 2 Navy SEALS tactic actually works if it is done right.
Projects:Mental Omega Almost Perfect Yunru's Revenge Version 3.0
Why am I not in the Centurion?
Posted 23 February 2014 - 03:45 PM
You know... it will probably take an entire novel to write about the whole metagame. Think of what I have written as examples. They can be countered, and they can counter other tactics. That is quite all to these.
I'll take these descriptions with a grain of salt. And pepper.
The comments about Siegefried was based on one of my matches as Euro Alliance last month. It's possibly that it was just due to my opponent's incompetence and not the unit itself.
While he was busy spamming Thors to stop my Wolfhounds, I threw a Borrilo with Pyros and Crazy Ivans at the back of his base, thus drawn away his attention. Then I have Volkov charge in, eat a Chrono Vortex and EMPed him, then send 3 drones and Siegefried is gone. The Thors later crashed, due to 12 Tsivils constantly firing.
BTW, the person who wrote this beat GOW huh? Didn't expect that.
If it's possible, I would like to observe his match just for once.