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 Post subject: [Guide] Battle tactics
PostPosted: Wed Mar 03, 2010 10:51 pm 
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Well, this is my first guide, but these are my battle tactics that ive considered the best.

No Gate, No Strength
(Tactic 1)
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Alright lets say 1 of the top 15 alliances are ur enemies. Ur alliance is number 42. So first get all of ur alliance to send spies towards the enemy. Wait a few ticks till u get enough to weaken ur enemy from the inside using the spy. (This may take awhile so i suggest u build all ur necessary structures.) So after u have enough infiltration ticks find all the enemy outpost and gates that pose a threat. So i suggest u jam them first and jam the enemy so they wont be able to detect the attack. I call this Silent, but Deadly. So once all OPs and Gates are eliminated near ur location get ur alliance to jam the whole enemy alliance. Then while they are jammed get ur alliance to build 2 OPs. One near ur colony and one behind the enemy, cuz u know eveyrhting behind the enmy is conquered and they wont bother to look there. So after 24 ticks turn ur 2 OPs into gates. Then tell ur alliance to teleport their squads to their gates. (If some of ur alliance members have missile silos use them. Use them as a distraction so they waste their energy and cant ion cannon ur squads.) Remmeber the spy u put in them? Use them now. Weaken them from the inside. Destroy their oil so they wont be able to build anymore dmg and range vehicles. Then if u have any infiltration ticks left use them up by reducing their army's hp by 50%. This will benefit u in the long run. The jam the enemy and full scale invasion.(Save up ur army though. 30 units wont be enough. Send atleast 5 Frontline Armor units like tanks, 5 Power Damage Units, and 5 Range Units. Each squad will only hold 10 tanks and 15 vehicles. So the best units u should invest in is beam vehicle and tanks and also explosive vechicles and tanks.) Then if it is done right u will succeed.


Distraction is For Losers!
(Tactic 2)
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Alright, for this tactic ull need some missile silos. This will resemble almost like No Gates, No Strength, but a lil different. Again recruit a spy and send them to ur enemy. Then scout for any enemy OPs and Gates that pose a threat. Once they are eliminated get ur alliance and use the missiles. They will serve as a distraction and it is a vital importance u use them. (Make sure u have a bunch of silos that way the whole enemy alliance will use up their ion cannons. So i suggest each alliance member has 3 silos and send them all to a single target from the enemy alliance. Discuss with ur alliance about who gets who before though). Also the enemy in retaliation will use their missiles but jam them after ur whole alliance have sent their missiles. (It also helps if u guys have a shield) Then create 2 OPs. After turn them into teleporters. Then have a one of alliance members create 1 man squads and a bunch of them too. Choose one of the enemies alliance members. Sure enough they will fall for the bait and they will send their squads to protect their member. This will leave them vulnerable. (Dont jam the enemy alliance. You want them to detect the attack.) After 1 tick (cuz friendly squads always arrive in 2ticks instead of 3) Jam the enemy. Then use ur spy that u sent and weaken them from the inside. ( And if u want send a Boo event to them to show u care.) After send ur invasion force using the telporters u have near them and they're gonna cry like little girls after u reach their colonies. ( If uve done this right of course.)

Alright these are my tactics if u guys find any flaws in them plz post em up so i can improve em.

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 Post subject: Re: [Guide] Battle tactics
PostPosted: Thu Mar 04, 2010 11:02 am 
Corporal
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2 Alright tactics, but a little jumbled together.

w00t wrote:
5 Power Damage Units

Damage units suck.
w00t wrote:
Then while they are jammed get ur alliance to build 2 OPs. One near ur colony and one behind the enemy, cuz u know eveyrhting behind the enmy is conquered and they wont bother to look there.

Honestly, when in a war an average player will look behind, because they know that they could get attacked from there.
I suggest putting that other OP near the one near your colony and set as radar or TB or something.
Then you find out where your enemies line is weak and push through there.
When you have started keeping the enemy busy, you make an allie or send more units to the side of them, or behind them, using a gate.
You then focus on getting OPs and colonys near your gate, but don't go too offensive.
You will want a few more gates at each side, so you cannot be jammed fully, and if you are then incoming scan wherever they are attacking and see if you can beat them.

If you are not jammed then when you are attacked, gate units to there at the last moment.
Once they are weakened, then you push.




Also, tactic 1's main strategy won't work, as almost all alliances have sat scans.

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Alexander says (16:29):
Zal, BoB is forming on E3 as I predicted earlier
under the name NYR
You still in right?
- Zal says (16:30):
brb
Alexandersays (16:30):
That's truly helpfull
thanks Zal


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 Post subject: Re: [Guide] Battle tactics
PostPosted: Sat Apr 24, 2010 7:51 pm 
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These are mostly defensive tactics.

Well, it should be noted that the first strategy costs a lot of energy, and energy is something you must have at hand, because converting costs a lot.

Jamming all of the alliance, jamming gates, firing missiles, teleporting, spy attacks, added together will costs a load of energy.

This requires a lot of activity, cooperation, and coordination at hand, something which an alliance ranked below 40 won't usually have.

It also takes a lot of time, waiting for spy infiltration, gathering forces, upgrading gates, and more. And if you're fighting against the #1 alliance in particular, they will most likely finish you within a day or two.

Also, you should incorporate shields into your mind when considering defensive strategies.

-T

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 Post subject: Re: [Guide] Battle tactics
PostPosted: Sat Jun 25, 2011 11:04 pm 
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Tactic 1

Your first tactic is EXTREMELY energy expensive. Especially for a rank 42 alliance like you said. Most rank 42 alliances have like 5-6 players and have literally no radar network. So it is safe to assume that they would have to run around 10-20 satellite scans to get the coverage they need to find all of the enemy OPs maybe more. So that will take around 200-400 energy in just the sat scans. Assuming they are all 5 tick ones. Most rank 1 alliances have a superb radar and gate network so they will have around 20-40 gates and radars within attacking range at the MINIMUM. That would take 400-800 energy in jamming. Most jams last around 4 ticks but they can last anywhere from 3-6 so it is safe to say that on average you will have to rejam once per gate since there will be some you don't have to rejam and others you do. So that will mean an additional 400-800 energy. So This 5 person alliance would be using 1000-2000 energy. That is 2-4 players worth of energy assuming they each have 500 energy, Those players have to be active and on at the same time. Most rank 42 alliances are not active, that is probably why they are rank 42. It would be near impossible to get that much energy,

Spies are an effective and dangerous tool. However you make it sound as if you are moving them and letting them sit there for 6 ticks then triggering them. You said you were going against a rank 1 alliance. Most smart alliances and players have spy protection on their colony. Their colony should be impenetrable. Ops are where spies become deadly. However we are going up against a rank 1 alliance not a rank 3 or 4. So that means that any OP they control that has any decent sized army on it will already have spy protection. So 6 ticks of infiltration will not work. Spies also cost a ton of energy.

Why are you mixing chassis? You NEVER want to mix chassis in a fight. That spreads out your armor thinly and your units will not be as effective. Also you should not build damage unless this is in the first 12 ticks of the era in which case I don't see how you got to be a rank 42 alliance in 12 ticks if you obviously had the tokens to get a spy training structure. Especially since it takes 24 ticks to train a spy.

You are absolutely right. 30 units will not be enough to make an attack on a colony. This is a RANK 1 alliance. Odds are they have a shield so they will have time to defend, 20-50 squads to defend with not to mention their fellow members squads so 240-600 squads to defend with. I don't care how many infiltration ticks you have 40 units won't even kill 1. In fact you will need around 7,000 infantry to do any real damage to a rank 1 alliance if they are effective, active, and all defend. Not to mention unless you got the spy there like tick 26 since this is a rank 1 alliance it won't do anything.

Tactic 2

This is a rank 42 alliance. Where are they getting the missile silos from? They probably have no OPs and as soon as they build them any smart alliance would take them.

You are using the spy again so you will find the same issues for them as those I said for the last tactic

Your energy costs will be EVEN HIGHER then in the last tactic. You will have to do all that jamming and sat scans as well as launching missiles. That is too much for a rank 42 alliance.

There is no chance you would get teleporters near a rank 1 alliance. especially with the shield on the colonies. The jam would break off before the shield and that is assuming that you have enough energy to jam.

I am curious what is the rank 1 alliance doing in all of this?

Why don't they have anti spam squads on all their OPs? I know I always do it.

Why do these alliances not use spy protection? How did they get to rank 1 being such newbs?

When does a rank 42 alliance have an actual army? That would be impossible. Their worker count would have to be like 0 in order for them to have a power so low that they are rank 42.

Overall I would say this is a great guide to give to a rank 42 alliance to take down a rank 1 alliance. Especially since odds are that a player in a rank 42 alliance is inactive and would not read the forums to even read the guide. I would give this guide a 42/100 since this is not relevant as this situation would never happen. It was a good fictional guide. Gave me a laugh.

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 Post subject: Re: [Guide] Battle tactics
PostPosted: Fri Jul 08, 2011 7:28 pm 
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cool.

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 Post subject: Re: [Guide] Battle tactics
PostPosted: Wed Jan 18, 2012 5:41 pm 
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nice :D

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 Post subject: Re: [Guide] Battle tactics
PostPosted: Fri Jan 27, 2012 4:54 pm 
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LOL cool guide... for noobs :D jk

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 Post subject: Re: [Guide] Battle tactics
PostPosted: Mon Feb 27, 2012 7:44 pm 
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sup w00t ; )
good guide bud

could use some tweaking ;)

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