07.03.2013 - 15:04
Alright, I'll be doing the GC, PD, GW and SM advanced guides. I will reformulate the one's I posted earlier into more specific sections.
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07.03.2013 - 15:49
GC and PD guides fully complete Great Combinator Guide Preface Great Combinator (GC) is a strategy that specializes in a symetrical balance of defence and offence. It combines the powers of attacking and defending at an expensive cost. Great Combinator (GC) is not a cheap strategy that produces large amounts of units. It's a quality over quantity strategy that best serves countries in rich income zones. The following will underline basics and advanced tips, buying units, attacking neutrals flawlessly, the correct upgrades to purchase as well as the countries that are best for Great Combinator. (5k, 10k, 15k) Basic Tips: 1) Use tanks to attack 2) Use infantry to defend 3) Great Combinator tanks are valuable yet fragile, protect them with a bit of infantry wherever they go 4) Use tanks to expand in neutral countries 5) It's called Great Combinator for a reason, so combine infantry and tanks together Advanced Tips: 1) Use tanks to attack your enemy's larger stacks before reinforcement week 2) Avoid attacking your enemy's large armies if it isn't reinforcement week the following turn 3) Reinforce your new frontiers with infantry to defend your tanks 4) Create isolation frontiers to block your enemy from advancing in a specific direction. Thus, spam infantry in that city to hold that frontier for as long as possible, for ex; Being France, capture Rome (Italy) and spam infantry to a Turkish player attempting to capture Rome from Athens (Greece) 5) Use your general wisely, with Great Combinator, your general is very powerful. Wall your general stack wherever it goes and keep remaking that wall. 6) General tank attack and General infantry attack are valuable upgrades for Great Combinator. With these upgrades your general stack is strong both offensively and defensively. 7) Use the starting infantry on week 1 to wall important cities and stacks. Also use the infantry to defend your stacks and frontiers. 8) Great Combinator is an expensive strategy, always look to buy the right units for the right mission without spending too much money. 9) Avoid buying and using air transports for short and medium range assaults. Great Combinator has strong tanks therefore your expansion will still be good. 10) Only use air transports for long range missions or to stall or isolate your enemy. 11) Stay compact and solid, don't expand from cap-to-cap, knock down every city in your path! 12) Look to use naval transports instead of air transports. This will save you a lot of money in the long run. 13) Use bombers for long range turnblocks and wall breaking. 14) Always remember to break walls 2 weeks before reinforcement week to able yourself to attack cities 1 week before to finally capture them on reinforcement week for maximum and lethal damage. 15) Never use Great Combinator in 3k or 5k games, it is too expensive and infantry are weak offensively. 16) Great Combinator in 10k games is slow to start and requires a rich income zone like North America, the Chinas and Western Europe. 17) For 15k games and up, Great Combinator is a very powerful strategy. Use it wisely. Expansion against militia neutrals: 1 tank beats 1 militia 2 tanks beats 2 militias 2 tanks beats 3 militias 3 tanks beats 4 militias 4 tanks beats 5 militias 4 tanks beats 6 militias 5 tanks beats 7 militias 5 tanks beats 8 militias Expansion against infantry neutrals: 2 tanks beats 1 infantry 3 tanks beats 2 infantries 4 tanks beats 3 infantries 5 tanks beats 4 infantries 6 tanks beats 5 infantries 7 tanks beats 6 infantries 8 tanks beats 7 infantries 9 tanks beats 8 infantries Strategy of Play (buying units) Defensive GC Tanks: 30% Infantry:60% Other: 10% Offensive GC Tanks: 60% Infantry: 30% Other: 10% Mixed GC Tanks: 45% Infantry: 45% Other:10% Upgrades for Great Combinator - General: Defence - General: Ground Secondary Defence - General: Ground Main Attack - General: Ground Main Defence - General: Movement Range - Faster General 1 - Faster General 2 - Faster Ground Main Defence - Expendable Ground Main Defence - Naval Transport Capacity - Air Transport Capacity 1 - Air Transport Capacity 2 15k countries for Great Combinator - Anything in USA - All Chinas - France - Uk - Germany 10k countries for Great Combinator - Ukraine - Spain - Germany - France - South Korea - USA: Midwest 5k countries for Great Combinator - Austria - Poland - Belarus - Serbia - Portugal - Sweden Perfect Defence Guide Preface Perfect Defence (PD) is a strategy that orbits around the tactic of defence. It receives it's power and strength from large amounts of cheap units that offer a strong quality in defence. Perfect Defence is a specific strategy, not a counter-balanced strategy; meaning it's a one dimensional strategy that focuses on defence, but in return has a weak offensive. The following will underline basics and advanced tips, attacking neutrals flawlessly, purchasing the right upgrades as well as the countries that are best for Perfect Defence. (5k, 10k) Basic Tips: 1) use mainly infantry for defending and attacking 2) tanks can be useful for expansion, but buy infantry if it's more cost-effective 3) with PD's buff on defence it is better to let your enemy attack you rather than attacking him. 4) with PD it is better to defend than attack because of PD's poor offensive abilities 5) avoid attacking enemy cities on reinforcement week. 6) wall important cities with militia such as capitals and major cities. Advanced Tips: 1) Estimate where your enemy will attack and reinforce your frontiers with infantry and militia 2) Once you've defended an enemy attack successfully, your enemy will lose a lot of units and you can easily capture his weakened cities and still maintain top defence and control 3) Therefore, you should defend enemy attacks, also while maintaining a good income and expanding to neutrals countries. Once you've defended, attack the enemy the week before reinforcements 4) when defending, take a look at what's needed defensively, sometimes its better to buy militia for your defence rather than infantry. 5) Keep the pressure on your enemy by continuously spamming defence in your main frontiers, while you keep sending more soldiers from your back cities up to the main frontiers. Expansion against militia neutrals: 2 infantries beats 1 militia 4 infantries beats 2 militias 5 infantries beats 3 militias 6 infantries beats 4 militias 7 infantries beats 5 militias 8 infantries beats 6 militias 9 infantries beats 7 militias 10 infantries beats 8 militias Expansion against infantry neutrals: 3 infantries beats 1 infantry 5 infantries beats 2 infantries 7 infantries beats 3 infantries 9 infantries beats 4 infantries 10 infantries beats 5 infantries 12 infantries beats 6 infantries 14 infantries beats 7 infantries 15 infantries beats 8 infantries Upgrades for Perfect Defence General: Defence General: Ground Secondary Defence General: Ground Secondary Attack General: Movement Range Faster General 1 Faster General 2 Faster Ground Main Defence Expendable Ground Main Defence Ground Secondary Defence Naval Transport Capacity Air Transport Capacity 1 Air Transport Capacity 2 10k countries for Perfect Defence - Turkey - France - Ukraine - South Korea - China North - Germany - Uk - China Southeast 5k countries for Perfect Defence - Austria - Greece - Serbia - Poland - Ukraine - Belarus
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07.03.2013 - 16:02
I will post the gw and the sm in the next few days.
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09.03.2013 - 12:51
GW Fully Complete Guerrilla Warfare Guide Preface Guerrilla Warfare (GW) is a cheap strategy that involves the tactics of irregular warfare, surprise attacks, the use of stealths and the art of spamming. Guerrilla Warfare is a quantity over quality strategy, but with quantity may come quality in the long run. This is the strength of GW. The following will underline basics and advanced tips, buying units, attacking neutrals flawlessly, the correct upgrades to purchase as well as the countries that are best for Guerrilla Warfare. (3k, 5k, 10k) Basic Tips: 1) Your main units of attacking are marines and militia 2) Buy only militia to defend your cities. Do not buy infantry, they are nerfed and inferior to militia in every way 3) Since your starting units are infantry, use them all turn 1 to maximize your expansion. Or use them to make excessive walls 4) Don't buy air transports early in the game. They are expensive and will drain your economy. Only buy them once you have a stable income or if you really need one to capture a city or complete a mission 5) Buy naval transports instead. They are also nerfed but they're very useful 6) Use bombers as a secondary unit to break long-range walls and to support your attacks 7) Wall as many cities as possible 8) Marines are invisible to your enemy, the key is to be surpriseful. Therefore, use the element of surprise to your advantage and attack your enemy where he least expects it. Advanced Tips: 1)The secret to becoming a great GW player is to create as much chaos as possible. GW is a cheap strategy so you can afford to use units for suicide missions. Ex: Break every single enemy wall in range of your land units. Turn block as many enemy cities that count 1-5 units as your first priorities to increase success rate. 2) Expansion is the most essential part of making GW powerful. Why? Because when you expand to neutrals, you gain militia. Not just weak militia like in every other strategy, but strong militia with buffed attack, defence and range. Ex: You attack Hungary (5 reinforcements and 5 new militia. So we might as well just say that you get 10 reinforcements) This is the true strength of GW, so expansion is vital to gaining units. 3) Attack empty enemy cities. What does this mean? Ever see a Turkey or a UK with a bunch of empty cities? Yes, attack them. If of course it is cost-effective. If not, wait for the next turn. You will gain militia by doing this, lower your enemy's income and create more chaos! 4)Don't underestimate small cities like Croatia, Albania and Slovakia. Some times it's better to attack a bunch of small cities than attacking an obvious one like serbia or hungary. 5) Wall neutral cities you think your enemy will attack, in order to trap him next turn. 6) Wallfuck everything, create chaos! 7) Whilst you wall the majority of your capitals, sometimes it's good to leave some of your cities empty, making your enemy think he can simply capture them, and then reinforce them! 8) Leave a few marines in unmarked lands (not in a city) so that you can add more marines to them and reach more targets you wouldn't have reached previously. 9) A good tactic is to leave a coastal city "empty" at least it seems so to your enemy, but really your defending with submarines. 10) Sometimes it's better to let your enemy capture a city, and then retake it. Expansion against militia neutrals: 2 marines beats 1 militia 2 marines beats 2 militias 3 marines beats 3 militias 4marines beats 4 militias 4 marines beats 5 militias 5 marines beats 6 militias 5 or 6 marines beats 7 militias 6 or 7 marines beats 8 militias Expansion against infantry neutrals: 2 marines beats 1 infantry 4 marines beats 2 infantries 5 marines beats 3 infantries 6 marines beats 4 infantries 7 marines beats 5 infantries 8 marines beats 6 infantries 9 marines beats 7 infantries 10 marines beats 8 infantries Expansion against militia neutrals: 3 militias beats 1 militia 4 militias beats 2 militias 5 militias beats 3 militias 6 militias beats 4 militias 7 militias beats 5 militias 8 militias beats 6 militias 9 militias beats 7 militias 10 militias beats 8 militias (+2) Expansion against infantry neutrals: 4 militias beats 1 infantry 5 militias beats 2 infantries 7 militias beats 3 infantries 9 militias beats 4 infantries 11 militias beats 5 infantries 13 militias beats 6 infantries 15 militias beats 7 infantries 15 or 16 militias beats 8 infantries Strategy of Play (buying units) GW: Militia Focus Militia: 85% Marines: 5% Other: 10% GW: Marine Focus Militia: 20% Marines: 70% Other: 10% GW: Mixed Militia: 45% Marines: 45% Other: 10% Upgrades for Guerrilla Warfare - General: Defence - General: Ground Secondary Defence - General: Movement Range - Faster General 1 - Faster General 2 - Ground Stealth - Expendable Ground Stealth - Faster Ground Stealth - Naval Stealth - Faster Naval Stealth - SubmarineCapacity - Naval Transport Capacity 10k countries for Guerrilla Warfare - Ukraine - Germany - France - South Korea - Vietnam - USA: Midwest - China North - China Northeast - Mexico - Venezuela - Columbia - Syria - Egypt - Saudi Arabia - Singapore 5k countries for Guerrilla Warfare - Austria - Poland - Greece - Belarus - Serbia - Denmark - North Korea - Canada: Quebec - Canada: Ontario - Lebanon - Kuwait - Laos 3k countries for Guerrilla Warfare - Austria - Serbia - Belarus - Denmark - North Korea
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10.03.2013 - 16:05
SM Guide Fully Complete Sky Menace Guide Preface Sky Menace (SM) is a strategy that thrives on air power, speed and rushing. It prospers in either rich income zones or with cheap countries in high funded games. It's an expensive strategy all-around, but has no problem maintaing a steady income in accordance to the following. What follows will cover basics and advanced tips, buying units, attacking neutrals flawlessly, the correct upgrades to purchase as well as the countries that are best for Sky Menace. (5k, 10k, 15k) Basic Tips: 1) Use bombers to attack cities, with 1 land unit to capture. Preferably an infantry. 2) Air transports are buffed and much cheaper, use them wisely to transport land units. 3) Pick a country in a rich income zone (West Europe, USA, China) or pick a cheap country in a a high funded game. For ex: picking Ukraine: a cheap country, in a 10k game leaves you with tons of cash to expand quickly. 4)Use infantry and militia to defend cities. Use whichever one is more cost-effective in the given situation. 5) Bombers are also useful for defending, especially if you're stuck and need more defence. 6) Use stealths for surprise attacks or to break walls. 7) Don't buy too many stealths; they're expensive. Only buy them in large quantities if you have a very good income. They work best in world games. Advanced Tips: 1) Expand to as many cities as possible, especially the ones with high income. 2) When expanding, don't be too focussed on getting the Whole Country bonus, expanding to every city in your path isn't good for Sky Menace. 3) Expand to mainly capitals. Sky Menace is about speed and rushing the enemy. Expand to mainly capitals and keep pressuring and isolating the enemy. Once you've established a base of land, then expand to the other cities to maximize your income. 4) Don't just make one big stack, make several little ones to cover more land, more extremities and more cities. Once you declare you want to cap your enemy, unite all your little stacks into one big stack to crush the enemy! 5) Walls are extremely important with Sky Menace. Since SM is a rushing strategy, this means your back frontiers are left weak.Therefore, you need to wall every single capital in your territory. 6) Walling your stacks is crucial. Why? Because SM isn't the best defensive strategy so you'll always want to move your stacks to different locations. Your enemy knows this, so if you don't wall your stack your enemy will simply wait a few movements and attack the city your stack was just in and capture that city, after your stack left for another city. So always wall your stacks to defend them, and the city they're in for the next turn. 7) The only time it's safe to not wall a stack is if your enemy can't reach it on that turn. 8) Your air transports are buffed on range, capacity and cost, use them to your advantage! 9) Use the "Recycle Air Transports" tactic. Which means don't attack cities with an air transport just yet. Drop the first batch of units, and pick up more! Watch out for range fails, so practice, practice, practice! 10) Finally, use "Transport Laterals". Move units with an air transport to another air transport, then to another air transport etc.... You can travel the whole world by doing this! This tactic is very useful for sending maximum amounts of units to given targets. Expansion against militia neutrals: 1 bomber + 1 infantry beats 1 militia 2 bombers + 1 infantry beats 2 militias 2 bombers +1 infantry beats 3 militias 3 bombers + 1 infantry beats 4 militias 3 bombers + 1 or 2 infantry beats 5 militias 4 bombers + 1 infantry beats 6 militias 5 bombers + 1 infantry beats 7 militias 5 or 6 bombers + 1 infantry beats 8 militias Expansion against infantry neutrals: 2 bombers + 1 infantry beats 1 infantry 3 bombers + 1 infantry beats 2 infantries 4 bombers + 1 infantry beats 3 infantries 5 bombers + 1 infantry beats 4 infantries 6 bombers + 1 infantry beats 5 infantries 7 bombers + 1 infantry beats 6 infantries 8 bombers + 1 infantry beats 7 infantries 9 bombers + 1 infantry beats 8 infantries Sky Menace Styles The Zerg Rush The Zerg rush consists of attacking the neutral countries your enemy will, except with extreme force causing immediate casualties to your enemy. For ex: If you're Ukraine and your enemy is Germany. A typical German player expands to Austria, Czech Republic, Slovakia etc. Attack those countries with absolute power and capture them instead of your enemy. In order to capture them, you'll have to send more attacking power than him. So send lots! The Unpredictable Rush The Unpredictable Rush is self-explanatory in itself. Basically, it means rushing the enemy where he least expects it. For ex: Break his capital wall, with several stacks in various cities nearby. Your enemy will assume you're going to cap him next turn. But no, instead, attack his small cities, the total equivalent to that of his capital. He will have sent all his defence to his capital while you deteriorate his other cities. This is just one example, keep diversifying yourself with this tactic and make sure to be creative, innovative and as unpredictable as possible! Cap Rush: Expand then Unite The Cap Rush is simple: Expand, attack your enemy's capital with all your units and capture it on reinforcements. Which means, expand normally, break your enemy's capital wall 2 turns before reinforcements, (Meaning turns 3, 7, 11, 15, 19...) so that you can attack 1 turn before reinforcements. (4, 8, 12, 16, 20...) Meaning you will capture his capital on reinforcements for maximum damage. How can you perfect this? The trick is covering as much ground as possible and all extremities, isolating your opponent. It's also about your expansion. You need to have as many sources (cities) nearby to be able to send absolutely everything you've got at your enemy's capital. With what you've already read above in this guide, you have all the tools to perform this. Expand to as many cities as possible, maintain a good income, follow the criterias of the "Cap Rush" and you'll succeed. Upgrades for Sky Menace - Air Transport Capacity 1 - Air Transport Capacity 2 - General: Air Main Attack - General: Movement Range - Faster General 1 - Faster General 2 - Naval Transport Capacity - Safer Transportation - Air Stealth - Lift The Fog 1 - Lift The Fog 2 15k countries for Sky Menace - Ukraine - Germany - France - South Korea - All USA - All China - Mexico - Turkey 10k countries for Sky Menace - Ukraine - Spain - Sweden - South Korea - China North - China Northeast - USA: Midwest - USA: Mountain - USA: Northeast - Russia: Volga -Russia: Central - Austria - Poland - Greece - Belarus - Serbia 5k countries for Sky Menace - Austria - Serbia - Belarus - North Korea - Portugal - Ireland - Belgium
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11.03.2013 - 03:19
Thanks Tophats, great work!
---- Exceptional claims demand exceptional evidence.
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11.03.2013 - 11:48
No problem! I'll see if i can make more on other strategies. My schedule is undetermined as of now, but I'll try!
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11.03.2013 - 12:13
I looked over all of your guides they are very well done! I only think mexico for 10k and greece for 5k are no decent starting countries for GC and denmark is a bad place for 5k GW.
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11.03.2013 - 14:19
lol yeah i copy pasted from other things. mexico and greece gc are definitely not good lol. 5k gw denmark is fine in the right situations.
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11.03.2013 - 23:02
Tops this is really good, however I think a 'short version' should be made for the very new players . To me this sort of depth would be aimed at the rank 4-7 (even some higher) people that are already comfortable with the mechanics etc
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27.08.2013 - 16:20
In my opinion you should really add turkey for GW. I personally have never lost a game when I had Turkey as a starting country and I was using GW. That includes no alliance games, world map, eurasia, europe, europe+ and a couple other game types.
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4r3 y0u sur3?