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There are many ways to win a skirmish game and this technique favors one particular research path. The real beauty of this game is that there are many ways to win. This is just a guide to get you winning quickly.
The first structure to build is a factory with the two starting trucks. The fastest way to a fast start is to have a good number of trucks. I then stage the two trucks orders using the control key to build 3 Science Research Facility. When the Factory is completed, I place orders for 4 trucks. When the first Research Facility is completed start on the research tree by researching Machine Gun, which should be done very quickly then Engineering. As the first 2 trucks pour out of the factory get them to build a Power Generator and then use one to build a second Power Generator and the first to build on all visible oil Derek sites. The next research is machine gun Guard Tower and Hardened Machine Gun Bullets When the Research Facilities are built use the 2 trucks to build a Command Center The next research is Sensor Turret and then APDS MG bullets You now have to move outside your base to find extra locations for oil Dereks. Trucks should explore in pairs and one pair should be left at the base. This remaining pair can build another power generator and then place one or two machine gun towers to protect the base. Most bases have natural choke points at entrances and this is where to place the machine guns. The exploring trucks will find oil and when they do they should first build the Derek and then build one machine gun tower next to it before moving on. The next technologies to research are Hardcrete, Sensor Tower and Machine Gun Bunker. Once you have developed Machine Gun Bunker then never build the Machine Gun Guard Towers again. Bunkers are much stronger, cost the same and do the same damage. The next sciences are Fuel Injection Engine, Command Relay Post and Cyborg Factory. With any luck you have built about 6 to 9 oil Dereks. I find that more than 9 gives you too many places to defend. You may find that oil is a little short from time to time from here on. When you come across that situation, make sure your base and Dereks are defended first and then try to keep your research under way. If you oil is bouncing around zero, try not to start another expenditure before it begins increasing again. Its very easy to start 4 machine gun bunkers around your base while it is being attacked with none of them being built because their oil cost must be put aside before they are started. One completed machine gun does more damage to the enemy then 4 under construction. The next Research is Power Module and Research Module. When power module is completed upgrade all your power generators. Now you can concentrate on reinforcing your defenses. Place an additional Machine Gun Bunker next to each oil Derek. You will also have met the enemy by now. They usually attack from one or two directions so a third bunker at some points may be prudent to fend off their attacks. If you come across an enemy Derek you should build two bunker next to it wait till it is destroyed and the fire goes out then build your Derek before moving on. If you come under sustained attack build more bunkers, more than four at this point should be overkill. The next science are APDS MG bullets MK II, Improved Hardcrete and Synaptic Link Data Analysis. Upgrade your Research centers when you can afford the spare oil. If you discover the location of an enemy base you might consider an aggressive move here and try to destroy them. You don't have to do this to win. The advantages are that you end up with more oil production than you otherwise would and a base often is easier to defend than Dereks placed out in the open. The disadvantage is that it costs a lot to successfully destroy an enemy and when you have won there are now two large areas to defend instead of one. Here is a simple destroy a base guide, be warned, it has a lot of pictures and the total size is 600k. Back to Science again, Synaptic Link Data Analysis MK II, Minipod Rockets and Improved Hardcrete MK II. Improving the 'crete will make your bunkers much tougher. Machine gun bullets will do almost no damage to bunkers after this upgrade and by continually improving you are making sure that it will take a concerted effort to remove you from anywhere you want to stay. The next science is HE-Mini Rockets, Synaptic Link Data Analysis MK II, then HE-Mini Rockets MK II. You cant do the HE MK II's until the MK I's are completed being researched. At this point, you may find your self under almost continual attack. It is important to lose as few trucks as possible and replace them if they are lost. Base defense is more important than research but its also important not to forget research altogether or you will fall behind in the tech tree and the enemy will turn up with something you cant deal with. The goal at this point is to spend just enough on defense and not an cent more. The next science is Factory Module and Synaptic Link Data Analysis MK II. After the Factory module is researched the research Cobra body. Upgrade your factory two levels while you wait for the Cobra body. As soon as the body is researched change your truck design to use this new body, its a lot tougher and hopefully you wont lose as many in combat. You can get away with letting you trucks go solo now and you may find you need fewer trucks in general. Next research is Lancer AT rocket. This weapon will become the mainstay of your defense. It can also be used very nicely in offense. Also research Dedicated Data Synaptic Analysis and Hardened Sensor tower. Next on the research path is Composite Alloys, Lance Bunker and Lancer AT Rocket Warhead. You will now use Lancer Bunkers for defense from now on. They have a much slower fire rate than machine guns but do lots more damage and are effective against heavy armor where bullets justs bounce off. You will have to complement nearly all your defenses with Lancer Bunkers now and may find you pause research while you make your perimeter difficult to penetrate. Five Lancer bunkers in any one location should make it tough for the bad guys. If you haven't placed any defenses inside your base, now is a good time to put a couple Lancers inside. If the bad guys find a way in, they will not stay very long and they will hopefully be too distracted to attack your base structures. The next sciences are Gas Turbine Generator, HEAT Rocket Warhead II and Improved Sensors. Again Science Improved Hardcrete MK III, Power Upgrade and HEAT Rocket Warhead MK III. By now the enemy may be turning up in large numbers. Keep adding Lancers, one or two at a time, to each cluster of defenses that needs it. For most maps this will only be 2 or three places. Try not to spend more oil than you have. Building a Sensor tower near your Lancers will improve their range. Build a Sensor Tower any where you have a few Lancers. Sensor towers also let you see further into the map. Use your trucks to repair the front line bunkers, including your now ineffective Machine Gun Bunker, when there is a lull but be sure to move them back out of harms way when the bad guys show up. When you can afford it. Power Upgrade, HESH Rocket Warhead and Improved Wire Guidence. Cobra Bodies should be fairly common amongst the enemy but the warhead upgrades should make sure that a hit will still do lots of damage. Science: Dedicated Data Synaptic Link Analysis MK II, Improved Engineering and Sensor Upgrade. Science: Dedicated Data Synaptic Link Analysis MK III, Supercrete and Rocket Laser Designator. Science Neural Synapse Research Brain, HESH Rocket Warhead MK II and Thermal Imaging Rockets. At this point the enemy should have heavy bodies. It will take hits from about 6 Lancers to destroy these guys which is why you need at least that many in each defensive location. Science: Vapor Turbine Generator, Neural Synapse Research Brain and HESH Rocket Warhead MK III. This is the last upgrade to the damage for Lancers. From here on the damage they do will only decrease as the bad guys armor gets better. Two things will make up for this. We will now work towards improving the firing rate of the Lancers and Auto Repair. Auto Repair will mean you no longer have to drive a truck around and fix each bunk as it becomes damaged. Science: Auto Repair, Power Upgrade and Fuel Injection Engine MK II. Fuel Injection will be researched much faster than the other so do Fuel Injection Engine MK III then Advanced Engineering. At this point you may find you have some excess oil.. You can use this to go onto the attack. If you can see enemy structures perhaps around a Derek then build a line of Lancer Bunkers starting from outside their weapons range all the way up to right next to their hardpoints. This may be 6 or 7 bunkers. Use 3 vehicles working in unison. Use a forth vehicle to build a sensor tower close by to improve vision and lancer range. Science: Power Upgrade, Light canaon and Reinforced Base Structure Materials. These last two will happen fast so then do HEAT Canon Shells and Reinforced Base Structure Materials MKII then Mortar and Automated Factory Production finally HE Motar Shells and Composite Alloys MK II.
Science: Heavy Body Python, HE Mortar Shells MK II and Hover propulsion. At this point, if you like vehicles, you can build 3 factories and upgrade them to level 3 production and then produce Python Bodied Hover propelled Lancer vehicles. When you have produced about 40 of them, make two groups of 20 and seek out an enemy base. You will find that you lose quite a few in the attack initially nut should be able to defeat most of one enemy base if not all. If you find your total numbers getting below 15 then retreat and collect more vehicles. If you leave production running during an attack you will find a large number of vehicles waiting for you when you return. To best benefit this method of attack, for science, do the following path: Science: Heavy Mortar Bombard, Composite Alloys MK III and HE – Mini Rockets MK III. Science: Dense Composite Alloys, HEAP – Mini Rockets and Half Tracked Propulsion. Science: Dense Composite Alloys MK II, Rocket Auto Loader and Reinforced Base Structure Materials MKIII Science Dense Composite Alloys MK III, Rocket Auto Loader MK II, Hardened Base Structure Materials About here you should be you should be completely through several of the enemy bases. The name of the game is attrition. You should have built 5 Power generator and have them fully operational. Your 3 factory production should just about use up most of your oil with just enough to spare on full time research. You will find that the bad guys are getting tougher and tougher bodies and it takes a huge number hits to kill just one bad guy. The solution to this is Alloy and body upgrades and to move on to the next big weapon, Scourge missiles. I wont specify the exact research tree here anymore, instead I'll give a guide on what to research. Use two of you research facilities to build every alloy, engine, new body type and thermal armor upgrade available until you get the green heavy body. When you have the green heavy body, switch research to factory production improvements until fully upgraded. Also change the Python body to the new green heavy body right away. It is a lot tougher. Use the remaining research facility to research Tank Killer Missiles, Scourge Missiles, Improved Missile Allocation Systems and Improved Warheads. |
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