Show whole topic Mar 05, 2014 9:55 pm
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Registered since: Feb 14, 2012
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Subject: Re: strategy and tactics
On working with infantry

Introduction
In this long (move 189) game I Ayers Hand am losing. Tutenchamun Seven Knights could fire with his stationary missle launcher for the last 80 move always one quare further. Although I have 2/5 of the map and more minerals/gold he has far more science stations. I made a lot of mistakes on this 112x112 with water between the two parties (so late engage) map.

First mistake:
You had to get minerals only early!
But I got distracted and built mines on high gold squares in the beginning. Now I still have 380 gold in vaults. I had spent additional ressources on gold-vaults and gold-refineries (far more than I normally need). I even lost gold in one of my opponents attacks.

Seconds mistake:
As I always do, I built to early science stations. This slows my expansion down massivly and although I had price 20%, when he had none science station yet, he easily overtook me later.

Third mistake:
I simply forgot that under maxr stationary units are heavily favoured as against mobil troups.
Explanation: Under .104 You can get infantry into APCs or tanks, mobil-launchers into planes close in to the enemy and despite him having all units on sentry, You shoot first! Under maxr it is the otherway around. So You deploy all you infantry on land and they are dead instantly.
You need far more for the same job - Nevertheless You can work a little bit with them, catching shoots from opponents 2-shoot misslelaunchers etc...

Some ideas on infantry:
You can land on a mine out of a APCs and will not explode.
You wait until he fires all slots onto your buildings, when he just upgraded DISTANCE.
You stay hidden in the waterline and deploy some infantries on shore until nothing autofires anymore.
Then you sacrifice you empty APCs to make sure nothing fires anymore with closing in to enemy buildings (thread).
Hope You got enough with You, push the second wave on land and destroy connectors or buildings.
When You havent got enough men with you to stay alive after "Turn End" (remember in next turn stationary units shoot first, not alternating.)
evacuate! Load the survived infantry into APCs and dive into save water again. Movement of ACPs is critical, but as with depot-lines, you can use a APCs chain to transfere infantry with no movement left from APCs to APCs back into the water.

I was forced to attack prematurely, because he spotted my APCs with blind bomber shoots (?), I dont know how, maybe there is a corvette in the radar shadow. I would like to have finish this attack off with some mobil missle launchers from planes in the south. But I am 2 moves to late for that.

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