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Showing posts with label Allies. Show all posts
Showing posts with label Allies. Show all posts

ULTIMATE GERMANY ATTACK



Ever wondered how to improve your germany game?

Well, if you are Gravediga, then you are out of luck because...well, you can't improve your game anymore bro. We tried beating you.

Anyways, if you are NOT Gravediga, then you are in luck.

This is the secret:

Decoy Engineers, Germany


Decoy Engie Rush


Video is at 2x speed. This is how to use sneaky engineers. Remember that war is all about deception. There are many counters to this strategy so you must always have a plan B. In this case it was a tank defense. I didn't start to build because of recoil tanks.

I never see many players use dual tank groups. But, I do see them manipulating infantry and tanks. In this case I just substituted engineers for infantry. The ore refinery was undefended so this was easier than expected, but in case it's heavily guarded, capture any other building and start crawling from that one, maybe by using pillboxes or ore silos, anything that will create a threat.

How to use: Artillery

artillery
Artillery Rendering

Did you know that the Artillery unit is the most effective unit at killing infantry and structures? That's because it's cannon is the second biggest caliber in the game! (First place is allied Cruiser)

Many people don't choose to use the Artillery as an offensive unit because of it's 4 major drawbacks:

1. It has horrible health stats.
2. It has horrible range.
3. It's slow. (to turn)
4. It can't move and shoot.

It makes sense that an artillery unit has these 4 major drawbacks however. Since it's basically a mobile cannon, it would be very heavy. It would also have a high recoil so that explains why it can't move and shoot. A cannon can easily be jammed, sometimes it even jams itself so that explains the low health. The one thing we can't explain is the lack of range! Real artillery is super accurate at long distances. This is the only thing that doesn't fit the unit.


artillery british
British Artillery WWI

As mentioned earlier many people don't use Artillery in assaults but prefer to spread them around their base, guarded by a couple of Rocket men.

If you were to use the Artillery as an offensive unit, here are some tips to make your attack as effective as possible:

1. Since Artillery are easily killed you need to find a way to clear the enemies defenses. So the first tip is to destroy defensive units and structures. Normally a good tank rush can help you accomplish this. Keep the Artillery right behind your tanks, while the tanks distract and kill defenses order your Artillery to open fire at the War Factories or the closest structure available.

2. Since Artillery are slow to turn, reduce the amount of turns they need to take. So tip number is to try to make them travel in a straight line to their target. This means that your tank rush should not be executed until your Artillery give the signal that they are ready to move in.

3. You can rush infantry swarms with 2 or 3 Artillery and kill them all. So tip number three is to destroy infantry with Artillery instead of using infantry or tanks. Preserve your units as much as possible until you strike.


Artillery hiding behind Natural Defense

If you plan to use the Artillery as a defensive unit here are three tips that can maximize your defenses:

1. Hide them behind walls or turrets. Take advantage of the sturdiness of the turrets. This works especially well in tight spots (bottleneck). Pile Artillery behind the turrets and plan your next move while you reinforce the front lines.

2. Scatter Artillery around your base. Don't forget to place them in guard mode and have a few infantry scattered around too.

3. If you want to make a particular entrance less attractive for the enemy have Artillery open fire on the ground! The splash damage is so strong it can kill infantry 2 squares away! 

Are the Soviets Overpowered?

russian base

Soviets have better Tanks and Defensive Structures.

Let's face it, the Heavy Tank is the best tank out there. Dual Cannons mean double the damage of a medium tank and it can certainly take a beating. What's more is that the Tesla Coil, mother of all defensive structures, is also owned by the Soviets. If you pile 4 or 5 together, your opponent will need about 10 medium tanks to clear them and who knows how many light tanks, since they can be killed by one Tesla Zap.

3D Printed Mammoth Tank

They also boast the Mammoth Tank. The Mammoth tank rush is only stopped by a massive Tesla Coil chain. Which means that defending versus these behemoths is truly a challenge for the Allies. Flame towers have splash damage, which can burn surrounding infantry and kill them more effectively than single-target pillboxes.

The longest range ground unit also belongs to the Soviets, the V2. Two SCUD missiles from a V2 can easily clear a turret before the V2 takes any damage. So if you amass V2s and charge the enemy, chances are you WILL clear the structures you want to clear.

Is there anything else the Soviet Faction offers? Oh that's right, the best infantry unit, besides Tanya. If you were to pit the Soviet Grenadier vs. the Allied riflemen, your clear winner would be the Grenadier. It doesn't take a lot to produce them at maximum speed, a barrack and a kennel will do it. The reason you can't play Germany Vs. Russia in a 1v1 P4 is because of this unit. You would be rushed by grenadiers north, south and in the middle. 

So what makes the Allies playable?

While it's true that the longer the game lasts, the less of a chance you have at winning as the Allies, it must also be true that the shorter the game lasts, the greater chance you have at winning as the Allies. Even though Russia gets a 10% discount on structures and units, it's still not enough to produce tanks as fast as the Allied medium tank in the early game (that is, if you haven't gotten rushed by Grenadiers).

The fastest tank also belongs to the Allies. The light tank, while not considered the favorite, can be deadly if used for purposes other than tank battles, for example, base rushes. If you're running low on cash, you can make light tanks instead of medium tanks to increase your output. The light tank only requires 5 War Factories to be produced at maximum speed, while the Heavy Tank requires 7. In that time you can make about, 30 light tanks more than your opponent! Although the Light Tank has low attack and low defense, the secret of it's effectiveness lies in it's low production cost and high production rate, use it in numbers!

light tank red alert
Light Tank rendering

The Allies boast the most powerful unit in the game, unfortunately it's a vessel. The Allied Cruiser can destroy Advanced Power Plants in one shot and it can do it from an extremely long range. The only defense the Soviets offer against this destroyer of bases is the Submarine. We all know what a drag it is to maneuver Submarines and sometimes...they even attack each other or themselves. Not to mention the Cruiser can easily wipe them out if place in guard mode (Default Hotkey: 'g'). The problem with the Cruiser is that it's quite expensive and slow-moving. This makes sense considering it has such high attack and long range, but it seems that players abuse this advantage by making 300 Cruisers. Piling them near your base will give you an impenetrable fortress, but you will only dominate that little part.

prism tank
Prism Tank rendering

The Allies have superior technology to that of the Soviets. Why don't they have a better tank? Because this isn't RA2 (Prism Tank). The Allies know they don't NEED tanks to win. It just takes a GPS satellite and a Chronosphere. It's easy to chrono an MCV in enemy territory, the problem is defending it. The GPS satellite allows you to view the entire map, keep an eye on enemy movements, decide which are weak spots in the enemies defenses and it allows you to send Helis and cause an inferno of damage. Imagine how much better the best chess player in the world would be if he knew what his opponent was thinking? This is more like the route the Allies have chosen. They want to know what is the Soviets next move, and halt it using either a direct confrontation or a sneak attack from behind. Let them kill themselves.

magnus carlsen
Magnus Carlsen Out Q-ing opponent

Knowing that, while a Chronosphere might facilitate infiltration, it wouldn't be as effective without the GPS satellite. The Allies play smart and tactful, if you mimic these attributes, you can find yourself winning versus a Russian Army anytime.

Do you think it makes a big difference to play as the Allies or the Soviets?


What are your favorite tactics?


Comment Below.

[AFO] Allied Build orders

Use these [AFO] Allied Builds to increase your tacticaly abilities. 

Germany - +10% Attack 

Variation #1 - Full Tank Assault

Deploy
Small power
Barracks
Small power
Ore Refinery
War Factory
War Factory
War Factory
Advanced Power
War Factory
War Factory
Service Depot

Units:

Riflemen (x30)
Engineer (x2)
Medium Tanks (x15+)
Ore trucks (x2)

Notes:

Standard [AFO] Full Tank build. One of the key things ignored in this build is structure placement. The objective should be to reduce open areas where the enemy can rush through. In other words, a tight build is needed. Infantry should serve one of two purposes: 1. Rush with the tanks or 2. Protect southern most exposed structures. Medium tanks are preferred over light tanks because light tanks have too little defense. Ore refinery is most important building to defend if opponent rushes back.

Variation #2 - Light Tank Rush

Early Deploy
Small Power
Barracks
Ore Refinery
Sell Barracks
War Factory
War Factory
Small Power
Ore Refinery

Units:

Riflemen (x15)
Light tanks (x5)

Notes:

After your fifth Light Tank, rush your opponent. Head straight for Construction Yard and remember to squish engineers if they're around. Afterwards, kill all remaining power and retreat to your base. Guard your ore refinery, place silos of ore, and accumulate power. Your Construction Yard can be sold after you have sufficient power and ore. Be careful not to take too long. If your opponent manages to build one Tesla before you kill his Construction Yard, be careful because it could mean its over. You will be way behind in ore and tanks because that Tesl will zap your lights away like nothing.

Variation #3 - Allies Build

Deploy
Small Power
Barracks
Ore Refinery
War Factory
Service Depot
War Factory
Advanced Power
Radar Dome
Sell Radar Dome
Tech Center

Units:

Riflemen (x30)
Engineers (x1)
Ore Trucks (x2)
MCV (x3)

Notes:

A questionable build order for Germany. This strategy works on the principle of deception. Normally, when an opponent anticipates a rush from a German player he tends to build his defenses up to block the rush (ie. Rocket Soldiers, Teslas). While the opponent loses attack power from so many defensive elements, the strategy tries to actually crawl to the opponents base as Germany followed by a volley of medium tanks. By the time you reach the opponents base you will have revealed his well defended base, and while you pressure the attack with turrets and tanks, your partner should follow up with an attack of some sort. Turrets only need 4 CY to be built at max speed. This means that while your max speed building turrets, your opponent mght have 5 or 6 CY deployed and won't match your speed, if he is Soviets.

Variation #4 - Chronosphere Build

Deploy
Small Power
*Barracks
Ore Refinery
War Factory
Service Depot
Sell Service Depot
Advanced Power
Radar Dome
Sell Radar Dome
Tech Center
Sell Tech Center
Chronosphere

Units:

*Infantry (x30)
Ore Truck (x2)
MCV(x4)

Notes:

This is the most direct route to a chronosphere. The reason why the Radar Dome and Tech Center are sold is because of their high power consumption. Since they have been sold you will have no find the place where you wish to chrono using scouts. The Chronosphere should be deployed by the time you have 3 construction Yards. After the Chronosphere is deployed, make a Tech Center again. If you prefer to keep the Tech Center at first, you will lose considerable build time, but also be rewarded with a GPS Satellite.

*Barracks are necessary if you aren't landlocked by your opponent.

Allies Cavalry Guide

Light Tank

Hit Points: 300
Attack: 25
Range: 4
Armor: Heavy
Speed: 9
Rate of Fire: 40
Cost: $700
Sight: 4
Guard Range: 4
Self-Healing: No
Tech Level: 4
Primary Weapon: 75mm Cannon
Secondary Weapon: None
Prerequisite: War factory
Maximum Build Speed: 5 War Factories


Medium Tank

Hit Points: 400
Attack: 30
Armor: Heavy
Speed: 4
Cost: $800
Sight: 5
Guard Range: 5
Self-Healing: No
Tech Level: 6
Primary Weapon: 90mm Cannon
Secondary Weapon: None
Prerequisite: War factory
Maximum Build Speed: 6 War Factories


Armored Personal Carrier (APC)

Hit Points: 200
Attack: 50
Armor: Heavy
Speed: 10
Cost: $800
Sight: 5
Guard Range: 5
Self-Healing: Yes
Tech Level: 5
Primary Weapon: M60 Machine Gun
Secondary Weapon: None
Prerequisite: Barracks + War Factory
Maximum Build Speed: 10 War Factories


Ranger

Hit Points: 150
Attack: 50
Armor: Light
Speed: 10
Cost: $600
Sight: 6
Guard Range: 6
Self-Healing: No
Tech Level: 3
Primary Weapon: M60 Machine Gun
Secondary Weapon: None
Prerequisite: War factory
Maximum Build Speed: 3 War Factories


Mobile Artillery

Hit Points: 75
Attack: 
Armor: Light
Speed: 6
Cost: $600
Sight: 5
Guard Range: 5
Self-Healing: No
Tech Level: 8
Primary Weapon: 155mm Cannon
Secondary Weapon: None
Prerequisite: War Factory
Maximum Build Speed: 3 War Factories


Ore Truck

Hit Points: 600
Attack: None
Armor: Heavy
Speed: 6
Cost: $1400
Sight: 4
Guard Range: None
Self-Healing: Yes
Tech Level: 1
Primary Weapon: None
Secondary Weapon: None
Prerequisite: Ore Refinery
Maximum Build Speed: 10 War Factories


Mobile Construction Vehicle

Hit Points: 600
Attack: None
Armor: light
Speed: 6
Cost: $2500
Sight: 4
Guard Range: None
Self-Healing: No
Tech Level: 11
Primary Weapon: None
Secondary Weapon: None
Prerequisite: Service Depot
Maximum Build Speed: 12 War Factories


Mine Layer

Hit Points: 100
Attack: None
Armor: Heavy
Speed: 9
Cost: $800
Sight: 5
Guard Range: None
Self-Healing: No
Tech Level: 3
Primary Weapon: None
Secondary Weapon: None
Prerequisite: Service Depot
Maximum Build Speed: 3 War Factories


Mobile Radar Jammer

Hit Points: 110
Attack: None
Armor: Light
Speed: 9
Cost: $600
Sight: 7
Guard Range: None
Self-Healing: No
Tech Level: 12
Primary Weapon: Radar Jammer
Secondary Weapon: None
Prerequisite: War Factory, Radar Dome
Maximum Build Speed: 3 War Factories

Allies Naval and Air Units Guide

Destroyer

Hit Points: 400
Attack: 30, 80
Range: 9
Armor: Heavy
Speed: 6
Cost: $1000
Can detect Submarines:  Yes
Sight: 6
Self-Healing: No
Tech Level: 7
Primary Weapon: Stinger
Secondary Weapon: Depth Charge (For Submarines)
Prerequisite: Ship Yard
Maximum Build Speed: 5


Cruiser

Hit Points: 700
Attack: 500
Range: 22
Armor: Heavy
Speed: 6
Cost: $2000
Can detect Submarines:  Yes
Sight: 6
Self-Healing: No
Tech Level: 10
Primary Weapon: 8 Inch Cannon
Secondary Weapon: 8 Inch Cannon
Prerequisite: Ship Yard
Maximum Build Speed: 5


Gun Boat


Hit Points: 350
Attack: 25
Range: 5.5
Armor: Heavy
Speed: 14
Cost: $700
Can detect Submarines:  No
Sight: 7
Self-Healing: No
Tech Level: 3
Primary Weapon: 2 Inch Cannon
Secondary Weapon: None
Prerequisite: Ship Yard, Tech Center
Maximum Build Speed: 4


Transport


Hit Points: 200
Attack: None
Range: 4.75
Armor: Heavy
Speed: 4
Cost: $2000
Can detect Submarines:  Yes
Sight: 6
Self-Healing: No
Tech Level: 3
Primary Weapon: None
Secondary Weapon: None
Prerequisite: Ship Yard
Maximum Build Speed: 10


Longbow Attack Helicopter


Hit Points: 225
Attack: None
Range: 4
Armor: Heavy
Speed: 16
Cost: $1200
Sight: 0
Self-Healing: No
Tech Level: 9
Primary Weapon: Hellfire Missile
Secondary Weapon: Hellfire Missile
Prerequisite: Helipad
Maximum Build Speed: 8

The Engineer Rush

Effective against: Early Deploys, Tanking 
Weak against: Builders

Analysis

The Engineer Rush is a strategy that aims to capture an important structure early in the game to delay a player's production or completely halt it if the target structures is a Construction Yard. When the engie rush first became popular, players deployed their engie near the desired structure and captured it. This reduced the execution time by a lot but it only worked off the element of surprise. Thus, if your tactic was discovered your opponent might be encouraged to take counter measures such as an infantry scatter or he will prepare to ally with you, but ultimately it meant you had to change your strategy completely after losing valuable build time. However, new strategies are being coupled with the engie rush, such as a fake engie rush. These strategies, which are described in variations, significantly increase the chance of success.

Build Order

Single Engineer Rush

To make the most effective engie rush that minimizes execution time [AFO] recommends the following: 

Small power -> Barracks -> Ore -> War

Units: Rifle Infantry (10)  -> Engineers (5) -> A.P.C. (1)

Double Engineer Rush

A double engie rush increases your chance of success but takes a bit more time to execute:

Small power -> Barracks x2 -> Ore -> War

Units: Rifle Infantry (20)  -> Engineers (10) -> A.P.C. (2)

Variations

The engie rush can be coupled with the following strategies to optimize either surprise, speed, or damage.

Surprise

Hide and Seek Variation: Create a Double Engineer rush, run to the back of the opponent's base and deploy your engineers. Return with apc to crush opposing infantry, and capture desired buildings.

Hide and Seek Variation 2: Can be used for single or double rush. Deploy engineers north of opponent base. Drive A.P.C. to base and lure all enemies to the A.P.C.. If they follow, have the engineers run to unprotected structures and capture.

Speed

Dice Roll Variation: Using a Single Engineer Rush. Capture the nearest of these three structures: Construction Yard, War Factory, Ore. If you capture a Construction Yard, bring in light tanks to kill the ore refinery. If you capture a War Factory, bring in light tanks to kill remaining tanks and squish infantry. If you capture the Ore Refinery, bring in light tanks to kill the remaining tanks and squish infantry.

Damage

Engineer Missile Variation: Using a Double Engineer Rush concentrate all 10 engineers into one structure. This is good for players against players who have a lot of tanks in their base.

Further [AFO] tips

Always know which structure you aim to capture and always know which is your second choice in case the first structure is guarded.

Label your Engineers always as group 1 or group 1 and group 2 for the Double Engineer Rush. A.P.C.'s should be group 2 for a Single Engineer Rush or group 3 and group 4 for the Double Engineer Rush.

Use the labels when entering a building. By simply pressing '1' or '2' or '1+2' you can select the engies without clicking on them, after they are selected, choose the desired structure to capture.

Be prepared to Ally and Unally! If you play against a PRO they might ally you so your engies heal their structure. Always be prepared to ally them back and unally them in case they use this 'cheap trick'.

Remember the A.P.C. health is low so don't run through massive infantry or into tanks. Use the A.P.C. speed to your advantage! Maneuver around their defenses!