When armies dont work
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Well, BA defences are also for the most part pretty weak. LLT will die to 2 gator/flash, or 3 rockos. HLT has half the hit points it has in XTA and much less range and damage. Tech 2 defences are also pretty easily destroyed for the most part, but the main point being the general pattern of gameplay in AA/BA due to the way its balanced favours units over defences and favours a fast paced, fast changing game state. In XTA its slower paced and quite possible to make an uber porc economy from nothing in a short space of time. In BA it takes somewhat longer and for the most part porcing will get you nowhere good.
It did indeed, I was gonna write a quick reply but I read on and got to AF's post which made me lol even more, now I cant be arsed responding because Im so tired after laughing for the last hour.hrmph wrote:Did that make anyone else lol? :)1v0ry_k1ng wrote:I find the best thing to do is not play chokepoint maps or BA.
Im serious when I say this AF, what on earth are you on? cos I gotta get me some!

@the bloke who started this thread and trying to stay on topic...
l3 arty and the bomber/nuke trick work really well, if your opponent is spamming annis etc everywhere use berthas (last resort really), a bunch of merls protected by a wall of tanks and aa, a pop up behind fort walls, cloakable crawling bombs, swarm him with thousands of flash or instis or cloak a bunch of snipers and use a spotter.
The core cruise missile battery is great too as its not interceptable by anti nukes. 3 cruise kill a comm, so if you spot him standing at a factory and its comm ends... ^^
One of bartos favourite tactics is to use group of 4 or 5 dominators guarded by a radar jammer and a mobile radar unit, to take out structures at max range quickly. It's a very effective tactic. Another tactic I find is to build 4 or 5 ravens and set them to fire on a defensive position together at once then pull back, send in the troops, repeat.
Whereas in BA to make an llt effective I have to build a line of 5 or so and still a medium sized swarm of vehicles will get through by just driving past, whereas the same 5 llts would cost a lot more in XTA, take longer to build, and anything more advanced such as HLT's take a lot more energy to keep going.
And in XTA building an llt next to every mex spot earlygame comet catcher isn't feasable, and it takes some getting used to, although it is nice imo.
Whereas in BA to make an llt effective I have to build a line of 5 or so and still a medium sized swarm of vehicles will get through by just driving past, whereas the same 5 llts would cost a lot more in XTA, take longer to build, and anything more advanced such as HLT's take a lot more energy to keep going.
And in XTA building an llt next to every mex spot earlygame comet catcher isn't feasable, and it takes some getting used to, although it is nice imo.
?Defences in XTA are highly susceptible to these things and are only invincible if your using lvl 1 units.
I don't even play spring much anymore but don't say that vipers or pitbulls are easy to take down with any units...and don't BS me with 'it should never have happened' sometimes in XTA players can rush T2 so fast that even rushing them with massed units from flanks etc fails (sometimes to a roving com which you assumed was back at base

huh? Did you get the wrong end of the stick and read the opposite of what I meant?
If you have 2 HLT and a popup behind a DT wall in a chokepoint, and a lot of solars, no amount of lvl 1 kbots are gonna get through if they go down the choke point.
Send in a pile of lvl 2 units and its a different story.
Please reread what I originally said and what I've just said above.
And isnt th pitbull the gauss weapon at lvl 2 in BA? I dont remember there being a pitbull in XTA. The Viper in XTA is particularly good, albeit an annihilator is preferable.
If you have 2 HLT and a popup behind a DT wall in a chokepoint, and a lot of solars, no amount of lvl 1 kbots are gonna get through if they go down the choke point.
Send in a pile of lvl 2 units and its a different story.
Please reread what I originally said and what I've just said above.
And isnt th pitbull the gauss weapon at lvl 2 in BA? I dont remember there being a pitbull in XTA. The Viper in XTA is particularly good, albeit an annihilator is preferable.
1) You can do exactly the same in BA.AF wrote:One of bartos favourite tactics is to use group of 4 or 5 dominators guarded by a radar jammer and a mobile radar unit, to take out structures at max range quickly. It's a very effective tactic. Another tactic I find is to build 4 or 5 ravens and set them to fire on a defensive position together at once then pull back, send in the troops, repeat.
Whereas in BA to make an llt effective I have to build a line of 5 or so and still a medium sized swarm of vehicles will get through by just driving past, whereas the same 5 llts would cost a lot more in XTA, take longer to build, and anything more advanced such as HLT's take a lot more energy to keep going.
And in XTA building an llt next to every mex spot earlygame comet catcher isn't feasable, and it takes some getting used to, although it is nice imo.
2) LLTs are supposed to be for stopping small raids, not defence against anything more than a few AKs. You use HLTs as defence.
3) You can't build an LLT next to each mex earlygame comet in BA.
- EXit_W0und
- Posts: 164
- Joined: 22 Dec 2005, 01:33
The best place to attack a base is at its corners where it meets the edge of the map - assuming its near the edge.
One method of breaking through a solid wall of artillery flak pitbulls and dts is to first of jam a huge area outside their base so you cant be targeted. This also prevents them moving units to intercept you as they'll see you coming too late.
Assuming both bases are porced heavily we can assume resources are fairly plentiful - now build a small line of plasma turrets where they just outrange their defences - set them to hold fire. send a spy or 2 in near their defences for spotting. When you have 4-5 plasma turrets hit all of their long range defences one at a time. Only enemy units that are hit will fire back automatically so it should be easy enough to take them out one by one.
Finish off the rest of the defences then waltz in with ground units.
Of course this all has to be done before they scout you
Spies are great for disabling anti nukes too :)
One method of breaking through a solid wall of artillery flak pitbulls and dts is to first of jam a huge area outside their base so you cant be targeted. This also prevents them moving units to intercept you as they'll see you coming too late.
Assuming both bases are porced heavily we can assume resources are fairly plentiful - now build a small line of plasma turrets where they just outrange their defences - set them to hold fire. send a spy or 2 in near their defences for spotting. When you have 4-5 plasma turrets hit all of their long range defences one at a time. Only enemy units that are hit will fire back automatically so it should be easy enough to take them out one by one.
Finish off the rest of the defences then waltz in with ground units.
Of course this all has to be done before they scout you

Spies are great for disabling anti nukes too :)
I think the best way to avoid that happening is to chose the map and game conditions well, for example: if you those speed metal winhout metal as map, remove tech 2 and air power from the game and finally make it have fair teams you will be in a pretty anyoing situation
. Yes, that happened to me ... 


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- Joined: 27 Jun 2006, 11:28
To be honest, i like building up a super tough base and thereby allowing the enemy to do the same, once my base has heavy, layered air and ground defense,i usually just mass a high level army and just stomp the enemy. If however thier defense is just too thick i sometimes take a small group of artilery and such to spot and shoot targets of opportunity, often reaching thier outer defenses and making a good mess of them. But they are easy to be crushed and killed.
The best game i ever played in any version of TA was against a super defended mega enemy which i sent a small but high lvl attack straight on, while the enemy rained its fire on those few toughies, i stormed them in the side with a huge army of faster cheaper units. Messed up thier base, split thier defenses, in the end both sections of my army met in the middle and the battle was won from then on.
So perhaps a split force diversion might also be helpful in cracking a tough base. I havent tried it in spring, or against a human, in spring i just go super tough def then spam high lvl mechs
The best game i ever played in any version of TA was against a super defended mega enemy which i sent a small but high lvl attack straight on, while the enemy rained its fire on those few toughies, i stormed them in the side with a huge army of faster cheaper units. Messed up thier base, split thier defenses, in the end both sections of my army met in the middle and the battle was won from then on.
So perhaps a split force diversion might also be helpful in cracking a tough base. I havent tried it in spring, or against a human, in spring i just go super tough def then spam high lvl mechs
It dependes of the situation... if the enemy defenses are equally distribuited around his base spliting your forces would just weaken them... but if your enemy defense rellyed highly on mobile units then a distraction would be deadly.kineticdeath wrote:To be honest, i like building up a super tough base and thereby allowing the enemy to do the same, once my base has heavy, layered air and ground defense,i usually just mass a high level army and just stomp the enemy. If however thier defense is just too thick i sometimes take a small group of artilery and such to spot and shoot targets of opportunity, often reaching thier outer defenses and making a good mess of them. But they are easy to be crushed and killed.
The best game i ever played in any version of TA was against a super defended mega enemy which i sent a small but high lvl attack straight on, while the enemy rained its fire on those few toughies, i stormed them in the side with a huge army of faster cheaper units. Messed up thier base, split thier defenses, in the end both sections of my army met in the middle and the battle was won from then on.
So perhaps a split force diversion might also be helpful in cracking a tough base. I havent tried it in spring, or against a human, in spring i just go super tough def then spam high lvl mechs
Sounds like a losing strategy to me...kineticdeath wrote:To be honest, i like building up a super tough base and thereby allowing the enemy to do the same, once my base has heavy, layered air and ground defense,i usually just mass a high level army and just stomp the enemy. If however thier defense is just too thick i sometimes take a small group of artilery and such to spot and shoot targets of opportunity, often reaching thier outer defenses and making a good mess of them. But they are easy to be crushed and killed.
The best game i ever played in any version of TA was against a super defended mega enemy which i sent a small but high lvl attack straight on, while the enemy rained its fire on those few toughies, i stormed them in the side with a huge army of faster cheaper units. Messed up thier base, split thier defenses, in the end both sections of my army met in the middle and the battle was won from then on.
So perhaps a split force diversion might also be helpful in cracking a tough base. I havent tried it in spring, or against a human, in spring i just go super tough def then spam high lvl mechs

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- Posts: 17
- Joined: 27 Jun 2006, 11:28
Well i never tested that in spring, which plays alot differently to OTA, but in OTA my attack was very very succesful, and i suffered minimal losses as the main enemy guns came about to fire on my level 3 units which were more than capabale of taking the hits. Of course the lvl 2 attack force got hit, OTA ai's tend to put guns anywhere, and i dont play against humans who have the inteligence to pick up on my movements and counter.
Perhaps someone would like to test my tactic on spring in a player vs ai and player vs player scenario, preferably recording the actual assault regardless of sucess or failure. Would be curious to see.
Just an additional note, its not mutiple small waves, thats what OTA basic ai used to do and it got chewed as such. Its 2 forces launched in 1 single movement, small high level force attacks head on while larger force made of easier to mass units (things from avd bot labs and vehicle plants mostly) hits from the side shortly after (less then 30 seconds). You'd have the diversionary head on force grouped say team-1 and team-2 for main force and switch between them to advance both smoothly so no stoppages occur. This would be easier in spring taking into account you can just rotate the view instead of jumping across the minimap
Perhaps someone would like to test my tactic on spring in a player vs ai and player vs player scenario, preferably recording the actual assault regardless of sucess or failure. Would be curious to see.
Just an additional note, its not mutiple small waves, thats what OTA basic ai used to do and it got chewed as such. Its 2 forces launched in 1 single movement, small high level force attacks head on while larger force made of easier to mass units (things from avd bot labs and vehicle plants mostly) hits from the side shortly after (less then 30 seconds). You'd have the diversionary head on force grouped say team-1 and team-2 for main force and switch between them to advance both smoothly so no stoppages occur. This would be easier in spring taking into account you can just rotate the view instead of jumping across the minimap