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== General Tips ==
 
== General Tips ==
* '''Greed is good.'''<br/>Always try to get more metal than you currently have (preferably by claiming mexes), and always try to spend your metal as fast as you can. This cannot be overstated: ''maximize your metal throughput.'' Make more units, claim more ground, reclaim and mex more, repeat.
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* '''Greed is good (but not always).'''<br/>Always try to get more metal than you currently have (preferably by claiming mexes) and build some storage silos too. Always try to spend your metal as fast as you can. This cannot be overstated: ''maximize your metal throughput.'' Make more units, claim more ground, reclaim and mex more, repeat.
 
* '''Team games are not a few 1v1s strung together.'''<br/>You have teammates who can help you in your engagements, and whom you can help in theirs. This means you ''don't'' have to attack the guy directly in front of you; it's often more productive to attack the one in front of the ally ''next to you''. This increases your strength as per the Square Law, and can allow for combined arms tactics involving multiple unit types even if either you or your ally have been making only one or two unit types yourselves.
 
* '''Team games are not a few 1v1s strung together.'''<br/>You have teammates who can help you in your engagements, and whom you can help in theirs. This means you ''don't'' have to attack the guy directly in front of you; it's often more productive to attack the one in front of the ally ''next to you''. This increases your strength as per the Square Law, and can allow for combined arms tactics involving multiple unit types even if either you or your ally have been making only one or two unit types yourselves.
 
*'''Energy is a good resource'''<br/>Energy should be a very defended building, as they do countless tasks, from overdriving to powering defenses. You should be building energy steadily as the game progresses, and linking the energy to as many mexes as safe as you can.
 
*'''Energy is a good resource'''<br/>Energy should be a very defended building, as they do countless tasks, from overdriving to powering defenses. You should be building energy steadily as the game progresses, and linking the energy to as many mexes as safe as you can.
*'''Have some more buildpower'''<br/>Use caretakers for your factory needs, so other mobile constructors can make other things, and as the caretaker has a high nanopower, it is very good for factories on repeat. This allows you to have spare constructors, so you should make them reclaim,expand,repair, make defenses,create more powerplants, or, simply help the constructor make units.
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*'''Have some more buildpower'''<br/>Use caretakers for your factory needs, so other mobile constructors can make other things, and as the caretaker has a high nanopower, it is very good for factories on repeat. This allows you to have spare constructors, so you should make them reclaim, expand, repair, make defenses, create more powerplants, or, simply help the constructor make units.
*'''Scout the enemy'''<br/>Unlike other RTS games, scouting here is very important, as it stops you wasting units and allows you to prepare for a fight, or kill a small enemy group before they are ready. Using advanced radar or simple radar is a way of scouting,but sight via units is more accurate as it doesn't have radar wobble. Those that cloak (Infiltrator/Flea) are better as they are invisible and can close up on an enemy base and not be spotted.
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*'''Scout the enemy'''<br/>Unlike other RTS games, scouting here is very important, as it stops you wasting units and allows you to prepare for a fight, or kill a small enemy group before they are ready. Using advanced radar or simple radar is a way of scouting, but sight via units is more accurate as it doesn't have radar wobble. Those that cloak (Infiltrator/Flea) are better as they are invisible and can close up on an enemy base and not be spotted.
 
*'''Repair your units'''<br/>While a unit leaves 40% of its metal cost in wreckage for recycling, a unit that is still alive and can fight is infinitely better than a dead one. Repair units when they are damaged, and if the fight is too strong, retreat. There may be honor in sacrifice, but alive units do more damage in the end.
 
*'''Repair your units'''<br/>While a unit leaves 40% of its metal cost in wreckage for recycling, a unit that is still alive and can fight is infinitely better than a dead one. Repair units when they are damaged, and if the fight is too strong, retreat. There may be honor in sacrifice, but alive units do more damage in the end.
  
 
== Lanchester's Square Law ==
 
== Lanchester's Square Law ==
It's no secret that a big army stands a good chance of beating a smaller army. However, the larger force's advantage can be a lot bigger than you think.
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It's no secret that a big battalion stands a good chance of beating a smaller army. However, the larger force's advantage can be a lot bigger than you think.
  
 
Suppose you have a certain amount of artillery, and your enemy has a different amount of identical artillery, and both are steadily shooting at each other and reducing each other's numbers. If everything else is equal, who's stronger? Obviously, whoever has more guns. How much stronger? Obviously, the proportion between the size of the first army and the size of the second, right? Blue has three times as many field guns as red, so blue is three times as strong.
 
Suppose you have a certain amount of artillery, and your enemy has a different amount of identical artillery, and both are steadily shooting at each other and reducing each other's numbers. If everything else is equal, who's stronger? Obviously, whoever has more guns. How much stronger? Obviously, the proportion between the size of the first army and the size of the second, right? Blue has three times as many field guns as red, so blue is three times as strong.
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* '''Limitations to simultaneous engagement.''' Due to constraints such as range, there is a limit to how many units in a force can engage the enemy at a given time. While both sides are at this limit, the battle will tend to follow the Linear Law; the attrition rate will be based on the linear ratio of combatants currently engaged (unity if the same number of units on both sides can fire at any given moment). Since more expensive units have longer range and higher density, they have a higher engagement limit (ie. more of your metal goes to shooting rather than sitting around) and can thus gain the upper hand over swarmers in choked conditions.
 
* '''Limitations to simultaneous engagement.''' Due to constraints such as range, there is a limit to how many units in a force can engage the enemy at a given time. While both sides are at this limit, the battle will tend to follow the Linear Law; the attrition rate will be based on the linear ratio of combatants currently engaged (unity if the same number of units on both sides can fire at any given moment). Since more expensive units have longer range and higher density, they have a higher engagement limit (ie. more of your metal goes to shooting rather than sitting around) and can thus gain the upper hand over swarmers in choked conditions.
 
* '''AoE weapons.''' While the Square Law assumes that any individual unit may only fire upon one target at a time, many riot units in ZK have AoE weapons that allow multiple units to be damaged at once. As a result, they tend to do several times more damage to large groups of small units than to smaller, more dispersed groups, or larger units (where usually only one unit at a time takes significant damage, as opposed to several for the swarm).
 
* '''AoE weapons.''' While the Square Law assumes that any individual unit may only fire upon one target at a time, many riot units in ZK have AoE weapons that allow multiple units to be damaged at once. As a result, they tend to do several times more damage to large groups of small units than to smaller, more dispersed groups, or larger units (where usually only one unit at a time takes significant damage, as opposed to several for the swarm).
* '''Weightclass and attrition.''' Because a ZK unit retains full firepower until the moment of death, a group of small units can lose strength over time due to attrition while a single large unit does not. However, as the number of combatants involved increases, the weightclass advantage diminishes as both sides suffer attrition at increasingly equal rates.
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* '''Weightclass and attrition.''' Because a ZK unit retainnn full firepower until the moment of death, a group of small units can lose strength over time due to attrition while a single large unit does not. However, as the number of combatants involved increases, the weightclass advantage diminishes as both sides suffer attrition at increasingly equal rates.
  
 
=== What does all this mean to me? ===
 
=== What does all this mean to me? ===
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Instead, mix it up! Riots and Skirmishers make a good mix, and Artillery can defeat defences that would annihilate other units. Better still, have all unit types represented in your assault force, so they can defeat anything the enemy can use against them.
 
Instead, mix it up! Riots and Skirmishers make a good mix, and Artillery can defeat defences that would annihilate other units. Better still, have all unit types represented in your assault force, so they can defeat anything the enemy can use against them.
  
== Maneuvers ==
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== Manoeuvers ==
 
=== Crossing the T / Enfilade ===
 
=== Crossing the T / Enfilade ===
 
Most players know that most units (skirmishers in particular) do best in a line or encirclement formation, which allows the maximum amount of forward firepower. The best way to counter this is to run up beside the line, and then down the line (parallel to it). This move, known as crossing the T or enfilade, exploits the weakness of the line formation as units on the far end of the line will often be out of range and/or obstructed by friendly units further up the line. Frontal attacks on a line should be avoided whenever possible.
 
Most players know that most units (skirmishers in particular) do best in a line or encirclement formation, which allows the maximum amount of forward firepower. The best way to counter this is to run up beside the line, and then down the line (parallel to it). This move, known as crossing the T or enfilade, exploits the weakness of the line formation as units on the far end of the line will often be out of range and/or obstructed by friendly units further up the line. Frontal attacks on a line should be avoided whenever possible.
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http://licho.eu/alba/caguide/misc_enfilade.jpg
 
http://licho.eu/alba/caguide/misc_enfilade.jpg
  
This maneuver also works on static defenses, although open ends in the line to flank are generally less frequent and it's usually better to ignore the rest of the line and proceed straight to the base once the perimeter is breached.
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This manoeuver also works on static defenses, although open ends in the line to flank are generally less frequent and it's usually better to ignore the rest of the line and proceed straight to the base once the perimeter is breached.
  
 
=== The Shield and the Rapier ===
 
=== The Shield and the Rapier ===

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