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Imperial tactic number #6 No Mans land

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4 years ago
No Mans land

It has been told that amassing defenses it has always been bad. For many reasons. Yet if we can list the main reasons we can know how to discard them.
The first main reason of this is that if your army stays defending a position will usually allow the enemy to move without any danger across the undefended zones.
The Second Main reason yet not less important it will allow the enemy to harvest resources of all undefended and clear areas without any danger. Yet
if we manage to control around 50% of the entirety of the map which is possible will allow you harvest that half of the map without giving an actual advantage to the enemy to harvest more areas or either control more areas. Which would let both of you equal in economic and map control terms. Yet Long range weaponry and strike aircrafts must be build to reduce even more the map control and resource harvesting of the enemy across the map. Would let the enemy with control over 40% or even 38% of the map control. Yet we wouldn't be able to control that zone for it would be no mans land since the enemy would be constantly trying to recover it but our artillery and air strikes would be constantly bombarding these unoccupied areas.

¿What do we need to execute this strategy?
A.- Aggressive map raiding. Only inside of your 50% of the map area. The Troops must don't go beyond the 50% in order to don't take any unnecessary casualties since the main priority
in this phase is to control the 50% of the map to provide enough cover so all your construction units and your commander will be able to build these defensive positions across the line that
defines that 50%

B.- Once the defensive line is complete. Standard artillery weaponry must be build. Cheap artillery units like badgers or slings. Stingers.

C.- This is where the advance artillery weaponry comes in. 2 specialized kinds of artillery must come in.

1.- Precision artillery: Impalers (Single target missile launchers) and Phantoms (Sniper Anti Tank) for example can provide a precise shot right inside of the enemy objective.
2.-Saturation/ Wide area artillery: Tremors (Rapid fire artillery) and Fire Walkers (Wide area Nalpham artillery) Both can provide saturation of enemy defenses by firing a salvo of multiple projectiles. This would just saturate
all enemy shields and groups of enemy troops. (shields are destroyed depending on the impact rate. Not how hard they are hit.)

This would reduce an additional 10% the enemy control of the map.
All this weaponry must be used in order to prevent the enemy from building defensive positions in front of ours and prevent a trench war.

D.- Once the Siege Positions are ready the bigger guns must be built. the heavy weaponry that will be able to reduce by entire miles the territory of the enemy.
1.- Air strike squads. Air strike squads formed by Gnats and Attack gunships/Singularity bombers would strike and destroy all enemy positions out of range.
2.- Heavy medium range artillery. Weapons like Cerberus artillery stations can destroy from far distance even more enemy positions
3.- Long range weaponry and Big bertha Cannons will unleash an unending artillery barrage across the entire map denying all territory that isn't protected by a long distance enough to out range a big bertha or either protected by plasma shields.
4.- Nuclear Weaponry. In case the enemy attempts to fortify well enough its potions and succeeds at this. A nuclear strike would be the first option on the table if everything else fails. Even the berthas. Since the enemy would be lacking already on metal. The enemy would just Shield against nukes its main base. This would leave unprotected all enemy positions within range of nuclear annihilation.


This would reduce an additional 20% the enemy control of the map.
F.- Once all of this is done. the plan is split into 4 endings. These are optional

1.- Take all the the siege units and air squads built during the entirety of the game. Then push forward. Surely it would overwhelm the enemy.
2.- Start the construction of multiple big bertha cannons to finish the enemy by shelling his base to death.
3.- Start the construction of a super weapon: Zenith, Disco cannons, Starlight.
4.-Make your own Ending plan to end the battle. at this point the battle the enemy is pretty much beaten up or entrenched with shields and a small income.
But if this version is too long! Don't worry!


Summarized version to rest your eyes
Win the game by holding 50% of the map and shelling the enemy to death!
A.- Rush and build defenses at the half line of the map
B.- Build Siege weaponry to prevent the enemy from doing the same.
C.- Build Air strike squads and Long range weapons such as Big berthas to reduce the enemy territory even more.
D.-Build a super weapon to destroy the enemy or just march towards it.
+1 / -0
4 years ago
Sorry man but...

airstrikes can be easily stopped by static AA.

cereb is just asking for silos

so is bertha

antinuke counters nuke

impalers are kinda crap

funnel can break you defense lines. by shielding their troops under the area shields one can march up to your defense line and overwhelming it with local superiority.

quote:
shields are destroyed depending on the impact rate. Not how hard they are hit.

incorrect. shields have hp like units.
+0 / -0


4 years ago
This isn't exactly viable in today's climate with the rise of clan stacks. In a standard 16v16 game it might be plausible, but against something like ADVENT TheGBC or MC it's pretty much dead on arrival. These are actually coordinated forces and not a bunch of randos running around.
+0 / -0