1 |
Gunships (esp brawlers and banshees) make you almost invulnerable to raids and other small attacks. They are the best quick response force you can get.
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1 |
Gunships (esp brawlers and banshees) make you almost invulnerable to raids and other small attacks. They are the best quick response force you can get.
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2 |
Air transports increase the mobility of assaults and riots tenfold.
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2 |
Air transports increase the mobility of assaults and riots tenfold.
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3 |
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4 |
The moment you finish your first gunships you get mapcontrol so you can take more mexes or move the rest of your army to a better position. You are also guaranteed to get a good raid off with this first wave.
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4 |
The moment you finish your first gunships you get mapcontrol so you can take more mexes or move the rest of your army to a better position. You are also guaranteed to get a good raid off with this first wave.
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5 |
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6 |
As you mentioned, they don't stay viable as an attack force for long. You just quit producing them and stick to the ones you have for defense. You hope you got your opponent to either make AA all over the place or have mobile AA with his army (which is good because you can switch back to full groundunit production and get another advantage).
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6 |
As you mentioned, they don't stay viable as an attack force for long. You just quit producing them and stick to the ones you have for defense. You hope you got your opponent to either make AA all over the place or have mobile AA with his army (which is good because you can switch back to full groundunit production and get another advantage).
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7 |
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8 |
The hard part is staying alive during the construction of the gunships. If your opponent kept making ground armies you will be on the losing hand or set back in eco. Up to you to take back more with "The Switch To Air"(tm)
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8 |
The hard part is staying alive during the construction of the gunships. If your opponent kept making ground armies you will be on the losing hand or set back in eco. Up to you to take back more with "The Switch To Air"(tm)
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9 |
A good way to stay ahead in a game is to start air as soon as you have won your first medium sized army engagement or when are slightly ahead in eco.
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9 |
A good way to stay ahead in a game is to start air as soon as you have won your first medium sized army engagement or when are slightly ahead in eco.
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10 |
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11 |
The response with planes to gunships reverses the roles. You can't attack with your expansive gunships anymore and defending with them gets harder. So it is your turn to start mobile AA and/or static AA. The advantage you got from your first wave should give you some room to do this.
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11 |
The response with planes to gunships reverses the roles. You can't attack with your expansive gunships anymore and defending with them gets harder. So it is your turn to start mobile AA and/or static AA. The advantage you got from your first wave should give you some room to do this.
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12 |
In
the
end
the
ground
army
still
does
most
of
the
work.
Using
them
to
maximum
effectiveness
with
air
(
gunships
or
planes)
around
will
give
you
the
win.
(
Air
is
very
costly,
losing
some
ground
units
for
3
shadow
bombs
can
actually
be
a
good
thing
for
you)
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12 |
In
the
end
the
ground
army
still
does
most
of
the
work.
Using
them
to
maximum
effectiveness
with
air
(
gunships
or
planes)
around
will
give
you
the
win.
(
Air
is
very
costly,
losing
some
ground
units
for
3
shadow
bombs
can
actually
be
a
good
thing
for
you
3x450
metal
=
a
lot
of
scorchers/bandits/roko's
etc)
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