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Confused about gunships....

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Date Editor Before After
6/10/2013 11:03:34 AMNLrank[GBCoW]FlorisXIV before revert after revert
6/10/2013 11:02:00 AMNLrank[GBCoW]FlorisXIV before revert after revert
Before After
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. 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.
2 Air transports increase the mobility of assaults and riots tenfold. 2 Air transports increase the mobility of assaults and riots tenfold.
3 \n 3 \n
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. 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.
5 \n 5 \n
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). 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).
7 \n 7 \n
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) 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)
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. 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.
10 \n 10 \n
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. 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.
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) 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)