Darth Kane Posted November 7, 2002 Share Posted November 7, 2002 For an effective ground assault get five or more hvy assault mechs and fill them with your races unique unit (preferably ranged units such as destroyer droids or dark troopers). Set the formation to scattered for maximum fire coverage and send them within range of the nearest enemy building. If the the enemy has shield generators simply destroy the power cores to shut them donw. Link to comment Share on other sites More sharing options...
Crazy_dog no.3 Posted November 7, 2002 Share Posted November 7, 2002 Hmmm *thinks Kane just watched TESB*... I guess this works if it's your not Gangun, Republic, Rebels or Confideracy. Link to comment Share on other sites More sharing options...
SE_Vader_536 Posted November 7, 2002 Share Posted November 7, 2002 It works well if you load the Assault mechs with Bounty hunter much better in case the enemy uses jedi against your mechs and you also need air support or anit air. Link to comment Share on other sites More sharing options...
Crazy_dog no.3 Posted November 8, 2002 Share Posted November 8, 2002 First take out AA turrets, then use a group of air units to take out the other defences, but for shield generator, like the guy said, just aim for power core. Link to comment Share on other sites More sharing options...
SE_Vader_536 Posted November 8, 2002 Share Posted November 8, 2002 I wasnt sayin how to kill the base i was sayin what unitz should be used. :atat: Link to comment Share on other sites More sharing options...
Crazy_dog no.3 Posted November 8, 2002 Share Posted November 8, 2002 Easy, easy, no hard feelings?! Link to comment Share on other sites More sharing options...
SE_Vader_536 Posted November 8, 2002 Share Posted November 8, 2002 i no lol Link to comment Share on other sites More sharing options...
Kryllith Posted November 8, 2002 Share Posted November 8, 2002 Nah, just use 5 assaults with Masters, then convert everything. Kryllith Link to comment Share on other sites More sharing options...
Wehutti Posted November 8, 2002 Share Posted November 8, 2002 Well, yes, Assault Mechs are not missing from my army. Once, I was with Royal Naboo vs. Trade Federation. 5 Steadfasts, 5 Bounty Hunters and a Royal Cannon were enough for victory. Well, the enemy has gave up the battle, actually. Link to comment Share on other sites More sharing options...
SE_Vader_536 Posted November 8, 2002 Share Posted November 8, 2002 see the porblem w/converting is that it only works if you dont start out with post tech level four and i really hate researching. Dont forget to check out my thread. Need someone to test my rpg!!!! Link to comment Share on other sites More sharing options...
Kryllith Posted November 8, 2002 Share Posted November 8, 2002 Well you could use knights instead of masters. Your converting would be quite a bit more limited, but they'd be a lot cheaper. Course we're talking filling up a bunch of assaults anyway, so you're going to sitting around in Tech IV anyway. By the time you have all the assaults and masters built, you could easily have had one jedi temple get better converting for you (or have it learn converting while the assaults are en route.) Kryllith Link to comment Share on other sites More sharing options...
SE_Vader_536 Posted November 8, 2002 Share Posted November 8, 2002 y is it that kryi whatever always replies to my replies and replies better than me???!!! Link to comment Share on other sites More sharing options...
Kryllith Posted November 8, 2002 Share Posted November 8, 2002 I've almost 900 posts more practice. Kryllith Link to comment Share on other sites More sharing options...
Sithmaster_821 Posted November 8, 2002 Share Posted November 8, 2002 Cannons are more important than assault mechs in any post t4 ground assault. They are the only unit that forces the defending opponent to come out and fight you on your turf, not vise versa. And the assault mech/uu combo, although strong can be beaten back with the combination of mech destroyers, a strong defensive line, and whatever counters the uu. Although assault mechs are quite powerful:) y is it that kryi whatever always replies to my replies and replies better than me???!!! I know! Damn you Kryillth;) Link to comment Share on other sites More sharing options...
SE_Vader_536 Posted November 9, 2002 Share Posted November 9, 2002 uh huh yeah i guess thats true but cannons cant defend themselves. u need xtra unitz to protect them unlike assault mechs. Link to comment Share on other sites More sharing options...
SE_Vader_536 Posted November 9, 2002 Share Posted November 9, 2002 uh huh yeah i guess thats true but cannons cant defend themselves. u need xtra unitz to protect them unlike assault mechs. Link to comment Share on other sites More sharing options...
lukeiamyourdad Posted November 9, 2002 Share Posted November 9, 2002 Woohoo!!!!! I am back!!!!!!! Well, the combination of assault mechs and jedi masters won't necessarily work for the following reasons: -If you are playing a non-master civ -If you are up against the Rebs -If you don't find the cash for that many masters Why the assault mech & uu won't work: -If your uu is not a ground unit -If your uu is weak against buildings -If your uu costs to much nova(droidekas) Cannons are a great part in any battles. My only gripe is that they simply look like trebuchets!!!!!!!!!!!!!!!!!!!!!!!!!! And besides, you do need units to defend your assault mech because they will get destroyed by Royal Crusaders, Mounties and beserkers not to mention airspeeders. Link to comment Share on other sites More sharing options...
bobafett765 Posted November 9, 2002 Share Posted November 9, 2002 I almost always wait a while to build my military. I collect and stockpile a lot of resources, and, when I have enough, I begin construction. I also buy in bulk because of this, so my first wave of assault to take down an enemy civ is usually my last, except for a few scattered reinforcement groups. What units do I use? Well, it all depends on who my enemy is and what they are using most. If my enemy is the Empire, I know they love mechs and troopers. Therefore, I'd bring along mech destroyers, strike mechs, and grenade troopers as the core of my assault. And, no matter what civ I am against, a group of forty or so repeater troopers are also a must. A group that large can decimate other scattered pockets of enemy trooper resistance, as well as mechs. However, for the demolition part of the assault, pummels are almost always my first choice. A dozen or so of these things can wipe out an entire civ in a very short amount of time, assuming you keep them protected from mounted troopers and Jedi\Sith. Finally, I'd usually bring some Jedi Masters (assuming my civ gets them) to help out as well. The only Jedi I like are Masters, so if my civ didn't get them, I'd just balance out my army with other units instead. Link to comment Share on other sites More sharing options...
SE_Vader_536 Posted November 10, 2002 Share Posted November 10, 2002 who uses troopers in post tech 4??? thats just stupid. a mech can take out any group of troops. i always keep mechs and either bounty hunters or jedi even if they r a little xpensive Link to comment Share on other sites More sharing options...
lukeiamyourdad Posted November 10, 2002 Share Posted November 10, 2002 who uses troopers in post tech 4??? Wookiees, Rebels, Confederacy and Imp. Dark Trooper. Oh and me! Just to say, not all civs are mech-strong(Wookiees, Rebs) so they have great troopers to compensate for that. Grenade Troopers are great in decimating mechs even in late tech 4 not to mention Adv Mounties(especially rebs) who still are a great weapon. Link to comment Share on other sites More sharing options...
Sithmaster_821 Posted November 10, 2002 Share Posted November 10, 2002 Who uses troopers post tech-4? Aside from the Naboo and the Trade Feds, who doesnt use troopers post-4? Repeaters should be the bulk of you army early t4 and always remains a compliment even late into the game. I prefer using FU rebel mounties to pummels and the like, and, like Luke said, grenadiers are nasty versus heavy weapons and mechs. Link to comment Share on other sites More sharing options...
Kryllith Posted November 11, 2002 Share Posted November 11, 2002 Originally posted by lukeiamyourdad Woohoo!!!!! I am back!!!!!!! Well, the combination of assault mechs and jedi masters won't necessarily work for the following reasons: -If you are playing a non-master civ -If you are up against the Rebs -If you don't find the cash for that many masters Non-master civ can be a problem, but Knights work fairly well so they could be used instead of Masters. Not as effective, granted, but a lot cheaper. As for the rebs.. I'm guessing this is because they have Speeders, yes? Actually, it doesn't even have to be against the Rebs. Bombers work quite well against assaults and every civ has them. If you've masters then you can convert the Bombers/Speeders, which helps. Of course, if you're like me then you're bringing along air support anyway (especially if you don't have Masters and/or ATATs). Drat! I was hoping no-one would notice. The 5 Assaults are bad enough, but if you toss in 50 Masters you're going to be begging for resources. I know, we could cut the costs a bit. Use 30 Masters instead of 50, then bring along 15 Hvy AA troopers and a few healers/workers to keep the Assaults (and the Masters/AAs) healthy. Kryllith Link to comment Share on other sites More sharing options...
lukeiamyourdad Posted November 11, 2002 Share Posted November 11, 2002 Originally posted by Kryllith (1)Non-master civ can be a problem, but Knights work fairly well so they could be used instead of Masters. Not as effective, granted, but a lot cheaper. (2)As for the rebs.. I'm guessing this is because they have Speeders, yes? Actually, it doesn't even have to be against the Rebs. Bombers work quite well against assaults and every civ has them. If you've masters then you can convert the Bombers/Speeders, which helps. Of course, if you're like me then you're bringing along air support anyway (especially if you don't have Masters and/or ATATs). (3)Drat! I was hoping no-one would notice. The 5 Assaults are bad enough, but if you toss in 50 Masters you're going to be begging for resources. I know, we could cut the costs a bit. Use 30 Masters instead of 50, then bring along 15 Hvy AA troopers and a few healers/workers to keep the Assaults (and the Masters/AAs) healthy. Kryllith 1-Yep but it's not so useful when you're up against a lot of bounties but you may have the element of surprise. Most people who play against a non-master civ don't do a lot of bounties and you will take advantage of that.Whoever in late tech 4, Knights don't have a lot of uses. 2-Yes it's because of speeders. Bombers are good against mechs but they aren't that useful in tech 4 if you play against a non-air strong civ. 3-30 masters still cost a lot of ressources but nice idea. Link to comment Share on other sites More sharing options...
AlliedCommander Posted November 12, 2002 Share Posted November 12, 2002 People rarely upgrade their turrets or even build them. advanced upgraded turrets would wipe out the original post's army very cost-effectively. If you have lots of ore, i would advise investing in turrets after a few fortresses and shield generators. I've actually killed AT-ATs with ships: advanced cruisers. It was on forest, and i had one stronghold left, by a little pond. My cruisers could attack their mechs starting at 19 range. The only problem was sometimes a few survivors broke their min. range and fired. A splash with a little debris. But thanks to the cruisers i stopped his many (like 5) assualt mech charges and we declared a treaty to end the game. Link to comment Share on other sites More sharing options...
Sithmaster_821 Posted November 12, 2002 Share Posted November 12, 2002 Turrets are a must for surviving t2 rushes (see question thread) as well as making long lasting forward bases. Link to comment Share on other sites More sharing options...
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