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Effective Ground Assault


Darth Kane

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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.:atat:

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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

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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;)

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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.

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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.

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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.

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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.

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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

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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.

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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.

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