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Basic strategies for winning almost every map


While it is certainly possible to win every map with differentstrategies, t=
he =20
Swiss tool in fighting the computer is a retreat behindrivers and to block =
the =20
bridges from the other river side. this way, youalways can attack a single =
enemy unit with two of your own units and thecomputer will wait with all ot=
her =20
units until he is destroyed. By usingartillery this becomes a pretty easy =20
strategy for example on the maps"across the omyar gorge", "lankh valley", =20
"lost factories", "mountaindefense", especially "Operation: Anthill", "Radi=
o =20
Silence", and "Swordsand Plowshares. "The Great Battle" is also a pretty go=
od =20
example in howto win without attacking.

It is easy to win Swords and Plowshares without losing a  single unit.The =20
computer's standard losing reason is that it underestimates thepower or =20
artillery, it is unable to keep its units together when movinglarge distanc=
es =20
and it dares to attack even in the worst possible places.

  From a theory of game-perspective, a good map design would =20
discouragedefensive strategies and it would prevent the creation of =20
unbreakablebarriers (elite heavy tank with two scouts and two artillery beh=
ind =20
abridge) is simply unable to defeat.

Introducing resource-dependency or ammonition shortage might help. Unitswho=
are by far the most valuable ones compared to their cost are Scoutunits who=
can easily become elite without the risk of being damaged bydirect fire. Wh=
en =20
they were introduced into the Lost factories-map(which existed before that =
unit), they basically broke the idea of that map.