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Basic strategies for winning almost every map
- To: crimson-users@xxxxxxxx
- Subject: Basic strategies for winning almost every map
- From: Mathias Schindler <neubau@xxxxxxxxxx>
- Date: Sat, 26 Mar 2005 12:01:08 +0100
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- Delivered-to: crimson-users-outgoing@seul.org
- Delivered-to: crimson-users@seul.org
- Delivery-date: Sat, 26 Mar 2005 14:01:24 -0500
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Hi,
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 =
=20
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=
=20
are by far the most valuable ones compared to their cost are Scoutunits who=
=20
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 =
=20
unit), they basically broke the idea of that map.
Mathias