June 2018
Level 5 - 759/950 (574 GDI - Sector 3, 185 NOD - Sector 1)
This is all going to be focused more on GDI since I haven't played NOD that much yet (playing to farm coins for training those units).
Riflemen - Max LV4, Missile Squad - Max LV5, Rhino - LV3 no training, Pitbull - LV4 no training, Predator Tank - LV5 no training, Wolverine - LV4 no training, Zone Trooper - LV5 no training, Sandstorm - LV5 no training.
Army Setup - Riflemen, Missile Squad, Rhino, Pitbull, Predator Tank, Zone Trooper, Dr. Liang
Riflemen appear to be on par with each other in an encounter so long as they arrive on opposing tiles at the same time. If not, it's usually the approaching unit that gets shredded in the end unless sent in pairs or with the Rhino.
Missile Units - oh, the Missile Units. Jesus christ these guys. With the exception of infantry-based anti-infantry (riflemen and I'll assume sniper teams since I haven't encountered them yet), these guys are a hard stop to any vehicle. Rhino? Missile Unit takes it out. Pitbull? Missile Unit takes it out. Rhino? Missile Unit takes it out. Talon? Missile Unit takes it out.
Multiple Talons? Just add one more Missile Unit for every two Talons. Wolverine? Two Missile Units. Titan? Two Missile Units. No idea on how they fair against the Mammoth Tank or Disruptor though. That being said, you can save resources using missile units over using a predator or pitbull.
Pitbull - Great for taking out Rhinos and harvesters, but about the best I've found for it.
Rhino - Great for Riflemen, but that's about it. Dunno how they fair against air units like Talons and such, since its easier to just use missile units imo.
Predator Tank - Great for Rhinos and Pitbulls, as well as stalling tech lab units.
Tech lab - rarely bother using or have need of using. Sandstorm's 50% damage per additional target is hell against someone trying to defend/push back a point with multiple units.
June 2018
June 2018 - last edited June 2018
one of the things to remember is that for each unit on the field, the next one takes exponentially longer to produce due to the game mechanics. Thus in higher tech scenarios, it won't be viable to run mass missiles like that. You will be dealing with two titans vs two missile squads, for example. It takes a long time for two missiles to actually kill a titan, while at the same time the other titan can go stomping into your harvesters and cripple you there. And finally there is mixed unit tactics and speed/micro plays. If you got something like rifles and a rhino, you can lead with the rifles, and have the rhino fire as well. If he changes target to the rhino, you run it back, giving the rifle squad free hits on the missiles which can't keep up. Also with Liang you're giving up the turret, which shreds missiles, so that's one less option.
June 2018
June 2018
June 2018
yeah the main thing about the nuke timer is it doesn't matter who builds it up, it only matters who is the most dominant right at the moment it goes off. You could have a harvester contesting a point and even it'd count. If you're holding 1 point and contesting two, it goes off for you, so a lot of people will use the early game to scout or harass harvesters so that they can have the right units at the time of the nuke turnover
just wait till you meet cyborgs, those things will make you glad that the rockets are as good as they are, at least till flame troopers and confessors come along lol
June 2018
oh here's one I just had, it was nothing but nuke swing, the second nuke tension music was on repeat for over a minute: https://youtu.be/pO1AorS3IAo