I just played a few rounds in the demo and found that one of the opening moves in a large domination map is to send a single spawn group of multiwinnians to each nearby spawnpoint.
The CPU focusses on the control points, ignoring your foothold, posistion a formation on the edge of the control point with its back to the spawn, wait for a while, than move forward and mop up.
Keep the formation on the CP, and once you have enough MWGs, make a new one and use that to charge the nnemy on as many fronts as possible.
Beta testers may now flame me for my stupidity.
Opening moves
Moderators: jelco, bert_the_turtle
Re: Opening moves
jelco the galactaboy wrote:aldaris wrote:Beta testers may now flame me for my stupidity.
Why? There isn't anything stupid about posting tactics.
Jelco
meh, I was expecting my little find to be negated by some other tactic.
- bert_the_turtle
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Nope. Qonquering spawns fast without a fight is one of the keys to victory in all modes that have them. Three guys are enough to activate a spawn point, by the way. And one guy is enough to get points from a hill. I always make sure I send one to each hill I can reach first; sure, they'll get killed eventually, but it's almost free points.
If there's a far out spawn and a load of others along the way, send everyone towards to that one and have MWs break off for the others as you go.
Prime Example: Eternal Guardians.
As for counter moves, attacking the other guy's original spawn is about the only thing that comes to mind, and most of the time it's a very silly one.
Prime Example: Eternal Guardians.
As for counter moves, attacking the other guy's original spawn is about the only thing that comes to mind, and most of the time it's a very silly one.
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