Ten rules of the (MOR)
- is very organized and dedicates a section of his units for the destruction of specific areas of your territory, every time.
- will zero out every city he can, at the potential cost of not hitting other cities. I've seen numerous occasions of using six or more bombers on a 0.2m city when there were fat un-hit cities right next to it.
- will begin using bombers to hit your cities as quickly as possible in order to use every single nuke, on your cities.
- is very predictable, both in naval combat and use of SR/MR/ICBM's.
- hides his subs on the other side of the world, a.k.a. Mars until he is sure "the way is safe" (a.k.a. BOR) from pirates, giant sea monsters, and you. The use of naval nukes in certain spots around the world/Mars can save you a lot of trouble later on.
- prefers old fashion bomber in naval mode on your fleet action.
- also likes to use naval nukes, but conservatively.
- is easily scared off by proper naval nuking.
- always leaves one or more areas almost completely unprotected (except for Europe).
- always keeps reserves for later, never uses up his resources too early.
The rules of combating (MOR)
In conjunction with the list above (i.e. the rule of (MOR) #1 is answered by #1 below, and so on).
- While extremely organized, (MOR) is very rigid in his style. It is difficult for him to re-assign units to new areas of attack when forced (by you). His organization is his strength his rigidness is his weakness. When battling (MOR) in close proximity, his rigid style is hard to defeat unless you can equal his organized attack, even if you have a larger force. Therefore, unless you are extremely confident and capable in head to head fleet engagement; 1. Use well timed flanking maneuvers, avoiding head on clashes. 2. Lead his strike where you are not and hit him from a different direction (simultaneously). 3. Distract him from the main engagement with a surprise show (false or real) of force elsewhere (simultaneously). 5. Keep your bombers with your fleet, not in front, not beside it, and definitely not behind it. You can't hit a ship with fire from a 1000 bombers if what you see is out of their range. 4. Micromanage, micromanage, micromanage. Targets in order of importance. Note: the games auto-fire does not follow this time tested and proven method of attack order;
- Subs (if present/visible)
- Take advantage of (MOR)'s OCD in this area by projecting the most defense for a small number of clustered cities. Make it very costly to get to them by: 1. Keeping naval units around at all times. 2. Leaving several bombers and reserve nukes for the end-game scenario that always pops up with (MOR), mass fleet, sub launch. 3. Not giving him your silos. Those few remaining cities might just be what gives you the win. You also have to make sure that you don't leave dozens of 0.2/3m + cities of his. You have to mirror his zero-ing out method if all else fails.
- If the territories are in close quarters, make sure you are prepared to catch those armed bombers en route. You have to know where they're going to come from and where to deploy to do this. Taking out as many bombers as possible should be a priority, not an afterthought.
- Before the game gets going, take a moment to decide where (MOR) will be and what his plan will be, watch a few games and you'll very quickly see what's coming (and from where).
- This is an interesting one. (MOR) either deploys in two units of six subs each or one 12 sub mass. A small detachment of fleet should be ordered to seek out and destroy his subs, not at the end of the game but at the start.
- Bombers in naval mode, when used properly, are twice as effective as armed bombers. Refine your BB/Carrier/Bomber combo and you'll soon be able to meet (MOR) head to head in fleet warfare. (i.e. you can't be sloppy)
- The only thing that is required to prevent naval nuking is a few fighters. Properly managed, fighters can completely destroy any effectiveness a wave of naval nukes could have had. This means you must hold back with fighters for the Defcon 1 onslaught. Hard for most people.
- Want to buy some time, or better yet deliver a fatal blow to (MOR) and his fleet? Come at him prepared with two to three waves of armed bombers and corner him/flank him. The first wave should be to send him running, get him disorganized, the second to hit ships, cause further confusion, and the third to finish off what you started. This works for any player really, but especially those like (MOR) who like to cluster group of ships together. Obviously, you have to be able to get the bombers in range three different times, so see above for that.
- You can take advantage of this with well timed forces of sufficient number showing up on (normally) the backside of his territory. (MOR) has a habit of relying on less than three ships + airbase bombers to protect his exposed territory. Plan to hit him hard as quickly as possible from this area as he also has a habit of not being very aggressive in approaching enemy territory at the start. I.e., use minimal forces to deliver maximum damage while the bulk of your fleet dashes off for the sweet spot. Be prepared to launch early if you fail to stall him.
- Either force him to use all of his resources or be ready to defend against multiple small surgical strikes when you do show up. That means don't spend every fighter trying to scout leaving you with six or more empty carriers and a few BB's to fend off nuke slinging bombers whilst you attempt to sub strike. In fact, scout only for radar and then stop. 12 subs can hit cities through six silos. You don't have to know where they are.
Some pics for simple demonstrations:
In this scenario, a small surgical strike from the Pacific (over the Americas) could deal some damage to both his subs and to (BOR). Even if nothing was there or was hit, you create a false show of force (distraction) and make him re-think his plan (always good). In fact, it could be taken even further and multiple strikes could be launch all along the Atlantic (from the Pacific), starting at Defcon 5.
A look at predictability and rigidness:
He's got it down, carrier to S. America/Antarctic gap, BB to escort subs, ninja fleet through Bering, bulk of fleet near his coast (usually from NY to Caribbean). Both players in the above shots lost, even though they had more ships in the Defcon 3 battle. More ships does not equal win. And don't worry, I've lost plenty against (MOR), so don't think I'm picking on anybody, just using props.
Hope this helps in the last few days of Season 3's 1v1.