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Nod owning "field" map [message #-971296] Tue, 07 May 2002 13:03 Go to previous message
Anonymous
Played this map 3 times yesterday, and each time at least one player said "god I hate this map, always a stalemate". Or along thse lines.

Not being much good at offense, I wondered how we could avoid the usual plinking away at the HoN tactic, and hit upon a winner. It's so simple it's funny (and a tad boring, but heck it works):

All you need are 2 or more mobile artillery at the exit of the Nod base, and just continually pound the GDI exit. Why?

- The rounds have the range and rate of fire to cause trouble for vehicles/infantry who are not expecting attack.

- It's very hard for the GDI side to know/see where the fire is coming from, since you're in shadow and around a corner to them.

- It gives your side's infantry and stealths a chance to get into position.

- You're safe from fire from the waterfall tunnel exit.

- You DON'T get pushed by or block the harvester.

- Your own engineers are safe to repair you if you should get a stray hit.

- You have time to type out warnings as you're the first to spot any armour.

- You usually have time to kill their harvester before it reaches the tib field, or definitely kill it before it gets back with a full load.


In the games I tried this, I was only supported once (by another arty), as per the usual lack of listening/teamworking. BUT, I scored 6 boinks, 1 mammoth, 2 meds and a MLRS kills. Not to count the damage done and number of retreats tirggered. Try it and see

 
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