Here are some tactics which you can employ in a multiplayer game when
you are playing as the Allies:
If you know any good multiplayer tactics please send them to me.
If you are allies make sure your entire base is covered by gap
generators so that you won't get nuked, and then send all your tanks
(at least 30) on 1 side of the base and then send a few Tanya's to the
opposite side.So while you are making a very big distraction the
Tanya's will take out the base.
If their defence is a bit too much for you then nuke weak points in the
base before you attack.
Tanya Strike
Build a Tanya (more than one if you want) and a Transport Heli. Now
send them into the enemy base. If you have more than one Tanya you can
take out more quicker. If the enemy has air defences use Longbows or
Hinds to distract the defences.This is really good to catch the enemy
out. Thanks to HNG for this.
I want to comment about Tyler McLellan's tactic for Allies.
I just have a better tactic to bring Tanyas in transports:
1. train 25 Tanyas
2. put them in A.P.C.s
3. put A.P.C.s in a transport
Thanks to R,Skratcher for this comment.
Chronoshift a Cruiser to somewhere near the enemy base where they won't
expect it, especially a small lake not normally accessible to naval
yards so that there won't be any naval defences. You can take out a few
important structures this way.
Once you have your base set up, build a MCV, build a barracks but do
not deploy it, and build a tanya, and put her on hold before she
is finished.
Next, chronoshift your MCV into the enemy base in a less gaurded area.
Deploy the MCV, put down your barracks next to it and restart your
tanya. This should all take less than 5 seconds. Send your tanya
into an important building to C-4 it. If you want you could sell
of of your structures or else continue building barracks and tanya's
and continue this procedure. Thanks to Aaron Magnan for this tip.
Some tactics provided by Tyler McLellan:
* First off deploy the MCV as close to your starting position as
possible.
* Next build a power plant, deploy it close to the CY (con.yard)
* Next, an APP (adv.power plant) should be built.
* Barracks. This is primarily for scouting.
* Ore Refinery. At the same time this is building, train some
rifle infantry. Send these soldiers to each corner of the map,
except the corner closest to your base (unless you are somehow in the
middle)
* After deploying the OR, a war factory should be built. Continue
to monitor your scouts to check for enemy positions.
* Start building some Medium Tanks, if you are playing against a Soviet
force, brace yourself for a heavy tank rush.
NOTE: Defenses such as the pillbox and turretts are available,
but only the camo pillbox is as effective as you need it to be.
* Another Ore Truck should be built. Keep the ore coming in. (Or
minerals if you can spot them)
* Radar Dome followed by a Tech Center.
NOTE: PROTECT the Tech Center, once you get the GPS (satelitte
that unveils the entire map, except the gap generated spots), it is
your ONLY chance to win, if it is destroyed early, say goodbye to any
chance against a Soviet opponent, or any opponent really.
* Keep pumping out Medium Tanks. However, a garrison of small
tanks should be built once you have three War Factories. This garrison
can eliminate enemy Harvesters quickly.
* The basic building principles of PowerPlants and defenses are up to
you, there is no perfect way to do it. War Factories should be
plentiful, however. GAP GENERATORS are key, make sure the Soviets
cant see all your base.
* By now, you should have the GPS, multiple WarFactories, many tanks
(including that small tank garrison of about 8), adequate defenses, and
if there is a large body of water, a Naval Yard with Cruisers and
Destroyers. Protect Cruisers with Destroyers...Cruisers CANNOT
fire on anything other than land units and Allied sea units.
* Air Defense. AA GUNS should be plentiful, keep the power up so
they don't go offline.
* Missile silos. Build one or two (or more if possible) of these
so ABombs are quick to reload. With GPS against a Soviet
opponent, you will have have a clear shot at any base structure.
* Air Force. There is basically none for the Allies. Longbow
Helis, which are good for basically nothing. If your enemy is not
defending against air attacks (which is possible because after all, you
are ALLIED), build a group of Longbows to strike Tesla coils or Power
Plants.
* The Soviet Defense: Tesla Coils. These are the most feared and
revered defense unit in the game. They require a bundle of power,
so hit the PPs as often as possible. Once you know the Coils are
down, attack if you can. The window of opportunity against the
Soviets is often too small, so it is critical to strike when possible.
NOTE: The best way to test a tesla's status is to send a civilian or
rifle infantry in tesla range. Don't be obvious though, the
Soviet general will know you're checking his power.
* If there is much water, make sure your Destroyer-protected Cruisers
are attacking in unison with the ground units.
NOTE: Watch for (un)friendly fire from the Cruisers.
* The (not-so) Secret Weapon: The Chronosphere. This $2600 toy is
just that, a toy. I dont use it, and if you want to save money,
you won't either. It's not good for much. If you want advice on
using it, ask someone who does use it, good luck.
* Tanya. Of course both sides have Tanya (who should be an
Ally-exclusive), and she laughs when she is done training, which alerts
the opponent of her presence. That right there ruins
everything. Try to get some Tanyas into some APCs or a
transport. Unfortunately, she cannot be Chronoshifted. If you are
somehow successful in getting her into an enemy base, target power
plants IMMEDIATELY. (Of course the CY is key too) Other
important targets include War Factories and Ore Refineries.
Thanks to Tyler McLellan for these tactics.
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