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Basic Strategies :: Advanced Strategies :: Base Building :: Economics


:Overview:Mixing Units:Attacking Units:Using Command Groups
:Engineers and Spies:Defending:Base Defenses:Units in Defense
:Tech Structures:Derricks:Hospital:Outpost:Airport
:Importance of Garrisons:Using Garrisons:Destroying Garrisons


Attacking Units

Part of attacking involves attacking enemy units. There are a couple important guidelines to remember when attacking units. There are times when you can ignore these basic ideas, but you'll generally want to stick to them.

The first should be pretty intuitive: Have units attack what they're designed to attack. Your Flak Tracks or IFVs are best suited for attacking infantry and aircraft. They should target these over all other enemies. If there are enemy vehicles in the area, your tanks should attack them in preference to enemy infantry. Use your units for what they were designed, and you'll eliminate the enemy quickly and efficiently.

Second, concentrate your attacks. It's better for all of your tanks to attack a single enemy at a time than to attack targets of opportunity. If your units attack a variety of enemies, any that escape can be repaired to full strength. By concentrating your fire on one or two targets, you stand a better chance of destroying that enemy, and destroyed enemies need to be replaced, not repaired.



Using Command Groups

The easiest way to control your units is to create command groups. This makes it simple to move blocks of units all at once, sending groups after a specific target or toward a specific location.

The best and easiest way to create your command groups is by unit type. Except in special cases, your Grizzly Tanks or Rhino Tanks should be one control group, your GIs or Conscripts another. Each unit type in your party should have its own control group so that you can select and order them quickly and easily. It also helps you to select a particular target quickly and to have an entire group attack at once.

Number your command groups the same way every time. If your attacking tanks are your first command group, they should always be the first command group. Nothing is worse than trying to select your tanks and finding a group of Rocketeers or Flak Troopers instead.

You can also create your groups according to what they attack. Anti-infantry can be one group (Flak Tracks, Flak Troopers, Conscripts, and the like), while anti-vehicle units make up another group.

Attack groups make controlling and ordering your army easier and more convenient. You can certainly succeed without them, but it's much easier to work with them. You make your own life a lot easier by using this function.



Engineers and Spies

Both armies have the ability to use Engineers to capture structures. Engineers are great for repairing bridges and fixing up neutral buildings. Additionally, they can disarm Crazy Ivan bombs placed on buildings and units. They can repair your buildings or civilian structures instantly. They're useful for quick, emergency repairs, but their main use is in capturing both tech structures and enemy buildings.

Each of the tech structures (listed later in this chapter) has particular uses for your army. Each one is valuable for income, extra units, or repairing your units. Whenever you spot a tech structure, you should go out of your way to capture and maintain it.

The real value of Engineers is in capturing enemy buildings. Each time you use an Engineer to steal an enemy structure, you accomplish two things. First, you add to your own power. Take an enemy Barracks and you can create enemy infantry units. Steal an enemy Construction Yard, and you'll be able to manufacture their buildings. Second, and just as important, you reduce your enemy's construction options. Taking away their Barracks prevents them from creating additional infantry units.

As mentioned in Chapter 4, you can make a little extra cash by capturing and selling enemy buildings. However, unless you capture a structure that costs more than twice the price of an Engineer, it's a losing proposition. Selling a structure nets you half of the building price of that structure. So, if you capture an enemy Barracks and sell it, you're out $250. The Engineer costs $500, and you get only $250 for selling a Barracks. It still may be worth it given the situation, but you're still out the money.

It's often smarter to capture a building and hold on to it. To keep that building, queue up a defensive structure and place it next to your new acquisition. That enemy War Factory is a lot easier to hold if it's got a Tesla Coil or Prism Tower guarding it.

The Allies also have the ability to use Spies. Failing to use them when you can deprives you of one of your most potent weapons. You can run Spies into an enemy Barracks, War Factory, Refinery, Radar Tower, Tesla Reactor, Nuclear Reactor, or super weapon (Chronosphere, Iron Curtain, Nuclear Missile Silo, or Weather Control Device). Each of these has a particular benefit. Every time a Spy enters an enemy Refinery, you take a portion of the enemy's money. A Spy in an enemy Radar Tower resets the shroud and effectively blinds them. Entering any power facility shuts off the enemy power for about 60 seconds, while entering a super weapon resets the countdown. Getting a Spy into an enemy Barracks or War Factory allows you to create veteran infantry and vehicles, respectively.