Why those weapons? Thud Cannons with Hadened Barrels 3 will challenge the range of most missile based weapons, such as Cuttlass Missiles 4. Armor is your choice for this tactic, I recommend strong armor and medium range weapons such as Thud Cannons with Hadened Barrels 3 and Strike Missiles D51-L and Laser Retargeting 2. Depending on the weapons, you can either charge in (long range) or turn and run (short range). You have the exact opposite opposite weapons as the enemy fleet, if the enemy has long range weapons, you should have short range weapons. Need a way to counter these tactics? I have those tactics too.ġ) Anti Auto Control: This tactic is simple. Fan out your fleet and wait 30 seconds for the subs to surface and then watch the missiles fly! Simple use Assault Missiles Boosters 3 Engine 3 and any armor you want on a Sea Wolf. I also recomend this combo for antisubmarine useage. You can use either Kiting or Kiting Advanced tactics with this weapons combination. The range is 96.2, which is the same as Sentenial Missiles lvl 3. Like I said before, use the same fleet setup as in Turn and Run in the previos section.Ħ) Assault Missile/ Boosters 3 Kiting: This is essantually kiting with the new Solid Fuel Boosters with Assault Missiles. You can have 3 ships go one way and 2 another way, causing the enemy fleet to split up and follow your ships. But the only difference is that this tactic will split up your fleet. Use the same fleet setup as with Turn and Run in the previos section. Minimal to no armor can be used for all ships, medium armor for begginers at this tactic, for you may not get it right, and get fired at.ĥ) Kiting Advanced: Your fleet will be split up to diverge enemy fleet's fire and ships. Submarines can be easily used here with engine 1 and torps 4, doing massive damage while dodgeing the threat of mortar shells.Ĥ) Kiting: Your fleet will turn around and use Rapier/ Cutlass Missiles and Diplomat/ Peacemaker Mortars to fire on the enemy fleet from afar without the enemy fleet firing at you, unless they have long range weapons too. Its your choice, mortar shells or ripped apart by close combat weapons. Be aware that some base fleets contain short range weapons such as Hydra/Malstrom Rockets or Ripper Cannons for protection from charging. Engines are standatory for ships Battle Barge and larger so you can dodge the mortar shells that come from the enemy fleet. What do you do? Use a high capacity fleet to hold the cargo and put on medium range weapons that have no minimum range so you can charge in and eat the enemy base fleet alive. Now lets get into some more advanced tactics.ģ) Base Fleet Killing: Your friend has been attacked and the fleet is about to come out of your friends base. Strong Armor should be on the flagship, with medium armor on the other ships. Ripper Cannons and Hydra/ Malstrom Rockets are too short ranged for this tactic. Use this with ranged weapons such as Thud Cannons, Rapier/ Cutlass Missiles, and Diplomat/ Peacemaker Mortars. Your flagship distracts the enemy fleet's ships, while the rest of the ships make a loop around the enemy fleet. This is a poor excuse for a tactic, but it is what the computer does when fleets are not manually contolled.Ģ) Loop Around: A simple tactic for use on Draconion fleets or off line player's fleets. Lets start out with simple tactics for beginers:ġ) Auto Control: Letting the computer control the fleet, which is always targeting enemy ships.
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