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PostPosted: Sun Feb 03, 2008 5:12 pm 
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In maps with ports but no airports...

Step 1: Make Carrier.

Step 2: Make Seaplanes.

Step 3: Make Temp Airports near critical battle areas.

You now have an airforce that can hit everything, repair, and resupply near the front of the battle.

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PostPosted: Sun Feb 03, 2008 5:13 pm 
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I use MD and War tanks for lol hax Tabitha.

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PostPosted: Sun Feb 03, 2008 6:41 pm 
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Darxio wrote:
In maps with ports but no airports...

Step 1: Make Carrier.

Step 2: Make Seaplanes.

Step 3: Make Temp Airports near critical battle areas.

You now have an airforce that can hit everything, repair, and resupply near the front of the battle.

Step 1: Deploy Sub.

Step 2: Make Sub attack Carrier.

Step 3: Yay (or no, for the player that deployed the Carrier).


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PostPosted: Mon Feb 04, 2008 2:37 am 
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I love how this strategy costs at least 33000G just to set up.


As for the new units. They are shiny and all, I guess. I am more amused by the infantry changes, TBH. With Bikes around, the price increase and the charging changes, infantry spam became less of a winning strategy. It is still a good strategy, but now you need to increase the variety if you want to suceed. Or at least I assume so <_<;.

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PostPosted: Mon Feb 04, 2008 7:08 am 
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any player who builds few infantry still loses

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We should equip the Landers with catapults. That way the Landers can throw their loaded units to a nearby open space or to another Lander within 5 range.


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PostPosted: Mon Feb 04, 2008 8:29 am 
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That's a problem a lot of online people have. They build a bunch of infantry in the expansion, then never buy any more. Meanwhile I take their cities and they have no units to take them back.

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PostPosted: Mon Feb 04, 2008 9:07 am 
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shoe-sama wrote:
any player who builds few infantry still loses
At least they aren't given a COP for having them all die though >_>

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PostPosted: Tue Mar 11, 2008 5:37 pm 
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Maleous wrote:
Anti-tanks are also useful if the enemy has some B-copters running around. I don't really understand why it can attack copters, but it does some decent damage and can deter some B-copter attacks.


Perhaps it doubles as a flak cannon? Who knows.

I love the Anti-tanks for holding Choke-points. They tear tanks to peices, as well as other units. Gunboats are generally nice, but I'd take a cruiser over a gunboat in most cases. Dusters are plain flat out useless. Let me have a B-copter and recon for the price of a Duster. Bikes make awesome Capturing units, and Seaplanes can spell doom for anything except Anti-air units.

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PostPosted: Tue Mar 11, 2008 9:58 pm 
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New Units
Bike: just awesome, except at getting through forests.
Flare: I love it, decent armor, tears through infantry, and is immensely useful in Fog of War (espesialy if coupled with a rig)
Anti-tank: pretty good, i like the concept of an indirect unit capable of counter-attacking/attacking a unit next to it.
Duster: a pretty nice unit, cost efficient, and makes a good defence against other air units.
Seaplanes: I like it, it's capable of attacking anything with decent damage, takes skill to get the most out of them.
Gunboats: Exelent unit, low ammo can make things difficult, but its still a nice, cheap sea combat unit, and the ability to transport infantry is useful.

Upgrades
Battleship: Nice, more realistic, and they nerfed range to make up for its new ability.
Carrier: I sometimes miss the anti-air power they had, but i like the ability to deploy seaplanes from it, as well as the new launch (which makes more sense), and the fact that carriers now repair loaded units rather than just resuplying.
Rig: Ability to build temp airports and ports makes up for the obsoleteness brought on by the bikes movement.

And to go with the temp airport path idea, you can also use temp ports to allow your sea units to pass through ares that were a beach, sometimes allowing you to not have to pass through rough seas or reefs, and thus getting where your going faster.


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PostPosted: Tue Mar 11, 2008 10:38 pm 
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Tails wrote:
And to go with the temp airport path idea, you can also use temp ports to allow your sea units to pass through ares that were a beach, sometimes allowing you to not have to pass through rough seas or reefs, and thus getting where your going faster.


I find myself doing this a lot, lol.

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PostPosted: Wed Mar 12, 2008 4:03 am 
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Carriers are the most useless unit in DoR. I suggest a price decrease or giving it a better anti-air capability.

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PostPosted: Wed Mar 12, 2008 7:04 am 
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I Blame Video Games wrote:
shoe-sama wrote:
any player who builds few infantry still loses
At least they aren't given a COP for having them all die though >_>


this

less units = less power for enemy

if i face a penny i seriously consider not infantry spamming if only to deny her a power.


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PostPosted: Wed Mar 12, 2008 7:30 am 
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well in dor max infantry output does not give you the most efficient army any more, even when ignoring charging and levelups

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CoconutTank wrote:
We should equip the Landers with catapults. That way the Landers can throw their loaded units to a nearby open space or to another Lander within 5 range.


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PostPosted: Wed Mar 12, 2008 8:56 am 
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it does give you the most efficient army ignoring charging lol

cheapest unit spammed = more meats

indirects are still important lol

i can't see any way to justify using less meats


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PostPosted: Wed Mar 12, 2008 5:34 pm 
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unless the front has become relatively static (both sides already having a good amount of combat units deployed), faster reinforcement speed for combat units is awesome

thus infantry production will oftentimes be slowed in favor of getting a tank or something big out one turn earlier quite often

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CoconutTank wrote:
We should equip the Landers with catapults. That way the Landers can throw their loaded units to a nearby open space or to another Lander within 5 range.


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PostPosted: Thu Mar 13, 2008 6:04 am 
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oh of course

that kind of goes without saying


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PostPosted: Thu Mar 13, 2008 6:17 am 
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yeah well that means it's not max infantry output lol

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CoconutTank wrote:
We should equip the Landers with catapults. That way the Landers can throw their loaded units to a nearby open space or to another Lander within 5 range.


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PostPosted: Thu Mar 13, 2008 7:24 am 
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when i say max infantry output

i mean after day 8 or so when all the neutrals have been caught

some players don't bother building inf after.

as many inf as you practically can build should be made. if it's one a turn, it's one a turn. if it's two, it's two. but don't build zero and wonder why you can't attack anything


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PostPosted: Tue Apr 22, 2008 8:58 am 
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The Battleships upgrade is good also the anti-tanks and flares are nice i like most of the new units.


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PostPosted: Sun Jun 29, 2008 2:57 am 
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actually, i find the anti-tanks quite useful.
have you ever tried putting the anti-tanks in front of an attacking force, slowly pushing forward? its really useful because it takes advantage of its high defense, and it also acts as a counterattacking shield as well

EDIT: of course, it has its weaknesses though, just as everything does


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