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#16 (permalink) |
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Join Date: Mar 2007
Location: In the shed fixing my lawnmower!
Posts: 1,920
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Re: WiC Tactical Discussion
Keep in mind that I am not the greatest at infantry, but the one I enjoy the most to play. Request smoke,request smoke, request smoke. Smoke does not seemed to be used enough in my opinion and is a great tool for cover and concealment. Also I tend to use several squads of snipers and place them in certain positions to defend against flanking infantry. Also use the Airborne feature when available, as you can drop units behind enemy lines and kill them with artillery. I found this to be a largely successful tactic in the wooded environements as you can drop them straight into trees.
Just my two cents
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"Don't tell people how to do things, tell them what to do and let them surprise you with their results." Gen. George Patton
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#17 (permalink) |
![]() Join Date: Jul 2005
Location: PA, USA
Age: 39
Posts: 1,315
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Re: WiC Tactical Discussion
Inf + Smoke = Domination... Period... First... a group of a few Inf can Demolish a Group of tanks in the Open... Before the tanks do the only thing then can and thats run them over... Inf in the Forest... Forget about it.. But What has been brought up is lack of Smoke use... Vegabond seems to use it alot.. But a nicely placed smoke can really help the Inf moving across the open area.
I am pretty crappy about getting snipers.. but they are really effective with lots of other Inf.. and pretty cheap.
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#18 (permalink) | |
![]() Join Date: Jul 2005
Location: PA, USA
Age: 39
Posts: 1,315
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Re: WiC Tactical Discussion
Quote:
1. No Doublt the biggest point.. COMMUNICATIONS!!! Boy that helps... 2. Scouts... I really agree that burying a Scout deep in enemy territory can get you great Intel. Plus I have parked one deep and not moved it..and they don't even notice it. 3. Rear repair stations I have used on the Liberty Map for transport Helos' that get beat up. Works well... This probably works with Helo's the best. 4. How many times have you seen folks just leave a circle to chase a helo or an AA unit or something... STAY PUT!!.. and don't be afraid to lose the unit...we will build more. 5. This pisses me off a bit... Use the damn points folks.!! Nukes and the big boys are cool.. but Tank Busters will clear alot of command points and win ya the game... what is one nuke like 60 ponts..? That like 10 Clearing busters!!
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#19 (permalink) |
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Join Date: Oct 2006
Location: Arlington City, with my AahGear
Posts: 952
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Re: WiC Tactical Discussion
Nuke is 80 points with a 450 second charge time and a 15 second drop time. About the tanks only being able to run over infantry, I use their offensive ability (the heat shell or whatever it is). It can be very effective against both infantry and light vehicles.
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#20 (permalink) | |
![]() Join Date: Jul 2005
Location: PA, USA
Age: 39
Posts: 1,315
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Re: WiC Tactical Discussion
Quote:
It's ok when it hits..but the recharge time and lack of accuracy on the move tend to restrict it... I wish it could set a forest on fire tho...
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#21 (permalink) |
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Join Date: Oct 2007
Location: Pflugerville, TX
Posts: 62
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Re: WiC Tactical Discussion
The HEAT is mainly for use against light vehicles (very useful for quickly dispatching an annoying repair tank that is keeping enemies alive or AA that is pestering your teams copters). It isn't really of much use against infantry, it may kill a few, but it's lack of any real radius damage makes it only slightly effective. The Medium Tank has a much better ability for dealing with enemy infantry, plus it sets forests on fire.... as an infantry player, I hate medium tanks. :P
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#23 (permalink) | |
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Join Date: Aug 2005
Posts: 4,639
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Re: WiC Tactical Discussion
Hey guys,
I did some research and wanted to share it. I think this guy here does deserve a little bit of credit. http://www.massgate.net/read.php?3,89333 Quote:
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#24 (permalink) |
![]() Join Date: Dec 2005
Location: Maimi, FL
Posts: 424
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Re: WiC Tactical Discussion
I am in a bit of shock. How did he do this? And why did he do this?
Yes I can see this can help some people out but in a game like this where the battlefield is so fast passed you literally need to be some kind of genious to do all that math and play effectively.
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#25 (permalink) |
![]() Join Date: Aug 2004
Location: Naples, Florida USA
Age: 42
Posts: 4,018
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Re: WiC Tactical Discussion
pretty much I've discovered the basic key...
three lines of combat all moving and supporting each other... front line is armor and infantry second line is helicopters, both types third line with artillery and AA protecting and supporting the front two So if a team got together, and called themselves, say Team A, with one person calling the shots, then the three lines could move up and conquer anything, but the lines also have to keep moving constantly, because if you stop napalm or artillery are sure to be called in. thats the basics IMO, and all you really need to know to get the most out of this game and succeed. |
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#26 (permalink) |
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Join Date: Oct 2007
Location: Pflugerville, TX
Posts: 62
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Re: WiC Tactical Discussion
Wow I didn't know you could choose the direction of all tactical aid. I was wondering about that just yesterday when by Heavy Air Strike was blocked by the ridge on Airbase.
Looks like some pretty solid info there, a very nice find. Thanks Lucky. ^^ I agree with what magnum said in regards to basics and I feel that the whole supporting other roles is one of the most important things to remember. For instance if you were going to take a fully fortified CP, then I always felt it would be best for infantry to go in first with some AT and remove the AT defense (since infantry IMO is the most likely to take the least damage from its specific fortification) then fall back and let the Tanks roll in and remove the AA defense so that the Copters can come in and support the rest of the assault. But maybe that's just me.
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#28 (permalink) |
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Join Date: Sep 2007
Location: Brooklyn, NY
Age: 23
Posts: 124
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Re: WiC Tactical Discussion
I think for a quick attack infantry should not be the first in due to the fact that they have to be transported in order to keep up with AA, tanks, & choppers. If the transports don't have to worry about taking many hits then the infantry can be rushed in and dropped off, where they will do maximum damage.
Against a heavily fortified post I'd say arty support is necessary for 2 reasons. First it helps take down the mobile and stationary defenders a bit before the battle is joined, and second it allows your units to move under a smoke screen. A good arty player is invaluable when supporting the attack. The problem with arty only comes when more than one or two people have arty pieces.
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