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most powerful house/


piterdevries

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  • 3 weeks later...

I work well either either Harkonnen or Atreides. Ordos are really cool, but so far my strategy has been to mass missile tanks with some backup combat tanks for armour. Ordos can only get missile tanks from starport, which is a disadvantage, and saboteurs take away precious time required in making sure you keep producing stuff (since Dune2000 is about army sizes).

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Having a fairly huge army of just missile tanks, with some heavy armour to defend them like combat tanks effectively owns anything. Missile tanks are just too powerful in my opinion. I always have the most difficulty winning with Ordos because of the lack of this powerful weapon.

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That'll need a lot of skill and micromanagement. Also, sneaking saboteurs into bases isn't really easy, especially when turrets can reveal them. Also, using such a devious strategy would need a lot of time. Imagine playing a 6 player game and having to use that strategy umpteen times. Sick.

But your comments are reasonable. Ordos do have pretty weak units. However, the deviator not only lacks armour, but speed as well. How can one use it effectively? Guard it with combat tanks again?

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If it was easy to use saboteurs then Ordos would be the strongest house, since when used succesfully, saboteurs are devastating. You are perfectly right when you say that would be very difficult in a game with many players, especially ffa. It would require a distraction - raiders are very good at that, being the fastest unit in the game (stealth raiders a lot better but I 'm not sure if this topic involves the 1.6 patch, of which Ordos benefit the most).

A Deviator will need some escort units to take the beating so that it can fire its first shot. Usually that shot creates enough distraction to allow it to fire more.

However, all of the above require good micromanagement and thus ordos is only better than the atreides, leaving the harkonnen as the most powerful house without a doubt.

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I used Ordos in the past mainly for the speed of the combat tanks, they do have the weakest armor but that makes the tanks the fastest, as fast as the Harkonnen quads.  Also, I always enjoyed sticking my stealth raider in the opponents refinery to block the harvestors-if you block off some of the refineries but leave a little spice flow your opponent may not notice until too late.

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The speed allows you to move around the battle quicker-for example if someone pulls their forces a bit too far from their base I can move around him and get in(I like to destroy the refineries myself) and the only thing that they have to catch me are trikes. If I rush with combat tanks they die quicker if they are Ordos, but it is a sacrifice move to try to take out the spice production, the construction yard or just to create chaos.

As for infantry passing usually when you are online people have their infantry exploring in the beginning and if I can slow my opponents spice production to half of mine in the initial buildup I have an advantage.

BTW I played with Atreides most often but every house has advantages, it depends on which house the player you are playing against uses, as well as the game rules-if you are playing a rush game it doesn't matter who has the better high tech weapons because it should be over before you get the ability to produce them(Ordos has most powerful trike).

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As for infantry passing usually when you are online people have their infantry exploring in the beginning and if I can slow my opponents spice production to half of mine in the initial buildup I have an advantage.

Well, thing is no one is ever gonna let this happen.  My inf. are not exploring, they are one the way to your base to kick some ass. As far as blocking refs., there are these neat things called turrets you know.  ;) Not to mention a harv mowing a scout at refs. Unless your up against a total noob, this will always go bad. Because whatever army that your gonna attack and do this with, i'm gonna have it matched, and if your army gets tangled up in my spice, your army will get pwned even faster.

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As I said Scar, it depends on the rules that are being played, for example: "NERTHH" rules mean no rushing(no attacks for 8 minutes), and turrets are not allowed.

I'm not sure what you mean by the "harvestor mowing the scout at refineries", the stealth raider cannot be run over.  If you put it in the spot where the harvestor has to go to empty the spice then the harvestor will just stop and do nothing patiently waiting its turn to go to the refinery.

As to you kicking my butt with your infantry, I have two words for you...SEIGE TANKS!!

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  • 3 months later...

If you like using slow, cunning strategies, Ordos is for you. I don't ever find them good enough for competitive play... but that's me. That's why I'm Harkonnen.

The only instances of vehicles crushing vehicles:

1.) C&C Tiberian Dawn: Recon Bikes can get crushed by Mammoth Tanks, not confirmed if harvesters and MCVs can pull it off too.

2.) Overlord tanks in C&C Generals can crush any other vehicle. Emperor tanks should be able to do it too.

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