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Posted

Air transport of 4~6 Devastators to your enemy's base is such a pain to him/her that you can be sure to get a response big enough to allow you to make a 2nd intention attack. Missile tanks and Inkvine can both shoot over cliffs so you can make a foothold in his/her base where you can land. ADPs can be used to further strengthen that foothold and if need be, the noise of a large Gunship strike is sure to attract the attention of mobile enemy AA (slow/stationary AA should either be shooting at those Gunships or dead due to Inkvine/Missile tanks).

Devastators are slow and attract worms, but with Advanced Carryalls, you bypass those problems. Placing them near key structures when landing adds to their threat as the slower a Devastator's health is going down, the better you can time its reactor to blow up (provided you're watching). There's a huge psychological element to a Devastator group landing as well as the fact that 6 Devastators can rip through key structures rapidly. And don't forget that you have the option of taking those Devastators back to reuse another time if you still have those Adv. Carryalls nearby and there is no danger to them - don't try to achieve too much with too little.

Posted

Hmm, when I have 2 refineries without interuption. I have almost no money problems...

So money is never the problem then. So go on with expensive tactics...

Posted

Against CPU you don't need huge forces. And for that Devastator air-attack: have you ever hear about Air Drones or elite Sardaukars? If you don't have a fog, all air-attacks can be intercepted quickly. If you don't play Atreides you can at least position your anti-aircraft defense.

Posted

Carryall convoy can be hardly escorted by other units because of carryall's speed. But if you good maneuver...

This tactics aren't thinking about counter-attacks or other type of active defense. Also any subhouse unit (fedaykin, leech, NIAB, infiltrator and elite Sardaukar too) can be used for hit-and-run . Mention that Harkonnens have no repair unit. They can't stop production. If you're not good manager, you can't win with them.

Posted

Only Sardaukar is slowr than buzzsaw from written units, against infiltrator I don't know how you use it. Also one Sardaukar can make severe damage to Buzzsaw and no one uses only ONE Sardaukar...

Posted

But against infantry its really unusable. Devastators have a good missile turret, but its main cannon can be succesfuly used only against buildings. So only effective type of attack is very vulnerable air-transport.

But also, abuot 6 cheap kindjals can destroy it quickly.

Posted

i must agree with you here black emperor... who is stupid enought to send deva's only.. ofcourse you will have to mix em up with anti infantry support.. once you do that... your force will be devastating! (i know.. this joke is old :-))

Posted
The best thing to do with Devastators (if you have the proper fundage): MASS PRODUCTION!!! Nothing can stop 15-20 Devastators without taking severe damage. The moment they lumber into a base, well, there wont be a base for long.

not necisarily:

a nice fleet of sonic tanks with a form attackfrom behind allowing letting the sonic tanks shoot staight through their dev group.

sure, you will loose a couple of sonic tanks but the entire army to be destroyed. then you can send your army to destroy the stupid idiotic enemy who spend their time building devs and then send them in with no support 8)

Posted

When you have that many Mino, you probably have many things to counter it. For sure a couple of Deva's carried by Adv Carryalls. Don't forget the Mino's firepower isn't that good...

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