SonicXP5 Posted April 20, 2002 Share Posted April 20, 2002 Hi guys! 8)I Quote Link to comment Share on other sites More sharing options...
Timenn Posted April 20, 2002 Share Posted April 20, 2002 The makers have a very big splash damage, so very useful against infantery (with short range) And they keep sandworms away (they have a negative worm attractivity)And for the NIAB. Punish people with that who don't have defenses in their base (but only at the edges), by teleporting them. Or go hunt for single units or Harvester, since they are very fast (and for that are projections of NIAB's very useful) Quote Link to comment Share on other sites More sharing options...
SonicXP5 Posted April 20, 2002 Author Share Posted April 20, 2002 Thanx! :)Any more I wood need to knowAny more strats with them Quote Link to comment Share on other sites More sharing options...
Gunseng_Harkonnen Posted April 20, 2002 Share Posted April 20, 2002 NIABs usually do good work with buildings but, as Timenn said, only when enemy hasn`t a lot of units inside base. But two NIABs send to base and put behind building when enemy is busy defending base from other units attack should work. Quote Link to comment Share on other sites More sharing options...
SonicXP5 Posted April 20, 2002 Author Share Posted April 20, 2002 Thanx a lot Gunseng! :DAny more strats Quote Link to comment Share on other sites More sharing options...
Gunseng_Harkonnen Posted April 21, 2002 Share Posted April 21, 2002 Some NIABs can be teleport to groups of units preparing to attack but not to strong ones, better to sand bikes or dusts scout. Quote Link to comment Share on other sites More sharing options...
eciuj Posted April 23, 2002 Share Posted April 23, 2002 Ya try to put in back of base, if they don'thave any defense ;)  The same as gunseng, try to kill  harvesters, that are alone.  Be careful though they might have fedaykins! Quote Link to comment Share on other sites More sharing options...
Black_Emperor Posted April 29, 2002 Share Posted April 29, 2002 the niab tanks in groups of 10 can wipe out any base (Ignore the Infantry) its almost like a group of devestators but faster Quote Link to comment Share on other sites More sharing options...
Dezertfish Posted April 29, 2002 Share Posted April 29, 2002 NIABs sent against harvesters can also teleport once the enemy notices their lack of a spice flow. :)A 2-3 maker, 4-5 mongeese, 2 repairs combo is very good at spice field defense.(anti-worm, anti air, anti infantry(even without a mino!), and anti vehicle, anti leech...) Quote Link to comment Share on other sites More sharing options...
Gunseng_Harkonnen Posted April 30, 2002 Share Posted April 30, 2002 NIAB can be too spicefield defence if spicefield is far from base. When you see enemy come with some units there, you can teleport it there. Like buzzsaws. Quote Link to comment Share on other sites More sharing options...
Dezertfish Posted May 1, 2002 Share Posted May 1, 2002 Has anybody ever had a stealth NIAB or Maker? :Otalk about a nightmare, teleportation, or enormous splash damage. Quote Link to comment Share on other sites More sharing options...
ken124578 Posted May 2, 2002 Share Posted May 2, 2002 when i was a turtle in singleplayer i managed to get 9 cloaked elite niab'stalk about an nightmare :O Quote Link to comment Share on other sites More sharing options...
Black_Emperor Posted May 2, 2002 Share Posted May 2, 2002 the only thing good about a cloaked NIAB is that when it teleports, the enemy still cant see it Quote Link to comment Share on other sites More sharing options...
Timenn Posted May 2, 2002 Share Posted May 2, 2002 But it recovers also it's power (teleport delay) when it's still cloaked. So in that time it is safe. But with a good base defense even that single NIAB doesn't matter Quote Link to comment Share on other sites More sharing options...
ken124578 Posted May 2, 2002 Share Posted May 2, 2002 but do YOU want to face 9 elite cloaked niab's? :O Quote Link to comment Share on other sites More sharing options...
Timenn Posted May 2, 2002 Share Posted May 2, 2002 Very very rare. If you have that, you're already defeated (or you winned on an other way) Quote Link to comment Share on other sites More sharing options...
Black_Emperor Posted May 9, 2002 Share Posted May 9, 2002 what stratagy do you need to guild?. you only need a group of niab, teleport to a weak area of an enemy base, (you might get shot a little after teleporting and not moving) and once you can move, you shoot everything near you Quote Link to comment Share on other sites More sharing options...
Dezertfish Posted May 10, 2002 Share Posted May 10, 2002 *cough* Sardukar Elites *cough* Quote Link to comment Share on other sites More sharing options...
Black_Emperor Posted May 10, 2002 Share Posted May 10, 2002 not everyone is going to have the sardaukars as their subhouse...even though they should Quote Link to comment Share on other sites More sharing options...
Timenn Posted May 10, 2002 Share Posted May 10, 2002 Well, the Guild is in some parts simple to use, that's why many people haven't actually real strategies with them... Quote Link to comment Share on other sites More sharing options...
Bretek Posted May 15, 2002 Share Posted May 15, 2002 I try and turtle up some with enemy until a stale-mate of some sort has turned up (i.e. I can defend myself and my spice easily, but he still keeps my forces weak)Once I have the economy, build about 15 NIAB tanks. Split them in two groups. Teleport them both close to the base, but still safe, so when you teleport in, they don't hover as long. Then hit them from two sides. Either at the same time, or let one go first and attract all the units while the second dives in behind. 7 or so can take out almost any building if you focus them. You may lose a few, or all if you are going for it all at once, like I'm fond of. I just hit the con yard, constructrion yard, and starport. And get out with what NIABS are left.The best def against them seems to be lots of heavy inf scattered all over your base. Turrets aren't that great. A turret will take out one while the other 6 take it out and the building next to it. Inf are cheep, and if you have enough you'll do fine. Feyds and Sard are very nice if you have those subhouses, but your normal inf, will usually get most of em. I like Feyds as anyone using NIABS won't see em until all their tanks are dead. :)Don't use makers much, as they are also expensive and slow. However some of these ideas seem nice. I'll have to try em. Quote Link to comment Share on other sites More sharing options...
Frodo Posted June 2, 2002 Share Posted June 2, 2002 i send niabs in groups of 7 or more to an unpopulated corner of the enemy base, then wait till they recharge, and they will blow up the base easily. Quote Link to comment Share on other sites More sharing options...
Gunseng_Harkonnen Posted June 3, 2002 Share Posted June 3, 2002 I send NIABS during vehicle rush. They are put in back of enemy base and units attacks their defence. They haven`t barraks and factories cos NIABS destroyed them and they can`t procude more defence units. Quote Link to comment Share on other sites More sharing options...
Black_Emperor Posted June 5, 2002 Share Posted June 5, 2002 NIABS (Good) :High attack powerSpace Folding (To get into and excape from battles)RegenerationAbove Moderate Hovering Speed and ArmorEffective Against Any Type of UnitNIABS (Bad) :ExpensiveTakes a Long Time To BuildTime Delay After Folding SpaceLong Reload TimeSo since the good out weighs the bad AND most of the bad can be solved by simply having more of them. The NIAB should be considered one of the strongest Quote Link to comment Share on other sites More sharing options...
Sardauker-Kirov Posted June 5, 2002 Share Posted June 5, 2002 Don't forget they have a high attraction value to the worms. Quote Link to comment Share on other sites More sharing options...
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