alphabeta4000 Posted November 5, 2001 Posted November 5, 2001 Well everything has a weakness, everything!!!!!!!!!!!!!!!!!
nemafakei Posted November 6, 2001 Posted November 6, 2001 Yes... But I am merely pointing out that creating massive armies of similar units is not an effective strategy, as the opposition has time and money to do the same - except intelligently. I know everything has a weakness, and with massive armies, it is usually easier to exploit this weakness.
alphabeta4000 Posted November 6, 2001 Posted November 6, 2001 problem when u have a bit of everything is the wrongs things are at the wrong place at the wrong time
nemafakei Posted November 7, 2001 Posted November 7, 2001 Yes, but that only happens to such a great extreme as required by the context if your opponent is a brilliant mastermind, and/or you are terminally stupid. Either way, you deserve to lose anyway. This does actually make sense, although it may not appear that way.
Guest Sardaukar Burseg Posted December 15, 2001 Posted December 15, 2001 I think it all boils down to this: while the Sardaukar terror troopers are very good fighters...the best that can be found (with the possible exception of the Fremen death commandos), they are not miracle workers. If you deploy Sardaukar WITH support (such as mongooses) there is almost no limit to what they can accomplish. Also, it's important to deploy both KINDS of Sardaukar...the normal Imperial troops are good at mowing down infantry. The Elites provide anti-tank support and anti-aircraft fire. There should typically be more normals than elites in any force you deploy.
Ligic_Tha_Master Posted December 31, 2001 Posted December 31, 2001 What!! Deploying Sardaukars, wtf are you talking about!?
ordos45 Posted January 1, 2002 Posted January 1, 2002 Deploying as in you tell them where to go, providing that he was using military terminology. Also, here is my strategy for sardaukar. U know those pesky long range infantry killers? Send in a small force of some semi-slow veichle and draw out the enemy infantry killers then when the infantry killers are in the middle of the trap you have laid bringt he sardaukar into view (after having just kept them right outside it) and have them destroy the anti-infantry stuff that would usually get them first. A classic hammer strategy that works all the time on newbies.
s2 Posted January 2, 2002 Posted January 2, 2002 And sense most people are the atreides, those mino's have slow reload rate you can take 2-5 down before they fire on you agian( thats why you need to kill all the infintry killers or you will lose guys.)
Sardauker-Kirov Posted January 24, 2002 Posted January 24, 2002 Good thought there... (Yuri) But there is one small eetsie peetsie problem... The holograms can be removed when you get in their range. :-/ Second if you hit them they disappear. And even if the enemy have snipers saurdaukers loses half their health :'( . If you rush to them with the Normal Sardines they will use the spreadfire to take out numbers of snipers. Unless if they have 2^ :P Anyways, I only use the Sardauker for defensive (camping on rock) and offensive backup for my verhicles. And another thing for the catapult and non instant weapons lovers. Sardauker are fast and they can easily out manuever the Projectiles. Second tip. Split your Sardauker in groups ( ctrl 1 group1 2 group2 etc ) <--- Group bind Its more easier to move them in groups :D
Sardauker-Kirov Posted January 25, 2002 Posted January 25, 2002 What does people have with the Mino's, It can be dodged so g*ddamn easily. Even if you play against n00bs who predict the movement of your soldiers.Like i said in the Other thread. Not one of my Sard got killed by a Mino in Multiplayer.
House_Corrino Posted January 29, 2002 Posted January 29, 2002 They aren't so easy to dodge if 20 are firing at you. One's easy, but any more become a problem. You wanna talk easy to doge, start talking about the inkvine.
Sardauker-Kirov Posted January 30, 2002 Posted January 30, 2002 Unless if you create a barrier of Fluid. The Mino's are useless for distance, In close up they might kill speedy units. Thats why i never even let my Las or Siege tanks that close, I just wait for the mino's fire and reload and then attack. ::)
House_Corrino Posted January 31, 2002 Posted January 31, 2002 Minos do have the second most range in the game, you know. They are inaccurate, but not to the point where you can't fix it. It's something called force fire. The splash damage from the minos will slow the las tanks down, then finish them.
Sardauker-Kirov Posted February 1, 2002 Posted February 1, 2002 If the Projectile fully hits him, And how are you gonna predict a Laser tank that is constantly moving around very fast
House_Corrino Posted February 1, 2002 Posted February 1, 2002 Constanly moving las-tanks could kill minos, but your manuvers would have to be completely flawless. If you make even one minor error, the las tanks are screwed.
Sardauker-Kirov Posted February 2, 2002 Posted February 2, 2002 One gets destroyed some of the times, But its worth it if the Mino is destroyed ( He is more worth credits ) :PAlso, The mino always fires all their ammo out when a Speedy unit gets out of range. Thats a nice exploit of the Mino hehehe ;D
House_Corrino Posted February 2, 2002 Posted February 2, 2002 True. Las tanks are less costly than minos, but noone sends minos without support. 1 mongoose rocket will home in on and hit las tanks, and it will slow down. Then the minos can easily finish them.
House_Corrino Posted February 5, 2002 Posted February 5, 2002 The only unit w/ longer range than the mino is the inkvine.
Sardauker-Kirov Posted February 5, 2002 Posted February 5, 2002 I thought the Cobra out ranged the Mino ::)
House_Corrino Posted February 5, 2002 Posted February 5, 2002 Tried it on flat ground. The mino has more range.
Ligic_Tha_Master Posted February 6, 2002 Posted February 6, 2002 Then why can I outrange the mino with a cobra?
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