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Why is the Guild so powerful?


gunner154

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I wouldn't say NIAB tanks are weak. They have plenty of armour (similar to a Minotaurus), hover fast and regenerate (can teleport away safely to do this). But true, 4 Fedaykin can destroy NIAB tanks quickly. NIAB tanks, like all other units are not all-purpose and so should be withdrawn from the front lines if their counter units are approaching (e.g. Fedaykin once you realise they are there, AA troopers, Troopers, Kindjal - when the front line moves forward due to you attacking, Sardaukar, etc).

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" Guild isn't powerfull "

Their NIAB Tanks destroy almost every verhicle with ease, Same goes for the buildings. Fremen Fedaykin has a slim chance hitting an NIAB tanks just like the Las tank

The maker inf can easily kill all units in vicinity of the electricity attack. Sardauker's are higly advised against NIAB tanks though

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Tleilaxu is but Guild is second. They are expensive and becouse of it you can`t send many of them to enemy base. And if enemy has strong defence, like I had in some game, they can`t do much damages. Only not take infantry against makers and hold some units inside base against NIABs and you`r alright.

You don't need many Guild units to be effective. NIAB tanks are more deadly as hunter-killer groups. They are more elusive than Laser tanks because of their superior armour, similar (hover) speed and teleportation. The Devastator is the only vehicle that can survive 3 NIAB blasts (dying on the 4th one).

Against infantry, Guild Maker support is a deterrant/decoy that can be more useful if you have Repair Vehicles to repair them (weird that - repairing a biological unit). You can be fairly certain that your own infantry will not meet any enemy close/medium range, Anti-Infantry infantry. Makers can also do substancial damage against light/medium vehicles too. But like any unit, on its own it's as good as dead.

You might rate Guild as 2nd least useful but that's relative and doesn't mean they are useless period.

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I've just realised a flaw with Guild Makers. Their shooting animation is misleading. The damage area is NOT the electric field - that only shows the maximum range of the Makers. It helps if you imagine the Maker firing some sort of instant hit cannon that has a HUGE splash damage area. Try this:

1> Get a Maker and some expendable infantry as targets.

2> Put the infantry in a single line parallel to the direction the Maker is facing, starting with right in front of the Maker and trailing off just beyond the Maker's range.

3> Tell the Maker to force fire on the ground right next to the closest infantry.

4> Rebuild the line of infantry targets.

5> Tell the Maker to force fire at its maximum range.

You will realise that infantry die in the vicinity of where you force fired. The electric field you see does not kill the infantry - you can kill beyond it.

I've come to realise that though they are incredibly weak and slow for their price, they have a deadly weapon. Try having a group (about 5) of Makers fire on Structures - Windtraps and Walls get blown away instantly in a wide area. I've realised that Makers are brilliant demolishers with their wide area of effective damage.

They are good against infantry too and light vehicles if enough shoot at the same time. You need to micromanage them heavily if you don't want a large group of Makers being destroyed by their own fire. If the target moves too close to the Makers, lots of them will die. So I suggest you try using them with force fire orders (don't forget to cancel that order sometime!). You must protect them from vehicles, aircraft, Kindjal and Mortar though - NIAB tanks are excellent for the vehicles but you'll have to rely on non-Guild units to take care of the other threats.

And they ought to change that shooting animation!

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  • 3 months later...

Eciuj, the Cyborg Commando is the most powerful infantry in Tiberian Sun. It fires a green... round thingy. :)

Mech, you're kidding, right? The Guild's POWER is unmatched by any other subhouse in long games.

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