mr pink Posted September 15, 2003 Share Posted September 15, 2003 This mission was the single most frustrating that I have come across thus far. I haveplayed both House Atreides and House Ordos and beaten the computer on Normaldifficulty with both houses. I checked out the advice on this specific mission and foundmost of it to be trite and vague at best. Thanks for nothing! So in response to otherwisespotty advice I give my complete almost step by step approach. As soon as the mission begins take 4 tanks and go to the Mercenary base to the west ofyour Harkonnen base. While the tanks are en route, do the following: build a wind trap,build a barracks, upgrade the barracks, start building light infantry while the barracks isupgrading, move you existing troops and seige tank over to the infantry rock at theSouthwest entrance to your base. By now your tanks should have reached the mercenary base and your barracks shouldbe fully upgraded. Do not enter the mercenary base until you have killed the 4-5 troopers,2-3 quads and tank. Those mercenary units will come out of the base to meet your attackforce but they pose a minimal threat so let em come. Once those units are destroyed startbuilding the first of 2 engineers youll need to commandeer their starport. Immediately afterstarting the engineer send all 4 tanks to take out the gun turret. While they are blasting away at the turret, the A.I. will be building a seige tank, this isno matter, simply turn the tanks around and pop the seige tank a couple of times and itwill disappear with a satisfying poof. By now your first engineer will be ready, send him tothe mercenary starport while you build the second of the two engineers and start on yourrefinery immediately to the south of your construction yard since there is a substantialspice field southeast of your construction yard with in the perimiter of your base. In themeantime the A.I. will continue to turn out tanks at the mercenary base but you shouldstill have at least a couple tanks left unless you just absolutely botched the initial assault. Surely while this has all transpired you will be attacked at the southwest entrance toyour base, but the ground troops, seige tank and trike that you left at the infantry rock willhave destroyed the small invading force. As soon as the second engineer is completed sendhim to the mercenary heavy factory. By now the first engineer will have taken themercenary starport; immediately purhase one harvester and maybe another tank. Start building squads of troops and infantry in a ratio of 3 troopers: 2 infantry asquickly as possible interspersed with a few individual infantry units to spread out to theimmediate north of your base perimiter which at this point should still be pretty close to allof your buildings. The individual infantry units you should spread out a bit and set onguard mode since an Ordos Saboteur will be coming from the north in short order. By now your second harvester and tank will have arrived at the starport; bring all unitsback to your base from the mercenary base at this time. An Atreides attack will comeshortly and your force will not stand a chance there; so moving your tanks and harvesterwill save you the wasted units and also help bulk up your defences that will be necessaryfor your main base in the coming minutes. The Atreides base is to the far northwest ofyour base so all ornithopter strikes will come from that general direction, so remember tospace out you buildings and always keep on top of repairs to damaged buildings. While allof this is going on keep building squads of ground troops and start planning for your lightfactory, another wind trap and the eventual walling in of your entire base. You initial perimeter should only enclose the area just north of your construction yardand all points south. Do not try to wall in the entire rock formation at this point; it will bemore advantageous to do that later. I prefer to start a perimeter with a group of 3-4 gunsand then the walls come later. Once you have your guns and several squads of groundtroops and a few light vehicles (trikes and quads) this should slow the sttacking forcesenough that you can start focusing on creating a second grouping of guns at the southwestentrance of your base. Remember, the whole time you will be building masses of troopsand small vehicles and replacing the occasional destroyed gun turret, but by now the spicewill be flowing enough to build your heavy factory and additional wind traps. By this time the mercenary base will be under attack and you should immediately sellboth the star port and heavy factory, dont worry, youll need the income for the defenceof your main base and youll rebuild these buildings later in the game at your home base.You should also be able to start moving your perimeter northward to encompass the entirerock formation at your base (youll need the room of course). You will want an L shapedformation of guns at the northern entrance to your base which will be open at the centerbut walled in at the flanks so any enemy penetration will have to go straight into a smallopening between the formation of guns. Start small with maybe 2 guns per side of the Land walls to fully close off that area of the base. This should considerably slow and oreliminate Ordos Saboteur activity since almost all of his attacks will come from the north.You can replace sections of wall with gun turrets to increase the size of the L as spiceflows. Hopefully by now your heavy factory will be complete and upgraded and you can parka couple of seige tanks behind the guns to help prevent squads of enemy troops frommaking short work of your gun turrets. By now the spice should be enough for a fewmore wind traps and a repair pad. Once you have the repair pad you should be able tosignificantly slow your production for troops and vehicles and focus on upgrading yourconstruction yard and amassing more spice for a starport and ASAP a couple of carry-allsbecause by this time the spice field inside the perimeter of your base will be picked clean,but not to worry, there is another spice field to the southwest of the base that is safelyaway from the significant fighting. Once you have upgraded your construction yard and built your starport you can startplacing missile turrets immediately behind your gun turrets. With about 7 gun turrets and 5missile turrets in the aforementioned L at the nothern entrance to your base, this shouldcreate a virtually impenetrable kill zone at which the enemy will continually throw troopsand vehicles. Now you can reinforce a similar kill zone at the southwest entrance to yourbase, this one being 5 gun turrets in a straight line with 4 missle turrets immediatelybehind. Do not worry if cannot place all the missile turrets immediately since you will alsoneed to build additional windtraps to keep up with the power demand and repair buildingsafter airstikes. Keep in mind that once your kill zones are in place a few missile turretsalong the weatern perimeter of your base will help quell the onithopter strikes. With the enemy effectively denied entry to your base, start building and importing asmany units as possible. Think about additional refineries and harvester/carryallcombinations to allow maximum acquisition of spices. I like to create several teams of 5-6quads and 2-3 trikes to go harrass and/or eliminate the enemy’s spice production. I wouldsay start with the Atreides to the extreme northwest; they have a relatively small base andwhile I was attacking a pair of their harvesters I was able to send a third squad of 4 trikesto destroy their construction yard while their forces were tied up defending the harvesters.Of course this was a suicide mission for the squad of trikes but they got the job done. Once your have amassed enough units you can go after the entire Atreides base andconfidently leave very few units left to defend your base since your two large kill zoneswill easily squash any Ordos pushes. To take the Atreides base I sent a squad of 10 tanks,5 seige tanks, 6 missile tanks, 15 quads and 6 trikes. Travelling first due west and then duenorth (going out of my way to avoid being intercepted by Ordos forces en route) my forcereached the entrance of their base and the units were split into two teams to take out the 2gun turrets. With the two gun turrets eliminated I was able to overrun the base quckly, stoppingonly occasionally to destroy new troops as they built them. Your should destroy allmilitary units and all buildings that create military units first leaving the refineries,harvesters, silos, a few wind traps and the repair pad. I then immediately built and sent asquad of engineers to take these remaining buildings the repair pad was especiallyimportant to repair what was left (not much due to the gun turrets; you will lose most ofyour light units but several heavier vehicles will likely survive) of my attacking force tosecure the base. I then left a small team of engineers to take the refineries and silos, andonce they were filled to capacity, I placed a huge starport order for more heavy vehiclesand then sold the remaining Atreides buildings and finished destroying the base. Take theirspice first then crush them! When you make your assault on the Ordos base, do it from the northernmost entranceto their base (due east of the Atreides base from the top of the map). It has only two gunturrets for protection and many vital buildings are reached easily and quickly from thatentrance (the construction yard for example). Their other entrances are no good becauseof combinations of gun turrets and rocket turrets; still not as many as I put up but they willwhittle your forces down quickly enough that the enemy defense units might take a realtoll. Take note that I was able to finish this mission without devastators and deathhand missile; I find them to be a waste of Solaris. Also, Ive only been playing Dune 2000 for about amonth, but Ive beaten th A.I. on normal difficulty with Atreides and Ordos and soon tobe Harkonnen; am I still a Newbie???Thanx, Mr. Pink Quote Link to comment Share on other sites More sharing options...
DLAGhost Posted September 15, 2003 Share Posted September 15, 2003 Mr PinkThat was a nice play by play, I would make a couple of suggestions though. If you capture the mercenary heavy factory only and then protect the base, they will send units to the starport and work as your allies. I use a few rocket turrets there and transfer units from my main base via carry-alls and repair pads. It is a good staging area to attack the Atreides from. In my main base, instead of using so many turrets, I skip the gun turrets and reinforce mine with seige tanks. Also a couple of small groups of missle tanks in strategic spots in the base to defend against atreides air strikes(they usually fly in through the northwest quandrant of the base). Have fun with the missions and maybe we will see you online which is a whole new experience in the game. Quote Link to comment Share on other sites More sharing options...
SpiceGuid Posted September 16, 2003 Share Posted September 16, 2003 The best strategy is early turrets and late refinery.When playing "normal" I use this build order (execute it as fast as possible):upgrade construction yardwindtrapwindtrapbarracksupgrade barracksoutpostgun turret(north)rocket turret(north)refinerywindtraprefinery2 gun turrets(west)windtrapgun turret(north)rocket turret(north) <- the attached map savewindtrapheavy factoryharvesterupgrade heavy factoryYou do not need more turrets to complete the mission.However it is crucial that you backup these turrets with missile tanks. And equally crucial that you backup these missile tanks with a repair pad. Missile tanks are really better than rocket turrets, they can move, they cost no energy, and more importantly their repair faster.Tease the ordos so they waste all their units in your defenses.Then the basic offensive is mass-devastators.Self-destruct a devastator on the enemy wall, invade the base, target the construction yard, then the IX Research Center (one self-destruct is enough), so your units can't be deviated.Destroy the ordos palace (then atreides turn neutral).If possible, capture an enemy building and build a repair pad, then send devastator reinforcements using caryalls. That trick really speeds up the fall of these pesky ordos, otherwise devastators are rather slow.If you use the attached map save then train troopers right on the start and send them to the frontline, then just build on concretes.[attachment archived by Gobalopper] Quote Link to comment Share on other sites More sharing options...
Boba Fett Posted September 20, 2003 Share Posted September 20, 2003 Mr PinkThat was a nice play by play, I would make a couple of suggestions though. If you capture the mercenary heavy factory only and then protect the base, they will send units to the starport and work as your allies. I use a few rocket turrets there and transfer units from my main base via carry-alls and repair pads. It is a good staging area to attack the Atreides from. In my main base, instead of using so many turrets, I skip the gun turrets and reinforce mine with seige tanks. Also a couple of small groups of missle tanks in strategic spots in the base to defend against atreides air strikes(they usually fly in through the northwest quandrant of the base). Have fun with the missions and maybe we will see you online which is a whole new experience in the game.I have absolutely no idea how you read the whole thing. I was totally exhausted after reading the first 20 lines! Quote Link to comment Share on other sites More sharing options...
shygirl4 Posted October 14, 2003 Share Posted October 14, 2003 I'm alright with one harvester but eventually one is not enough. Get two harvesters fine but still with two harvesters, any attempt to xpand gets pushed back.two harvesters are a waste of time....try this 1/ put game speed on full2/dont upgrade ur construction yard(its a waste of $)3/ dont put concrete under buildings (only under wind traps)4/dont build turrets of any kind (waste of $ and valubal time)5/dont build a wall (waste of valubal time)6/ dont build IX centre (waste of $)7/dont build high tech factory (waste of $)9/build 3 heavey factories 3 light factories and 3 barracks(units build quicker with 3 factories)10/with 1 heavey factory you can build 18 tanks in 3 minits , with 3 heavey factories you can build 36 tanks in 3 minits.(get the picture)11/continually build refinaries and then sell them ( you only need 6 refs)12/dont hide in your base attack quick 13/dont stop at 1 or 2 harvesters , aim for 7014/dont forget build 3 heavey and 3 light factories (in 3 minits you can build 36 combat tanks and 45 quads that is more than enough units to wipe out a couple of AI bases)15/ and remember with 3 heaveys and the game speed on full you can turn out 30 harvesters in 3 minits.16/ if you click a unit just before the previous one has finished building (about 11 on a clock face)the next one will automaticaly build17/ use your arrow keys to scrol through your units (its much quicker)18/ dont build infantry (they are worse than usless) shygirl4 http://mysite.freeserve.com/shy Quote Link to comment Share on other sites More sharing options...
Reactor Posted May 4, 2005 Share Posted May 4, 2005 I never use turrets and stuff, and I could easily beat all invaders in HARD skill at the first attempt.If you don't believe me, I shall explain:- Turrets doesn't worth even a fistful of sh_t. They just drain the power of your base, troopers and launchers can easily destroy them (mostly, the mercenaries and the Atreides sends combat tanks,quads and large group of troopers). Gun turrets are very weak, Rocket turrets require too much power, so you'll need to waste your precious money to build windtraps. Let's count. A Rocket turret costs 750 solaris + 1000 upgradement money + 225 windtrap. If I'm correct,it's 1975. Even if you don't count the upgradement cost later, it's far more expensive than building the house of Ix (you would do this as well), and create missile tanks. They're much much better than any turrets. Why? Well... Quote Link to comment Share on other sites More sharing options...
Weeman06 Posted August 29, 2007 Share Posted August 29, 2007 READ THIS FOR ANY MISSION TRUST ME IT WORKSok this whatcha do even tho im not up to this mission yet but I do this all the timeHere what u do1.if you are familiar where the units attack first and u fail restart2.Since u know where they attack put ur best units where they attack first3.Now build near your units if u stray to far u may not notice that ur base is under attacl4.Build a Refinery and Heavy Factory and build 1 more harvester so u get 1.4k easy5.Now save the mission unless if they attacked u and destroyed u again just keep on tryin ull recognize the patterns that they attack6.build up a strong defence(remember defence is better cause its ur home turf) but if u got a good defence try to go to another decent peice of land to build on7.Once you got dat land build a bunch of windtraps for power(ur gonna need it)8.Build my bestest friend named R-Turret and i mean alot ur gonna protect ur windtraps because if there destroyed i believe slower building9.Build and order seige tanks missile launchers devastators combat tanks the whole 9 yards(except for quads and trikes cause theyll die fast at this point unless u need em)10.get ur def for windtraps and mega offense u made(not r-turrets ur missiles siegers devas ect) and combine them trust me ull own once they get to eachother attack...attack like ur life depended on it ohh and dont let them all attack for there own units make them all attack 1 units trust me its efficient and better to not lose unitsIf u run outta cash but u have a decent defense dont worry about the windtraps or ur defense for em just build a starport and order harvesters or just build em if u only have 1.5k Quote Link to comment Share on other sites More sharing options...
Weeman06 Posted September 1, 2007 Share Posted September 1, 2007 OnAmission try to check out my guide Cheap Way Sucks it might work but i can't guarantee that Quote Link to comment Share on other sites More sharing options...
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