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Posted

I once started as House Ordos, 13 months ago, i remember alot from the times when i'd played emperor, my first quickmatch, my first defeat, my first clan but those were the good ol' days :'(

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|HOUSE ORDOS|

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|INFANTRY|

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Scout.

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GOOD

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1. It's fast.

2. It can see further then most infantry units.

3. It can decloak cloaked units.

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BAD

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1. It has light armour

2. It's easily killed.

3. It has no weapons.

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Scouts are good units to quickely scout the map, if used right they enable you to watch every move your opponent does, giving you time to prepaire yourself.

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Chemical Trooper.

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GOOD

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1. It is good against infantry.

2. It is good against buildings(multiple chemical troopers)

3. It is good against light armoured vehicles.

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BAD

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1. It's bad against medium-heavily armoured tanks.

2. It's bad against turrets.

3. It has light armour.

4. It can't keep up with the ordos tanks, this is bad because the more time you waste with ordos, the more chance your opponent has to win.

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Chemical troopers are good rushing units, they're good against infantry and buildings.

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AA-Trooper.

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GOOD

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1. Its good against armour.

2. It can shoot aircrafts.

3. Its an AA-defence which can quickely be set up.

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BAD

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1. It can't keep up with the other ordos tanks, this is bad because ordos HAS to rush.

2. It has light armour.

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AA-Troopers are good units for spice raids, they're good against airplanes and tanks, but their re-load time is a bit slow compared to the trooper.

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Ordos Mortar Infantry.

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GOOD

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1. It's good against clustered units.

2. It has splash damage.

3. It has a medium-large range.

4. Its armour is the best of the ordos infantry units.

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BAD

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1. It is bad against fast moving objects.

2. It can kill your own units by accident due to its splash damage.

3. They can't keep up with the ordos tanks, this is bad because ordos HAS to rush.

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This unit is good against ordos and harkonen, in groups with protection it's hell on legs for harkonen or ordos players, use these units in combination with kobra's/fremen warriors/fremen fedaykin/sardaukar elites/lasertanks and dustscouts and i can guarentee that you'll defeat most players hanging around here.

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Engineer.

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GOOD

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1. It can take over enemy buildings, this can only be done once.

2. It can remove leeches.

3. It instantly repairs friendly buildings, this can only be done once.

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BAD

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1. It has a light armour.

2. It's easily picked on by enemy units.

3. Its slow.

4. It cannot keep up with the ordos tanks, this is bad because ordos HAS to rush.

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An engineer is a good unit to bring with you on early rushes, kill all your opponent's troops or all of your opponent's troops on his path, let him take over a contruction yard or baracks, not a factory because this doesn't disable your opponent's option of building turrets, the engineer is also good for engineer drops, get 5 engineers in an apc, and let an advanced carryall carry the apc in your opponent's base and take over some buildings.

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Sabateur.

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GOOD

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1. Its good against light armoured buildings.

2. Its a fun kamekazi unit, but if your econemy will like all that wasted money...

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BAD

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1. There's alot of chance that its destroyed close to your units, damaging/killing them.

2. they're useless against tanks and infantry because they can just run away or kill him.

3. It dramatically slows down when hit, this reduces his chance of survival.

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The sabateur doesn't have an usefull option in multiplayer, instead of destroying buildings you could better take them over.

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|TANKS

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Dustscout.

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GOOD

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1. Its fast.

2. It can hide in dustbowls.

3. It is good against infantry and light armoured vehicles.

4. Its a good rushing unit.

5. It regenerates.

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BAD

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1. It dramaticaly slows down, reducing his chance of survival.

2. Its armour is light.

3. Its vulnerable to weapons with splash damage.

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The dustscout is a good rushing unit, good against infantry and light tanks, fast and it regenerates, what would you want more?

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Lasertank.

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GOOD

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1. Its fast.

2. Excellent hit 'n run vehicle.

3. It has a powerfull laser.

4. It has a shield.

5. Its an excellent rushing unit.

6. Its good against buildings.

7. It selfregenerates.

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BAD

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1. Its vulnerable against other units with lasers, laser to shield = both dead.

2. Ones his shield is down he'll dramaticaly lose speed when his health is damaged.

3. It's bad against infantry.

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This must probably be the best unit in the game, it can hit 'n run like the best and is good against tanks and buildings of any type, its also an good rushing unit.

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Armoured Personal Carrier (APC)

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GOOD

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1. It's medium-fast.

2. It can shoot airplanes.

3. It can carry 5 men.

4. It has a shield.

5. It selfregenerates.

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BAD

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1. It's vulnerable against lasers when its shield is up, laser to shield = both dead.

2. Its speed dramaticaly reduces when its health is damaged.

3. It's not good against infantry.

4. His turret turns quite slowly.

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APC's can be used for engineer drops, load 5 engineers in an APC and let an Advanced Carryall carry it to your enemy's base and take over some buildings.

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Deviator.

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GOOD

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1. It can deviate (take over) other tanks for a short period of time.

2. It has a shield.

3. It selfregenerates.

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BAD

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1. It is slower then the other ordos vehicles except the kobra.

2. Its only ability is to take over tanks, it is harmless against infantry.

3. It's vulnerable against lasers, lasers against shields = both dead.

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Deviators are good unit for taking over annoying powerfull tanks like devastators/minotaurs or kobra's.

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Kobra tank.

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GOOD

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1. It has a long range.

2. Good reload time.

3. Good armour.

4. Its good against everything it can hit (except devastators)

5. It has splash damage.

6. It selfregenerates.

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BAD

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1. Its speed dramaticaly reduces when its hit reducing its chance of getting away/to its target safely.

2. It needs to deploy to get a longer range and better shell.

3. It is in-effective against units close to him.

4. Its bad against fast moving units.

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The kobra tank is an good siege weapon, if protected it can kill or damage almost every unit in the game, with its splash damage it can kill hordes of kindjals or troopers in a few shots.

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|AIRPLANES

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AA-mine.

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GOOD

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1. Its quite good against airplanes and if all its missiles hit it wil destroy almost every aircraft in 1 round.

2. It selfregenerates.

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BAD

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1. Its a suicidal unit, meaning that it'll sacrafise itself to destroy its target.

2. You can avoid the missiles.

3. Its too expensive for its purpose.

4. Its slow-medium fast.

5. Its vulnerable from AA-fire from the ground and AA-fire out of his range.

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The AA-mine doesn't have a very good purpose in multiplayer, for its price tag you could better buy AA-troopers which would do the job better then the AA-mine.

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Advanced Carryall.

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GOOD

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1. Its fast.

2. It selfregenerates.

3. It can pick up vehicles.

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BAD

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1. Its vulnerable to ground fire when its picking up a vehicle.

2. Its lightly armoured.

3. It has no weapon.

4. Its vulnerable to any type of AA-fire.

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The Advanced Carryall is good for engineer rushes, load 5 engineers in an APC and let an Advanced carryall carry it to your opponent's base and take over some buildings, Its also good for lifting up some annoying unit like the minotaur.

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Eye In The Sky (EITS)

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GOOD

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1. It's good against clustered units.

2. It's quite good against light-medium armoured buildings.

3. It self-regenerates.

4. It contains an sabateur.

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BAD

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1. Its a suicidal unit, meaning it'll selfdestruct trying to kill something.

2. It is easily shot down.

3. It is vulnerable to any type of AA-fire.

4. It dramaticaly slows down when hit.

5. It's too expensive for its ability.

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In groups it can destroy some important buildings, although they wil never destry something egual to their price tag.

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SOME BASIC RUSHES

As most if you probably know the dustscout/chemicaltrooper rush, i'll give you something that's much better then this, much much better.

Build order (BO): Construction Yard >> windtrap >> baracks >> factory >> refinery >> windtrap >> windtrap >> refinery

The first thing you always do is deploy your construction yard as close as possible to the edge of the map, disabling your opponent to warp his guild in small corners or drop his apc in a small corner.

Once your construction yard is up, build a windtrap and deploy it as close as possible to the edge of the map and construction yard.

Build a baracks, once you've deployed this as close as possible to the edge make some scouts and send them to the corners of the map, the next thing you have to do is make a factory, upgrade the baracks and train some chemical troopers.

Build just enough chemical troopers so that they will form a "wall" against enemy scouts.

Once these chemicaltroopers are done build mortar infantry units along with an engineer.

Your factory must be ready by now, deploy it close to the edge again and make dustscouts, queue up 5 till 10 on low money.

Once you think you're ready, gather the group of mortar infantry (10 or so) and bring them to the enemy base in group formation (J), protect the mortar infantry and engineer wel because you're dead without them, don't underestimate the mortar infantry in the beginning of the game since they own light tanks, turrets, buildings and enemy infantry.

Destroy his defence/offence and use the engineer to take over his construction yard, baracks or factory, use the mortar infantry to destroy the enemy buildings.

Remember not to stop building up!

If your first attack fails you should have a second attack and enough money to make a third one!

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Remember, this topic has been made voluntarely and has been made in 50 minutes, not all their bad points and good points are stated because it would take alot of my precious time, and i don't have alot of time.

This topic has been made by ken124578 aka darkre1gn, if you find anything that is wrong in the information stated above post it in this topic together with some evidence that you're right and i'm wrong (for example screenshots)

--ken124578 aka darkre1gn.

  • 2 weeks later...
  • 2 weeks later...
Posted

;D i say, #432, #437 congratulates you on a job well done. i dont have any idea about emperor, but as far as A FAQ goes, this seems to provide all the basic infomation needed. although, #432, you might want to think about including a list of good unit combinations for various jobs, so people can know how to get the most for their money. por examplo:

( i dont know emp, im using RA2 HERE:)

the apocalypse tank (equivalent:kobra) is virtually useless on its own. it is too slow to get anywhere on its own, and is not worth te cost if its just going to die for what a half dozen infantry could do. however, if it is escorted by several flak troopers (equivalent: aa troops) and a half dozen conscripts,(equivalent:i dunno, whatever has the most basic gun for an infy in emp) the apocalypse tank can reach an enemy base virtually unharmed from light to intermediate counterstrike, and proceed to do some major damage.

now, this is just a suggestion from your friend #437, but i think youll find that this is a good idea, #432.

this is #437, signing off!

Posted

NO NEED TO USE CAPS LOCK!

sycplayer, ofcourse ordos doesn't HAVE to rush, you can just camp in your base and hope your opponent isn't smart enough to kill you ::)

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