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169EM876N83tw
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re: Not going anywhere |
quote Jammaster think of it like this sensei and/or hachi can just kep on battling and there SCOP acts as back up its a GREAT BATTLE PLAN I PWN MY BUDDIES WITH IT | |
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Onilink
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re: Not going anywhere |
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I could do that to completely pwn my friends at college. The Hachi/Sensei tag is a good strategy to mass produce units and then rout or capture the enemy HQ.
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169EM876N83tw
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re: Not going anywhere |
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and if you like infantry and mech units try a sensei/sami tag i know there tag is only 100% but i think they go good together
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Onilink
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re: Not going anywhere |
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Sensei should go first so that then Sami could wipe out the enemy or capture cities/enemy HQ. That should work a lot on a gigantic map where there are many cities about.
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169EM876N83tw
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re: Not going anywhere |
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yep i like to supplie her with infantry because they have higher movment so thats just sensis normal power but thats if you want to capture buildings and if you cant do his co power then you can use his high apc movment to transport infantry (or mechs) to wherever
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zarbityugi
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re: Not going anywhere |
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Actually, if you equip Sensei with the APC movement+1 and the woods movement=1, a Sensei/Sami tag kicks butt. It's great for HQ captures. You use his power (making sure an unmoved APC is within reach of your newly-made mech) and load a mech onto the APC (move 2 spaces), then unload it after moving 8 SPACES. Then Sami goes and can move the infantry another 4, hopefully getting you close enough to at least capture a base/airport of the enemy's. That's a total of 14 spaces from the city your mech was created at, by the way. That's a really long distance.
And to what jammaster said (a rebuttal to my strat for the last mission of campaign): I say, "No, not really." If you just send 2 infantry to the southern region in t copters (with sensei after taking down BH's infantry) you can capture cities, but it will take awhile. After you use his co/super power, though, you will get infantry/mechs on the cities you already have. That gives you more capturing power (once your infantry/mechs sit on the cities for a turn, or if you have invader/conqueror) and, in turn, more cities and, in turn, more TBG. Then, with all of that gold you're getting (not to mention the small power boost from the two com towers) you can build some SERIOUSLY powerful stuff up north (a piperunner at the left base, for example...). Then, once your mechs are done capturing, you can move them north in a SERIOUSLY long march. But, seeing as they're pretty strong against oozium, it's worth it. But if you're not a very patient person, you can delete them and build much-needed firepower up north (bombers, megatanks). But by then you should have just about won. ** I just had an idea. That is the best way EVER to get the medals for deleting units. Use sensei's co power OVER AND OVER on that map, and just keep deleting the infantry you get. That way you can make more with his next co power. Then you can delete them. That doesn't hurt you at all, and it gets you medals! Only three, but they're medals that you probably wouldn't get normally unless you tried to get them (seriously, who deletes their units just because they can? Everything's valuable, even if only as a distraction while your rocket fires down upon your opponent's md tank). Man, I just came up with a really good strat. Yay me! On deployed maps, that's a bit cheap, but it works. I'm happy. -------------------
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