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Aw yes, the well known infantry flood, we love using it, yet we hate when it's used on us. The infantry flood (hereby known as IF) can prove very effective on many maps that are largely land based, like Bean Island or custom made maps. For those of you that don't know what the IF is, it's just what it sounds like: building loads of infantry and sending them to kill and capture everything in their path. They serve as good "meat shields" as veteran players call them, protecting other vehicles behind, or "capping" off HQ's.
Most people don't use an IF throughout the entire map. Usually at the beginning you see a lot of Infantry and Mech units, which are used to disrupt the other players from capturing his or her cities, and also used for capturing your own buildings. Later on, once properties have been captured players begin to build vehicles.
So why use the IF? Again, it's a good way to gain ground at the beginning of a game quickly, capture cities, then when you have a satisfactory income each day, you begin to build more sophisticated units that focus on cleaning up the others (being your enemy).
Pros:
Good way to cover ground
Cheap units
Capture cities
Square off alright against Mech and Infantry
Cons:
Weak against vehicles
Low movement range
Can be destroyed by 2 infantry units
With that said, I would like to thank you for reading this post, and my next post will most likely be an analysis of a map. Thanks a lot!
1 comment:
The problem with Infantry flood is that Infantry are cheap, being a necessity of winning wars at all. But it gets bad when there's a whole line of Infantry to protect each other and Artillery that can destroy anything that attacks THEM. You end up needing an Anti-Air to paste the Infantry in one turn. You need to spend 8000G (7000G) on the Anti-Air Tanks. You're spending money you could have used on a tank to blast the Artillery you're trying to get at in the first place. That lets the flooder use MORE Artillery to obliterate the Tanks, then the Anti-Airs. And meanwhile, the flooder gains more properties.
The infantry+indirect flood is too plausible is the problem. It wouldn't be so bad if there were car units that could run away right after attacking. Dealing even 600G worth of damage per attack without fear of taking much if any in return would add up before long, especially if it becomes more attacks per turn. And then you can start killing the indirects too.
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