Wednesday, December 17, 2008

Strategy: Hull Overload

I realize I haven't posted in a while and I'm sorry I'll try to keep it up from now on. Any who, today I will be focusing on the "hull overload" strategy. Many players prefer this strategy in high fund, high income games, or big maps with little cover (mountains, forest). The hull overload strategy is stockpiling your funds over a certain amount of days, then you unleash them within your factories and construct War Tanks, Rockets, Medium Tanks and so on. You get the idea - the most powerful units available all in one turn. It also happens that usually players place their CO in one of the units their next turn.

However, you can't just build these units all on the fifth day, or even the tenth, or even the fifteenth (in most cases). Here's my approach to it: 

D1 Build infantry
D2 Capture neutral buildings, build recons and infantry
D3 Send your infantry forward into combat, and to continue capturing with the support of the recons
D4 Continue to capture and kill (K&K, yeah I know it's a C but whatever), build a tank and a recon
D5 Continue the pattern

You get the idea right? Just defend yourself, gain territory, fend of your enemies, and try to discover a pattern in them, or penetrate their defenses. Also, to save your Hull Overload wave that's going to come later on in the game, I would always make sure to wipe their indirect attack units off the map because those may be able to chomp up all your expensive units. 

Once you have about 15,000F you should be ready to deploy your wave. But before doing so, there's a bit more then just click build, click build, click build. 

You want to deploy your units as close to each other, and the enemy as possible creating a wall, yet ensuring that they're close enough to defend each other in combat. Keep your strongest units in the front, and your indirect in the back. The more versatile units, like Md. Tanks should be kept around the edges to clean up those annoying Mech and Artillery units. If you run into a kink (such as a sudden outburst of rockets that appeared to have come out of nowhere) then halt the line if you're out of range, or if possible retreat to a safe area, and send up your weaker units to hack and shred at the rockets.

The purpose of this strategy is to take an edge later in the game, almost like a CO power. This strategy can serve one of two purposes:

1) To wipe the field of opposing ground forces
2) To hold and defend an area or other units (infantry and helping them cap and HQ)

The interesting thing about this play is that it can be "customized" (yes, that's the best word I could think of). What I mean by that is you don't have to always use the best units in the map. You don't have to use it for the causes above (those are just the best served purposes). For example, if it's a low income, FoW (Fog of War) map then build a wave of anti-air and recon units to scout and clear enemy infantry and mech units. 

Hope this helped, and one day I shall meet you on the battlefield.

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