That's not to say that maneuvering is completely pointless. This tends to really hurt once you realize that a single battalion of pikemen can take out a good four or more battalions of equally powered cav units without being hurt. Even if your cav unit approaches a pikemen unit from the back, your cav will still get destroyed. This does, however, tend to create problems with certain unit match-ups.įor example, pikemen completely obliterate cavalry. In a way, this simplifies things, as you don't have to worry so much about maneuvering your people. Unlike most RTS games nowadays, there are no bonuses for attacking a unit's back or side. You shouldn't put half your army there, but one to three battalions should be enough as a first defense in case the camping spot is attacked.īasic Tip 3: There is no such thing as flanking While I suggested not to worry too much about defending collector buildings (and again details for why will come later), you SHOULD worry about defending camping spots. Probably a lot of combat will involve teams trying to capture certain camping spots, whether that means the teams will fight for the spot, or one team tries to take it over after the other gets it. That will deny the enemy a pathway, or at least buy you time while they deal with it. You could, for example, capture one point and make an Outpost, then fill it with defensive buildings. Every map is scattered with points where you can create more camps or resource collector buildings, and the more you control, the more options you have. Territory in BFME is really all about Outposts and Camp. For every pixel you "control," it's one more thing that is denied to the enemy. While Battle for Middle Earth does not have such a system, real estate is still extremely important. In Rise of Nations, bases create territory. Basic Tip 2: Territory can outweigh a numerical disadvantage If you make a collector out in the wilderness, you may actually be better served to leave it undefended, but we'll get to the details of that later. Make sure to defend groups of your collectors at all costs. Just starve the enemy, and eventually your forces will outnumber theirs. However, under most circumstances, the first things you should build are farms or slaughterhouses, depending on your alignment.īy the same token, if resources are a team's blood, then you can ease into victory if you can cause your enemy to "bleed out." In other words, attacking an enemy's resource collector buildings can be a way to win by attrition. In the campaigns, because forces carry over, you may not have to blitz for the economy at the start of the later missions. This is doubly true in multiplayer matches, since everyone starts off on the same footing. In the early part of battle, you need to get your economy going as quickly as possible. There is no proper name for the resource because farms, lumber mills, blacksmiths, and all other buildings that create them make the SAME resource. No matter how good your tactical mind is, you can't build units without resources. Don't worry, it's pretty easy to figure out and memorize you by the time you reach the halfway point of a campaign, all of these will be reflex. This section covers the basics of not just combat and rules of engagement, but campaign-specific rules that you need to commit to memory. Like most RTS games, a lot of advice applies to every match you'll ever play in your career.
0 Comments
Leave a Reply. |