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legendary Uniwar training course in English (part 2)
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TALONE | Дата: Четверг, 08.12.2016, 11:04 | Сообщение # 1 |
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| legendary Uniwar training course in English (part 2)
Uniwar training course part 1 is here: http://www.runiwar.ru/forum/37-1020-71066-16-1479800437
2.2 Titans
The most powerful race in Uniwar. It was created by some evil genius, who soon fell victim to his own creation, when titans politely invited him to the first field testing of walkers, unfortunately, as a missile. Since then titans don’t even start negotiating with humans. They just use rockets and cannons to uninstall them together with all other life forms in their firing range.
Titans in Uniwar almost always win against sapiens, except for several maps and some games against experienced human generals. Only beasts might become a problem to these cyber gods, since they, as it is known, have advanced much further than humans, because they were not subjected to the detrimental influence of alcohol, tobacco and sexual debauchery.
To sum up, titans main advantages are in Uniwar: firepower and armor, long-ranged artillery and ships, multipurpose tanks – plasma (which are great not only against ground targets but also against anything that flies), weapons of mass destruction (assimilators), and eclipses with their ranged attack.
Titans weaknesses in Uniwar are – low mobility in general and vulnerability to programmers. But these is nothing compared to mechas’ and disks’ ability to teleport and speeder’s awesome mobility and manoeuvrability.
2.2.1. Mecha in Uniwar
Titans’ infantry in Uniwar. Very powerful unit, suitable for many different combat situations in Uniwar. Due to its ability to teleport there are countless numbers of ways to use it. Extremely hard to kill in forests and mountains.
Less mobile than marine, but is better defended. Actually, it feels really weird to call this unit less mobile, since it can just teleport to any visible hex tile.
Teleport in Uniwar can be used for the following purposes:
- capturing neutral bases on big maps in the beginning of the game.
- large scale invasion deep inside enemy’s territory in order to capture his bases. It is very important to make it a truly massive invasion (10-30 or even more), since small group of mechas will be easily destroyed. The goal of this manoeuvre is to swiftly capture enemy bases regardless of our losses. It is also important to pick the right moment, for example, when opponent’s base is not empty and there is some weak unit standing on it, this way your opponent won’t be able to build a heavy unit or an engineer and your invasion force will be able to capture the base. A weak unit occupying the base will simply be trapped and block opponent’s production.
- capturing an occupied base. In the first case the army of mechas was the main and only weapon we used to capture bases. But in this case your army should be pushing enemy forces back and one of your units (for example speeder or plasma tank) should occupy opponent’s base. Now you teleport your mecha somewhere close to the base (forest or mountains preferably) and capture this base when the mecha wakes up.
- living shield. If there is a hole in your defense, a couple of mechas can easily patch it up, giving more valuable units time to retreat. Often, one correctly placed mecha is enough to save titan’s ship, shielding it from enemy helicopter.
- cutting off retreat passes. It might be useful to teleport your mechas behind opponent’s valuable units, blocking their escape and making sure these units will definitely be destroyed during your next turn.
- reconnaissance. Sacrificing one mecha allows you to get deep inside enemy territory and see what he is doing.
- fake teleportation. On big maps reconnaissance usually precedes mass teleportation. When the situation is right, teleport one mecha deep inside enemy territory and he will begin preparing for the mecha invasion (otherwise you wouldn’t have given him a unit for free), and then you start executing a different plan.
- “test your luck” invasions. On big maps less experienced players might not even notice that you have teleported a mecha on some dark mountain. While he continues fighting your main army, you can quietly capture his base.
- diversion. Two-three mechas is enough to occupy your opponent’s attention and win you some time.
- other tricks and traps will be discussed in the members section of this forum.
To sum up, in every stage of the game it is always useful to have 2-3 mechas ready to teleport in Uniwar.
Reprogrammed mecha – is a very powerful weapon in Uniwar, so you should make sure to be careful around engineers. Don’t put your mechas in their range even if you can finish that programmer. If you have killed opponent’s engineer, but he managed to convert your mecha, you have lost this trade, even though you are leading money wise.
Also, don’t forget that programmer can simply turn off all mechas around him and start converting them on the next turn.
2.2.2 Speeder in Uniwar
Speeder is the most important unit of titans in Uniwar and almost always the most underestimated one. Mass use of speeders is usually a sign of a good titan-player. The highest damage among similar units, incredible attack range, great healing speed, ability to move after attack (both forward and backwards) and good vision. Of course, similar to other units of this type, he requires a pack (at least 3) to show its true power.
Titans in Uniwar cannot play without speeders. Plasma tanks are very expensive, walkers – even more so. If you start building plasma tanks and walkers immediately, you will most likely lose the game. Plasmas in Uniwar are slow and quite vulnerable to engineers, while walkers in the beginning of the game are extremely easy to destroy.
That is why on most maps (except for some specific maps) we start the game by building speeders and mechas. Only then we can start adding plasmas to the mix and walkers are only a good idea when you have already finished building your defences.
Furthermore, speeders are invaluable for reconnaissance, since titans are quite shortsighted.
Unlike marauders, speeders in Uniwar cannot execute a full hit-and-run manoeuvre, since they can move only 1-2 hex tiles after attack and thus cannot leave enemy range. But speeders are stronger than marauders in Uniwar and in numbers they alone can become a force to be reckoned with, which doesn’t need other units to cover and defend it. Still that doesn’t mean your speeders pack should work independently - titans more than anyone else require cooperation between different units. A single titan will be an easy prey for your opponent’s troops, but their power together grows geometrically.
Even though titans are more suited for defensive play in Uniwar, slowly pushing their enemies back until they have no more space to retreat, speeders combined with teleportation still allow titans to perform swift raids and unexpected captures.
Speeders’ ability to move after every attack allows you to repeatedly hit enemy unit many times in Uniwar. A big enough pack of speeders destroys even tanks, while marauders, helicopters, drakes, wyrms and other units don’t even stand a chance.
It is useful to have a couple of assimilators in your speeders pack. A speeder placed close to 2 assimilators will recover 8 hit points in one turn! Also, assimilators will greatly help your speeders destroy heavy armored units using their UV.
In perfect case scenario, there are also a couple of plasma tanks behind your pack, so speeders have something to hide behind after every raid.
Of course, you should never forget about gang up bonus in Uniwar, since it is incredibly useful to speeders with their great mobility. For your speeders pack gang up is an invaluable weapon.
To be continued...
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TALONE | Дата: Понедельник, 12.12.2016, 09:51 | Сообщение # 2 |
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| 2.2.3 Eclipse (disk)
Incredibly important unit in Uniwar. Good defence (even though it can’t be compared to tanks’), ranged attack and ability to teleport. Unlike other titans units it works on wood, peat and charcoal making it quite expensive – 400 credits.
This device’s main targets are flying units and infantry. To heavy units it deals less damage than a marauder does. But it simply disintegrates aerial units and deals as much damage as marauders and speeders to infantry.
Super effective against helicopters in Uniwar, since it costs less than sapiens’ flying machine. Against dragons and swarmers it is not that simple, since these units are cheaper, and flies also deal quite a lot of damage in retaliation. Use your mechas to injure swarmers and then eclipses to clean up, this way they won’t get damaged in return.
You should always keep in mind that disk is not a cheap unit and not as armored as a tank in Uniwar. That makes eclipse a juicy target for your opponent - disks are always being hunted, and marauders are especially good at it. That is why you should avoid direct confrontations and work from distance. More powerful and better defended units can act as a great cover for your eclipses, or you can use natural obstacles and hide behind them. Actually, ability to shoot from behind the mountains makes this unit invaluable on such maps as Great Wall, Laguna and other in Uniwar. Marauders cannot reach eclipses and they shoot from behind the mountains, protecting your bases.
Also, disks are very useful for assassinating programmers in Uniwar. These guys love hiding behind tanks, where regular units cannot reach them, but such insignificant detail cannot stop an eclipse.
Eclipse’s teleportation is mainly used for retreat, to save a wounded unit by placing him far away from the battlefield. It is also invaluable on the map Pennsylvania. On other maps I, even after many games, have never seen an effective way to use eclipse’s teleportation offensively. This unit is quite expensive and suffers defense penalties in forests, and it can’t be placed on mountains. Mechas are usually a good enough invasion force. Teleporting discs in such situations is still an exotic in Uniwar. 2.2.4 Plasma tank (plasma)
This is what perfection looks like.
A flawless unit, perfect killer. Novices’ favourite. Sometimes you can build only plasma tanks in Uniwar and still win the game against some new player (but only against a novice).
The most durable unit in the game with the highest damage against heavy armored units in Uniwar. A true fortress. Even heavily damaged it can pose a threat to your opponent. Also, unlike tanks and pinzers, it is actually good against flying units in Uniwar, which deal minimum damage in return, since piercing plasma’s 14-mm armor is definitely not an easy thing. As far as flying units are concerned, only a big swarm of helicopters can be dangerous to a plasma tank.
Very hard to destroy with tanks. Still, with proper artillery support, sapiens are quite good at dealing with plasmas. And if they manage to turn it off programmer’s EMP, plasma tank becomes an easy prey. Even though plasma’s defence is incredible, you should never place it in the forest. Using gang up bonus, even infantry can destroy it there.
Plasma is invaluable when dealing with beasts in Uniwar. If you put a row of plasma tanks in front of your army, enemy underlings will never be able to destroy your first row, start a chain reaction of underground strikes, and reach your walkers.
Plasma tanks’ main weakness in Uniwar is not their low mobility, which isn’t that different from other heavy units’ speed. The main weakness is their attractiveness. They are so perfect that you want to build only plasmas again and again in Uniwar, forgetting about speeders and mechas. As a result we get an imbalanced army and lose the game. That is why you should always remember to balance plasma tanks’ power with speeders’ mobility and mechas’ numbers; otherwise you will definitely lose against a more or less skilled opponent.
Also keep in mind that plasma’s repair speed leaves much to be desired, so it might be a good idea in Uniwar to keep a couple of assimilators around to heal your tanks and convert surfaced underlings.
2.2.5. Walker
Titan’s brand logo in Uniwar. Unit with the greatest attack range in the game, the masterpiece of the tragically deceased programmer-creator of titans. The most dangerous bipod in the world.
Strengths – incredible range. Weaknesses – high cost, has to choose between attacking and moving, cannot attack units in close proximity (similar to battery). Walker’s armor is one point higher than battery’s and wyrm’s defences.
Walkers need a very good cover, since the cost of 750 credits makes them the prime target for your enemy. Titans are the masters of impenetrable defence in Uniwar, and when this defence is further enhanced by walkers’ firepower, it becomes actually scary to play against them. Main enemies in Uniwar – marauders, speeders, everything that shoots over a distance of one hex tile (eclipses and swarmers). Also, walkers are often destroyed by the “batteries’ advance”, when several batteries (which cost less) suddenly move forward, leaving only 3 or 4 hex tiles between them and walkers, where they will deal damage in retaliation.
2.2.6. Assimilator Titans support unit in Uniwar. Can convert underlings and deal damage to all enemy units over a distance of 5(!) hex tiles around it (only affects sapiens and khraleans).
Is necessary to keep titans mighty army in working condition. Absolutely invaluable against buried bugs.
When you are using UVs in Uniwar, you should activate it on several assimilators at once to make a real difference and not throw them away one by one.
2.2.7. Hydronaut
The least armored ship in Uniwar with the longest attack range (but cannot attack in melee). Requires thoughtful play and a couple of eclipses to protect it against helicopters. On some maps it should also be covered by walkers firing range. Likes numbers. Don’t start trading if you have only 3-4 ships, sapiens and beasts will win this fight (they can sink your ships for free in melee). But if you have 15-20 boats in Uniwar, one turn might be enough to obliterate enemy fleet from distance, without taking damage in return. 2.3. Khraleans
To be continued...
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TALONE | Дата: Вторник, 20.12.2016, 13:18 | Сообщение # 3 |
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| 2.3. Khraleans
Very powerful and well balanced race in Uniwar. Their most important trait is their low cost. But you should be prepared for unsanitary conditions and not very pleasant smells (especially from pinzer). Animals are animals after all. But they managed to learn how to use these unsanitary conditions offensively, spreading diseases among humans (only affects sapiens, nearly incurable, extremely dangerous in crowds).
Other strong traits of this race in Uniwar – powerful and cheap naval forces and cheap aerial forces. Swarms of flies and dragons are extremely dangerous and look scary. Flies attack from afar, drakes are nearly as strong as helicopters and also regenerate extremely fast. Also, beasts have the cheapest fleet in the game. Khraleans are the masters of underground ambushes in Uniwar, a truly terrifying thing, especially against titans.
Beasts have very powerful artillery (wyrm), which has a unique ability to move and attack during one turn.
Also, beasts have a strong heavy armored unit in Uniwar with great regeneration – pinzer. Pinzers deal significant damage to heavy armored units and incredibly high damage (12 points!!!) to infantry. This is the result of their horrible breath, which causes people to go insane and melts mechas’ electronics as if it was acid. Pinzers deal minimal damage to aerial units, but it can be boosted by gang up bonus.
Khraleans’ iconic duo, pinzer-wyrm (a pinzer followed by a wyrm), is deadly to titans and extremely dangerous to sapiens.
Also, a swarm of flies poses a great threat to all races.
Their support unit is the most expensive one in Uniwar, but it heals by 3 points! It means pinzers and drakes regenerate 6 points every turn! It can also convert marines and spread diseases among humans.
Beasts do not have weaknesses at all. All so called “weaknesses” are merely a result of different mistakes, lack of skill playing this race or extremely specific and imbalanced maps. For example, if you are playing against saps you should destroy their infantry first, instead of chasing helicopters. When helicopters lose their marine meet shield, they become an easy prey. It is also a good idea to push sapiens with pinzer in the beginning of the game, before they manage to build 3-4 helicopters. Also, many players ignore khrals ability to spread plague, an extremely effective ability.
In short: Against beasts in Uniwar we use a swarm of flies and garudas. Against sapiens – a swarm of flies and garudas or bug-wyrm tactic (many underlings protecting a couple of wyrms). Usually these two tactics cannot be mixed, so you will have to choose where to fight, on the ground or in the skies. Against titans in Uniwar – a swarm of buried underlings combined with several pinzer-wyrm duos and small air support.
Parts of anti-titan tactic will be explained in all descriptions of khralean units. Swarmers-garudas tactic will be discussed separately in swarmer’s section of this guide. Underling-wyrm tactic will be discussed in wyrm’s section of this guide.
2.3.1. Underling (bug) The most mobile infantry unit in Uniwar. Has 11 movement points, 2 more than marine. This difference is extremely important. Bug can cross two plains hex tiles and capture a base (3+3+4), while marine cannot do this, which may become a decisive advantage, especially on a map like Scramble.
Underling in Uniwar has a special ability – moving underground and ambushing enemies, dealing significant bonus damage. But bug’s mobility and vision is reduced in the buried state. Also, they can’t cross water tiles, bases and seaports (for example, on the map River Runs, buried bugs cannot get to the other side of the river).
A very important weakness – inability to attack aerial units (it should be noted, that converted bug can attack flying units).
Underlings are indispensible. They are the loyal and trusted servants of this race, invaluable for their ability to scout enemy territory and annihilate artillery, medium and light units.
When playing against titans in Uniwar, we should spam as many bugs as possible and then slowly start to bury them and send the horde of these assassins deep inside the enemy territory, until all hex tiles under opponent’s units are filled with bugs. And when the time comes, underlings will start ambushing enemy troops one after another. But you shouldn’t hurry, if you start moving your army underground too fast, you will leave your bases undefended. It may happen, that while you bugs are moving forward, enemy will decide to charge and your underlings won’t have time to return.
Fights against sapiens in Uniwar do not require so many underground bugs. Usually they are only useful for reconnaissance and destroying batteries. Most underlings should work on the surface, killing marines and acting as a meet shield for your wyrms.
Burying can also be used to hide and regenerate in safety.
It should be noted that experienced player will quickly find all your buried bugs. Furthermore, he can attack those using heavy and medium armored vehicles. Marauders, due to their ability to act twice, are especially good at it. A pack of marauders can easily destroy your bugs in one or two turns, that is why it would be foolish, when playing against an experienced opponent, to prepare an unexpected ambush. You should rather assume that enemy knows the location and number of all your bugs under his troops.
2.3.2. Swarmer (fly)
Beasts’ most important unit in Uniwar. Its ranged attack and ability to fly make it a unique unit of its type. These two traits combined make it a threat to be reckoned with.
Fly is less durable than speeder or marauder in Uniwar, also it deals less damage to infantry (swarmer cannot oneshot support units!) and aerial units than speeder and marauder. Deals a bit more damage to heavy units than marauders (same as speeder). Also they deal more damage to ships than speeders and marauders.
As we have already said, their strength grows in numbers.
Swarms of flies can often be found in games against khraleans and sapiens in Uniwar. Against titans swarmers are not very useful, though it might be a good idea to build one or two of them for specific purposes (for example, destroying some walker or mechas to clear space for buried underling). But an army of buried bugs together with pinzer-wyrm duos will be much more effective main force.
Swarmers-garudas aerial tactic
If you are playing against khraleans in Uniwar, you should be prepared for a large scale aerial battle, where swarmers and garudas play the main role. The number of swarmers should greatly exceed the number of garudas, but not building dragons at all is also a bad idea. You should remember the following rules:
-do not attack enemy swarmers with your swarmers, if you have a choice. Otherwise they will take lots of damage in retaliation. Let your enemy do it, while your swarmers hunt free targets (drakes, bugs and heavily wounded swarmers).
- protect your swarmers from enemy drakes in Uniwar, for garudas – they are easy targets. At the same time you should try to attack enemy swarmers with your dragons and not enemy dragons (but don’t waste two garudas on one swarmer, use your own flies to clean up and finish off the wounded. Better use your second garuda to attack one more swarmer)
- when there are no free targets left, start attacking enemy swarmers, but make sure to finish them off and do not leave enemy flies only wounded. Start with injured swarmers, they will deal less damage in return. In short, it goes like this in Uniwar: swarmers attack drakes, bugs and wounded swarmers; garudas attack swarmers. Garuda-garuda and swarmer-swarmer attacks are only allowed in special cases.
Against humans such swarm will also be quite useful. Flies can attack marines and helicopters without taking damage and then garudas will finish off helicopters. If you get lucky your opponent, due to his lack of experience, may build tanks and batteries, the juiciest targets for swarmers.
It is incredibly hard for sapiens to fight a big swarm of flies, but the swarm should be really big, otherwise the result will be exactly the opposite – your swarmers will become easy targets for the marine-helicopter army in Uniwar.
2.3.3 Garuda (dragon, drake)
To be continued...
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TALONE | Дата: Среда, 21.12.2016, 19:52 | Сообщение # 4 |
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| 2.3.3 Garuda (dragon, drake)
Quite a controversial unit in Uniwar. Once it used to be my favourite (and beasts – the favourite race). But later this infatuation passed. On one hand garudas are very similar to helicopters while costing less (350 / 500), but on the other hand they are far less useful than they look.
Unlike a helicopter in Uniwar, garuda cannot retreat after attacking (but regenerates 2 hp per turn), and unlike a swarmer it cannot attack from distance. Dragon’s attack stat is similar to helicopter, except for damage vs infantry (helicopter – 12; garuda – 7). Defence value is also lower than helicopter’s (garuda – 8; helicopter – 10).
According to my experience in Uniwar, there is no need to build many dragons, but they should always be built – for reconnaissance (great vision) and finishing off wounded units. Quite useful against sapiens due to their high damage to helicopters, but strong sapiens player simply won’t allow them to get close, you will have to deal with marines first. And of course do not try to kill marines with your dragons – this is a very expensive idea. Garuda’s defence is low enough for marines and mechas to deal serious damage to your dragon.
Good against ships in Uniwar. And invaluable for hunting swarmers, but even in this case you shouldn’t build many of them.
Also, it should be mentioned that drakes are the most mobile unit of this race, since swarmers are very slow compared to marauders and speeders. That is why drake is the only unit that can reach frontlines in a short amount of time, useful when some part of your army needs emergency reinforcements.
And of course, they look awesome, especially when flapping their wings
Some battle tactics for khraleans in Uniwar
Plague technique
Infector – a carrier of a combat plague, which he can transmit to sapiens. He can do it every turn and even vehicles cannot resist this disease.
Sick units turn green, infect all units on adjusting hex tiles and lose 1 hp every turn. At the same time, units cannot die from it - plague will stop damaging them when their health reaches 1.
This means, if a unit moves during this turn he will lose one hit point to the plague. If he doesn’t move, his regeneration will compensate for the damage. For example, if a marine (regeneration 1) rests during this turn his health will not change, but a tank will regain one health point (regeneration 2 and 1 hp consumed by the plague)
Plague can only be healed by a doctor (engineer) or in a hospital (red cross hex tile).
Many players in Uniwar don’t know a very useful way to infect enemy forces. Usually, infecting opponent’s troops will cost you an infector. That is why it is better to convert 1, or better 2-3, marines, bring them behind your frontlines and wait for a good moment. Then you simply infect your own marines and send them at enemy troops, infecting everyone they come close to. This way your infector is safe and enemy units are still infected.
If used correctly, plague is an INCREADIBLY powerful weapon against sapiens in Uniwar.
Here is an example of enemy khral trying to infect my marines and how I dealt with it:
Infected units should be isolated and used to damage enemy troops while they still can do it.
Anti helicopter-marine strategy in Uniwar
Sapiens in Uniwar regularly use helicopter-marine strategy to fight khraleans (many marines and helicopters). But khraleans have their own way of fighting such armies. Furthermore, good khral player wins over sapiens on big maps with open terrain (Rubicon, Pyrapolis, Montevideo) and has good chances even on big forest maps. This strategy in Uniwar has many details, which will be discussed in the members section of our forum. Here we will simply explain the main principles, which, with some training, will allow you to defeat saps.
So, sapiens in Uniwar are using several lines of infantry and helicopters are waiting behind them. Beast answers with underlings, garudas and swarmers. It is important to find the most effective proportion, but this comes with experience. Sometimes sap will rush his attack in early rounds. In this case a pinzer with a couple of dragons and bugs will be quite useful. This will allow you to stop sapiens’ first attack. After this both sides will start building forces, sap – lots of marines and helicopters, beasts, as we have already said, - bugs, drakes and flies. It should be noted that time works for khrals in this case (beasts can use underground level and build twice as much units), that is why you shouldn’t be the first to attack. This is what you should do: move buried bugs under enemy marines use your surfaced bugs to build a frontline behind them – a line of dragons behind dragons - swarmers. If there are water tiles present on the map, you should place your dragons and swarmers there and surround sapiens. When two armies start getting too close, you should begin preparing for sap’s advance or even be first to launch an attack (depends on the situation). In any case, your actions should be as follows:
Swarmers move forward and destroy first line of enemy marines from distance. Heavy wounded marines should be finished off with your bugs (or even drakes, if marine is close to dying). Then your underground bugs start surfacing, killing the second line of enemy marines. That’s how the battle should look like in the end: Number of marines heavily reduced Surfaced bugs are now protecting dragons and swarmers from helicopters
This is the first wave, where your goal is to kill as many marines as possible, making sure that helicopters lose their meat shield. Also you have brought garudas closer to helicopters (but at the same time they are now shielded by underlings). Behind your garudas are the swarmers. Sometimes even during your first wave your garudas can reach helicopters. In such cases it is hard to use gang-up and tear the helicopter apart (not enough space), that is why you should start the attack with a swarmer and than finish with two garudas.
Sapiens will have no choice but to use his helicopters to kill your underlings and start bringing more marines to the frontline. Anyway, usually he won’t have enough marines and won’t be able to properly cover his helicopters again.
The targets of your second wave are helicopters. Here we are finishing off the surviving marines with our swarmers and bugs and getting close to helicopters. If you can’t get a good gang up bonus – use a swarmer and 2 drakes.
By the end of your second wave the battle is usually over. Only clean up remains.
If sapiens had marauders – they are the high priority target for buried bugs. If you have built a pinzer in the beginning of the game, he will be useful for killing infantry and marauders. But do not use him during the first wave, let him wait until the second strike or the third (clean up). During the first wave your enemy still has many helicopters, which can easily pick apart your pinzer. Sometimes wyrm can be useful (protect it from marauders) or an infector (he too needs protection, especially against marauders). Infector can greatly help the dragons, which suffered some damage during the first wave, convert enemy marines and start the plague.
2.3.4. Pinzer
Huge walking roastbeaf. Once upon a time he was small and harmless, like a ladybug. But one evening he ate something, which made him what he is today. Seeing a moving pile of meat in the mirror he simply chuckled and burped. Since then this half-smirk half-burp never left his face, even when he was being conscripted to the army. Thus khrals have acquired this multipurpose giant weapon, which doesn’t know fear or hesitation and other races have acquired a very big problem. Some sapiens even got a habit of saying “What the pinzer?!”
But his comrades only had praises to say about him. He was very reliable, never asked question, never remembered names and procreated by gemmating. When the number of pinzers in khrals army has become big enough, all titans’ plasma tanks started slowly crawling towards the river for collective suicide, but failed to choke properly.
Pinzers only eat raw meat, preferably still a living one, and they have “You are next!” tattooed on their chest.
Generally, I think there is little to add about pinzers and leviathans (khrals’ ships). The only thing worth mentioning is the fact that pinzer is quite good against swarmers and deals moderate damage to them (2-3 without gang up). Also, pinzer is quite effective against sapiens in the beginning of the game, while they still haven’t built enough helicopters. Pinzer pushes back their infantry and covers swarmers, garudas or even a wyrm following it. But don’t overdo it, if sap managed to build 2-3 helicopters and some other units, your pinzer will become an easy prey.
Thus we conclude the description of three races in Uniwar. If someone has questions, suggestions or simply wants to express his gratitude – there is no need to be shy
Now, let us start discussing the basics of tactical play in UniWar
To be continued...
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TALONE | Дата: Суббота, 28.01.2017, 14:03 | Сообщение # 5 |
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| legendary Uniwar training course in English (part 3)
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