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Thread: Turtling, Airstrikes, and Defcon | Forums

  1. #1
    Now that the EU is so far into enemy territory (in the 360 TOW), and we haven't had air support for 3 days now, I've run into a lot of enemies who use the following strategy (to great effect):

    On a 7 CP map:
    1. Each side takes the 3 CP on their side of the map
    2. Line up Artillery and anti air on the border of our sides
    3. Use airstrikes and artillery to bleed our side out of reinforcements.
    4. If we're dumb enough to take the 4th command point, then they just crash the CP furthest back on our side of the map, disabling the countdown
    5. They use their wmd to annihilate a group of our units, and rush towards us with their cheap reinforcements.

    What makes this really work, is the airstrikes. They can destroy just about any one unit they choose, and take advantage of the lack of counter; or use the airstrikes to destroy the artillery. If they didn't have access to the airstrikes, then it would be a true match in the middle to see who can get the upper hand. But the airstrikes make that battle unwinnable for the side without air support. And the defcon punishes the side without airsupport by taking away one of their command points, devastating their army, and giving the enemy access to cheap units.

    Airstrikes punish you for being too passive, defcon punishes you for being aggressive. What on earth can you do against an enemy who does this with airstrikes? Seems like you're screwed either way.

    I think in defcon, the losing side should be able to use a wmd OR crash an uplink. Or the crash uplink ability should be more expensive. Or make it so electronic warfare level 1 is somewhere near as effective as air support. If this were the case, there may be some incentive to initiate defcon.
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  2. #2
    Spread out your units, problem solved.
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  3. #3
    Originally posted by jugglingjon:
    Now that the EU is so far into enemy territory (in the 360 TOW), and we haven't had air support for 3 days now, I've run into a lot of enemies who use the following strategy (to great effect):

    On a 7 CP map:
    1. Each side takes the 3 CP on their side of the map
    2. Line up Artillery and anti air on the border of our sides
    3. Use airstrikes and artillery to bleed our side out of reinforcements.
    4. If we're dumb enough to take the 4th command point, then they just crash the CP furthest back on our side of the map, disabling the countdown
    5. They use their wmd to annihilate a group of our units, and rush towards us with their cheap reinforcements.

    What makes this really work, is the airstrikes. They can destroy just about any one unit they choose, and take advantage of the lack of counter; or use the airstrikes to destroy the artillery. If they didn't have access to the airstrikes, then it would be a true match in the middle to see who can get the upper hand. But the airstrikes make that battle unwinnable for the side without air support. And the defcon punishes the side without airsupport by taking away one of their command points, devastating their army, and giving the enemy access to cheap units.

    Airstrikes punish you for being too passive, defcon punishes you for being aggressive. What on earth can you do against an enemy who does this with airstrikes? Seems like you're screwed either way.

    I think in defcon, the losing side should be able to use a wmd OR crash an uplink. Or the crash uplink ability should be more expensive. Or make it so electronic warfare level 1 is somewhere near as effective as air support. If this were the case, there may be some incentive to initiate defcon.

    Don't take this the wrong way, but you sound like garbage.
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  4. #4
    I am guilty of this strategy, I use my as Tactical Battalion with 10% Arty damage, I destroy enemy uplinks so I destroy his ability to send air strikes. I usually deploy 1 Trans and 2 arty at the beginning to destroy his first uplink and destroy the adjacent ones. I then have control of the skies, I don't go around take other uplinks but win by annihilating the opponent on conquest.
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  5. #5
    best way around this is diversion and uplink attack, attack and secure 2 uplinks that will be secured 100%, first cause a battle that will distract the enemy and secure both near the same time, that way the battle will group his units and yours keep some in the back, once defcon comes in replace all units lost to WMD with more units, once you have taken the two uplinks attack further and defence all of them from attack also keep your units spread out for minimal dmg from WMD, if you can destroy the enemy uplinks with your own artillery and defend them or hit and run or suicide attack their artillery then WMD their grouped units or reinforced uplink to get another uplink
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  6. #6
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    Your a euro, if you try to fight iall n the middle then you're screwed. Hit and run, keep moving etc.

    If you like direct battles then you should defect to russians.
    Broke my signature and reset my ignore list, well done Ubisoft...
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  7. #7
    I have found it helpful to go to the options menu and reverse the order of deployment to weakest first. Often times battles are won and lost at the end of the order of battle (your 3rd transport or 3rd gunship etc..) it can be an advantage to be calling in really experienced units late.

    Keep in mind you can start the match with any experience unit you want. So you can take some good ones early so you arent way behind.


    Turtling sometimes can be an advantage for Europe too. It was a good strategy for the Reagan sea base for example.
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  8. #8
    I guess I have never had an issue with airstrikes. One tip is to spread out, thats one thing I do first thing. I play the TMI map alot. Wont tell you my approach (just got up to 10 wins, would like to keep this going awhile)
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  9. #9
    I've had many great problems with this, although my problem isnt losing, cause I can safely say I've never lost a single game in which my enemy used more than 4 airstrikes, my problem is the fact that they kill my units unnecessarily.

    Anyway, there are a number of good counters for this, especially if you're EF, because that would allow you to blitzkreig quickly to the uplinks further out and secure those. This way, the enemy won't try and go for the uplinks on your side because they'll be risking their own units, at the same time you can either hold a stalemate because they can't trigger defcon but usually this is when airstrikes **** me off. To make this strategy work, save up points, don't deploy too many units before defcon. Typically I would only have maybe 6 units (CV, 2 transports, 2 riflement, gunships) and then proceed to trigger the defcon, if your enemy loves airstrike spam, they typically will waste the WMD, just garrison your troops and spread them out. Once they waste their WMD, it's over, just deploy as many units you want, recon and WMD their LZ, and usually the defcon timer runs out before they can stop it.
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  10. #10
    I just ran up a few very easy wins on Arribida (not fighting in the US because my units are not up to par quite yet since I switched sides), and I'm finding that the Euro commanders there are not using their inherent speed to their advantage.

    For the last hour or so I've simply flanked my Euro opponent with transports and rifles.

    Once I have a deep enough uplink I use it as my deployment and then I bum rush with tanks and transports into his deployment zone.

    I've strayed away from killing units since the Euro commanders usually stray away too. In every match I've always come out the loser when it comes to defeats, but I keep winning because I keep pushing.

    I essentially use a double envelopment with one arm being the deployment point and forcing the issue there while I just walk over half the map with a rifle squad in and out of cover.

    My sheer weight of numbers and guns is proving very effective, even though the Euro has the ability to drop a WMD and crash an uplink. I like to close up my units right on his deployment zone so the WMD is useless unless he wants to wait to deploy after. However, it's hard to do that when the clock is ticking away.

    I've dedicated myself against the Euros the last 2 turns and I keep winning. I attack them because the Russians are far too overpowering for my young units and I can't find a map to turtle on (except for TMI).

    Euro commanders need to take the advantage of speed into full effect. Granted JSF isn't that much slower, but if you use the speed the right way, you can counter. Turn the match into a race.

    If it's not a slug fest map then move around and hit the flanks, and break into the rear. If you can cause your enemy to panic and lose site of the goal, you will win.

    "There are no desperate situations, only desperate people" - Heinz Guderian

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