Common units you make

Ashurdan

Warlord
Joined
Jan 3, 2008
Messages
117
So I have been really fidling around with the unit builder this time after reading tons of stuff (such as build cheap then upgrade). I started with trained impact infantry for my Hive, they came out veteran, I had monuments so thats commando, and one or 2 wins and thats elite. I now have tachyon and fusion with 6 (probablity I think) I don't wanna fall into the heli-needlejet gravship ownage, so I just wanted ideas, what units do you find building each game?

I like trained resonance+empath or w/e garrisons to fend off mindworms and lurks. I also like cheap empath scouts to hold terrritory near fungus and take kill mindworms. I play hive so green isn't usually there I just get nexus and use the scouts to make tons of money, I then build my "template" infantry which are either just the armor or just the weapon and then when I have the money or am near the front I upgrade them to w/e I need.

I like clean infantry just because on higher difficulties I build lots of units(again infrantry and rovers, I hardly build hovertanks b/c I can abuse the ai with them).Garrison AAA is nice, for police when needed.
I have a question, if I have the police that doubles effect, and then give mod that doubles effect is that 150% like i think it is or 200%? I love expensive clean invaders, and I love the hive, so with Power+Planned+Policestate and bio enhancement+ command nexus my dudes come out Elite which is sick. Does Bio enhancement work for naval and air units?

I think the most trouble I have with is with naval units, I will build cruisers but I will only build intercepter air units, ><. What are good set ups for cruisers, lots of cheap clean ones? battleships?

This is sort of a longish rant so I'll restate my question: what are the unit designs that you find you go back to often, from early impact/chaos to late quantum what cruisers, rovers, infantry and w/e do you use?

Do you use the smax missles or missles at all? Do you too adhere to the build cheap units and use money to upgrade them? And lastly and most importantly how do you win a military victory with morgan? I always fall behind in tech, have to probe to get it and then win economically after making budy, budy with ai(after bribe after bribe).... hmmm if this gets no replays b/c tl/dr I guess I'll edit it but its late and I am drianed from raiding and Smax
 
woo, this board hath life after all...

there are a few key cheap designs i'll use:

*Trance Scout Infantry (1-1t-1) - same price as a standard scout patrol, and just as good as any other trance unit against mind worms.

*Police Infantry (1-1-1) - cheap garrison unit to quell drone problems, particularly in occupied territories. i tend not to go for II for some time, and when i do i'm typically not running free market

*Scout Skirmisher (1-2-2), and assorted mobile armor designs - mobile defenders can move between cities easily. though i usually play ICS (who doesn't?), this can come in handy when moving defenders between captured AI bases.

*the ever-handy Probe Foil - with good XP, these are awesome for a naval invasion... just buy one of their coastal cities, and bring in the air power. comes with garrison units!

*'copter spam - chop. drop. the AI is stupid at handling air power, and even against other humans 'copters are the premiere combat unit as soon as they're available.

yes, bioenhancement centers affect all units, on top of other morale boosters.

naval power is not that important... just like in real life, air power pwns naval power any time. your sea units should be equipped with AAA tracking (which is relatively cheap for them), and function primarily to protect your transports. build carriers when you have the technology.

missiles are next-to-worthless. don't bother.

morgan is by no means a military powerhouse, but he can be made into one... the key is rush-building and upgrading, which when combined with Morgan's economy allows him to out-produce anyone relying on industry for production. morgan's greatest drawback militarily is that he's likely to run wealth; the Command Nexus/Cyborg Factory is crucial for fighting an offensive war (defensively you can get away with staying in market and running power for some really strong defensive units.
 
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