|
Post by Leonid Govorov on Nov 10, 2017 12:39:45 GMT
I figured terrorists deserve its own thread, so I made one. I use Baidu like most of you guys know but I want to prepare for the future. So what can be used to kill those beasts? So far , these are the tips:
1. best75 ) Tanks are a lot more feasible now as unlike aliens terrorists do not hit more damage to tanks 2. best75 ) When defending cities, use rocket artillery or heavy tank 3. lopicko ) Take their airports and cities as they paratroop commandos and create super tanks 4. lopicko ) Team up your generals. 5. lopicko ) Do not rely on your allies as they fall out quickly 6. lopicko ) Rumor is your best friend. The terrorist's defense is too powerful 7. lopicko )Missle cruisers do not deal reduced damage to land units, which makes attacking them with a general without rumor unwise. 8. soonerjbd) Be ready to take a city at the same turn you destroy the defending unit. 9. soonerjbd) Technology is very scarce. Build the Tech Center ASAP without being picky. 10. soonerjbd) Build out the starting units carefully, try to assign generals to good units. 11. soonerjbd) Do not leave your cities undefended. 12. soonerjbd) Do the scenarios prepared. Do not try if you don't have a decent team of generals. 13. best75) Elite infantry deals a decent amount of damages to tanks, but has 1 range. Thus, use heavy tanks. 14. best75) Self-propelled howitzers don't have much HP so you can kill them quickly 15. best75) Titan tanks are the biggest problem, you will have a hard time with them 16. best75) Look at the enemy generals' skills. Be on the lookout for their damage reduction skills. 17. lopicko) Be careful when fighting many generals with rumor.
|
|
|
Post by best75 on Nov 10, 2017 13:12:05 GMT
WC4 terrorists has differents from WC3 aliens and the game mechanics is not the same so we can't just copy the same stuff from WC3.
For one aliens in WC3 do bonus attack against armor units which was why that and the fact that artillery can't avoid attack made artillery the preferred unit. I would say tanks are more viable to be used in fighting terrorists.
The reason field artillery was used for defending in WC3 aliens was because aliens don't do bonus damage against them and they could hit back unlike rocket artillery. In WC4 rocket artillery can hit back when attacked so I would say rocket artillery is just as good at defending as field artillery. If you want to protect cities than I would use heavy tanks. We didn't use heavy tanks to defend in WC3 because aliens did bonus damage against them so in reality the HP difference between them and artillery were not far apart.
|
|
|
Post by Leonid Govorov on Nov 10, 2017 13:17:49 GMT
Great advice best75, that's great because I can't stand Artillery's movement.
|
|
|
Post by lopicko on Nov 10, 2017 13:28:42 GMT
TOP priority!!! Take their airports ASAP. Their paratroopers are elite soldiers which is their commando units. This elite infantry do + 65% damage to armoured units
Take their cities ASAP. They only spawn Titan tanks which is their Super tank unit. OR self propelled artillery which has air Defence installed as well.
Uboats aka your submarines are the only naval units you should build that brings you the economic advantage.
Rumor is your Best Friend. In later missions, I can't emphasise the important of this skill as they have very high Defence and hp. I dropped 2 anti matter nukes on their TOP general while he is in the plains. It only scratched him.
Do not rely on your ally. As usual they do stupid stuff most of the time and get their city taken and they will die. Enemy generals has been programmed to Attack them. I use them as distractions or bait as some might say it. Sometimes if you don't help them, you will lose. Once their general are done with your allies, they will come for you so while they kill your allies you need to deal damage to them to reduce their combat effectiveness.
Gang up on their generals. Just because you have your TOP tank general who have worked with you the entire Cold War scenario. Do not expect them to be able to 1v2 enemy generals. You will most likely lose. A 1 v1 will probably take you approximately 10-15 turns to kill a general in 1v1. I took 3 turns when my generals gang up on them in the 2nd last Mission which will be go through in details in my others 3 star guides.
|
|
|
Post by best75 on Nov 10, 2017 14:03:04 GMT
Leonid Govorov, Are you looking for campaign specific or conquest specific tips? Some tips won't work for both modes. I would use use para Mechanized infantry in conquest because enemy city in certain areas are often empty but I would not use them as much in campaign because it is not the same case. Enemy often won't leave their cities empty
|
|
|
Post by Leonid Govorov on Nov 10, 2017 14:16:16 GMT
best75,I can write them seperately in this thread. Credits will be given ofc. Both tips are great.
|
|
|
Post by Tadamichi Kuribayashi on Nov 10, 2017 14:19:24 GMT
Another great tip is to just teleport in all the AC-130s and tactical nukes earned from every Call of Duty game and then using it upon the terrorists. After that, I think that we can just finish them off with Tito, since they have absolutely no experience in removing *Auto corrected* removers.
|
|
|
Post by Leonid Govorov on Nov 10, 2017 14:30:02 GMT
Another great tip is to just teleport in all the AC-130s and tactical nukes earned from every Call of Duty game and then using it upon the terrorists. After that, I think that we can just finish them off with Tito, since they have absolutely no experience in removing *Auto corrected* removers. Or you can get them to play GOG2
|
|
|
Post by sacredelbrus on Nov 10, 2017 20:21:49 GMT
Another great tip is to just teleport in all the AC-130s and tactical nukes earned from every Call of Duty game and then using it upon the terrorists. After that, I think that we can just finish them off with Tito, since they have absolutely no experience in removing *Auto corrected* removers. Or you can get them to play GOG2 This. The terrorists actually run away from their cities once they hear Tito coming. Tito needs to be nerfed, it makes 1980 conquest way too easy.
|
|
|
Post by Leonid Govorov on Nov 11, 2017 11:25:22 GMT
|
|
|
Post by lopicko on Nov 11, 2017 13:13:23 GMT
Leonid Govorov, enemy missle cruisers do not do reduced damage to land units. It would be unwise to engage a full health enemy general on a stacked missle carrier in a 1v1 if you do not have rumor as they are just as strong as a tank, if not stronger than a tank general.
|
|
|
Post by Leonid Govorov on Nov 11, 2017 13:32:12 GMT
Leonid Govorov, enemy missle cruisers do not do reduced damage to land units. It would be unwise to engage a full health enemy general on a stacked missle carrier in a 1v1 if you do not have rumor as they are just as strong as a tank, if not stronger than a tank general. Added. Thanks for great tip!
|
|
|
Post by soonerjbd on Nov 11, 2017 21:41:33 GMT
You need to be ready to take a city or harbor the same turn you kill off the unit defending it. If you don’t have a unit left to take a harbor, they WILL build another missile cruiser, and you will waste several more turns burning it down. Same with cities. They build Titan Tanks like crazy. As mentioned, Rumor is a requirement for taking on terrorist generals. You need to move your generals in pairs at the very least so they can flank and use Rumor to stun lock and focus fire terrorist generals. Your top tank general can’t carve a swath of destruction like in other scenarios and conquests. Even terrorist units without generals have lots of HP. Technology is really scarce. In most scenario missions, you will be lucky to have one city with a level one tech institute. Build the Technology Center ASAP even if it is in a city with a level one institute. You need all the help you can get to start stockpiling tech so you can build nukes and missiles and stealth bombers do deliver them. In general, you aren’t going to have a lot of resources for reinforcements. Spend your starting bank account wisely so you can assign generals to good units and get the most out of them. You can maybe build one great stacked unit for a general. Otherwise, you pretty much have to roll with starting units. Don’t leave cities undefended. Paratrooper elite infantry are nasty. Terrorists will also rush past your army to try to retake your cities. You need a good roster of generals and decent tech levels before you try to take these scenarios on. Units without generals are really going to struggle to make a dent against the terrorists’ advanced units.
|
|
|
Post by best75 on Nov 12, 2017 2:02:16 GMT
Elite infantry having the anti tank ability do decent amount of damage to tanks but still only have 1 range. Heavy tanks are still effective against them because they can attack from a range of 2 and the bonus damage from machine gun ability can quickly kill them. They will be the least of your problems because your tank general can often 1 shot them and kill them quickly.
Self propelled howitzers still don't have much HP so you can usually kill them quickly
The biggest problems will usually be the Titan tanks, these guys usually have lots of HP and a high defense so it will take some attacks to kill them. Even worse if there is a general on a Titan tank in which case you need to spend some turns to kill them than.
|
|
|
Post by stoic on Nov 12, 2017 4:32:50 GMT
Ok, I have direct questions then... If it is possible to use only 6 generals in Modern war campaigns, - how many of them should have Rumor? Is it in anybody's plans to buy Rumor instead of any already purchased skill?
|
|