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Tip of the Week #57 - Fighting for the Spikes

By xlava - 27th April 2009 - 07:58 AM

Scrin

The Scrin have a much easier time that Nod defending spikes, however, they are about at par with GDI because of both faction's unique healing abilities. Your most important unit for Scrin is the Corrupter, as its role as a support unit is invaluable. Its ability to heal units in the field is your best advantage.

The Mecahpede is very good at this because of its speed and ability to self heal its segments in the field. This allows it to quickly assault enemy engineers as well as transport vehicles. However, against players who know its Achilles heel, it is much less effective, as they can simply force fire on the head to kill it in much less shots.

When actually capturing spikes, the lack of garrisonable vehicles is a large blow, but the Scrin have access to the stealthed Assimilator. Now, generally speaking, this is useless when moving, because the stealth ability does not engage until the Assimilator is standing still. This means that you cannot simply sneak up on your enemy while moving your Assimilator, you must move it while your enemy cannot see it, then make it stand still so it is invisible.

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The Assimilator stealthed by a tiberium spike


Now a great way to use this strategy is to send your Assimilator to an enemy spike (or even building) while simultaneously initiating a diversion to keep your enemy's eyes off of their spike. Then have it wait there until your enemy captures it (so you don't capture it just to have the enemy recapture it), and then recapture it. This will force your opponent to either recapture it again, or just leave it, giving you a large resource boost, or destroy it, denying it to both you and him.

Scrin generally should use Stormriders as well, as they are both fast and have a large amount of damage resistance. Therefore, they are great to use in the field, plus they can be returned to a gravity stabilizer to be repaired.

Do not use Devastator Warships when either defending or assaulting spikes, as they will sometimes destroy the spike you are trying to capture in the process of their bombardment, and when defending them, they are simply too inconsistent.

Planetary Assault Carriers make great defenses because of their ion storms, but are not as good at assaulting, because, just like the stormriders, they have much more defense than offense.

Lastly, the Mastermind is a great support unit, as it allows you to either mind control key enemy units, or teleport allied units to your spike to help with defense. However, if your enemy destroys the Mastermind, then any unit you have controlled will be automatically returned to the enemy control.

Of course the Eradicator Hexapod makes a terrific assault unit because of its defense and power, and its ability to be teleported. Nothing much more to say about it here except that it is extremely powerful.

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The Hexapod in Action


Traveler - 59

The key for T59 is infantry. Advanced Articulators are key as well, as T59 infantry is extremely slow without it. The improvements to both Disintegrators and especially Shock Troopers is extreme. The Shock Troopers are arguably the most versatile infantry unit in the game for T59. As they automatically have Blink Packs (for teleportation), then they can be upgraded with Advanced Articulators, as well as Plasma Disk Launchers (which allow it to attack aircraft as well as extremely increase its attack damage output).

The Prodigy is the backbone of the T59 force. It is the perfect support unit, able to not only teleport allied units and itself, but also take control of a large group of enemy units as well as control a building or defense or powerful unit. If you are not able to send an engineer in to capture the Spike, capture it with your Prodigy. When you don't want it anymore, capture something else with the Prodigy.

Lastly, T59 Capital Ships gain a huge speed boost with Traveler Engines. Make sure you use this upgrade if you decide to use these ships, as it makes them much more useful. The PAC, especially, is effective because of its new speed boost.


Reaper - 17

As R17, you have both no teleportation or Capital Ship support. Therefore, it is only prudent to rely more on your ground forces. R17 has forcefield generators, as well as the Devourer Tank. They also have the Reaper Tripod, and Forcefields for Seekers and Shardwalkers. Other than these assets, there is nothing really special about assaulting spikes with R17.