What is the best TA strategy?

Friday, June 25, 2010

ARm Level 1 Vehicles

Ahh.... Here we go, the ever important vehicle plant:

Con. Vehicle: An AWESOME unit, high speed, high nanolathe, its just better than the Con. bot.
i will make about 5 of these early game to go out and cap metal deposits and make Missile towers. very versatile i highly recommend using this as your primary con unit.*****

JEFFEY: Arm scout vehicle. there is only one way to put this: They stink. Please, make peepers instead, they are faster and have radar, but a jeffey just goes around and gets shot full of holes. However, there is one, and ONLY one, good reason to use these guys, when FLASH dashing your enemy, make a few of these cheap units to make it seem like u have more FLASHES on Radar. Fear can be a better weapon than a nuke. As long as your enemy is going: What if?!?!? then u have an advantage. Counter with anything.**

FLASH: ARM "fast assault tank" It's basically like Chris Taylor took a PEEWEE, but it in a tank body, put a little more power to it's EMGs and, Made it faster, gave it heavier armor, and then asked God to bless it to be Awesome. The FLASH is arguably the best unit in TA, and the closest thing to perfect that man has ever made. Some players say that these are "cheap" units and are bad because they don't allow for late game battles because the player who has them first wins. Basically the best way to use flashes are to early game rush someone, plow through their base, surround their commander, and then inflict enough damage to cause the commander to have a severe case of the "Death." This is a catastrophic sickness that makes the commander explode with a force more powerful than a Nuclear Bomb. Also, flashes can be used late game, but typically against other tanks rather than infantry, (the Peewee trick vs. Heavy tanks can also be used with flashes). AWESOME unit, thank you Chris!!!! make as many flashes as it seems fit. counter with: Cans, gunships, and Flashes and samsons of your own. *****

Podger: ARM mine layer. Slow, useless, dumb, and it's mines just take up space on the unit limit. Do not make*

Stumpy: Medium TAnk. This is a unit without a place, it's cannon powerful, but it misses all of the time, it lives in it's little brother's shadow, only good for base busting.***

SAMSON: The arm missile vehicle. Fun to use and easy to make, shoots down aircraft, and kills land units easily when used en mass. do not use by itself though, all ways make many of them, good for gaining large amounts of territory. Good unit. Make lots of these. counter with your own samsons or DTed mobile artillary.*****

Sunday, June 13, 2010

ARm Level 1 Aircraft

This post will contain the Details of the Arm level one Aircraft. They are made by an aircraft plant. (Gasp!) Aircraft are very useful in TA where they can provide support for ships and ground troops.

Construction Aircraft: A fast moving Construction platform, it can traverse great distances quickly and construct an oversees colony without the need to make an Atlas and a Con. unit to take it there. However, they do have their flaws. They are vulnerable to AA fire and the worst part of it, There nanolathe makes things at such a slow pace some think it better just to make a Transport to send in a Regular con. unit. This is why you commonly see Con. Aircraft working in teams to make up for their lower nanolathe. When you have a large team of these you can actually make things EXTREMELY fast: My friend once made a Krogoth in 38 seconds with con. aircraft rushing it. All in all a good unit, make on maps that are mainly water or mountains. ****

Freedom Fighter: As the name explains, this is a fighter. A good aircraft, much superior to the Core Avenger. You will see alot of these on Cluster freak and several other maps. You should make this unit, however don't overdue it. It's only so good. Switch to Hawks as soon as possible. Also this unit is vulnerable to AA fire, so it's not an ideal escort fighter. Use to guard your base and chew up avenger formations, An FF can take on Avengers 2 to 1 and win. Counter with missile towers. ***

Thunder: ARM's level 1 bomber. This unit has a smaller payload than it's Core relative, but is faster and turns faster. This makes it the ultimate raiding aircraft. Also use a Peeper to scout out targets for it. once fond almost anything can be destroyed by 6 or 7 Thunders. These can also be used against Naval forces, but not as effective as Torpedo bombers are at this. Use wisely, as they are vulnerable to AA. Good raider, but doesn't have the power to compete with the Core EQ. so it lives in it's Shadow (hehehe) ***

Atlas: The Arm air transport. This unit will transport a single other unit to a location quite rapidly. It's great for expanding on cluster freak or Hundred Islands. BUT!!!!! do not use this to try and send an Army at the enemy base, u simply need to many atlas's and it takes to long to load and unload them all. Also, scout ahead to determine the location of enemy AA because the Atlas is EXTREMELY vulnerable to it. and if your Commy gets killed, u lose. Good unit, but don't try and use them while AA is at hand. ****

PEEPER: The arm scout plane, Known as "PEEPS" Good scouts, with a short Radar and high speeds. This aircraft is almost immune to AA via it's high speed. But, it's unarmed so it can;t be used to bomb things. What a pity. Also use peeps to get the general layout of the enemy base. Remember in war, information is your greatest ally, Alot of it will normally result in your victory, a lack of it will probably end with your defeat. *****

Tuesday, June 8, 2010

The Alliance

The Reagan lay in the middle of the pacific, five escorts surrounding her, pinging their sonar, searching for enemy subs. On board the Reagan three men sat around a wooden conference table deep in discussion. One of them was Admiral Peter gerjing of the United states, The other two were supreme commander Caladan of the Australian remnant, and General Vladimere of Russia. Vladimere looked around the room, "dis is a ship you have here Admiral Veter, I am surprised that she is still in such good shape despite ze war." "Thank you General," Peter said, "but I am afraid that we have business to attend to." "yes," Caladan growled, "and I want to get this treaty signed as quickly as possible." "I am sure that you do Caladan," Peter replied, "so lets get down to it. As you can see," Peter pointed to a map with several areas marked red on it, "The war between the Two factions of ARM and CORE have wiped out much of our population and military equipment, Making us weak and causing us to pick and choose which areas we have to protect. As a result many more civilians have died and this one side, the CORE, has spread over vast portions of the planet. Until recently, we believed that the Core had had enough and was withdrawing. Now we know the truth. You see the Core actually can not afford to let our planet slip away from them, because it turns out that this is one of the few remaining solar systems whose resources remain almost completely intact. The Gas giants of our system remain full of fuel for Space craft and vehicles, our asteroids and mars remain full of metal, and for a reason for which we do not know the Core has been showing an increasing interest in mercury. So while we thought they were falling back they were actually building this." Peter tapped a button on the table and a picture appeared on a TV screen. Vladimere gasped, "vat is dat?" he asked. Peter spoke, "That was taken from a spy plane 32 hours ago, and the Core unit in the center there is called a Krogoth. According to some information the CIA managed to intercept they are almost indestructible, with enough weapons to destroy half an army." Peter's eyes twinkled. "Or at least half of one of our armies,
if we combine our forces, and only if, we will be able to survive, but if we don't, we will die. So Peter said do we combine our troops and save ourselves from total annihilation, or will we be destroyed and the earth with us?" The other two seemed to freeze for a minute before Caladan said, "we will fight to the death." Vladimere nodded and murmured, "for Earth." "For Earth" the others said, there faces determined and there spirits full of hope.

Sunday, May 23, 2010

ARM level 1 ships

This Post will be describing the uses of ARM level one ships. Level one ships are made by a shipyard (really weird, huh?) and the ship yard must be placed in a pretty deep area of the ocean. This seems to beg the question, How do you get shipyards then? Well, you could make a construction aircraft and then have it make the shipyard, but this is usually impractical, but due to some keen insight on behalf of the TA designers the COMMANDER is amphibious!!! Unfortunately, he is defenseless underwater, but what you gonna do?

CONSTRUCTION SHIP This is a useful unit. It make things such as floating turrets, underwater resource collecting structures, and of course, The advanced shipyard. This unit is priceless on a water map where Air and Naval units are your only two options. It is fast and has a decent nanolathe.*****

SKEETER this is the ARM scout ship. It is equiped with a light laser and a guided missle launcher. The missles are weak, but are good AA, infact, many veteran players use about ten of these for AA purposes instead of making the ARCHER the arm AA ship, made by the advanced shipyard. These scouts can be used for raiding (since they are faster than any other sea unit) and can take on a lone destroyer or two if you have enough of them. You will need about ten to destroy a lone Destroyer and you will take high losses if you try. Destroyers are just better at their job. Period. SKEETERs can be used to prevent an early naval expansion by the enemy, if you can get some skeeters to the enemy coast before they make a ship yard. Counter SKEETERS with DESTROYERS and plasma batteries. ****

CRUSADER this is the ARMS destroyer. It has a fast turning main turret compared to the core ENFORCER and is equiped with sonar and depth charges. This ship is easily made and most players love them. Warning: do not think this should be your main ship. A cruiser or Aircraft carrier is much more important to your fleet. This ship should be made in groups of ten and used in anti-sub combat. They are cheap and effective, but remember, a cruiser is far better, and though I won't go into why now a carrier is one of the most valuable ships there is. Also, since a CRUSADERS turret has a faster turn rate, you can run it in a circle around an ENFORCER and destroy it. The destroyer is a priceless unit, but do not think it to be invincable. Counter with Bombers, Warlords, and Plasma batteries.****

LURKER the ARM basic submarine. Most people say these are utterly useless, and they are mostly right. It has high costs and is slow. It's torpedos are unguided and a destroyer can take them out in one on one combat. However, it has the ability to destroy a battleship, Missle frigate, or aircraft carrier with a stunning accuracy. AA ships are also vulnerable. Why you ask? well you see, none of the above have sonar or anti sub weapons so subs are perfect at destroying them. other than this, you can also run up to an enemy destroyer and watch as your torpedos pummel it but their depth charge overshoots. Counter subs with Torpedo launchers, torpedo bombers, and Destroyers. ***

HULK Arm transport. It can hold several units in it's hull and it is called useless by most players. Or is it? People say that an air transport is better at invasion. I admit they drive a strong argument. Only an airtransport has the unique ability to blown out of the sky by any missile equiped unit, making them great for destroying YOUR army, I mean having all those combat units laying around to defend your base and launch attacks is totally overated, right?
Still, sfter driving this point people still say "uhhh... well air trans. are faster" unfortunatly people don't seem to get that having your units make it to whatever your attacking is just as important as attacking it. In fact I have probably used transports to mount an invasion no less than 5 times in the past three days. The best one included a HULK dropping a squad of mavericks on the enemy beach, the MAVs then proceeded to obliterate the enemy base. People will also say that these guys have light armor. This makes me say "as long as they survive long enough to put 4 MAVs on the beach, then Im good" and a Hulk can do exactly that. counter with subs and destroyers. ****

Friday, May 21, 2010

The war that destroyed a million worlds. Part 1

Three Arm cruisers made their way through the tossing waves, running back to their main harbor after sneaking through Core occupied seas, Their valuable cargo still intact. The cargo of Supreme Commander Pyron - 253. Pyron sat quitelly on the bridge of the cruiser Redeemer, content to watch the soft lights of the Distant harbor slowly approach. He sighed, this world, he thought, like so many others was almost destroyed. It was a shame to, this world had been colonized long ago, but a great disaster had destroyed the tecnology of the colony and the war had prevented a rescue team to be sent. The people gradually forgot that they had come from another planet and had been blissfully unaware of the war that raged sometimes just a few lightyears away. Now of course, that had all changed. In the blink of an eye resource hungry Core scouts had landed, and though they were repelled by overwhelming numbers of the populance they had returned later, desperate for metal. The most Ironic thing was that the date the Arm had begun to battle the Core on this system just so happened to correspond with a supposed doomsday prophecy, somthing called 2012.... Oh well, Pyron thought, nothing was going to change that now. The "Earth" as the natives called it had been striped of more than half of it's resources and Billions of locals were killed in the process. The rest had ether fled, joined the Arm, or were patterned. Now that the Core was begining to pull out, The natives would no doubt attempt to rebuild, but that would take years. Pyron looked up, A force of Hawks and some incredibly advanced native fighter (though still very primitive compared to the Hawk's VTOL engines) known as "F-22s" flew above them to provide some air cover. Pyron fingered a control panel bringing up a hologram of the Solar system that Earth resided in and looked at the planet that had been one of the reasons they had come here in the first place. The planet that had been named for the messenger of the gods, but a substance had been found upon it. A substance that would make it the messenger of Death.

Wednesday, May 19, 2010

Arm Level 1 K-bots

This post will be describing the ARM's level one K-bots (infantry). It will include unit's from all expansions as well as from the original game. This will be true for all unit concerned posts. The guide will also say the best way to use these units and there weapons. The structure that makes K-bots by the way, is called...... A K-bot lab. Confusing, Huh? oh well.... Just have fun reading this!!!

COMMANDER Technically, you can't make a commander, you just start out with one. In the beginning of a skirmish or Multi player game you will start with only your COMY. He is equipped with a D-GUN weapon and is the only unit that can capture enemy units. The capturing is self explanatory, but the D-Gun is a weapon only the commander has. It can destroy any unit in one shot, but takes 450 energy to fire. Useful in the event of an attack. Also if the commy dies you typically lose automatically if the game is set to continue in the event of his death, then you will probably lose anyway considering his explosion will kill most of your base (it's huge) and his high speed construction output would be sourly missed. The commander can make the most basic structures and defenses. Of course since you need him:*****


CONSTRUCTION K-BOT LEVEL 1 This unit is a basic construction unit that makes structures and turrets that are slightly more advanced than a commander's. Unfortunately, it has a lower nanolathe (construction output) than a CON. vehicle. The only reason that you should make a CON. K-bot is to upgrade to an advanced K-bot lab. This unit also has low health and move speed. It can be out run by every unit except a CAN, SUMO, or CRAWLING BOMB. When you consider that there are more than 150 units in TA, this thing is pretty slow.**

PEEWEE Although this is the ARM's basic infantry K-bot, I must say that it can kill every CORE level one K-bot as long as it is in the hands of at least a competent player, Likewise it can even take on some CORE level two K-Bots and come out on top. It's armament consists of two EMGs (energy machine guns) and can use them with deadly accuracy. A good way to use these fast firing weapons is to run the PEEWEE in a circle around an enemy unit avoiding the enemies lasers and hammering them with your own EMGs. The PEEWEE is the most effective tech one infantry you can make (many people say the WARRIOR is but when you think about the fact that you can make three PEEWEEs for one WARRIOR, that advantage disappears) unfortunately, every great unit has it's weakness. For the PEEWEE this is light armor. It holds out well in the first half hour or so of the game but once the advanced units begin to appear (such as the CAN and the MORTY) it's toast. The PEEWEE makes up for light armor with speed, but it's weapons do not have the range to avoid close combat, so they will die going up against a CAN or SUMO. A good way to use PEEWEEs is to raid the enemy early on in 5-10 PEEWEE groups supported by three or so ROCKOS. A player who LOVES to raid enemies early on is Thinair, who is commonly seen on WAR ZONE, one of TA's multiplayer providers. Another PEEWEE strategy is to run right up to a heavy tank and watch as the PEEWEE steadily mows down it's health and the Tank shoots over it's head. counter PEEWEEs with CANS Heavy laser turrets and aircraft****

ROCKO This is the Arms Rocket launching K-bot. They fire a high damage, but unfortunately unguided, rocket. This means that they are utterly useless against mobile targets. They are, Thankfully, good at targeting turrets and structures. They can also shoot beyond their line of sight, which means that they can sit back, relay, and completely annihilate a turret as long as a scout unit is providing line of sight for them. This will not work on Missile and plasma batteries though, because they actually have a longer range than ROCKOs. These units are semi-fast and are a fine complement to a raiding force of PEEWEEs. They can also be used, though not as effective, by themselves. It has decent armor too. Use them to Destroy Turrets and structures. A good combo is to use some FLEAS to scout for ROCKOs, PEEWEEs should also be used for escorts. Counter ROCKOS with Plasma batteries and Light Tanks.***

HAMMER ARM artillery K-bot it is short ranged compared to other artillery units, and it is not commonly made in TA. It is slow and pretty useless. Many argue that it is good in large numbers, but so is a PEEWEE and PEEWEEs cost much less. It also has light armor, and cannot fire without first "unplugging" it's twin light cannons. Do not make this unit. However, do not think the same should be said for the CORE variant; The Thud. The THUD is virtually the same but it has the rare ability to climb straight up a cliff, which is very useful, because you do not have to pay for an air transport to move some artillery into a strategic position, or if your hiding. All in all the HAMMER gets only one *

JETHRO Arm AA K-bot fires a low damage guided missile. This is not very good at it's job and Missile vehicles are much better. Thinair, previously mentioned, always makes one of these at the beginning of a game before he makes a CON. K-bot so the enemy can not swoop in with a Air transport and capture your technology. Other than this it is useless. DO NOT MAKE. *

WARRIOR Arm medium attack K-bot. Good armor but not enough speed it also has a bad armament: one (only one) EMG and a grenade launcher that doesn't really work all that well. It is also expensive and takes time to build. If not for the armor it would be useless. I do not typically make these and there's good reason for it: The resources would be better spent on upgrading to an advanced K-bot Lab. Counter with PYROS, Aircraft, and tanks.***

FLEA I once heard Fleas described as: What's a Cavedog without Fleas? The FLEA is a small, inexpensive scout unit. It is the smallest unit in the game, other than perhaps a crawling bomb. They are VERY fast and can climb straight up a cliff to a place where your opponent may have thought that only AA would be needed to defend. They can then destroy the Solar collectors and Metal extractors at that region at your leisure. Unfortunately, it has non-existent armor and will get chewed up by..... Anything. So make a few of these to scout, but don't overdue em. Even if they are the cheapest unit in the game there is still that annoying little thing called a unit limit. This can be modified, but to many units will cause the connection to lag. so a horde of a thousand fleas is definitely not a good idea.****

UNIT RANKING'S KEY

UNIT RANKING Without this you won't know what the different amounts of * mean at the end of a unit's description. This will be helpful to you if your just skimming and trying to see what I think of a certain unit. OK so here goes:

* = This unit stinks, No ifs, ands, or buts about it. Complete waste of resources. DO NOT MAKE

** = Barely acceptable. Do not make unless you are desperate or need to upgrade via "it"

*** = OK unit, you should make a few of these, but do not depend on these units.

**** = A unit that simply can not survive a late game battle or is only used for one purpose.

***** = An EXCELLENT unit, make as many of these as possible, They are necessary to win.