"1 Korean down, 6 to go." -|]agomar
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| War and Peace: A C&C Generals Report | | | Author: | | | IP: | euryale.XXXX | | Date: | 06/24/03 04:06 | | Game Type: | Westwood RTS | | Labels: | none | | Report Rating: , # of Ratings: 2, Max: 9, Min: 8 Lifetime Rating for Slotham: 8.5714 |   |
War and Peace: A C&C Generals Report
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It's getting toward mid-year exams and the work is getting intense.
Revision is in high gear yet the lecturers are still handing out assessments like Drefsab hands out ratings of 5. Mathematics,
Physics, Economics, Geography and Aeronautical studies are racing through my head. I'm in a daze, I've had 8 hours sleep in the
last three days and I'm nearly unconscious in my first lecture for the day! I need an outlet, I need something to keep me sane,
but nothing can be found. I stumble back to my room at the end of the day and turn on some relaxing music, Rage Against the
Machine can always soothe my disturbed soul.
In an instant my woes are forgotten as MSN messenger deliveries my salvation from the university nightmare.
Two simple words; "Generals, now!!" I am soon in the Generals LAN Lobby, five of us had turned up. I immediately yelled out
"Me watchy! Me watchy! Me monkey boy! kakakakakaka", but it didn't have quite the same effect as I'm sure WilliamWC3 got.
Actually the only thing it achieved was to induce the other four players to make obscene comments about my mother, but oh well.
The trash talk died down after it was well established that they had all slept with my mum, the teams were
decided and the game was set to begin!!
Each nation has very distinct advantages and disadvantages that must be considered, especially in a 2v2 where it is
crucial that you play to complement your partner. The following is a quick rundown of the strengths and weaknesses of each of the nations
capabilities. I believe a little background knowledge in this fine game will give you a greater appreciation for this report, so please
bare with me. You can skip this introduction but I don't recommend it.
America has extremely good recon, straight up you can choose a general point that allows you to station a Spy Drone
anywhere on the map. A Spy Drone is stealthed (cloaked) and reveals a portion of the map until it is shot down. It is also possible to
employ a Spy Satellite from the Command Centre that temporarily reveals an area of the map, the same as comsat. Once a US player has
teched enough they can build a Detention Camp. These camps reveal everything the opposition can see including stealthed units, extremely
powerful. Each of the three advanced recon techniques has a down time in which they cannot be used. After this down time however they
once again become functional. This means that by the end of a game a US player will usually have a large proportion of the map revealed
due to a network of Spy Drones. The U.S.A is also the only side to start with functioning radar.
In the late game America has the capability to attack an opponents macro directly. Imagine being able to take the
technology from under the enemies' feat then hit him with your advanced units while he can only produce base level units. Wouldn't life be
grand if you got to face units that had yet to be upgraded? Wouldn't if be nice to force the opposition to commit to battle when he has
only half his potential on the battlefield because he can't get his secondary money supply started? It is possible, but for a cost. The
American Aurora bomber costs $2500 each and are designed for destroying buildings. No matter what defenses the enemy has the Aurora bomber
will always hit it's target. These planes travel so fast that any hostile anti-aircraft weaponry it passes can't fire quick enough to hit
it. Unforunately it's a give and take situation, the bomber is extremely light armored and easily destroyed and once it has dropped its
precious ordnance it's speed is reduced to approximately 25% of it's normal speed. In other words, you will most likely lose every Aurora
bomber you send but in return you will destroy every building you target.
Although the US has the Raptor fighter aircraft in their arsenal they have very weak anti-air capabilities. The
Raptors are 40% more expensive than the Chinese MiG fighters and US airfields are substantially larger than their Chinese counterparts.
This results in a Chinese player being able to out produce a US player on the aircraft front and therefore gain air supremacy. The only
effective ground based anti-air the US has is the Humvee with TOW missiles installed. Once equipped with these missiles the Humvee is able
to hit both air and ground targets at a fairly good range. To boost this deficiency it is advised that Missile Defenders are used in
conjunction with the Hummers with TOW, this is not only for the actual damage they cause but the psychological factor too. When an opponent
orders a sortie to be flown and a massive amount of firepower is discharged at his air fleet then he is less likely to be so aggressive in
the future. The best way to nullify an opponents air force is to hit it at the source, the Air Field itself. The hard thing is figuring out
how to do this cost effectively.
The Global Liberation Army I must say was the most fun to play when I initially bought the game. This is not because
of the unique strategies that were required to win, nor was it because I enjoyed watching rag-heads being defeated due to my adept ability
at losing; it is because of their insanely funny accents and comments when you click on them!! Quotes such as "Alright alright!! I will
work!" and "Have we not better tools?" spring to mind, all they do is complain. It was fun but you soon get over it.
Anyway, back to the serious side of things. The secret to winning while using the G.L.A is to avoid conventional
warfare. The hit and run capabilities of the G.L.A are exceptional and they also have a moderate recon capacity. When these two factors
combine you get a force that knows where the enemy is and can engage them away from the main base. It would be futile to try and defend
a G.L.A base when the enemy is knocking on the door. You might survive the first wave but you will lose map control, you will lose your
mobility, which is your greatest asset, and eventually you will lose the game. As the G.L.A you need to start defending your base when your
opponent leaves his. You have to change your thinking, you must change your mindset from defending your base to defending the land between
your base and your opponents. You can hit while your base is being destroyed, but you can't run!
The Radar Van is the G.L.A's main recon unit as it can use radar scan (comsat if you will) every thirty seconds;
it is also the method by which you acquire radar. With just a few Radar Van's and some patrolling technicals (pictured very top) knowing
your enemies movements is a simple matter. Once you have map control it's time to keep the pressure on. My preferred unit to do this
has to be the Rocket Buggy. It has a range that rivals artillery pieces and can be upgraded extensively. It's improvements include "Junk
Repair" - this allows a unit to repair itself constantly, "Armour Piercing Rockets" - plus 25% to attack and "Buggy Ammo" - increases the
Rocket Buggies ammo capacity by 25%. This extremely quick and powerful unit is especially effective against buildings.
The G.L.A has not got an air unit. Nil, zip, nudda, none and not even an iota of an air unit can be found no matter how
much you tech. Believe me, I tried. Though this is not a huge problem as the Quad Cannon is a fairly cheap, mobile and upgradeable source
of anti-air. The main problem I have had with the G.L.A is the amount of time it takes to build anything. Buildings and units seem to take
forever to complete! Solid macro is required when playing as the G.L.A as a couple of Arms Dealers won't be enough to spit out the units
required in time.
Because you can't go head to head with a skilled American or Chinese opponent you also have to think mobility, and this
doesn't just mean units. Some of the better games I've played as the G.L.A have consisted in me having to trade my "main base" for time.
This is possible due to my expansions consisting of basically the same buildings as my former main. Once the map is cleared of supply and
players are forced to find alternative means of increasing income, I choose the high ground for new "expansions". Expansions don't always
have to have a source of money in them, particularly when using the G.L.A.
The G.L.A will always be the last side to obtain radar coverage so essentially for the first few minutes of the game a G.L.A player
will be 'blind'. Some early resources must be set aside for scouting as it could all be over too soon if you lose your economy as a result
of ignorance. The G.L.A are also the only side that don't have any power requirements and therefore can't lose their radar capabilities
due to lack of power, but they do lose radar if all Radar Van's are destroyed.
China, well what can I say? I could say "Who Flung Dung" but that would result in gross images of flying shit flashing
across the fragile imaginations of BR.com readers. So, I won't say it, but what I will say is that China is the preferred side for the
majority of the C&C: Generals community. Most people believe that China is imbalanced slightly and this is the reason that most people play
as China. As lowlymarine put it in his recent Battle Report titled "Dueling Dragons: a C&C Generals BR":
"I’m almost always Chinese, for the same reason just about everyone else is always Chinese: They are hideously overpowered." -
lowlymarine.
I do not believe that this is the case, well, not to the extent that a lot of players do anyway. Yes China is easier to
use, the learning curve is very small. Adapting to using China is quicker than any other side as China is the 'typical' side for a RTS
game. To demonstrate my point I want to tell you a little story and it involves a nice young man named Sam. Now Sam one day wishes to become a computer programmer and
meet a lovely young woman who enjoys gaming. Sam has recently invested in the new release title Command and Conquer: Generals and already
has visions of grandeur that he will one day become the supreme C&C: Generals player! His name will be revered and debates will
fail to resolve who was the ultimate gamer of all time, Sam or X'Ds~Grrrr...?? But every distinguished career has to start somewhere so Sam
logs on for his first game. Sam quickly becomes discouraged because Chinese opposition is continually beating him. He does
fairly well against players of his own skill level that play as the U.S.A or G.L.A, but he can't get past the hurdle that is China. This
soon results in Sam conforming to what the majority deem to be true; that China is overpowered. So now Sam starts to use China and he starts
to win!! Sam is very happy. New players find themselves losing to Sam's solid Chinese game and the newbies frequently ask, "How do you do that?". Sam always
replies, "Use China, they are overpowered". Newbies nod their heads in agreement and start to use China, and so the vicious and degrading
cycle continues
As you can see am I very cynical about the overuse of China. But you get my point I'm sure, and if you don't then do
everyone a favor and go to the Google search engine and look for "How to commit suicide in one simple step". As I'm sure you want to get
onto the report I'll very quickly cover the Chinese faction and then get the hell on with it.
China, as is already well established, has a very good all round game. It is easy to gain air superiority, they have
two effective anti-infrantry machines and the overlord is the ultimate tank in every sense of the word, except speed. Speed is the Achilles
heel of the Chinese. Every land based attack that a China player makes will usually be slower than either an American or G.L.A one.
Flanks are hard to protect because of lack of mobility and also a lack of advanced recon tools, which is China's second downfall. China can quickly
obtain radar at the start of the game by forking out 500 dollars but from here on in they must rely on old school reconnaissance, scouting
units! As a Chinese player one must constantly be aware that map control is harder to achieve than with the other sides and this needs
to be address every game. You must devote more energy and resources to scouting and working toward map control than your opponent no matter
what nation the enemy is.
China also have trouble in the late game because their secondary source of money, the Chinese Hackers. These vital units
are fragile and hard to defend. The other two nations have structures that deliver them their secondary
source of money yet China is stuck with the humble Hacker. Many a time I have taken out a Chinese players entire economy in the late game
because they hadn't had time to spread their Hackers out, instant GG.
At the start of a game each player has a command center, one worker/dozer, $10,000 in the bank and a General point to
spend. General points are a reward for acquiring kills, for each kill you get you are given experience and at certain increments you gain
a General point. These General points, if used properly, can turn the tide of battle, stall an opponents production line or harass an
enemies economy. Not only do you have to aspire to gain as much experience as you can but you should also think about restricting the
oppositions experience. There are three levels of abilities that can be reached. Initially you are a 1 star General, you can choose to
use your points now or save them for more advanced options. When you reach 3 star General a lot of options open up to you such as A-10
strikes, Artillery Barrage and Rebel Ambush. At the top level, a 5 star General, you gain the ultimate power for your country but I will
cover each of the Generals abilities as they are used in the games I report.
Gathering (mining) supplies consists of the gathering unit going to the Supply Dump, picking up the supplies and returning
it to the Supply Center/Stash. When one unit is picking up a load no other unit can, the same applies for dropping the supplies off. The
GLA worker collects 75 dollars each trip, he is quick to both pick up and drop of supplies. Five to eight workers will be needed to gather from a
dump at 100% efficiency. The Chinese have a specific truck that's sole purpose is to collect supplies, strangly enough it's called a Supply
Truck. The Supply Truck can carry 300 dollars and is fairly quick at loading and unloading it's cargo, though nothing close to the GLA
worker. Two to three Supply Trucks will be needed to gather from a dump at 100% efficiency. Finally, the USA have the Chinook to carry their
supplies. The Chinook can carry 600 dollars at a time and is slow to load and unload. Only two Chinooks are needed to gather at 100%
effeciency even when gathering from long distances.
One last note before we get underway, it was decided pre-game that there would be no use of Superweapons. As a result I
won't be explaining anything about the ultimate armament and the only Superweapon that will feature in this report was used for upgrading.
It was promptly sold once the upgrading was complete.
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I've always wanted to say that, as well as "And the winner
is....Sydney!!" Go Aussie!
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The map is Twilight Flame, it is an eight-player map and its main feature
is that the middle ground is very open. There are two choke points that lead to the middle top and bottom bases and the side bases have one.
There are also eight oil derricks, which can be captured, and early game action usually revolves around securing your own derricks
while attempting to deny the enemy theirs. There is one main supply dock (Or mineral line) for each starting position and there are small
caches on the high ground. Lastly, there is an Oil Refinery on the island in the very center of the map; this can be captured to reduce the cost
of your units.
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The red arrows are the entrances to the mains.
Order of height: (low ground) orange, yellow, blue, green (high ground)
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Calls of Chinese imbalance didn't resound through my monitor as (a) my mind automatically interprets "Chinese is too
powerful" as "I'm a whining whore who is so crap at RTS games that if I played Mark4 he could micro a single observer to victory." and (b)
each side had a Chinese player. The mighty team of Gimpfuhrer and Werewolf chose to play as cyan G.L.A and blue China respectively, and they
opt for the bottom of the map as their domain. Boris who chose to play as red China and Fitz who chose (Note that he CHOSE pink! I'll
never understand Fitz..) the pink Americans held the top of the map, more by default than choice.
Gimpfuhrer opens with a Supply Stash and then proceeds to build a Barracks, he invests his first General point in veteran
technicals. He quickly decides
on a fast expand and sends a lone worker on the long journey to the 4 o'clock main. The Supply Stash and Barracks finish at the same time
and construction on an Arms Dealer begins immediately. Gimpfuhrer cues workers at the Command Center and Supply Stash in order to saturate
his Supply Dock as soon as he can. He then protects his economy with a Stinger Site and Tunnel Network. Mr. Gimp is ingenious in his tunnel
placement as any early scouting or attack vehicle would find it hard to dint his economy due to the fact that the workers can quickly retreat to
the tunnel. This tunnel placement is havoc for microing too; the enemy can't simply waltz between your Supply Stash and your Supply Dock and
kill all your gatherers he has to click every step of the way. Also, by the time an opponent rushed him he would be very close to finishing
the Supply Stash at his expansion and the Tunnel Networks take next to no time to build. Gathering would hardly cease because a simple
transfer would see the expansion fully functional. Gimpfuhrer plans to get the early game resource edge as he starts the capture upgrade in
his Barracks and the Supply Stash at the 4 o'clock expansion finishes.
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Gimpfuhrer's fast expand, tunnel placement and use of first General point.
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Werewolf, right from the start, teched like a whore. He expected his partner to
come to his rescue if the shit hit the fan and he was lucky that rushing wasn't on Boris or Fitz's agenda. He forgoes an expansion in
order to set up his secondary money supply, the Chinese hacker. His build order started with a Nuclear Reactor then a Barracks, Supply Center, War
Factory and then the Propaganda Center. The Propaganda Center allows the building of advanced vehicles, infantry and structures and
Werewolf is taking a huge risk in heading straight for it and with so little base defences. He has managed to get a few Gatling Cannons up
as well as a Nuke Cannon but he is far from achieving all round defence. His goal is to deter the enemy with the threat of the nuke cannon
and hope no scouting reveals his weak position. Hackers steadily pour out from the Barracks and are sent to work
as Werewolf adds an Air Field to his list of structures and starts the production of MiG's. He has spent his first General point on the
Nuke Cannon and things are looking positive for the southern duo as they look set to take the economic advantage in the game.
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Werewolf's use of his first General point, his first hacker
and his fast tech to the Propaganda Center.
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Fitz starts with a standard depot, 2 fac, heavy metaslllllll....aff....aegy.......ydth
AH! Wha? Crap, fell asleep! Ummm, anyways, Depot on....What? Ahhh, Generals report. Let me try again...
Fitz is quite conservative with his opening build order, but this doesn't mean he let's his opponents get any
advantage over him. He does start with a standard build order; Cold Fusion Reactor, Supply Center, Barracks, War Factory, Patriot.
If you look at the mini-map again you will notice the main Supply Stash above Fitz's base as well as two smaller ones to the northwest.
The USA gather supplies via the Chinook, it is slow to gather but brings a lot of supplies back. This means that a USA player can place
the Supply Center a long way from the Supply Dock and still gather at 100% efficiency and with only two Chinooks. Fitz places his first
Supply Center between the two supply points mentioned above, this results in Fitz nearly starting the game with an expansion. It isn't
quite as effective as an expansion and forking out $2400 dollars at the start of the game for two extra Chinooks results in money flow
problems.
As soon as the Barracks is built three Missile Defenders are cued and as the last one is finished the War Factory
completes and a Humvee is ordered. The combination of the three Missile Defenders and the Humvee gives Fitz mobility as well as effective
anti-infantry (the Hummer) and anti-armour (the Missile Defenders). Knowledge is power and so Fitz invests his first General point on the
all seeing, all knowing Spy Drone. The first Spy Drone is placed in Gimpfuhrer's domain; it is pictured below (highlighted for your viewing
pleasure) above Gimpfuhrer's Command Center.
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Boris is a huge fan of acquiring every oil derrick on the map, and if he can't get
it he will destroy it. Not surprisingly his opening build was aimed at getting the capture upgrade as soon as possible. He begins with a
Nuclear Reactor, Supply Center, Barracks then Airfield. Immediately after the Barracks is completed four Red Guard infantrymen are produced
and the capture upgrade is started. Note the veteran chevron above the Red Guard? Boris has spent his first General point on veteran
soldiers to unsure any small 1v1 skirmish for oil comes out in his favor. Three of the four soldiers are sent to the three closest oil
derricks. The Chinese conquest of the oil supplies has started! The fourth is sent to the middle to claim the oil refinery.
It's surprising that the Airfield, and not the War Factory, was the first vehicle production structure chosen. If an early
attack was to come then Boris wouldn't have anything substantial to halt the momentum of the offensive. But then again his ally would have
a spy drone in each of the opponents bases and an early attack would be seen from a long way out. So with the recon protection an American
ally provides, an Airfield isn't a bad choice. Air power also negates China's mobility problem and with Fitz's quick hummers and
quality reconnaissance the northern team have taken early map control and aren't far behind in economy.
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Boris going for oil, air superiority and veteran infantry.
Maybe Boris should play as the US? Except for the better infantry of course.
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As we emerge out of the early game it seems that the two teams are evenly
matched. Werewolf and Fitz are turtling while Boris and Gimpfuhrer are trying to gain map control. Gimpfuhrer has reinforced his
expansion with a Tunnel for quick transfer of troops, and a few Stinger Sites. The Stinger Site is GLA's static defence structure. He then
adds an extra Arms Dealer at his main and starts pumping Scorpion Tanks from one while upgrading Scorpion Rockets from the other. The
Scorpion Rocket upgrade gives each Scorpion Tank a Rocket that greatly increases the effectivness of the tank. A Palace is added allowing
the production of Rocket Buggies and once Boris reveals his air force the production of Quad Cannons commences for an anti-air capability.
A Technical is filled with Terrorists and sent around the back of Boris's base, a mad rush at Boris's Supply Center is attempted. The
Terrorists pile out of the Technical and dash toward their target. The first two make it but some MiGs saved the doomed center as well as
the Propaganda Center. The two buildings were so close that if all the Terrorists had managed to blow themselves up then both his economy
and teching would have been annihilated.
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Unfortunately for Boris because he went for the three closest oil derricks
to begin with this gave the Fuhrer enough time to claim the two oil derricks in the southeast sector of the map. Fitz and Boris did manage to each
take one of Werewolf's oil derricks but Boris wasn't happy. He wouldn't stop fighting until all his enemies were deprived of oil! His first
attempt came very early and was staved off by a few well-placed Rocket Soldiers with impressive micro and some harassing Technicals. This
was enough to discourage Boris from taking the oil until he had his air fleet ready.
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Gimpfuhrer stops the hostile takeover. But Boris then destoys
one of the derricks when some MiG's target a Rocket Soldier standing next to it ; )
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Werewolf has continued his production of Hackers and has added some solid base
defences. It looks as if his early gamble of teching has paid off as serious production of Battlemasters and Gatling Tanks commences. But
all comes undone as FascistFitz sends his opening Humvee containing three Missile Defenders to scout the back of Werewolf's base. For some
reason Werewolf has nothing covering his arse end and the Humvee has free reign over an Airfield and five Hackers. A guarding MiG
attempts to send the Humvee to it's grave but leaves it with a breath of life. A sudden gust of wind would blow it sky high! The badly
damaged Hummer finishes off the Airfield and kills all five Hackers that were in the area before a newly produced Gatling Tank puts it to
rest. A costly and time consuming mistake that has put Werewolf on the back foot has given Fitz a chance to safely expand to the
10 o'clock expansion point.
With some Patriots defending his choke points, a sufficient number of tanks and the air support that can be provided by
Boris, Fitz feel very safe in teching toward the Aurora Bomber. With the new space provided by the expansion he starts the construction of
an Airfield and a Strategy Center.
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Boris attacks in the southeast.
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Boris decides to take the initiative and attack Gimpfuhrers expansion with five Battlemaster Tanks, four Red Guard and
one Dragon Tank. He tries to get around the choke point before units from Gimpfuhrers main engage the strike party but only three
Battlemasters get around before the long range of the Rocket Buggies eliminate the Dragon Tank and force the trailing two Battlemasters
and four Red Guard into a conflict. With his forces split between two defensive positions Boris fails to damage the Fuhrer's expansion in
any significant
way. Probably annoyed at his failure Boris launches his MiG fleet of sixteen aircraft at the 4 o'clock expansion. But it seems God wished
the expansion to hold even against the great odds of sixteen MiG's. Whether it was a mis-click or he didn't hotkey the MiG's correctly Boris
instructed ALL sixteen aircraft to target ONE Quad Cannon. One MiG could take down a Quad Cannon; I think sixteen is a bit of overkill. But
because of this mistake the rest of the Quad Cannons and Stinger Sites cut down the red air fleet and Boris returned to his base with only four MiG's
remaining. After all the resources that Boris had put into the 4 o'clock expansion it seems that the one Quad Cannon kill was enough to put
Boris to General level three. He spent his General point on Artillery Barrage and put it to immediate use and destroyed the Supply Stash at
Gimpfuhrers expansion.
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Divide and Conquer, Gimpfuhrer must have been reading my Art
of War. Avaiable now at all good bookstores!
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The eye of the storm had been reached and it was dead calm. Boris rebuilt his
forces, Gimpfuhrer got his expansion back online, Werewolf was completing his all round defence and Fitz was recovering from a few minor
skirmishes with Werewolf. Both Werewolf and Boris had failed to expand but had Hackers and excessive oil derricks respectively. Fitz and
Gimpfuhrer had expanded and both started their secondary supply source at about the same time. As well as laying down two Supply Drops after
his Strategy Center completed, Fitz started two Aurora Bombers. The Fuhrer started two Black Markets and added a third Arms Dealer. He had
survived constant pressure at the hands Boris from the beginning of the game but couldn't poke his head out due to lack of support from his
ally. Since Fitz made the early insertion into the blue base Werewolf had gone into a defensive mindset and had hardly stepped outside his
base. The southern duo weren't going to be a push over but couldn't decisively strike out
either. The northern duo had map control and the confidence to win the game. All the battles thus far had been on the doorstep of either
Gimpfuhrer's or Werewolf's base yet so many MiG's and tanks had been left in ruin to the south and with little reward.
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The Overlords are finished off as Fitz comes through the center.
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The silence was shattered by a deliberate two-pronged attack against team south. Boris went up against Gimpfuhrer and
Fitz was up against Werewolf. Boris's attack consisted of five Overlord tanks and twenty MiG's. The Overlord Tank costs $2000 and to put
a gatling cannon on top it costs a further $1200, to put a speaker tower (speaker towers heal nearby units and detect stealthed units) costs
$400. Boris had four Overlords with gatling and one with the speaker tower, that's $15200 tied up in five units. $15200 could buy 15 MiG's
or 19 Battlemaster/Gatling Tanks. The Overlord tanks are huge and they pack a bigger than life punch. After an initial strike with the MiG
fleet and losing half of it due to Gimpfuhrers Quad Cannon placement, the five Overlord tanks approach the base. But before Boris can get
anywhere near the base the Rocket Buggies inside cause significant damage. In fact the Rocket Buggies serve as a deterrent and the
Overlords turn away and head toward Werewolf's base. But the speed and range of the Rocket Buggies make them perfect to harass slower tanks
and Boris loses three Overlords with gatling due to the Rocket Buggies. But Gimpfuhrer isn't done yet! He loads five Terrorists into a
Technical (The TT combo) and charges into the last two Overlords destroying both.
Two things came from Boris's attack turned retreat. On the way down south Boris took Gimpfuhrers oil and in the retreat
Gimpfuhrer made it to General level five. GLA's ultimate weapon is the Anthrax Bomb and it is delivered by aircraft. As soon as Gimpfuhrer
identified the whereabouts of Boris's Hackers he sent a request through to his superiors and a Anthrax Bomb was delivered promptly and on
target. Revenge is sweet...
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Huh, and Fitz said his weapon inspectors found nothing
resembling chemical or biological weapons!!
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The second half of the attack hit Werewolf just after the last two Overlords are destroyed. The ten MiG's that survived
the sortie over Gimpfuhrer's base hit Werewolf's front line and with more success. Two Nuke Cannons and a Gatling Cannon are engulfed in
napalm as the first wave of pink tanks hit the choke point, but Werewolf looks to have things under control. Werewolf takes and expensive
hit when two Aurora Bombers soar over the southern Chinese base and destroy the Airfield along with the four MiG's that were on it. Missile
Defenders
are deployed from the Humvee's, Battlemaster tanks pummel into the Paladins with zeal while the Paladins target the Gatling Tanks.
The Hummers and Missile Defenders are taken down by the Gatling Tanks, the Gatling Tanks
are slaughtered by the Paladins and the Paladins are defeated by the Battlemasters. Just as the battle concludes another wave of MiG's
take out a Nuclear Reactor but fail to take out the power. The dust settles and all that is left of a eighteen tank strong choke point is
a highly damaged Gatling Cannon and two Battlemasters. Team south seem to be inpregnable.
Gimpfuhrer sends a Technical containing four Terrorists and one worker. The worker builds a tunnel and some Quad Cannons
are sent through to stem the flow of napalm spewing forth from the Red China MiG's. A second smaller wave of American tanks hit Werewolf's
choke and destroy the remaining two tanks and Gatling Cannon. As the remaining two Paladins, one Crusader and Humvee target the half
complete Gatling Cannon the four Terrorists that were sent over with the worker target one vehicle each and defeat the second wave.
FascistFitz Obviously has his War Factories rallied to Werewolf's choke as two more Paladins and a single Crusader roll up the ramp
and take out the nearest Nuclear Reactor, this time the power does go down and all the Gatling Cannons go offline and Werewolf loses his
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Comanche's and MiG's rip into Werewolf's base as Gimpfuhrer sends help
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radar. The three tanks then target the GLA tunnel fearing reinforcements from Gimpfuhrers base. The tunnel is eliminated but not before a
Bomb Truck pops out and detonates all three of the USA tanks. Ten more MiG's return from Boris's base and take out the Quad Cannons leaving
the blue Chinese base to the Comanche's. Ten attack helicopters sweep in from the north and instanly target the Command Center and
annihilate it in record time. With the tunnel recently destroyed it took awhile for Gimpfuhrers Quad Cannons to reach his allies base. On
the way the four Quad Cannons intercepted Boris' ten MiG's returning from another mission and shot down four. When finally reaching the
base the eight surviving Comanche's were nullified without further loss. But there was next to nothing left of Werewolf's base, he was all
but destroyed. So Gimpfuhrer ordered his Quad Cannons back to his main and prepared for the inevitable onslaught.
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Now down to a 2v1 team south was renamed team southeast, officially, by me, just
then. Boris persisted with the lumbering mammoths known as Overlords and renewed his air fleet to its former glory, he hit from the
northwest of Gimpfuhrers base. FascistFitz went all out Paladins with Comanche support, he hit from the west of the GLA base. In
preparation for the attack Gimpfuhrer orders a large contingent of Rocket Soldiers, sets more Stinger Sites up and invests in Jarmen Kell;
GLA's finest infantryman. Jarmen Kell is a sniper, who can shoot the crew of any vehicle, that vehicle is then up for grabs for the first
player who gets a person to the vehicle. Of course there is a substantial downtime for Jarmen Kells ability. The final showdown is set to
begin.
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The final battle commences.
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Boris opens the action and slowly, slowly, slowly......slowly rumbles in from the northwest with five overlords; three
have gatling cannons and two have speaker towers. Gimpfuhrer responds immediately destroying one with a Technical filled with Terrorists.
Another is also badly damaged but is soon at full health again because of the speaker towers. The four Overlords continue toward the choke
point a second is lost to Jarmen Kell, a third is lost to the large number of Rocket Soldiers and the remaining two retreat to wait for
reinforcements. These reinforcements come in the form of four more Overlords and FascistFitz's tank division. Fitz's contribution to the
battle comes in the form of eleven Paladin Tanks, two Humvee's and ten Commanche's. Boris rolls in from the northwest while Fitz comes from
the west. A well-timed and well-placed strike by the MiG's takes care of a majority of the Rocket Soldiers and the Comanche's takes out the last of
Gimpfuhrers economy by destroying two Black Markets. The four Quad Cannons that destroyed the previous Comanche's reminisce of old times
and charge into fresh meat killing all ten without loss. Gimpfuhrer is slowly pushed back due to the large amount of damage that the Overlords
can take. He is pounding the huge tanks with everything he has but Stinger Sites still fall and ground is still lost. He manages to take
out three of the six Overlords before Fitz sweeps around from the west and destroys the last of the Rocket Buggies. The three Overlords that
survived are restored to full health thanks to the speaker tower and make the Command Center their first target. Gimpfuhrer retreats to the
high ground in the east where he has two Arms Dealers and a Barracks stationed. He has six Quad Cannons that he has had most of the game
but are useless against tanks, especially Overlords. He does spit out a Technical and some Terrorists for one last suicide run, and what
a spectacular run it was! The enemy tanks are on the low ground, the Technical builds up speed and launches over the pink scum blowing all
bar three the oblivion. But enemy tanks continue to push forward into his territory and he concedes the game as his last Terrorist dies. GG.
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Terrorist 1: "My contract includes a huge payout after a year
of service!" Terrorist 2: "Mine gives me 100% healthcare!" Terrorist 1: "Damn, you win."
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It was a well-played match by all involved but I see the turning point as when Fitz
decided to do a little recon of Werewolf's base. It was already half damaged from a minor skirmish it had with a Gatling Tank and it was
remarkable that it didn't die when the MiG hit it. It would have been a different game had that Humvee been destroyed. That moment saw
Werewolf become defensive and Fitz become aggressive.
Gimpfuhrer played that best of the four with some excellent micro and macro. He produced and destoyed the most units both
by big margins and it took a lot to crack him. So many times as I saw armies stream down from the north I thought to myself, "He's gone
this time", but he never did until the combined effort of two full army's. Good game to all and good work team north, the northern team, Fitz
and Boris, whatever.
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1) Fitz is gay;
2) Don't leave your arse end open, it can hurt, especially when Fitz is there;
3) If one unit will suffice, don't use sixteen;
4) Fitz is gay and;
5) BattleReports get long very quickly...
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