Artillery Creep: Difference between revisions
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*Requires attention | *Requires attention | ||
*Preparation time may vary | *Preparation time may vary | ||
'''Connections''' | |||
This tactic is viable in nearly all mods on the Spring engine, with the notable exception of Spawn v0.1. It may be especially useful for players of AA, E&E, XTA and Gundam RTS due to the inclusion of numerous effective supporting units. | |||
''' [[Strategy_and_Tactics|<- Back to Strategy and Tactics page]]''' | ''' [[Strategy_and_Tactics|<- Back to Strategy and Tactics page]]''' | ||
[[category:Strategy]] | [[category:Strategy]] | ||
Revision as of 00:05, 18 November 2006
An artillery creep is a quite elementary tactic employed to take reinforced positions in an economically feasible manner.
Units with considerable range are positioned to assault a reinforced area from outside general range of the defenders. These must generally be protected by contingents of closer combat units, up to and possibly including anti-air units. Jamming and radar in games which support these features can be highly beneficial, allowing for minimization of cost as the advance proceeds.
Pros
- Effective against emplacements
- Efficent with sufficent micromanagement
Cons
- Vulnerable to active units
- Requires attention
- Preparation time may vary
Connections This tactic is viable in nearly all mods on the Spring engine, with the notable exception of Spawn v0.1. It may be especially useful for players of AA, E&E, XTA and Gundam RTS due to the inclusion of numerous effective supporting units.