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CNC Generals: The Basics This strategy section has been brought to you by our Generals Strategist. He has played the multi-player test since it was introduced, so he has been strategizing for a long time. More information can be found in our staff page. Every real-strategy game has two important
aspects to it that are critical for winning games. The first being
micro-management. This is a combination of things including how fast you move
your mouse, your ability to scan the map and use the mini-map effectively,
having complete control over your units, issuing orders quickly, etc. The other
important aspect of the game and the most obvious is of course good strategy. In
order to have good strategies there are several key things that you need to know
including the weaknesses of each side, the strengths of each side, how to
counter each unit, being familiar with the map you are playing, etc. This is a real-time strategy game which means
you cant just sit around thinking about what you are going to do next. There are
no turns in this game. The faster you move the bigger advantage you have. This
goes hand in hand with your micro-managing skills. The game does help you
micro-manage better with a few features like hotkeys, formations and waypoints.
Overall though you will need to practice and try different things to improve
your micro-management skills. Obviously this is one of the most important
aspects of the game. You need supplies for everything in the game. You can not
get by in a game with just one supply dock. At the start of every game your
number one priority should be to secure a second supply dock. This means go and
secure one as soon as your second worker or dozer is out, DON'T WAIT. The more
supplies that you have control of the bigger advantage you have.
A lot of new players simply think that if they make more gathering units for one
supply dock they will get money faster. Of course this is not true because it
takes time for the gatherers to load and unload. The amount of gathering units
you need depends on how far away from the supply dock you build your supply
center. Generally, it takes two Chinooks for the USA, two to three trucks for
China, and five to seven workers for the GLA. It takes practice when you play
the GLA or China to get your supply center positioned as close as possible
without causing traffic jams but the important thing is to have the right amount
of workers/trucks. If you have to build it farther away just make sure your
gathering units are not waiting to load or unload because if they are sitting
idle then you have to many. This may seem like a simple enough concept but it actually takes a lot more planning if you want to build your base quickly and efficiently. You only have a limited amount of starting funds and it is easy to spend all your money on buildings and construction units which will make you vulnerable to rushes. Your starting funds should go to establishing a good cash flow and getting some units out to defend against rushes. When you are the USA or China I suggest only making one extra dozer. At the beginning of the game all you can make is a power plant or a barracks, then supply centers and defense, then a war factory or airfield. This makes more than two dozers a waste of money because you cant build every structure until you have your low tech structures. Many of you might say that with a third or fourth dozer you can secure more supply docks and thus make your chances of success greater. Remember though with each dozer you make you lose 1000 credits of your starting funds and if you make a defensive structure that's another 1000-1200 credits plus power if you need it. This will make you even more vulnerable to rushes because you will be spreading your funds very thinly over a wide area and you will be lacking infantry and vehicles for early game defense. My advice is stick with two dozers at the start of the game and secure supply docks one at a time. The GLA on
the other hand uses workers instead of dozers. They build slower and they are
weaker but they are much cheaper than a dozer. The GLA should always try to
secure more than one supply dock. I always send 2-3 workers out to secure supply
docks. You are almost guaranteed a second supply dock and most likely a third
unless your enemy is the GLA or they made a lot of dozers (which is bad for
them). The GLA also have tunnels so you wont run into the same problem as the
USA or China has with spreading yourself to thin because all of your defense
units (including the free RPG guys) can move wherever they are needed quickly
and easily. The great thing about Generals is that the
balance is very good compared to other C&C titles. Not only that but every unit
is useful throughout the entire game. In Red Alert 2 most games simply turn into
who can get the most grizzly/rhino tanks fastest. You just cant do that in
Generals every unit continues to have a use even after you have the ability to
make all of them. If you attempt to make an attack force with only one type of
unit you may very well win some games. If you make a mixed attack force,
however, it's effectiveness greatly improves. In fact, you can even destroy a
larger more expensive force if you have a good mix and they do not. I tend to
classify all units under these groups: infantry, light vehicles, tanks,
long-range weapons, and aircraft. Of course specialized units like the hero
units and hijackers have their own uses and don't always fit into these groups.
If you have two or more types of units in your attack force you will have an
easier time facing enemy forces. |
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