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PostPosted: Tue 5 Jun 2012 06:39 
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Orange wrote:
There are IMO a few ways how arty work which are good, when using arty you have to know what you do and do it good otherwise you will be useless and die.

When you want to use long range MLRS you have to: get as many fobs as MLRS units and do not empty your teammates fobs. You need quite a few MLRS units to be effective, 4 - 6 is pretty effective.


Uhh, actually no. IMHO if you take 4-6 MLRS, you're missing the point and you're effectively giving the enemy the advantage on armor in numbers. You become a burden to your team and whenever there's no proper recon or the fighting is close up, you're completely useless. All you need is 1 FOB + 1-2 MLRS. It's a situational weapon. You do not spam it everywhere where you can see an enemy unit. Only fire corrected shots on specific targets. It's good for precision strikes on small/medium maps since you can fire a full volley so fast and the last rockets will be corrected in the right position - a real CV killer, and all you need is a few seconds of proper recon. It's also absolutely devastating when used in tandem with an armored assault. Fire a volley at the enemy concentration to stun/rout them while you sweep in with your own heavy armor. Their task is not to kill anything, just stun, panic and rout to make them easy pickings for your armor. I've been struck with this tactic a couple of times lately and there's pretty much nothing you can do when it hits you except run (well, hope to run before your units decide to stop and rout) or you get eaten alive. The third use of course is picking off soft units. Doom fortress forests and towns are prime targets.

Both tube and rocket arty have their uses but they're quite different and there's no "king" in that regard. Always remember not to overdo your arty, you still need base defenses and an offensive army to go along with your teammates.

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PostPosted: Wed 6 Jun 2012 03:50 
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Buck Turgidson wrote:
Orange wrote:
There are IMO a few ways how arty work which are good, when using arty you have to know what you do and do it good otherwise you will be useless and die.

When you want to use long range MLRS you have to: get as many fobs as MLRS units and do not empty your teammates fobs. You need quite a few MLRS units to be effective, 4 - 6 is pretty effective.


Uhh, actually no. IMHO if you take 4-6 MLRS, you're missing the point and you're effectively giving the enemy the advantage on armor in numbers. You become a burden to your team and whenever there's no proper recon or the fighting is close up, you're completely useless. All you need is 1 FOB + 1-2 MLRS. It's a situational weapon. You do not spam it everywhere where you can see an enemy unit. Only fire corrected shots on specific targets. It's good for precision strikes on small/medium maps since you can fire a full volley so fast and the last rockets will be corrected in the right position - a real CV killer, and all you need is a few seconds of proper recon. It's also absolutely devastating when used in tandem with an armored assault. Fire a volley at the enemy concentration to stun/rout them while you sweep in with your own heavy armor. Their task is not to kill anything, just stun, panic and rout to make them easy pickings for your armor. I've been struck with this tactic a couple of times lately and there's pretty much nothing you can do when it hits you except run (well, hope to run before your units decide to stop and rout) or you get eaten alive. The third use of course is picking off soft units. Doom fortress forests and towns are prime targets.

Both tube and rocket arty have their uses but they're quite different and there's no "king" in that regard. Always remember not to overdo your arty, you still need base defenses and an offensive army to go along with your teammates.


Dude you talk about a well balanced out force spiced up with a mlrs unit (which barely works with NATO, thats why they got mortars and PACT a Buratino). I talk about going full arty properly for which you need 4 - 6 MLRS units. You can actually play this game in more ways than just going for the well balanced out force.

4 - 6 means 4 Smerch for Pact 6 MLRS for Nato is about same price.

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PostPosted: Wed 6 Jun 2012 07:33 
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If you get that much MLRS you are a terrible team player. They'll never pay that much back. You're one of those arty noobs aren't you?


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PostPosted: Wed 6 Jun 2012 10:28 
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Cygnus wrote:
If you get that much MLRS you are a terrible team player. They'll never pay that much back. You're one of those arty noobs aren't you?


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Last edited by Orange on Wed 6 Jun 2012 10:41, edited 1 time in total.

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PostPosted: Wed 6 Jun 2012 10:36 
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I suppose this only works in 4v4 though.

I understand your point is that you won't shoot all of them at the same target at the same time.

Still, not that really interesting gameplay, but you do as you like.

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PostPosted: Wed 6 Jun 2012 10:52 
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DeuZerre wrote:
I suppose this only works in 4v4 though.

I understand your point is that you won't shoot all of them at the same target at the same time.

Still, not that really interesting gameplay, but you do as you like.


There are games where it works and where it wont, the smallest map in a 1v1 sure isn't what I refer to, should be self understandig one just has to think of the minimum range but I guess you need every detail closely explained. In a 4v4 with 3 going full ground and one in the back doing the arty is a good team, same with 3 going full Helo and 1 going full arty. But I assume one has to be hardcore enough to understand and appreciate this. Well my MadMax attitude may be confusing for some. 2 men go in 1 men come out!

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PostPosted: Wed 6 Jun 2012 11:57 
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Oh great, this just proves it. You're one of those noobs who buys 6 MLRS and 3-4 FOBS, contributes nothing to the game and then pretends he's good. This doesn't work in team games, seriously. It's one thing to go "arty" to help out your teammates, where you get 4-6 arty pieces max (more added later on of course), not counting mortars, and it's another thing to stuff yourself full of MLRS and pretend you do something. Just to be sure, are you in a clan or anything? ...like the Ass Kicking Clan? Because they were pretty bad, sure you might not want to join them?


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PostPosted: Wed 6 Jun 2012 13:08 
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Cygnus wrote:
Oh great, this just proves it. You're one of those noobs who buys 6 MLRS and 3-4 FOBS, contributes nothing to the game and then pretends he's good. This doesn't work in team games, seriously. It's one thing to go "arty" to help out your teammates, where you get 4-6 arty pieces max (more added later on of course), not counting mortars, and it's another thing to stuff yourself full of MLRS and pretend you do something. Just to be sure, are you in a clan or anything? ...like the Ass Kicking Clan? Because they were pretty bad, sure you might not want to join them?

In some games 6 MLRS can work (although that is a bit too much still) - for example small map, 4 players, 6000 points, destruction.

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PostPosted: Wed 6 Jun 2012 13:27 
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Cygnus wrote:
Oh great, this just proves it. You're one of those noobs who buys 6 MLRS and 3-4 FOBS, contributes nothing to the game and then pretends he's good. This doesn't work in team games, seriously. It's one thing to go "arty" to help out your teammates, where you get 4-6 arty pieces max (more added later on of course), not counting mortars, and it's another thing to stuff yourself full of MLRS and pretend you do something. Just to be sure, are you in a clan or anything? ...like the Ass Kicking Clan? Because they were pretty bad, sure you might not want to join them?


Chill out. Noob isn't the term you are looking for. It's obvious that he players with people he is in vocal chat with. basically, he only takes the full artillery role, that's equivalent in points but better managed than everybody using some artillery units.

If he has successes with it, fine for him. I only lost to full arty in my first 8 games.

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PostPosted: Wed 6 Jun 2012 15:58 
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I have yet to see anyone with 6 MLRS be a good team player.


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