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Thread: Kane's Wrath Tips/Tactics/Stratesies

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    Default Kane's Wrath Tips/Tactics/Stratesies

    Post your Tips/Tactics/Stratesies here......

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    Default Tip #1 - Mechapede Micro

    Tip #1 - Mechapede Micro


    The Mechapede is a tier 3 addition to all Scrin factions in Kane’s Wrath. The centipede-style unit starts off as an unarmed “head” and to be effective, the player must purchase segments (at the cost of $200 each), There are a total of 8 possible segments per mechapede which can be used to upgrade to any of the four available upgrades - Shard, Toxin, Disc and Disintegrator.

    Segment Analysis


    Shard Segment (Default Hotkey – CTRL+A) – Anti-Infantry
    Toxin Segment (Default Hotkey – CTRL+S) – Anti-Structure, Scrin Unit Repair
    Disc Segment (Default Hotkey – CTRL+D) – Anti-Air
    Disintegrator Segment (Default Hotkey – CTRL+F) – Anti-Vehicle

    These are the strengths of each upgrade as described by the EA tooltips. As usual though, tooltips don’t always give the best reflection on real world strengths and weaknesses. To understand why the Disintegrator segment is far better than any of the others, we first must understand the best environment for the Mechapede.

    Mechapedes are essentially a hit and run base and tank harassment unit. Unless using them as a flank distraction against a small force, they are ineffective in defending an attack. This is because Mechapedes will perish very easily under heavy focus fire, and must be moving to away from attackers to avoid a very quick death. Mechapedes are at their best attacking stationary objects (buildings) or running from vehicles which are slower with a smaller range.

    Therefore the perfect segment to fit this niche is the Disintegrator Segment, which is the strongest upgrade against both structures and vehicles, it is also quicker to engage a target than the Toxin segment. Due to their slow movement speed, infantry are only a minor issue for Mechapedes. Compounding with this is the fact shard segments are only slightly more effective at combating infantry than disintegrator segments, making them an undesirable segment choice.

    This is not to say only ever use Disintegrator segments, because the true beauty of Mechapedes is that they can adapt to any situation, anywhere, anytime. If attacking a base and air units appear, not to worry, as soon as you lose a segment, simply upgrade it with discs, which is very effective anti-air.

    Micro Techniques

    The most important thing you can do before attacking with your Mechapedes is to put them on Aggressive Stance. This means they will attack any units and structures in their range whilst moving.

    Protect the Head – If the head on the Mechapede is killed, the unit dies. The head is the central nervous system of the Mechapede and must be kept away from attackers wherever possible. Movement orders are given to the head, so wherever the Mechapede is told to move, the head will move their first. Use this to your advantage – All that you’re required to do is move away from the danger, the segments will follow absorb most of the damage (whilst firing back) whilst the head remains unharmed.

    Kiting – An inexperienced player will attempt to follow a Mechapede with their vehicles. This provides a great opportunity to kill many of them whilst remaining virtually unharmed. Simply move away from the following force, keeping the head as far away as possible whilst keeping the segments within attacking range. The vehicles will receive severe damage from the back segments without being close to the head.

    Line of Sight Blocking – Most units in Kane’s Wrath are unable to shoot over (or through) structures. Whilst attacking a base, always try to keep a building between the head and opposition force. Remember never to stay still though, as you will soon destroy the building, leaving your Mechapede vulnerable once more.

    Upgrading “On-The-Fly” –
    Mechapedes demand A LOT of attention; in fact it’s very rare you will get much of a chance to do anything else whilst trying to attack a base and avoid targets. To make this an easier task, have the Mechapedes grouped together and use hotkeys to upgrade the segments. With hotkeys, you can upgrade segments as soon as they die, and it’s especially helpful if you want to mix segments. Remember that the less segments you have on your Mechapede, the less range (and therefore more vulnerable) it is. This technique also leaves the mouse free to control it's movement.

    Clumping of air units – Due to the Mechapede's fast speed, when enemy Venoms and Hammerheads chase, the air units will become bunched up and then a barrage from a couple of AA segments will immediately get rid of mass air units. To make sure this works for you, just direct the Mechapede away from the air units so that they all will move together as they chase.

    Conclusion

    Don’t expect Mechapedes to be the solution for every problem you encounter. They will never be able to hold up against a large force, or against units which have concentrated fire with high damage such as Avatars. Whilst Mechapedes are most exceptional against buildings, the two aspects of them which will ALWAYS be useful are their speed and flexibility.

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    Default Countering Epic Units

    Tip # 2 Countering Epic Units

    Epic units are the most recognized addition to C&C3 in Kane's Wrath. Their power and intimidation make them an extreme threat, especially if they are microed well. This Tip of the Week will help teach you how to counter them effectively.

    The first step in countering an Epic Unit would be to prevent your opponent from building one. This means proper scouting to find your opponent's Epic Unit Production Structure and then to destroy it before they can build one.

    You will not always be able to stop this, however, and when you are facing an Epic Unit you will need to initiate the proper counters. The effective counters covered in this guide are Aircraft, Artillery, EMP and Pure Overpowering. Using these counters and mixing them can comfortably take down an Epic Unit.

    Aircraft:

    Epic Units start off with no anti-air capabilities and are defenseless against air units unless upgraded or escorted. Most players won't send them in alone, but if there are little or no anti-air defenses or units in the area, then this is an excellent counter. Bombers like Vertigoes and Orcas can deal quick, heavy damage and almost always escape but may not be able to take the Epic Unit out. You will either need to do several bombing runs or have other units around to finish the job. Artillery are particularly useful for this.

    However, aircraft that don't need reloading like Scrin Capital Ships, Hammerheads and Venoms can take Epic Units out by themselves, but are more vulnerable as they deal their damage over time. Another advantage of using air is that the Redeemer's Rage Generator has no effect on aircraft. Air Units with Infinite Ammo like the GDI Hammerhead can easily take down Epic units by themselves in the presence of light anti-air.


    EMP:

    By far the most important utility, EMP can make these extremely powerful units defenceless. Because of this, EMP remains the most potent counter to Epic Units. Each faction has its own specialty for keeping Epic Units EMP'ed.

    GDI Factions can use either the Shockwave Artillery support power, or the EMP Grenades upgrade for Grenadiers. Both work great although you can keep the EMP up constantly with multiple upgraded grenadiers. Steel Talons do not have access to the EMP Grenades Upgrade. Grenadiers with EMP Grenades can keep an Epic Unit EMP'ed almost constantly when several are used in a cycle.

    Nod factions have EMP Coil upgraded Raider Buggies. Although they can be hard to micro, a well microed group can keep the Epic Unit EMP'ed constantly. Core Nod and Marked of Kane can improve on this and stealth their Raider Buggies with a Cloaking Field or Disuption Pods from Vertigoes. The Marked of Kane subfaction is also good at this counter because of their cyborgs' EMP cannons.

    Scrin factions only have one way to EMP Epic Units but it is, by far, the most effective. All Tripods have a short range EMP burst, activated by attacking a unit or building at close range. By either walking a few Tripods right up to the Epic unit or teleporting them with a Mastermind/Prodigy you can keep an Epic Unit EMP'ed indefinetly. By teleporting/moving tripods right next to an Epic Unit, you can keep it EMP'ed constantly.


    Lastly, all factions have access to the EMP Blast power available by capturing an EMP Control Center with an engineer.

    Artillery:

    The long range, high damage and large splash radius of artillery units can make them a powerful counter to Epic Units. They can help finish off the Epic Unit after an Air Strike or shoot at it safely from behind an army. GDI Juggernauts / Behemoths and Nod Spectres can do massive damage when paired up with any of the other counters, as can Scrin Devastator Warships, although anti-infantry can also do good damage because of the large scatter radius their volleys yield.

    Directional Damage:

    Even Epic Units have directional armor. Only one of them can actually reverse move, the MARV. There are several ways to take advantage of it. Flanking the Epic unit is the most obvious way. Having a group in front of it and behind it can really confuse it and take advantage of this. Also when in epic unit (other than the MARV) retreats be sure to follow it so you can and take advantage of the Directional Armor possibly even finishing it off.

    The most effective way to take advantage of Directional Armor is to EMP the Epic Unit. Then you can easily move your units behind it and deal massive damage as the epic unit is completely harmless.


    ThankX gamerZ

  4. #4
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    Default Re: Kane's Wrath Tips/Tactics/Stratesies

    Plz post Tip #2 about any GDI unit. Or at least NOD.

    Its just [EB]. Not Elite B[a]stard or anything like that.

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    Default Tip #3 - Railgun Accelerators

    Tip #3 - Railgun Accelerators

    The Rail Gun Accelerator is the new support power available exclusively to the Steel Talons subfaction. Put simply, when the support power is used, it increases the rate of fire of all of your Railgun equipped units by roughly 33%. However its immediate drawback is that units will gradually lose up to 33% health over time while this ability is in use. This means that you will have to use the ability carefully and at the correct moment of the game.

    The support power affects the following units - only when they are upgraded with Railguns (so don't try and use it without researching the upgrade)

    1. Titan
    2. Mammoth Tank
    3. Rig
    4. Guardian Cannon



    When To Use The Support Power?

    So you have the Railgun upgrade and the support power all ready but when should you use it?

    In all honesty the "ideal situation" does not exist and its purely situational. However a good rule of thumb will be to utilize the support power when you are facing superior numbers on either offense or defense, as it can help turn the tides in your favor and limit your losses. Remember that the Guardian Cannon is also affect and so when used correctly the Guardian Cannon can do more damage than the Sonic Emitter and they are much cheaper and consume far less power.

    Having units such as the Mobile Repair Transport, Rig, or simply being in the vicinity of War Factory's Repair Drones is crucial as it is needed to help offset the increased damage that your units will take. The Rig is especially helpful as it can be repaired as a normal vehicle which providing a substantial firepower boost in the form of the dual Guardian Cannons and the AA Rockets.



    Adaptive Armor

    When used, the support power will cost a Titan around half of its hit points, excluding enemy fire. But with Adaptive Armor, researched from the Tech Center, the loss of hit points is only 1/4. As a result using Adaptive Armor in conjunction to the Railgun Accelerator is well worth the use.

    In addition you also gain EMP immunity. The main drawback of Adaptive Armor is a lowered rate of fire, however with the support power enabled, this disadvantage is far surpassed and leaves you with a deadly combination of units which have increased health and rate of fire.




    Summary


    1. If employed properly, the loss of hit points is nothing compared to the amount of damage that this support power can allow your units to unleash.
    2. When used on its own, it can be a gamble. But when used in conjunction with repair units and Adaptive Armour - the support power becomes much less of a gamble and even more formidable.
    3. Use it correctly and it has the serious potential to swing a situation that looked dire, swiftly into your favor.

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    Default Tip #4 - The Titan

    Tip #4 - The Titan

    The Titan is the basic tier one battle mech for the Steel Talons. Since it is T1 it can be built right off the block from the War Factory. It is the replacement for the Predator Tank so it is primarily focused for anti-tank and anti-structure assaults. However when upgraded and escorted the Titan can become a versatile platform for attacks throughout the game.

    Assaulting The Enemy

    One of the key assets of the Titan is its ability to crush tier one vehicles, including Harvesters, and infantry, this can be a very useful way to instantly kill some of the enemy's forces and if your lucky and your enemy doesn't micromanage his units very well - you can crush the bulk of the army with a few Titans. However this is unlikely to happen in most games as Titans do suffer from a slow movement speed. Thus attacking from multiple directions not only increases the probability of successful crushes but also exploits directional armor to increase the efficiency of your attacks as Titans can fire on the move.


    Like the Predator, un-upgraded Titans are not capable of successfully dealing with infantry by simply firing at them. You are best off trying to crush them or retreating in these situations.

    Kitting Out The Titan - Upgrades, Abilities and Support Powers

    When fully upgraded Titans become much more powerful and even help compensate for some of its weaknesses. Railguns, which not only vastly improves firepower and accuracy, also enables it to fight off infantry. This upgrade is pretty much essential if you plan on using Titans in the late game.



    Another useful upgrade is Adaptive Armor and this is a great upgrade to purchase because it increases the titans armor for a short amount of time and allows it to be immune to EMP from units like the GDI Grenadier and Nod Awakened cyborg. This upgrade is even more effective when trying to hold an area because when defending hit points becomes more important than firepower.

    Railgun Accelerators provide any Railgun equipped unit to have increased damage and increased rate of fire for a period of time but causes damage to the unit its used upon. For a comprehensive look at this support power, take a look at the Railgun Accelerator Tip of the Week found here.

    Filling The Gaps:

    When using the Steel Talons you can't just rely on the Titan, you have to mix the units properly to compensate for the Titan's weaknesses - principally being aircraft and infantry. The former can be countered using the coveted Slingshot, which can decimate enemy air units. Hammerheads loaded with Rocket Squads are also effective. To counter infantry, it’s a good idea to mix Wolverines and or Hammerheads with your assault force. Finally its also good to bring along some Mobile Repair Transports or Rigs to support your armored units and repair them while in battle or after a battle to get the full effectiveness of your attack force.



    Summary

    * Titans can crush other tier one tanks, so when attacking from multiple directions you can severely restrict your opponents maneuverability to escape.
    * Early game rushes with Titans and Wolverines can be extremely effective as they are the single most powerful land units at their respective tasks.
    * Titans supported by anti-air units and Rigs are exceptional at holding ground, especially with Adaptive Armor.

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    Default Tip #5 - The Reckoner

    Tip #5 - The Reckoner

    Command and Conquer 3: Kane's Wrath finally brought the Brotherhood of Nod a transport vehicle of their own in the Reckoner. However, in an original and diverse twist, the Reckoner is faster than the APC and can hold two infantry at once. The Reckoner does not gain the weapon type of the garrisoned infantry though, and while moving it can only run over infantry to do damage. However, the Reckoner can be deployed, and by doing so it gains a massive armor boost. This also allows infantry in it to fire, and opens up one more garrison slot. Even in this state the Reckoner is still considered a vehicle, so you must watch out for things such as Cultist/Prodigy/Mastermind mind control and larger vehicles running over it. Deploying Reckoners in your opponents base near key structures is an obvious use, but it also makes a good make-shift defense for key positions around the map.

    Now that we've covered the basics of the Reckoner, how can we utilize it to its full potential?

    The first thing to note is that for vanilla Nod and Marked of Kane, you have the option to use either the Cloaking Field or Disruption Pods to make your Reckoner invisible. This can pay huge dividends when used with certain combinations. The Vertigo Bombers Disruption Pod Upgrade is particularly useful as it stealths the units when they are nearby the Reckoner. It yields amazing results when used with Saboteurs and Commandos.



    Below are the best ways to utilize the Reckoner.

    Saboteurs

    With or without the ability to stealth your Reckoner, using Saboteurs to capture enemy buildings can be game changing. It is always good to distract your opponent so you can stealthily sneak it in, capture, and get out. To use this effectively, it is no different to the APC/Engi variant of Tiberium Wars, just ensure you have a comfortable hot-key setup to execute it quickly and cleanly.

    Black Hands (ideally Purifying Flame upgraded)

    Using these to their potential is not rocket science. You simply just need to sneak them around and deploy them so that they can do heavy damage to buildings with their flame weapons. Using specifically the Black Hand subfaction, not only can you use the Purifying Flame which greatly increases your flame damage, but your Black Hands also start off as Veterans. You can easily decimate a base with Purifying Flame Black Hands in a Reckoner, so pounce when you see an opening.


    Commando(s) (Black Hand has the Heroic Twins)

    Where you can capture and sell a single building with a Saboteur, you can blow up multiple buildings via the Commando. The ideal way to use the Commando is to micro-manage it in tandem with your Reckoner. Exit Reckoner, C4 a building, then quickly reverse-move back to pick it up and move it to the next building, rinse and repeat. However, the Black Hand subfaction gives you another option in the fact that they can make two Heroic Commandos. This means you can put them on opposite sides of your opponent's base and have them meet in the middle, blowing up whatever is unfortunate enough to be in their way. Alternatively, you can use a combination of the Reckoner+Commando micro-management while you have the other one cover ground on foot. Either way, your opponent will experience heavy casualties.


    The Enlightened (Marked of Kane only)


    The Enlightened are powerful in their own right with long range and an EMP ability. If you then consider that they can be augmented with the Super-Charged Particle Beam upgrade, they are a force to be feared. This means that if you deploy some of these in front of your army you are going to absorb a whole lot of damage while simultaneously dealing a whole lot of damage with them. Another good place to deploy one of these would be on a tiberium field. Needless to say, your opponent's Harvesters aren't going to last long with these there (then again, Stealth Tanks could be better). Another good idea is taking one of The Enlightened squads out to use their EMP, and then garrisoning it back in the Reckoner to keep it safe.


  8. #8
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    Default Re: Kane's Wrath Tips/Tactics/Stratesies

    So they are week from behind?

    Its just [EB]. Not Elite B[a]stard or anything like that.

  9. #9
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    Default Re: Kane's Wrath Tips/Tactics/Stratesies

    lol.. they have no behind.. fire anywhere u want.. but if u dont give a damn abt breaking the reconer.. then they r all gone.

    Hunt for Tiberium.... dont get infected by it.. its the Healer

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    Default Re: CNC 3 KW BO for Newbies

    GDI BO for tournament Tower:
    Playing Tournament Tower as GDI and don't know where to begin? This guide will show the Ins and Outs of this ranked map and soon enough you will be a GDI master of it.

    First things first you should have a general knowledge of the map, for example where the Tiberium Spikes are where the expansion field is etc. This will help you to send the right units in advance and prepare you as soon as the game starts.

    Here is the general build order:
    Powerplant
    Barracks
    Refinery
    Warfactory
    Refinery
    Powerplant


    From the Barracks: Build 1 Riflemen squad then an Engineer to capture the spike. Next train another Riflemen squad and then either sell or power down your barracks.

    During this time you should build 2 watch towers and sell them sending 1 infantry to the center building as quick as possible and the other scouting your opponent's base.



    From the Warfactory: Build one Pitbull and one Harvester.Using the Pitbull move around your opponents base and looking at what he is doing. If your opponent is going high economy try to match him by building more harvesters or if he is going tank spam then only build a single Harvester and begin to build Predators and Missile Squads.

    Once you feel the time is right build up the tech tree and get a Command Post. If you are using Hammerheads and APC's at this point you should make sure you buy the AP ammo upgrade to get full use out of your units. While you do this you should keep expanding your economy by moving your MCV from starting position to close to the upper cliff and start to produce refinery's upon the top level, you can also put a War Factory and barracks up here if you feel duo Warfactories will be useful and only if your economy can withstand the multiple production queues.




    Build your tech lab and continue to scout your opponent trying to out tech AND out eco him.
    Once you reach Tech 3 you have a few options:

    First is to purchase the Railgun Upgrade for 5000 Credits.

    OR

    Build the Reclamator Hub and then the Marv (Remember to add Rocket Troops, Zone Troopers & Engineers depending on what your enemy is doing)



    The third and final buildings are Airfields for Firehawks with the StratoFighter upgrade to assault your enemy's base.

    With a good mix of units backed up with air, support powers and a strong economy you can easily out perform your opponent on every front and steamroll your way to victory!

    Hunt for Tiberium.... dont get infected by it.. its the Healer

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    Default Re: Kane's Wrath Tips/Tactics/Stratesies

    USEful Tactics and tips for GDI:

    This week we will be showing the classic all-in tactics for GDI, ZOCOM and Steel Talons. Remember that an all-in tactic is either a win or a loss, so be sure that the odds are well in your favor of rushing.

    GDI is much, much different from Nod in the rush methodology. Nod players can easily spam bikes and perform a successful rush, but GDI can't spam Pitbulls for the same effect. Of course this doesn't mean GDI can't do ninja tactics of its own. APCs, Pitbulls, Orcas and Missile Squads are the equivalent of Bikes, Buggies, Reckoners and Scorpions, in some instances even better. However, the key thing to remember when going all-in for GDI is that you need to double check your economy's safety first because you don't have the privilege of stealthed harvesters like Nod and Marked of Kane do.


    Sacrificing your Orca to take down a harvester is a good trade off.


    First and foremost scout whilst anti-scouting. A single enemy scout can lead your rush to ruins so you will need to make sure those enemy infantry don't get through. Luckily all GDI are well-suited for both tasks due to their fast Riflemen Squads and foxholes.

    A good opening build order would be Power Plant > Barracks (2 Riflemen + Engineer then sell) > Draft Watch Tower > 3 Foxholes. A bit expensive for early game but this will ensure your enemy has no clue what you're doing.

    Secondly you have to decide between a War Factory or an Airfield. This comes down to your play style: if you like firepower and mobility for more risk then go Airfield, or if you want quantity over quality go for a War Factory. Deciding on a War Factory gives you the added bonus of rebuilding your MCV but you could lose either way, so there are a lot of factors to consider.


    Always be prepared to retreat and defend your base.


    The tricky bit is keeping the flow going. Personally I like to go with a healthy mix of Missile/Missile APCs or Wolverines when using a War Factory simply because they're all well-rounded killers. Airfield rushers have it much easier: Radar Scan his Tiberium field and then lay siege to his harvesters with Orcas and Bloodhounds. The only real choice you have is to decide whether you go right for the Harvesters or anti-air first; most of the time targeting the Harvesters is better.


    Sneaky Engineer tactics are a must.

    Finally try to mix things up a bit and spread confusion in his base. Steel Talon War Factory rushers can build a Titan or two to flank the enemy War Factory from behind and trample vehicles as they pop through. Airfield players can airlift Engineers next to key structures using Call for Transport or use the $500 Orca strike to slap health off enemy buildings. In any case, make sure you have a suitable force to fuel your rush, or else it could come tumbling down.


    Summary:
    • Scout and Anti-Scout - Use your fast Riflemen to see what you're up against and foxholes to stop any trespassers.
    • Selling your MCV - That extra $1750 cash and Engineer can be very useful, but be prepared to fight without a radar or base defenses.
    • War Factory or Airfield - Unless your vehicle micro is on top I recommend going for the Orcas as they kill harvesters with minimal effort.
    • Martyrdom - Sacrificing two Orcas to take down a Harvester can be a very good investment.
    • Back to Base - A rogue team of Pitbulls/Bikes/Seekers can stop your rush in its tracks, always be prepared to retreat for a quick defense.

    Hunt for Tiberium.... dont get infected by it.. its the Healer

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    Default Re: Kane's Wrath Tips/Tactics/Stratesies

    Defencive Offecne Techniq:

    Deciding on the right to attack is crucial for any victory. An often blind sighted attack could result in high casualties or even an instant loss. If implemented correctly, ensure you gain the upper hand against your opponent.

    Here is an example:

    You are playing as the Black Hand. Its late game and your army consist of mostly Purifiers, upgraded Scorpions and a bunch of Raider Buggies. Going in head forward right into the enemy base could result in a win, but the odds will be stacked against you. What if the enemy has air units? What if he uses a sneak attack while your forces are away and destroys your economy? What if he outnumbers your Purifiers 2-to-1? All these variables are crucial that can decide who is victor or not.


    As you can see; the GDI player obviously did not scout beforehand.


    So, how you decide whether or not you should attack? Here are some guidelines:

    The first step is scouting. Any player can scout, but good players scout constantly throughout a game. Always try and keep a full visual on your enemy, use cheap infantry or support powers to see what the enemy has in his arsenal, what is his economy is in comparison to your own and what his base layout is.

    The second step is analyze and prioritize your targets. See whats most vulnerable or most efficient to destroy and what to attack next. Of course important targets such as harvesters, tech structures and MCVs will be well defended, so you will have to devise a game plan before you make your move.

    The next step is matching your forces against his. If he has higher tiered units then you should try to tech up, if he has a superior air force then you should invest in more anti-air and if he has more units then you then you should try to increase your numbers before sending the first wave or prepare yourself for a little defense.

    The final step is up to you, ask yourself questions on your situation against his. Here are some prime examples:
    • Do I need more infantry/vehicles/air units?
    • If my enemy has air/invisible units do I have the right units to counter them?
    • How will my enemy respond if I target his (priority target) head on?
    • Will I need to utilize any support powers? If yes, how much money should I float?
    • Do I need to defend for a bit?


    his Nod player is well prepared for the fight at hand.

    Remember these are recommended guidelines and the ultimate result could be determined by your level of micromanagement and play-style. But remember the next time when you attack that you are well equipped and know what your enemy's weak points are.

    Hunt for Tiberium.... dont get infected by it.. its the Healer

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    Default Re: Kane's Wrath Tips/Tactics/Stratesies

    One Nice Strategy For NOD:



    An all in strategy is a bold move that is generally made at the beginning of the game that gives you certain early game benefits, but if countered, chances of bouncing back are nearly impossible. An example of such would be selling your MCV for an early $1750. This tip will give you some good all in strategies that can help give you the early game victory.

    With the decreased amount of income given by tiberium spikes, it is fine to go without capturing them in the early game. The general build order for an all in Nod Rush is Refinery (low power), Power Plant (re-power Refinery), War Factory, War Factory, Sell MCV.

    With this build order, you are on low power, but your units are still produced faster than your Harvesters can generate income, so building an extra Power Plant before selling your MCV isn't necessary. Once you sell your MCV, take the Militia Squad and Saboteur to the nearest Tiberium Spike and attempt to capture it.




    Before delving into discussion about the proper units to build, I need to make it very clear and stress the importance of countering your opponent's scouts. Once your first War Factory is built, it is vital that you scout for your opponent's scouts with a Raider Buggy or two. On smaller maps, I would recommend building and selling a Shredder Turret in an attempt to counter your opponent's scouting squads with the squad gained by selling the turret.

    Once your Raider Buggies are on the lookout for scouts, it's time to decide on one thing: Scorpions or Bikes. Personally, I would recommend going with Bikes, however Scorpion spam can be very potent in the early game. If you go Bikes, your squad is more mobile, and has fewer weaknesses. Don't attack your opponent until you can overwhelm him. If you attack with too few units, he will be given time to catch up. However, due to the MCV sell, your economy will be more streamlined during the first few minutes of play.




    The most important part of this strategy, is aiming for his Harvesters. Once you build up your bike force, roughly ten bikes, you need to micro your way to his tiberium field and pound his Harvesters. If you are playing against a Scrin player that is keeping you off his tiberium field with Disintegrators, use your original two buggies to sweep them away. If two aren't enough, add an additional few buggies into the mix.



    While this is happening, you should build a harvester from one of your War Factories. If you are in a crunch for money, it wouldn't hurt to sell one of your War Factories. It would be smart to then consider building Scorpion Tanks to mop up any mess that the bikes had difficulty with. The bikes are there for harvester harassment, and the Scorpions are there to take care of any units that have been chasing your bike armada.

    Some things to keep in mind before going for this build:
    • Counter his Scouts. If you are unable to do so, you are giving your opponent time to change his game plan and counter your efforts.
    • This strategy has its risks. Nothing is 100% and if you are unsuccessful here chances are you will lose. They don't call it "all in" for nothing.

    Hunt for Tiberium.... dont get infected by it.. its the Healer

  14. #14

    Default Re: Kane's Wrath Tips/Tactics/Stratesies

    hmm Bike rush is very effective but remember 2 make sure ur opponent is unaware of that..........eventually some pro players do bike spam allthrough the game, but DONT TRY THIS AT HOME if ur a noob

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