Ainokeatoo-XBA
12-10-2008, 07:29 PM
Warning: This guide may or may not contain spoilers, this guide was made upon the beta version of the game in which the user creating this has found one of his or her best strategies to play in the beta. The user who has created this guide, knows fundamentally the difference between end product and closed beta and will explain in later paragraphs. The user also allows anyone who finds this useful to put it anywhere else as long as given credit, do not require permission, only credit.
Hello everyone and welcome back to Aino's corner of guiding delights, this evening i'm here to offer you a fool proof strategy for the game Tom Clancy's End War. It's only useful at it's best in a 1 v 1 online *possibly offline* match, or if you know your team mate a 2 v 2 online match. Also, the faction I have used that is the most effective is the United States Faction. This is a 95% guide to proven success.
I am a closed beta tester of the game and have used this strategy multiple times on the beta, I do not own the game but everything that was on the online game was in the beta, all units everything. Everything but the maps we only had a few but they were all fundamentally the same, including the demo maps on the demo that we did not have on the beta. Now onto the actual guide.
Ultimate Blitzkrieg guide.
Part I
Loading out, strategy before the match.
Loading out, this is very basic, and easy to screw up and over look, before every game, make sure you have, if possible, a command vehicle, an infantry, and transports.
The command vehicle is a must, as it provides the Sit rep function, allowing you to use a 3D scale map of the entire battle field allowing you to easily execute orders, see the locations of all uplinks, or the enemy that has been spotted by your troops.
Transports share a dual purpose, they transport your troops faster to uplinks which is the key to this guide. They also provide the best way to down enemy choppers, which is a must in defending artillery.
Infantry, engineers or riflemen are the key's to success, they control and take either neutral or enemy uplinks, which is a must to win any game.
Part II
Map Supremacy
Start of the match is the time when you need to be the fastest, either on the mic or with your fingers.
Example of the troop interface.
Unit 1 - Command Vehicle
Unit 2 - Riflemen or Engineer
Unit 3 - Transports
What you need to do is, load up unit two into unit three then have them move to the closest uplink to you. Do not move the Command vehicle *which will be referred to as CV from here on out* if the entire strategy goes well, you won't need to move this unless you really want to.
Part III
Reinforcements!
By this time, your first group is heading towards the first uplink the first two empty reinforcement spots should open up. Your command interface should look something like this.
Example:
Unit 1 - CV
Unit 2 - Engineers
Unit 3 - Transports
Unit 4 - Empty
Unit 5 - Empty
For Unit 4 and 5 you will call another set of engineers *or riflemen* and transports. When they land your first uplink should be captured, or almost, you will send 4 and 5 into the third closest uplink towards you, then load 2 into 3 and send them to the second closest uplink to you.
Part III
Attack Units!
For the last Six units will be organized in this fashion. You want your slow moving units *Artillery and Tanks* out on the battle field first, so you can set them up while your controlling uplinks.
This is how a typical game goes for me.
Unit 1 - CV
Unit 2 - Engineers
Unit 3 - Transports
Unit 4 - Engineers
Unit 5 - Transports
Unit 6 - Artillery
Unit 7 - Artillery
Unit 8 - Tanks
Unit 9 - Tanks
Unit 10 - Gunships
Unit 11 - Gunships
Unit 12 - Gunships
Part IV
Calm before the storm.
Now, depending on the map, you will want to position your artillery within striking range of your opponents closest captured uplink. Move your transports and have them mixed in with your artillery, they will be your artillery's defense should your opponent find your artillery and send gunships, you only need one unit of transports covering your artillery. Keep a unit if gunships nearby, should your opponent send tanks instead or as well.
Park one tank unit near either the farthest uplink *that you've captured* to you or the closest neutral uplink. Try to park it behind cover so you can see the enemy without him seeing you, should they decide to try and take the uplink before you're ready.
Part V
Destroying your opponent with your military might.
This will be very simple since you have everything set up, your artillery should be within range of their nearest captured uplink, your artillery can cover any unit in the area of the predetermined fight, meaning, you will either kill your enemies units or send them packing. You will also be suited for every unit he will bring out.
Unit weakness diagram:
Rough outline of the unit weaknesses, you can find a complete diagram if you google it.
Infantry < Tanks, Transports, CV's, Artillery, Gunships.
Tanks < Gunships, Artillery
Gunships < CV, Transports
Artillery < Gunships, Tanks (when out of range of artillery fire), Transports
CV's < Tanks, Artillery
Transports < Tanks, Artillery
This is the basic fighting structure of what you will need to do to quickly and efficiently overcome the enemy. If at any time he attacks you with a unit and either brings another unit in you will need to either retreat your unit that the enemy is attacking and bring in the enemy attacking unit's weakness, or keep your unit attacking the same target but bring in the enemy's attacking unit's weakness in to attack the new unit the enemy brought in. Here is an example
Enemy attacks using tanks, you send in gunships to attack his tanks along with bombing them with artillery, your enemy sends in transports to take out your gunships, you bring in tanks to take out his transports and have either two options. Stay in with your gunships and help your artillery finish off the tanks, or you move away your gunships and allow your artillery to finish off the tanks.
Constantly switching and attacking your opponents unit's weakness will not only guarantee you a victory if you can pull this off smoothly. But it will ultimately piss your opponent off, which is always funny. Now this is the end of the guide, please please please, refer to the notes at the bottom of this page.
Notes!
When in a fight, no matter what, keep your artillery firing on the enemy, and make sure your other units are not in it's fire, except for the gunships, they're not affected by artillery.
If one of your units are downed, always replace them with the same units, it will help keep you balanced and ready for anything he throws at you.
Hope you all enjoyed the guide and I hope it helped!
Hello everyone and welcome back to Aino's corner of guiding delights, this evening i'm here to offer you a fool proof strategy for the game Tom Clancy's End War. It's only useful at it's best in a 1 v 1 online *possibly offline* match, or if you know your team mate a 2 v 2 online match. Also, the faction I have used that is the most effective is the United States Faction. This is a 95% guide to proven success.
I am a closed beta tester of the game and have used this strategy multiple times on the beta, I do not own the game but everything that was on the online game was in the beta, all units everything. Everything but the maps we only had a few but they were all fundamentally the same, including the demo maps on the demo that we did not have on the beta. Now onto the actual guide.
Ultimate Blitzkrieg guide.
Part I
Loading out, strategy before the match.
Loading out, this is very basic, and easy to screw up and over look, before every game, make sure you have, if possible, a command vehicle, an infantry, and transports.
The command vehicle is a must, as it provides the Sit rep function, allowing you to use a 3D scale map of the entire battle field allowing you to easily execute orders, see the locations of all uplinks, or the enemy that has been spotted by your troops.
Transports share a dual purpose, they transport your troops faster to uplinks which is the key to this guide. They also provide the best way to down enemy choppers, which is a must in defending artillery.
Infantry, engineers or riflemen are the key's to success, they control and take either neutral or enemy uplinks, which is a must to win any game.
Part II
Map Supremacy
Start of the match is the time when you need to be the fastest, either on the mic or with your fingers.
Example of the troop interface.
Unit 1 - Command Vehicle
Unit 2 - Riflemen or Engineer
Unit 3 - Transports
What you need to do is, load up unit two into unit three then have them move to the closest uplink to you. Do not move the Command vehicle *which will be referred to as CV from here on out* if the entire strategy goes well, you won't need to move this unless you really want to.
Part III
Reinforcements!
By this time, your first group is heading towards the first uplink the first two empty reinforcement spots should open up. Your command interface should look something like this.
Example:
Unit 1 - CV
Unit 2 - Engineers
Unit 3 - Transports
Unit 4 - Empty
Unit 5 - Empty
For Unit 4 and 5 you will call another set of engineers *or riflemen* and transports. When they land your first uplink should be captured, or almost, you will send 4 and 5 into the third closest uplink towards you, then load 2 into 3 and send them to the second closest uplink to you.
Part III
Attack Units!
For the last Six units will be organized in this fashion. You want your slow moving units *Artillery and Tanks* out on the battle field first, so you can set them up while your controlling uplinks.
This is how a typical game goes for me.
Unit 1 - CV
Unit 2 - Engineers
Unit 3 - Transports
Unit 4 - Engineers
Unit 5 - Transports
Unit 6 - Artillery
Unit 7 - Artillery
Unit 8 - Tanks
Unit 9 - Tanks
Unit 10 - Gunships
Unit 11 - Gunships
Unit 12 - Gunships
Part IV
Calm before the storm.
Now, depending on the map, you will want to position your artillery within striking range of your opponents closest captured uplink. Move your transports and have them mixed in with your artillery, they will be your artillery's defense should your opponent find your artillery and send gunships, you only need one unit of transports covering your artillery. Keep a unit if gunships nearby, should your opponent send tanks instead or as well.
Park one tank unit near either the farthest uplink *that you've captured* to you or the closest neutral uplink. Try to park it behind cover so you can see the enemy without him seeing you, should they decide to try and take the uplink before you're ready.
Part V
Destroying your opponent with your military might.
This will be very simple since you have everything set up, your artillery should be within range of their nearest captured uplink, your artillery can cover any unit in the area of the predetermined fight, meaning, you will either kill your enemies units or send them packing. You will also be suited for every unit he will bring out.
Unit weakness diagram:
Rough outline of the unit weaknesses, you can find a complete diagram if you google it.
Infantry < Tanks, Transports, CV's, Artillery, Gunships.
Tanks < Gunships, Artillery
Gunships < CV, Transports
Artillery < Gunships, Tanks (when out of range of artillery fire), Transports
CV's < Tanks, Artillery
Transports < Tanks, Artillery
This is the basic fighting structure of what you will need to do to quickly and efficiently overcome the enemy. If at any time he attacks you with a unit and either brings another unit in you will need to either retreat your unit that the enemy is attacking and bring in the enemy attacking unit's weakness, or keep your unit attacking the same target but bring in the enemy's attacking unit's weakness in to attack the new unit the enemy brought in. Here is an example
Enemy attacks using tanks, you send in gunships to attack his tanks along with bombing them with artillery, your enemy sends in transports to take out your gunships, you bring in tanks to take out his transports and have either two options. Stay in with your gunships and help your artillery finish off the tanks, or you move away your gunships and allow your artillery to finish off the tanks.
Constantly switching and attacking your opponents unit's weakness will not only guarantee you a victory if you can pull this off smoothly. But it will ultimately piss your opponent off, which is always funny. Now this is the end of the guide, please please please, refer to the notes at the bottom of this page.
Notes!
When in a fight, no matter what, keep your artillery firing on the enemy, and make sure your other units are not in it's fire, except for the gunships, they're not affected by artillery.
If one of your units are downed, always replace them with the same units, it will help keep you balanced and ready for anything he throws at you.
Hope you all enjoyed the guide and I hope it helped!