6) If all else fails, resort to walls. The AI has a tendancy to pick a target, and then follow the "easiest path" it can calculate to drive straight to it. If there is no path to it (I.E. the target it picks is totally unaccessible due to blocking paths), the AI will not move.
To save some money if you don't have anything behind the wall (like an oil derick), you can use tank traps.
I sometimes create a fomation like this (not exactly like it, but using the ideas from it):
Code: Select all
| F F |
|+++++ |
|H H H|
| B++++|
|B B|
Or the like. F = flamer bunker, H = hard point, B = MG bunker, + = Tank Trap.
The thing is that my units can still get through, but the pathway will be virtually blocked. The AI will focus fire on the MG Bunkers (B) while the hard points (H) deals some serious damage. The lucky few who manages to tough the second tier of trank traps will get a warm welcome from the flamer bunkes who can easily shoot over the traps. Actually driving through this structure is inherently slow, leaving enough time for the flamers to really bite those who brave and dodge the fire from the hard points. Further behind this structure, I will have placed a sensor tower and a battery of mortars/bombards/howitzers/hellstorms.
Also consider, if you have an outpost under being preasured by heavy and frequint fire, a sensor tower and a couple of *put favorite artillery here* can really make a difference.