The *NEW* Warzone walkthrough (Done with RED units)

All campaign discussions go here.
Tips / tricks & help!
themousemaster
Regular
Regular
Posts: 611
Joined: 10 Nov 2006, 16:54

Re: The *NEW* Warzone guide. Done with RED units V2.2RC1

Post by themousemaster »

Brief Interlude:

As Zarel is apparently allergic to higher res shots ( :P ), I'm going to try and reduce my average screenshot size. I will reserve the right to use a "larger field" in such cases as it is necessary though.

Not sure why I didn't think of this before... No law was passed that all SS's HAVE to been the same res in this guide. I suppose I only really have to snap the important aspects, which in some cases might be large, but in others might be a mere 640x480.

So I'll be a bit more judicious with resolutions for the remainder of this guide.
themousemaster
Regular
Regular
Posts: 611
Joined: 10 Nov 2006, 16:54

Re: The *NEW* Warzone guide. Done with RED units V2.2RC1

Post by themousemaster »

Note: do NOT attach your artillery to the CB yet.

Send in a couple trucks... like, 3 (set to "do or die") through the center of the map; we are going to use it as "bait" to attract the attention of Nexus artillery.

Move them up the ramp, and have them build a couple fixed-emplacement artillery pits IN FRONT OF your artillery brigade (we want the first ouple enemy volleys to NOT hit our mobile units ;p). As soon as they are done being built, they will fire, and enemy artillery will focus on them; THEN attach your own artillery to the CB.

Nexus has 2 Angel Batteries in the NW base, and 2 in the SW base. Once all 4 are down, your Artillery brigade will be safe (unless NExus airpower gets agitated by them, but I've yet to see that happen). So re-attach your artillery to the nearest sensor, and let it do work for you :).

Like... oh, say, here:
Gamma1 - shelling NW.JPG
(Wait for the one further SE to kill the forwad Nexus towers before setting up the one further NW).

Your MBG shouldn't be necessary for anything in the NW base (save for Cleanup).

After the visible towers (3 railguns) and units (a couple cyborgs) have been handled, go ahead and send in your MBG through the valley, heading north, and into the base to finish it up.

You may run "into" a few nexus cyborgs during your approach (they are positioned near the W edge of the map, about halfway up), and a "base" (that is nothing more than 2 defenses and a sensor). Skirmish them if desired; but if any of your tanks try to retreat due to damage, make SURE you take control of them and send them around the north to the repair bay. If they try and go south then east, the Nexus base defenses will obliterate them. Or, set up a temporary repairbay in the depression at the base of the ramp coming from the NE base... but beware of nexus attacks.

The Nexus rocket towers at the S base have a HUGE range (they are known as Scourge, you'll get them eventually... they aren't even classified as Rockets, but rather Missles), so be careful. Odds are, if you fight the "base" in the middle of the map, they will fire at you. Thankfully, unlike when this game was first released, they are no longer death to anything they hit, but still... be careful of approaching the S base for now.

After you have "cleaned up" the NW base, it's time to deal with the Annoying Nexus Airforce / Strike Squads (AnAss). (while building all this, have your MBG kill the trees on the western ledgge so that when they press south they have a clear path... but again, be carefuly of Nexus Scourge towers).
Gamma1 - NW is mine.JPG
Yes, those are Rotary MG bunkers in that screenshot. They belong there, trust me; not for this stage, but eventually. And all those AA guns are NOT 1-shot wonders; they too will get use in later stages.

So, you want to get into the SW base, but not take horrific counter fire...

Artillery is a good method. And I prefer this:
Gamma1 - safe sensor.JPG
You'll notice where my sensor tower is placed (in that nice fuschia circle)? That is as close as you can get without the visible Scourge towers firing. It is, however, close enough that your own artillery can begin it's bombardment. From here, you can get the eastern Scourge tower, 3 Railgun hardpoints, and a couple SAM sites. This should be enough of a "hole" in the NE defenses of the SW base to allow you to begin pushing into it with your MBG.

Set your MBG to HOLD FIRE. This is DEFINITELY a stage we want to milk, wich means we need to leave something standing.
themousemaster
Regular
Regular
Posts: 611
Joined: 10 Nov 2006, 16:54

Re: The *NEW* Warzone guide. Done with RED units V2.2RC1

Post by themousemaster »

after shelling the outer defenses, this (and a few scattered units inside) is what's left of the Nexus base.
Gamma1 - prepare.JPG
Leave the circled SAM site. Although not part of the base itself, the fact is, it's an Active Defense, so the stage will continue.

The SW base will drop Advanced Engineering (faster build). Which leads to Plascrete (improved walls and defenses). While leads to Advanced Base materials... bah, I'll just let Zarel add his links. Suffice to say, your tech labs will be busy.

Now comes the interesting part:

We are going to setup our "base" across the whole stage. However, this map is *small*. we have to do this without accidentally destroying the SAM we are saving.

The best way to do this is the Demolish the sensor tower at your SE base, and make sure no sensors can "spot" the SAM until we are done.

My next couple posts will just be screenshots of my "setup" prior to finishing the last SAM.
themousemaster
Regular
Regular
Posts: 611
Joined: 10 Nov 2006, 16:54

Re: The *NEW* Warzone guide. Done with RED units V2.2RC1

Post by themousemaster »

Gamma1 - wrapup4.JPG
And finally...
Gamma1 - wrapup5.JPG


Things of note in all this:

Yes, I have MG bunkers *everywhere*. They will play a major part in 4 stages. Be sure, however you choose to set yourself up, that MG bunkers cover everything, preferably in 2s and 3s... including each other.

By the end of the timer, I have rebuilt my Airforce (Yes, I like my HEAPS. I'm an old v1.0 fanboy ;p). If I wanted, I could also have "updated" my Artillery brigade to Hellstorms; whether you like the harder hitting Groundshaker or faster firing Hellstorm is your choice.



place 6 MBG units (I have 2 cannons, TK, and AG), and 4 trucks at the LZ for next stage, and place all the rest of your force where indicated in the screenshot. When you are ready for the stage to end, set your MBG back to "fire at will" status, and the final SAM will fall. Don't worry about not having radar coverage on the south end of the map, we have a few stages to put them back up before it becomes problematic.

END GAMMA1
User avatar
Zarel
Elite
Elite
Posts: 5770
Joined: 03 Jan 2008, 23:35
Location: Minnesota, USA
Contact:

Re: The *NEW* Warzone guide. Done with RED units V2.2RC1

Post by Zarel »

Alpha 4 and alpha 5 are up on the Guide:

http://guide.wz2100.net/alpha4
http://guide.wz2100.net/alpha5
themousemaster
Regular
Regular
Posts: 611
Joined: 10 Nov 2006, 16:54

Re: The *NEW* Warzone guide. Done with RED units V2.2RC1

Post by themousemaster »

cool.

I'm busy burning myself out on Xmas-received games, I'll not forget about the guide though, I swear. Just not sure if next weekend of the one after I will be sick of my "new timewasters" :P
Assault Gunner
Trained
Trained
Posts: 358
Joined: 02 Jan 2010, 16:40

Re: The *NEW* Warzone guide. Done with RED units V2.2RC1

Post by Assault Gunner »

Also, a great way to make your commander a high rank at first is to use one unit to destroy everything that doesn't shoot. Walls, powerplants, etc.
"There is no greater Void than the one between your ears." - Void Ray, StarCraft 2.
Especially the Void between the ears of people who think that No VTOL is a good idea, and won't lead to arty wars. I've won one, and I have to say: I hated it.
User avatar
Zarel
Elite
Elite
Posts: 5770
Joined: 03 Jan 2008, 23:35
Location: Minnesota, USA
Contact:

Re: The *NEW* Warzone guide. Done with RED units V2.2RC1

Post by Zarel »

Assault Gunner wrote:Also, a great way to make your commander a high rank at first is to use one unit to destroy everything that doesn't shoot. Walls, powerplants, etc.
A better way is to do that using 6 units, assigned to the commander. Then 8, once it promotes. Then 10, 12, etc.
themousemaster
Regular
Regular
Posts: 611
Joined: 10 Nov 2006, 16:54

Re: The *NEW* Warzone guide. Done with RED units V2.2RC1

Post by themousemaster »

a bit of heads-up editing:

On the Alpha 5 campaign, the 1st screenshot (1st in your page, not sure if it was 2nd in mine) is sandwiched by the lines

"Project HQ tells you they're near the bottom, and helpfully mark their location for you. Don't go there directly; it's a trap. Instead, follow the arrows on the minimap here:"

and

"Now, set all your units to "Hold Fire" (and save the game). This is important, since you'll soon meet a New Paradigm sensor, and if you shoot it, NP will send a pretty big army to attack yours."


However, unless you know what the stage means, that might get interpreted as putting your units into hold fire mode BEFORE attacking the lower-west side of the map, when what it means to say is to kill everything after following the "arrows on the minimap", and THEN switch to hold fire before moving eastward (in fact, the "moving eastward" part doesn't seem to be in your edited page, making it sound like the entire south side is one big scavenger ambush, rather than a retreating mini-scav force in the SW, and a larger scouting party + NP-sensor in the SE)
themousemaster
Regular
Regular
Posts: 611
Joined: 10 Nov 2006, 16:54

Re: The *NEW* Warzone guide. Done with RED units V2.2RC1

Post by themousemaster »

One other thing:

As you are making/editing the pages, it seems like the previous-versions "reply thread" is still under the newly updated page, often with posts/information that don't match up to the revised page.

Is part of this overall hopefully-finished-by-2010 guide plan to remove the "posts" under the pages, so that new, relevant posts can take their place?
User avatar
Zarel
Elite
Elite
Posts: 5770
Joined: 03 Jan 2008, 23:35
Location: Minnesota, USA
Contact:

Re: The *NEW* Warzone guide. Done with RED units V2.2RC1

Post by Zarel »

themousemaster wrote:a bit of heads-up editing:
Yeah, I'll fix those eventually.
themousemaster wrote:As you are making/editing the pages, it seems like the previous-versions "reply thread" is still under the newly updated page, often with posts/information that don't match up to the revised page.

Is part of this overall hopefully-finished-by-2010 guide plan to remove the "posts" under the pages, so that new, relevant posts can take their place?
Yeah, I'll do that eventually, too.
Assault Gunner
Trained
Trained
Posts: 358
Joined: 02 Jan 2010, 16:40

Re: The *NEW* Warzone guide. Done with RED units V2.2RC1

Post by Assault Gunner »

Zarel wrote:
Assault Gunner wrote:Also, a great way to make your commander a high rank at first is to use one unit to destroy everything that doesn't shoot. Walls, powerplants, etc.
A better way is to do that using 6 units, assigned to the commander. Then 8, once it promotes. Then 10, 12, etc.
Sorry about the misunderstanding. I meant before you get the commander turret.
"There is no greater Void than the one between your ears." - Void Ray, StarCraft 2.
Especially the Void between the ears of people who think that No VTOL is a good idea, and won't lead to arty wars. I've won one, and I have to say: I hated it.
themousemaster
Regular
Regular
Posts: 611
Joined: 10 Nov 2006, 16:54

Re: The *NEW* Warzone guide. Done with RED units V2.2RC1

Post by themousemaster »

Assault Gunner wrote: Sorry about the misunderstanding. I meant before you get the commander turret.

While true, min-maxing your commander's exp off walls will get you 20 attached units, like, 1 stage earlier. If you just take your highest "normal" exp tank as soon as the Comm turret opens up, it will easily be more than sufficient.

In other words, min/maxing is not really useful in this aspect of the game :suprised:
User avatar
Zarel
Elite
Elite
Posts: 5770
Joined: 03 Jan 2008, 23:35
Location: Minnesota, USA
Contact:

Re: The *NEW* Warzone walkthrough (Done with RED units)

Post by Zarel »

This isn't stickied yet?

An off-topic conversation was split to: viewtopic.php?p=47072#p47072

Stickied.


Hey, mousemaster, here's an idea: We lock this topic and give you the ability to post in locked topics. That might be useful.
Post Reply