Skrim wrote:themousemaster wrote:Good show. that sounds like how my first ever attempt at the 2nd-to-last gamma stage went ;p.
I'll admit, I haven't played the campaign since 2.1 released its beta. I know that my endeavors in 2.0 always had the las-sats getting stuck at my Assault gun bunkers... I thought Rotary MG's were only available in mutliplayer. Or maybe laser satellites just like AG's more than RT-MGS... oh well.
That said, it sounds like all your eggs were in "2" baskets; the immediate walls around the NExus entry points, and the "plateau" base (not counting the "silo" base, of course). That's the only difference between yours and my strat these days; I make a couple secondary defensive walls between the top and the bottom (usually using that "v neck" valley at the bottom 1/3 of the map as a major chokepoint). The Lastas never get further than that wall, provided the Ground Troops don't also punch through them (which they haven't yet, due to my proactive Tiger-HEAPS).
In any event, good job. And yes, the (albeit short) FMV of the missiles hitting the satellites is satisfying after playing that stage. Perhaps you will see it one day.
So, now that I've got all the pics of the defense grid uploaded, to respond to your post.
I seem to have had lost my sense of direction during that last post(the big novel post), and "northwestern" should be re-read as northeastern and vice versa. I just focussed that post on those 2 "baskets" because my 2 ground groups were defending the 2 walls, and because the LasSat
comprehensively flattened Plateau Base(this was in fact where it spent most of it's time).
NEXUS ground forces actually presented the least threat - they were either obliterated by my Retribution-HEAPs and never got past the first wall, or they broke through the first wall and got mauled by my ground groups. Their air force, magically operating straight from their main HQ with no local support, did the majority of the damage to Gamma Base, backed by the LasSat. But as I said, the fighters and flak defending Silo Base made the NEXUS air force useless as well. Thus, the LasSat was forced to forge ahead alone, but my high-orbit-capable anti-sat Missiles fried it as well(the FMV's absence making itself felt deeply here).
I wonder why you were using Tiger-HEAPs at this stage of the game, though. Retributions are far better armored, almost as tough, and more than 2x faster(high 300s for Retribution-HEAP, vs. low 100s for Tiger-HEAP). Another observation I made playing a Skirmish game recently, is that in Gamma 5 and 8, it would more useful to have Ground Shaker emplacements and units instead of HellStorms. Since the NEXUS units enter in clumps occupying the same square, 3-4 Ground Shaker emplacements/units would annihilate the entire wave in a single volley - if 500-damage HEAPs can do it, why not 700-damage Ground Shakers? The 280-damage HellStorm generally takes a little while longer to do the same thing, and has shorter range than the GS. I'll try this out soon.
Reply time. I love typing
I like the NE and NW "walls" of defense. I place some in the same place, though my layout differs slightly (instead of flush-against the wall, I build a semi-circular defense at the weapon's max range, to allow for more tower's weapons to be brought to bear). Same result though, a Nexus Massacre.
As for your MG bunkers... I see that those are the ones without the visible AG turret on top. Granted, I have no proof of this code-wise, but whenever I make decoy bunkers, I use the ones with the mounted AG turret visible, and the LAS-SAT always goes for them. Maybe I'm just lucky? Also, not that it (should) make any difference, but I don't use such a neat geometrically congruous setup for mine. I just randomly scatter them all over the place, at all altitudes, just making sure no 2 are adjacent.
I use Tiger HEAP over Ret-HEAP because of body points. It's true that the Ret has more armor, but the raw difference in HP means the Tiger can take 4 SAM hits and still fly, whereas the ret will fall on the 4th (provided the plane is at least trained status, which all of mine are). As the nexus ground forces like to travel with 2 SAM hovertanks, but for some reason said tanks don't fire until they get hit by the air-raid (don't ask why, that's just how my games go), I just have my air force bomb one of them, the 2nd fires, whoever he hits survives to fly back to base, and then the rest of my 20-bomber squadron lays waste to the ground assault.
I don't even bother to defend the "new" gamma base, given how far north on the map it is. It actually functions as a dump-point for me; whenever my NW defenses finally fall (due to ground forces + LAS-SAT shots), any enemy attack from the NW always tries to go into that little base area first before then going around into the valley, giving me plenty of time to scramble my bombers to intercept. I just use that little area to house some artillery (up on the cliff edge itself, better firing angle there)
I know I used the word "hellstorm" in my post, but I don't use them exclusively; wherever I have artillery batteries set up, I divide them 50/50 between hellstorms and ground shakers. All of my mobile artillery are hellstorms, mind you, but they are kept with the rest of my tanks at the south-end of the screen during that stage, so they don't really matter.
what you call "plateau outpost", i use for AA and artillery only, often having upwards of 40 artillery pieces up there in 2X3 blocks. Obsessive, I know

All of my planes are based out of the extreme SW of the map.
The major differences between our setups, however, is that I notice you have (almost) nothing geographically south of "gamma base". I use the small plateau SE of "Gamma" base as another artillery / AA platform, for example, and I continue to place sporadic defenses all the way south to the 2 southern bases.
If I may ask, what's up with all the randomly-scattered repair bays I'm seeing in those pictures? I'm assuming some are to repair the ground forces you used to aid in the wall's defenses, but (for example) in your "NW wall" picture, you have 2 of them within 4 spaces of each other...? are you just so good at micro management that you can make use out of both during that hectic stage?
Lastly, I notice the 2 pictures "Eastern Defense" and "Northeastern Wall(incomplete)". If you ever replay that stage, you can save yourself some cash by transplanting some of those structures from "eastern" to "northeastern". I believe all of the enemies spawn at the Northeastern picture, so the bunkers + walls you have flush-east in the "Eastern" picture can be saved for cash and time and relocated a few steps north. Yes, I realize this is just nitpicking

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