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

Posted: 14 Jul 2009, 19:57
by Zarel
themousemaster wrote:Out of curiosity: wouldnt a screenshot of a max-zoomed-out 800X600 shot actually show less land than a max-zoomed-out one of 1024X768?
Try it and find out.

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

Posted: 15 Jul 2009, 22:08
by pianofritz
One question: Is the end of Alpha 6 the end of the game or is there more? :-S

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

Posted: 15 Jul 2009, 22:37
by Zarel
pianofritz wrote:One question: Is the end of Alpha 6 the end of the game or is there more? :-S
Nope, it goes up to Gamma 9:

http://guide.wz2100.net/walkthrough

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

Posted: 15 Jul 2009, 22:51
by themousemaster
pianofritz wrote:One question: Is the end of Alpha 6 the end of the game or is there more? :-S
I know I'm taking a while to update this (work doesn't like me playing :P ), but cmon, I was already up through beta6 when you posted that :P

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

Posted: 16 Jul 2009, 02:09
by Arreon
Take your time. Although, my only obligation is school, I know how you feel about work and spare time.

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

Posted: 18 Jul 2009, 14:29
by pianofritz
I'd like to know two things:

1. Did you get my earlier personal e-mail?

2. Is Alpha 6 the end of the game?

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

Posted: 18 Jul 2009, 16:53
by stiv
pianofritz wrote:2. Is Alpha 6 the end of the game?
Read the posts between the first time you asked this question and this one. The answer is there.

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

Posted: 24 Jul 2009, 22:52
by themousemaster
BETA7

First off, let me apologize to Zarel. I tested an 800X600 resolution, and found that if I did it fullscreen, everything was so pixelated as to be unenjoyable as a game, and when tried from a Windowed mode, while an 800X600 shot showed just as much terrain as a 1024X768, the smaller total area of the picture made determining some of the details (especially in shots where I write all over the picture) hard to discern. And since you can click on any of the images in the re-structured guide you are preparing to see a full shot, I will be staying with 1024X768 shots. Please don't kill me.



That said, to the stage. This is another stage you may wish to slow the gamespeed down for, at least to start.
beta7 - begin.JPG
beta7 - start with notes.JPG
Yes, that is the same screenshot 2 times. I had to write so much on the 2nd one, that I figured I'd show a raw shot as well so you could see the stage without the Technicolor Wonder.

You will have to do what you need to REAL fast, as the first attack will be coming before your first reinforcement transport lands. Easier said than done, since you will be getting artillery bombed as soon as you leave the LZ.

So, as to the above screenshots:

1) Load up 4 more trucks and 6 other units (6 battle, or 5 battle and your Commander), and being transporting them immediately.

2a) Remove anything with a red X on it (7 neutral structures and a Lancer tower) with your combat units.
2b) Start setting up a Repair Bay where I indicate in Teal while that is happening. It will IMMEDIATELY get hit by artillery; that's ok, just start setting it up again.

3a) When the Lancer is down, keep tanks forward to take the Artillery hits, but give them the "retreat on medium" command to prevent losing any.
3b) Have your trucks set up an Assault Gun tower at the Magenta "AG" circle. That will now be the enemy artillery's target while we keep progressing. Once finished, place a couple more towers north of it, to help your tanks with the next step.

4a) The enemy tanks will be coming from the Yellow area. Have your tanks (and your towers) fend off the assault. Killing the enenmy tanks is preferable, but not necessary; we just need to buy time for our reinforcements
4b) While fighting the tanks, have any spare trucks (I.E. ones not repairing/rebuilding the "AG" tower) put up a CB and Sensor tower and AA pits at the spots indicated.

5) Start "artilleryizing" the Brown Indicated hill. You may wait on this step till your first reinforcements arrive, if you managed to turn away the enemy tanks.

6) Have your trucks build 1 howitzer emplacement each, and BE SURE to synchronize them so that they all finish within a couple seconds of each other. They will come under counter-artillery fire immediately, but if you get enough up at once (or if you don't, keep putting new ones down), they should eventually take out the two Blue Indicated enemy sensors. When those sensors are down, your LZ will largely be safe.
6Alternate) IF you are feeling frisky, you can move your tanks to sit right on top of the Yellow Arrows. There are a couple spots there where they can hit the enemy sensor/CB tower from, but if you move them there, enemy towers and artillery will start shooting at them (the small squad of enemy planes might even decide to smack your tanks around). Obviously, getting those sensors down fast is a good thing, but one bad volley from the enemy Ripple Rockets will cost you a tank. It's your call.

7) Keep building Artillery on this platform (or just wait till a bit later when your Mobile Artillery Group gets here), to continue to shell enemy positions. Repair/replace anything that gets counter-battery hit. The small enemy squads of aircraft will show now (if they haven't already), but if you've gotten 6+ AA pits up, they should all be brought down. Each squads is 5 planes, and they will show up every few minutes. With any luck, they target a truck, a tower, some got killed before unloading, or their volley of Lancers had enough misses that you didn't lose a tank.

8) When reinforcements arrive, send in for another 10 combat units (or 9 and your Commander), and wait for their arrival. The Collective will make scattered attacks on the east side of your LZ during this, but the number of attacking units is small. When the 2nd reinforcements show up, form up your MBG (with retreat at Medium orders), load up your Artillery brigade for transport, start sending them in, and begin pushing your MBG east to "make room" for the artillery.

---) As the collective lose Artillery pieces/sensors, more of the map will be open to you for maneuver. I'm not gonna post a screenshot of it, but at some point, you will probably wish to build a sensor tower (or several) south of your LZ to allow your "artillery platform" (whatever makes it up that is) to shell the outside of the enemy base. You woun't have to worry about counter-attacks from tanks down there.



------- I have to take care of something IRL... I'll be back to finish this stage before the day is over. Bear with me.

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

Posted: 24 Jul 2009, 23:54
by themousemaster
Sorry for the Delay. Moving on...

Something you should know about this stage: it's one of the few where the enemy will be constantly building new untis to throw at you. So don't assume just cause you killed X tanks you won't be seeing anymore.
beta7 - up da middle.JPG
beta7 - da side of da middle.JPG
When you decide to push straight up the middle, this is basically what you will see. I have marked a position for a sensor tower and a Repair bay in these screenshots; however, it will not be safe to pu one up until you've destroyed everything witha red X on it, and the sensor I circled in the 2nd photograph (unless all of the Collective's Long-Range Artillery has already been destroyed).

Yes, that's a lot of towers. And there are going to be tanks scattered through it as well. And just for good measure, the approach to that forward repair bay will be a bottleneck.

Man, if only there were some way to destroy this base without having to actually meet them in face-to-face combat...

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

Posted: 25 Jul 2009, 00:23
by Zarel
themousemaster wrote:First off, let me apologize to Zarel. I tested an 800X600 resolution, and found that if I did it fullscreen, everything was so pixelated as to be unenjoyable as a game, and when tried from a Windowed mode, while an 800X600 shot showed just as much terrain as a 1024X768, the smaller total area of the picture made determining some of the details (especially in shots where I write all over the picture) hard to discern. And since you can click on any of the images in the re-structured guide you are preparing to see a full shot, I will be staying with 1024X768 shots. Please don't kill me.
Not a problem. The low resolution thing was just a suggestion; feel free to do whatever you feel is best.

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

Posted: 25 Jul 2009, 00:30
by themousemaster
beta7 - artillery.JPG
Ok, so, you know how I said I wouldn't make screenshots south of the LZ? Well, I kinda lied.

The above indicated artillery is the all of the Collective's long-range batteries. If you manage to take them out with counter-battery fire, you can basically creep Sensor and CB towers around the entire south end of the map and shell most of the enemy base into oblivion.

And if you do that, you have the additional benefit of...
beta7 - aircraft.JPG
The red circle on this Screenshot is where the enemy AirSquads arrive from. Hence, if you were to be able to build 8 or so AA pits in the teal circle, you could pretty much stop the enemy air raids. All you have to do is remove the green-circled towers to make room, which isn't difficult if you just keep creeping sensor towers along the west and south sides of the map.
beta7 - central.JPG
And, the meat of the base. That radar-looking thingy I've circled is the objective of this stage; the stage will end when you touch it, find all artifacts, and destroy all mobile units. That being the case, to draw out THIS stage, all you have to do is not touch the array. Also, be careful when putting up sensors close to the radar; if it blows up, you lose.

You can probably kill everything in this base with just sensors on the west and south of the map, and moving your MBG into the NE of the base, then just far enough south to get the factory. Trust me, that's the best way.

The artifacts here will involve artillery accuracy improvement (which then leads to AA accuracy improvement), VTOL rearming speed, research speed, and... the HEAP bomb bay, my favorite VTOL weapon in the game.



Yup, that's right. Once you deal with the Long-Range-Artillery of the Collective, the rest of this map can be easily handled with you own howitzers. Nice surprise for a stage that started out this intense, no?

This ends my foray into the world or Technicolor Posting. At least, until the next time I have a screenshot where I have to describe so many things I need a PDA to track them all.

END BETA7

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

Posted: 12 Aug 2009, 00:07
by themousemaster
Since I'm approaching "that stage" (a.k.a. EVACUATE!), I have a quick question.

I can obviously find this out for myself, but if anyone offhand knows, it will save me a bit of time.


During the EVACUATE stage, you can get 4 transport loads of units out before "the end of the world as we know it". Then, when gamma 1 starts, the "first" transport load automatically drops off, and you can then choose from the remaining 30 units to be your next load.

My question is, which load is the "first" load? is it the first 10 you send out from Beta (being they had the most time to get there), the LAST 10 you sent out (being they are probably still in the transport and all), or one of the middle groups, due to WZ2100 coding wierdness?

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

Posted: 12 Aug 2009, 01:56
by hawkn
Lol i know this has probably been posted before, but this is a great guide. i knew how to play the game but the timer trick was one i hadnt learned. keep up the work. :)

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

Posted: 12 Aug 2009, 02:32
by Zarel
themousemaster wrote:My question is, which load is the "first" load? is it the first 10 you send out from Beta (being they had the most time to get there), the LAST 10 you sent out (being they are probably still in the transport and all), or one of the middle groups, due to WZ2100 coding wierdness?
afaik, it's the first one you send out from Beta.

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

Posted: 15 Aug 2009, 20:41
by themousemaster
BETA 8

Time for yet another stage that's all about having a good start, and then the rest goin' down easy.

Load up 6 combat units (split between AssaultGuns and "others") and 4 trucks into your transport, and head out. You *can* put this off for a few minutes if you want to keep shoring up your beta-base defenses, but since you got no new (defense) weapons in Beta7, it will probably be unnecessary.

West:
Beta8 - west start.JPG
Center:
Beta8 - center start.JPG
East:
Beta8 - east start.JPG
You will be coming under immediate attack from the east, and the west won't be long behind. AS SOON AS your transport lands, load up 7 more combat units, 2 more trucks, and your Commander. And, if desired, slow down the game speed.

Do the following all at once

- Move 2 of your trucks to the west and set up the anti-tank defenses. The "Dummy Tower" is indirect-bait: start building a tower (any type), but dont finish it. It will just take any indirect fire your tanks don't while you keep setting up.
- Move 2 of your trucks to set up the Rapiar bay
- Move your AssaultGun tanks to the east to meet the approaching cyborgs
- Move your "Other" tanks north to start skirmishing the base here (target the bunkers), and take the indirect fire (better them than your trucks). Set them to "maximum range", to try and keep them back from the enemy Lancer towers.

These first couple minutes are nuts, so if you feel you need to try them again, go ahead. It's right at the start of the stage, not like you've "lost a lot of work".

When the initial fight is over (save for the "main" central base), then do the following:

- Have your 2 anti-tank-defense trucks put up a CB tower, then build more anti-tank defeses
- Have 1 repairbay truck move east and set up the anti-cyborg defenses
- Have the other repairbay truck set up a couple howitzers along the south edge of the map.
- Have your AG tanks take the place of the "other" tanks skirmishing the northern base while they get repaired. OR, if you think that would be too dangerous, just put them closer to the indirect weaponry than your "other" tanks, to cover them as they pull back. *NOTE* If the cyborgs haven't attacked yet, keep your AG tanks where they are, and just let your "dummy tower" take the indirect fire rather than your damaged "other" tanks.



Around this time, your reinforcements will arrive, and the enemy western tank group will attack in earnest. They will either come down the west edge of the map (preferred), or squeak by the SW corner of the central base and approach from the middle. While you won't have many defenses here (if you see this coming, go ahead and have your "anti-tank" defenses trucks build a tower or 2 to cover the middle, but place them in areas where they won't block the central passage, just fire at anything coming from it), this will put them into a massive bottleneck situation; now that your MBG is here, you can eat them up if they try this route.