Bombers deal massive damage to both units and buildings, so proper precautions must be exercised when dealing with them. Sufficient hidden infantry, good map control, and at least 4 hawks must be present. When bombers approach the base, air raid boost must be used. The group of fighters must manually aim and target the bombers (do not patrol, if enemy has ground units near, hawk may shoot land units too). After the payload has been dropped, it is recommended to use air attack boost to chase and eliminate the bombers, with manual targeting via tapping the bomber as a target, not using the patrol command. Be careful not to follow deep into the enemy base where anti-air is mostly present. So the key point: hidden infantry or central porcupines spot the bombers, air raid boost activated, intercept and chase.
In the case where there is a confrontation with the enemy, do not hold position for long with JCP. Siege mode for 2-3 seconds then change position and move to another location. this preserves your tanks while making it possible to punish the enemy for missing by critically damaging or destroying their bombers. Once the bombing run has passed, it is possible to engage for a longer period of time due to the relatively long refuel time of bombers.
Assuming starting resources of atleast 2 650, the following buildings must be placed during deployment time:
3 supply centers
2-3 barracks
At least 1 power plant
1 vehicle factory
1 sniper tower (optional but recommended)
On ground maps, the build order must be as follows:
Construction yard
Emergency measures (boost)
Barracks
Power plant
Supply centers
Train infantry using quick order panel
Infantry training
Headquarters must be upgraded immediately and used for first rally point
Rally the infantry and immediately use gold scouting boost as soon as first infantry leave the barracks
Vehicle factory can be placed last, then 1-2 coyote can be produced and rallied to center map
On sea maps the build order is slightly different, but the same buildings are present:
Construction yard
Emergency measures
1 supply center
1 power plant
Place barracks
Place other 2 supply centers
Upgrade headquarters, and activate construction boost
Train riflemen with the quick order panel and set rally point
Vehicle factory
As soon as first infantry are out, change to gold infantry scouting
Collect resources and place 2 shipyards in deployment time, train at least 4 caimans
If resources permit, add extra 2 supply centers and ensure total of 2 power plant are present
Upgrade headquarters to level 3 and upgrade first shipyard to level 2, use gold construction boost
Practice makes perfect to fully master the builds.
The second headquarters level is not used for anything, only as a pure transitional phase. As soon as a total of 5 supply centers and at least 2 power plants are present, it is necessary to go to the third headquarters level.
The third headquarters has an option for a slow transition or an immediate transition onto 4:
Current admin buildings present are 5 supply centers and and 2 power plants. Buildings used in the slow transition are:
1 level 3 vehicle factory
1 level 1 special factory
1 level 2 avia factory
1 airfield
It is necessary to add supply centers to have a total of at least 7 supply centers, and to have at least 3 power plants present. At this phase, boosting resources is most essential, as the total of 1 300 resources needs to be saved to go to the 4th headquarters. During a slow transition to level 4 headquarters, it is advised to produce 2 porcupines, 1-2 hawks and 1 jaguar. Hawks must be used to patrol the map and clear out any enemy scout infantry. Once 1 300 resources are present, upgrade to level 4 headquarters. This is normally at the 4-5 minute mark. When the fourth headquarters is achieved, the current buildings provide a base build to use to the most appropriate build.
Once the third headquarters is attained, add supply centers to have a total of 7, and add power plants to have a total of 3. No extra buildings are required when using the immediate transition. Boost resources until 1 300 are available, and upgrade the headquarters to level 4. Proceed to use the necessary builds
At this stage, this is where the real combat begins. The recommended build for the HQ Level 4 is:
2 level 3 vehicle factories
1 level 3 special vehicle factory
1 level 1 special factory
1 level 2 avia factory
1 level 3 avia factory
3 airfields
2 level 3 avia factories can also be used instead of 1 level 2 and 1 level 3
The recommended build can be adjusted to to suit the map, enemy build and resources available. For example, it is possible to use only 1 level 3 assault vehicle factory. Etc.
The core units that must be used at level 4 HQ are:
Jaguars
Porcupines
Chameleon
Hawk
Albatross
The striking force can be the ground or the air, or both of them used interchangeably
In all the ways that you can choose to play, responding to enemy tactics and map control are most essential.
This is choosing a build in response to the enemy build. If the enemy has 2 level 3 assault factories present, it is generally wise to do the same. If the enemy has 2 avia factories, it is wise to use at least 2 special vehicle factories and pump out a decent number of porcupines before doing anything else major. Under normal circumstances, the recommended build can be adjusted according to the enemy build as well. If the enemy uses the recommended build, respond and do the same, and prepare for a full scale war.
This is the most essential part of being successful in battle. Cleaning out enemy scouts while maintaining your own scouts is essential. Hidden infantry are a must-have for any battle. rifleman and snipers are recommended. it is recommended to use a sniper where his view radius approaches a full circle (i.e. not at map edges/next to hills etc.) since utilizing the full view makes sure the CP of 2 is fully utilized. Riflemen can be used at map edges, etc. where the view radius is not a full circle. Infantry scouting boosts are the best when used with hidden infantry. It can easily reveal enemy behaviour, enemy marching habits, avia departure etc. It is essential to use a sniper close to the enemy base to have the best view of enemy actions. It is possible to sneak a sniper into the enemy base while you attack with chameleon. Cyclones that clear scouts must be cleared with hawks as soon as possible, and lost hidden infantry should be replaced immediately. It is necessary to have maximum view of the map at all times.
When the enemy has aviation(especially bombers) it is necessary to have porcupines center map instead of the base. This means the porcupines deal more damage as they release salvos both on approach and return. they also provide a very good view coverage of the map. Porcupines placed in the center of the map are still vulnerable to vertexes, hence it is recommended to place 1-2 riflemen in front of the porcupines, so that when a vertex patrol arrives, the infantry is hit first while the porcupines remain safe. This gives enough response time to activate a chameleon or air raid boost. porcupines must always be placed spaced apart to reduce injury from the splash of fighters or bombers.
A minimum of 4 hawks must be maintained during the battle, to regularly clear the map of enemy scouts and to intercept enemy aviation, especially bombers. Hawks also annihilate any enemy scouts that try and leave the base(that are seen using hidden infantry). Hawks must avoid anti air, and must be microed appropriately when engaging. When " sniping" enemy units, it is necessary to do 2 passes then retreat, this reduced the chances of your hawks being intercepted by vertexes. retreat towards central porcupines and return after baiting enemy fighters to their deaths. In general, when hawks are used to snipe, porcupines must be present somewhere close to cover them from vertexes.
Under normal circumstances, the enemy usually has zeus, shield and typhoon present on the battlefield, normally supported by aviation. Zeus under the shield has massive survivability and requires a lot of damage to destroy, hence is extremely dangerous. Typhoons easily shred fighters, and are a major threat. Bombers are capable of erasing your entire army in 1 hit and ending the game. How do you deal with this?
Mines deal a huge damage to vehicles and are able to buy time. Mining central map passages can weaken enemy tanks while disabling the enemy from comfortably approach the base. Having 1 armadillo present to carry out mining during battles can be the difference between victory and defeat.
When hidden infantry are present, generally enemy marching patterns are available and visible. It is very very likely that the enemy may march without a shield activated. Activate infantry scouting boost for maximum view, and use hawks to snipe shields while the enemy is approaching. Typhoons on the march deal exactly 50% less damage while they are on the move, hence it is possible to carry this out even when typhoons are present. depending on enemy reactiveness, it is generally possible to eliminate up to 2 shields before the enemy responds by sieging typhoons or activating the shields.
When the shield is activated, Zeus tanks are extremely difficult to destroy. If bombers are present (at least 4) it is advised to bomb twice at the same point with 2 groups rather than once over a large area. Bombing enemy tanks twice maximizes the chances of critically damaging them when the shield is present. If effective placement of scouts is available, while the enemy marches, one bombing run is enough to critically damage the enemy. This can be followed up with a ground attack with vehicles.
Jaguars, porcupines and chameleon move faster than Zeus, thus it is possible to retreat, change position and flank enemy tanks. It is not advised to hold the same position for more than 3-5 seconds due to the possible threat of bombers and getting successfully force fired upon. If bombers are absent, it is necessary to set chameleons on patrol mode in an appropriate position to make the enemy miss their force fires. Once enemy force firing begins to connect, change position, and siege at a new location. with appropriate scouting, it is possible to strike the enemy from the rear and eliminating all their typhoons, and killing many vehicles due to the poor formation. The enemy Zeus tanks can then easily be punished by hawks.
One chameleon can cover a detachment. Using multiple squads when attacking the enemy proves to give even the most experienced Confederation players a hard time. Striking an enemy army/base with a decoy followed up by a main squad to deal massive damage to an unprotected area can easily change the tide of battle. 2 squads prove a challenge for the best commanders, mastering the control of 4 and above attack squads is guaranteed to bring the victory even against the toughest of enemies
Good luck in future battles!!!