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Looney's Guide to Empire vs Allied on Infinity Isle

By Loony_ - 30th January 2012 - 11:17 AM

In this guide I will explain my opinion on how to play as Empire versus Allied, on Infinity Isle. Some of you may encounter problems with this kind of match up, but if you know what to do, you will have much less trouble with Allied and will win most games with ease. As Allied have many different ways to defeat their opponents, we as Empire will need to explore many different ways to counter them. We will also need to explore how aggressive we should be if we want to attack first, what units to use and what to take note of. Hopefully you will find a strategy you like, as I am writing this guide in the most basic terms. With this guide, I am aiming for new players to improve their knowledge of the game and Empire skills.

Empire versus Allied Guide on Infinity Isle





Standard Game Play


The Early Game

At the beginning of the game you should follow this build order:

x1 Power Core
You want to deploy your Power Core directly outside your M.C.V as to get it built as fast as possible, to allow you to build Refinery Cores as soon as possible.


x3 Dojo Cores
The first Dojo Core produced should be deployed in your main base, near your M.C.V facing the entrance ridge to the middle of the map. The second and third Dojo Cores should be sent to your Oil Derrick.

From the first Dojo build the following:

x1 Imperial Warrior
Your first Imperial Warrior's main purpose is anti scouting, as most enemies will send an Attack Dog to scout your base.

x1 Burst Drone
The Burst Drone's main focus is scouting, however this unit is weak to any and all attacks so be careful with it. Some Allied players will build Javelin Soldiers to prevent you from latching your Burst Drone onto Prospectors, however, if you are able to latch onto a Prospector you should do it!

Economy Rates
Latching a Burst Drone onto any Harvester will half the rate at which that Harvester gains credits.


x3 Imperial Warriors
These Imperial Warriors are used just to protect your other two Dojo Cores from enemy units while they are building, moving into place or pushing forward if you see an opportunity.

After this production list has been finished, sell the Dojo Core.

Second and Third Dojo Cores placed by the Oil Derrick are used to gain your Oil Derrick along with map control.



Your second Dojo Core will have it's waypoint set near the enemy base, and will then produce Imperial Warriors endlessly until told otherwise. The third Dojo Core will firstly make an Engineer to capture your Oil Derrick, and after that the Imperial Warriors start to be trained.

Both Dojos will have their way points set at the enemy base, whether you choose to set the way point after or before your Engineer is produced is up to you.

Waypoints
Make sure that if the waypoint is set before the Engineer is produced, that you catch the Engineer coming out of the Dojo Core and direct him into the Oil Derrick, as to not allow him to wonder down the map into enemy territory.


You should use your Imperial Warriors to kill any enemy infantry. With half decent micro management you can overcome his infantry and find yourself at his end of the map. Destroying his Oil Derrick is the best use of your Imperial Warriors at this point.

You should sell you Dojo Cores when you have control over the middle of the map, as there is no longer a need for infantry at this point in the game.

After your Dojos have been built from the M.C.V, your Power Core will be finished, which means you're going to have to quickly build the next section of the build order, which is the following:

IPB Image x2 Refinery Cores

IPB Image x1 Power Core

As soon as each Refinery Core comes out of your M.C.V, you should tell it where to go by instructing it to deploy on the Refinery spots.

Once the Power Core is out of the M.C.V, you need to tell it where to go and then deploy. Directly after that you should undeploy your M.C.V and send it to the ridge where your second and third Dojo Cores were. Deploy your M.C.V facing the Refinery spot, as it'll shorten the time buildings take to get to the desired location.



The Mid-Game

Should you see that your enemy is pushing or going to play aggressively you must build a Mecha Bay otherwise there is a strong chance you be over powered. On the other hand, if your enemy is playing a more standard game, and doesn't have a high unit count or anything that is a high threat, then you should be safe going for a third Refinery and get an economy advantage.

If you choose to go for a third Refinery, you must build a Mecha Bay as soon as possible afterwards and instantly head for Tier 2. Your army should include Tsunami Tanks, Tank Busters and Imperial Warrios. Push your enemy with these units. During this attack you should build a fourth Refinery and kill the enemy's collectors with Tengus, so even if you do not succeed in this attack you will be at an economical advantage. At this point you should just spam infantry from two Dojos, Imperial Warriors and Tank Busters, while building Tsunami tanks and a few Striker V.X's. If you have about 15-20 Tank Busters and 10-15 Tsunami tanks, even Mirage tanks are useless.