quote: And what is the most efficient way to protect your extreme range units that dont need to move laterally across the map? It's a porc forest of your own. |
Riot units work or heavy raiders - so long as you quickly move them forward as needed. An iris guarding your army makes it very hard for counter arty/raiders to hit you. It is micro intensive, unlike proc., which is good because otherwise proc. would be worthless. Still, proc. players must constantly clear out scouts or arty will win - even then once scouted arty usually can hit proc., with force-fire.
If a proc. player spends too much on shields, terraform, ect., then a patient arty player will still win with a silo, Merlin/thunder combo, etc., or simply by bypassing the proc. and hitting the backline with raiders - especially cloaked raiders. All the arty player needs to do is punch a hole large enough for raiders to get through. Once the proc. is bypassed, it's worthless.
A mistake I see too often is that a hole is punched and forces pour through it, but they fail to turn and hit a flank soon enough, once the proc. is bypassed. Instead they keep pushing and are eventually cut-off and eliminated. I also see a hole punched, a push made, but it goes too far, the army is eliminated, and the pushers try to hold open the hole with their own proc., instead of re-building an army. It really boils down to preserving enough of the victorious army, and reinforcing it, to continue exploiting the breach.
If you have studied WW2, you will see how both Germany and Russia would encircle large armies and eliminate them. However, a few times they tried to bite-off too much and were cut-off. It's the same way with large team games. Push enough to create a salient, then turn and cut it off.
I probably shouldn't go into such detail because I remember giving too many tips to air play and now there are way too many people that understand air. I used to be able to kill factories/coms with raven runs almost every game - not anymore.
Oh well it's a game xD.