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Defense economy (& anchors)

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The enemy provides you a trade:
Either you waste metal on defenses,
Or you lose resources to our raids.

That is defense.

These losses can be prevented, with "anchors!" Much like an anchor, although costly for the builder, is needed to keep a ship from floating away, there are many forms of defense that are costly, but mandatory to keep land control.

Raiding anchors

Raiding anchors become more costly with longer frontlines.
- Raiders can be stopped by spending too many resources on riots (or counter-raiders),
- Stealth units can be stopped by spending a bit on scout screens, or a lot on structure screens,
- Air units can be stopped by building too many anti-air units, or raider units, or counter-air units.

Assault anchors

Assault anchors become more costly with every key target, like anti-nukes, commanders, and fusion reactors.
- Assault units can be stopped by too many raiders, or fortifications.
- Artillery units can be stopped by shields, counter-artillery, raiders, and counter-assault units.
- Nuke can be stopped by anti-nukes.

Arguably, a player's proficiency depends on how many anchors he chooses not to build.
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