Battlezone 98 Redux

Battlezone 98 Redux

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Modern Battlezone Strat Guide [WIP]
By GrizzlyOne95 and 2 collaborators
This guide will seek to give players resources for beginning in strat as well as overall unit, faction, and map tips. This is work in progress, but I'm publishing it now to give any newcomers at least some resources to get started. Currently in Battlezone 1998 Redux (BZ98R) there are 2 active versions players use, "stock" and "SBP". These will be explained.
   
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Strat Resources

Which version should I use?
To get started in modern BZ stratting, let me explain how the community currently plays.

STOCK
There is the stock version of the game. This means, if you freshly install the game, go to Multiplayer, and host a game, this will be the version you are using. There is nothing wrong with stock and people do still play stock strategy matches, especially if you ask someone.

SBP

However, the stock version has a lot of small balance issues that can affect strategy games at all skill levels. The most active strat members of the community have banded together to create a "Strategy Balance Patch" which seeks to improve all of these pain points. There are resources later in this guide for you to dig through all the changes if you are interested, but the quick summary of them are:

  • Small tweaks to CCA/NSDF, with the most notable being CCA can collect scrap faster, NSDF has SP Stabbers on the Sasquatch, CCA gun tower has 200m chainguns so it can engage at max GT range.
  • The Red Odyssey factions (CRA and Black Dogs) were terribly unbalanced in stock, but now are brought in line to be pretty even with CCA/NSDF. Black dogs for example are faster building/moving but have weaker hull or more experimental loadouts. CRA no longer has cloak, as that disrupts any serious competitive games to a terrible degree. However CRA has many strong firepower options to make up for it.
  • Maps that had obvious balance issues such as bad spawns, crowded geysers, etc were tweaked to make it more fair
  • Many bug fixes, including armory day wrecker bug, lag (somewhat), missing voice lines, improved models and aiming bugs.

Get Started
1. The anti-lag patch to help prevent high ping and loss. Simply subscribe to the workshop item, and it will automatically install. Ensure you activate the mod per it's instructions.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1895622040&searchtext=
2. The Strat Balance Patch that has all the maps and unit changes the community typically plays on. Simply subscribe to the workshop item, and it will automatically install.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2785474808
3. The community discord for organizing games and chatting with other members.
https://discord.gg/battlezonestrategy

Don't feel like you HAVE to join the discord, but it makes getting games much easier. There is a discord role you can ping called BZ1Stratter, which will notify all people who have labeled themselves as stratters. It's much faster to get games this way instead of lobby sitting. And you can only chat if you want to. To ping the role, go to bz1 general and type "@bz1stratter" then hit enter and ask for a game.
Intro
Disclaimer: this guide is work in progress


In this guide I am going to try and cover some strategy basics that players of all skill levels can reference. This is mainly because most strat guides are out of date, and referencing old builds of Battlezone. Today, Battlezone strategy is being pushed to the absolute limits by very skilled players in both the FPS and RTS components. In addition, some of the most passionate community members are working on a "Strat Balance Patch" that seeks to make all 4 main factions fairly equal and useful but also playing into each faction's identities.

To start with, let's review each faction in Battlezone currently available.
Faction Overview
NSDF

National Space Defense Force (NSDF) is the American faction of Battlezone, and probably the most well-known as it has the most comprehensive story and campaign experience. The NSDF has a very well-rounded force, with various tools for nearly any combat scenario.

Biggest strengths include:
-Diverse unit loadouts to deal with most situations
-Tanks come with thumper and mortar, making it one of the best player vehicles to pilot

Biggest weaknesses include:
-Vulnerable to long range attacks from weapons such as blast cannon

CCA

CCA (Cosmo Colonist Army) is the Russian faction of Battlezone. They are known for having slightly bulkier units with larger hit boxes. However most units have slightly more hull and/or ammo to compensate for this. An example is the Czar, the main battle tank (counterpart to NSDF Grizzly). It has 3250 hull, compared to the Grizzlies 3000. The CCA has some of the strongest units in the entire game, the most obvious one being the Golem. The Golem walker is equipped with double blast cannons, which have 16 shots of 300 meter hit-scan destruction. When managed well, they can be used to a devastating degree by outranging everything except howitzers. The CCA usually is a bit slower to build up an army, but has stronger end game potential than the NSDF.

Biggest strengths include:
-Units with more HP/ammo, at the cost of slightly less mobility
-Golem and blast cannon

Biggest weaknesses include:
-Czar has no mortar, so an armory and upgrades are almost a requirement in case someone tries to use APC's
-Units are much larger and can get stuck on terrain, or are generally slower to navigate maps. Larger units also means it's easier for the enemy to land damaging shots
-Larger buildings that sometimes won't fit on terrain

Black Dog

The Black Dogs are an elite NSDF force comprised of some of the most voracious but possibly reckless soldiers. They are shown in Battlezone campaigns as the best of the best, willing to undertake even suicidal missions to get the job done. In the SBP patch, this is reflected by their units and loadouts. Units generally have less hull than even stock NSDF units, but have increased mobility (strafe, brake, turn speed). Black Dogs specialize in brutal hit and run attacks that can deliver a lot of firepower in a short amount of time, but with the tradeoff of not being able to stay in the fights long. Most units will take damage quickly or run out of ammo faster than other factions.

Biggest strengths include:
-Light combat units build much faster, and move faster
-Most units have stronger weapon loadouts
-Production units move faster, though they have less hull
-Grizzlies come with SP stabber by default, and while they are expensive and slow to build, offer one of the best possible stock configurations
-Extremely high distraction and flanking potential with the comet bombers. Black dog bombers have and use the comet missile by default, which demands an enemy player to deal with or risk losing multiple units at once in the explosion.

Biggest weaknesses include:
-Less hull in most units, resulting in them dying far quicker in extended battles
-Experimental loadouts sometimes results in not being able to take on certain enemies very well
-Tanks do not come with thumper or mortar, both of which are strong anti-player tools. This is to compensate for the SP stabber the Black Dog Grizzly comes with by default. In addition, it takes much longer to build the Grizzly, along with the cost being 12 scrap.
-Overall more expensive units (factory is 12, bomber is 9, tank is 12, scout is 8, etc)

CRA

Communist Republic Army (?) is the Chinese faction of the game. The CRA is known for being one of the slowest factions, even moreso than the CCA. But, they have some of the most powerful vehicles in the game with even more endgame potential than CCA if managed correctly.

Biggest strengths include:
-Heavy tanks, which offer overwhelming firepower with more mobility than a walker
-Walkers with blast cannon as well
-The Yeti main battle tank comes with an SP Stabber and Shadower missile. This allows the Yeti to combo cannons and rockets together in ways other tanks cannot.

Biggest weaknesses include:
-Very large buildings (even moreso than CCA) that are hard to fit on certain terrain
-Some units are slower, and bulkier, making CRA susceptible to rushes or well coordinated nimble attacks
General Unit Tips
Let's review some general usage tips for the different vehicles. I will basically make a few notes for each faction's main combat units if they have any unique traits compared to other factions.

NOTE: These tips currently apply only to SBP. There will be some minor differences mainly in stats or loadouts between SBP and Stock.

For units in general:

  • Tugs: Essentially useless in strat games. Can be used as ammo soak tools due to their high hull, but usually you want scavengers anyway.
  • Turrets: Mostly identical across all factions. Useful for defending Recycler as a last ditch measure against rushes but you would want at least 4 to cover it. Also good for putting in your spawn if you die. Also, when deployed, you can't be sniped in one.
  • Howitzers: Very powerful but slow units that have the most range in the game. Never underestimate howitzers, especially in groups. Either move to use your own or launch a fast strike to shut them down before you get shelled out. As with turrets you can't be sniped in a deployed one.
  • Minelayers: Good for securing a scrap filed while you retreat. Also good for covering flank paths to slow down approaching enemy units. They have a niche use as thumper units if you upgrade them with thumper. They obey the "Attack" command and will relentlessly thump as long as they are alive and have ammo (30 thumps worth). They also will fire Thump on the follow command but the enemies have to be very close for them to do so.
  • APC's: Virtually identical across all factions with one notable exception: NSDF/Bdog APC cannot be sniped from behind, only to the front and front sides. Do with this information what you will.
    APC's are quite strong if used correctly but must be managed carefully otherwise they will accomplish basically nothing. The best ways to use them are by telling them to attack right after ejecting an enemy player, or sent as a distraction against buildings or other stationary targets while you engage the enemy with your main tank force.
  • Scavengers: See a great video from Rosario about ways to manage scavengers.


  • NSDF Tank: Arguably the best vehicle to pilot in the game. At+Minigun linked is great DPS and good for dueling, mortar for range and blowing up APC soldiers, and thumper for disorienting entire armies.
  • NSDF Scout: Takes a while to build, but can be useful for flanking maneuvers or harassing scavengers or other units. They are great for early game but lose viability as the game progresses due to low hull and ammo count.
  • NSDF Light Tank: Builds fast, and has a lot of reserve ammo. Makes it a good unit for sending against buildings or high health targets. However it has low hull so isn't the best combat unit against an army.
  • NSDF Bomber: Extremely strong at range, especially when used at max range by a player. The AOE explosion damage can quickly destroy buildings and clustered units. Never build more than a couple though, as they die quickly when going against close range units.
  • NSDF Rocket Tank: High DPS unit since it can dump both shadower and hornet into enemies. This is offset by some units not having high heat signature (hornet lock on time), and players can negate the missiles by nav beacons or phantom VIR. Not strong against production units.
  • NSDF Walker: Weaker than the CCA/CRA walkers by far, but it has much better ammo efficiency and if supported by a mobile army, can put out a ton of total damage. Useful as a distraction against players (requires them to burn thump ammo) or laying into a crowd of scavengers/buildings.

  • CCA Tank: When upgraded to have mortar and/or SP Stabbers, this is the most powerful tank in the game with the most hull, ammo, and loadout slots. Stock CCA tanks are susceptible to APC drops and incoming fire from other units due to their wider profile.
  • CCA Flanker: Much weaker than the NSDF scout simply due to it's size...it takes far more damage because of it's wider profile. Still, they are useful in the early game to augment a starting force.
  • CCA Light Tank: They have a niche use as a sandbagger unit since it comes with TAG Cannon and Sandbag. Use them to slow down enemy units such as player tanks.
  • CCA Rocket Tank: Less DPS than NSDF Rocket Tanks, because they have dual shadower. However, this means they are more ammo efficient and can harass enemy player tanks very well by constantly sending barrages of shadower missiles.
  • CCA Walker: The crowning glory of the CCA. Not ammo efficient at all but is nearly unbeatable when micro-managed correctly to only shoot certain units with it's blast cannons. Can eject enemy player tanks quickly, or shred buildings at range.

  • Black Dog Tank: Not as diverse as the NSDF tank, but quite deadly when used properly. Comes with SP stabber and minigun, which can be toggled together for more short range DPS. Prox mine is situationally useful, but certainly not as much as Thumper. Only build these when you have the spare scrap and have the time.
  • Black Dog Scout: More expensive at 8 scrap, but they are very nasty for attacking enemy player units due to the spraying minigun and shadower missile. 2 or 3 of them will very quickly burn down enemy units. One thing of note, is they have a lot of trouble killing enemy pilots due to trying to aim with shadower (which can't lock on) and the offset minigun. So they end up missing most of the time.
  • Black Dog Red Devil: Unique to the Black Dogs, this unit builds fast and moves even faster. It's excellent for fast strikes to secure scrap fields or fight off early attacks. It has low ammo and hull so while it has good damage of TAG/Hornet, don't rely on it for long.
  • Black Dog Light Tank: Nearly the same as the NSDF Light Tank but toggles it's Phantom VIR on and off during combat. This makes them somewhat useful for countering rocket tanks. They also build quickly and are a decent augment to an army.
  • Black Dog Rocket Tank: This serves as the long range unit of the black dogs. It has dual rocket bomb but less ammo to compensate for it's increased mobility. Use as you would an NSDF Bomber.
  • Black Dog Bomber: Don't rely on them for main combat, but they have an extremely strong niche use for flanks and distractions. A comet will one shot nearly all units except walkers and production units, so enemy players MUST divert their attention to shooting it down or risk losing a lot of units at once. Sending 2 comet bombers from 2 different directions while attacking with your main force can be devastating and nearly impossible to counter if done properly. However, after firing their comet they are pretty weak due to low maneuverability and only have a TAG cannon with Sandbag.
  • Black Dog Walker: Much less hull but moves a lot faster. It can be useful for quickly getting a lot of firepower to the battlefield, but it most likely will die sooner than other factions walkers. It also is lacking a pop gun.

  • CRA Tank: Due to it's cannon and rocket slot, it has different weapon combinations possible. Still very strong due to it building with SP Stabber by default. As with Black Dog tanks, don't build these unless you have time and can afford them.
  • CRA Rocket Tank: This has dual shadower similar to the CCA Rocket Tank.
  • CRA Heavy Tank: While not very ammo efficient in extended battles, heavy tanks can quickly rip apart buildings, grouped up units, and production units. They are an excellent augment to an army if used properly.
  • CRA Walker: Similar to the Golem but moves a bit slower.
Most important tips during strategy games
Rosario's 10 commandments of strat:

1. Place silos during openers
2. Get to 10 offensives ASAP
3. Use the 'Follow Close' command for offensives
4. Replace anything you lose
5. Keep pilots above 0 - rebuild factory, place barracks
6. Always fight with your army
7. Secure fallen scrap ASAP with silos, scavs
8. Get howitzers ready just in case
9. Prioritise keeping all 3 lives (just get home safely!)
10. Do not feed - call your army back home if you are ejected or lose a life
What to do in the first 3 minutes of a match
Rosario: I would preface with this: Make sure you know where spawns, scrap and geysers are for the map you are about to play on. If you are new to strat, you're better off sticking to a small handful of maps you are knowledgeable on and comfortable with. Gradually start to expand your map pool over time instead of jumping into random new maps and feeling overwhelmed with the need to memorise so many details.

Before you've clicked launch, consider which spawns you might get. On most maps you cannot know where you will start until you're in-game, but for now, think about how you want to play the game and who your opponent is. If they attack early, get to the nearest geyser+scrap combo field and rush a factory up to spam-build offensives. Having a large army is the most important condition for surviving, so the quicker you can reach that point, the sooner you will be secure.

Upon spawn, the first step is to think where the scrap is. On some maps like Canyon Madness, there's no scrap in your spawn area so you need to move somewhere immediately, usually forward then up the ramp to a corner (not mid).

For building, the constructor is usually the best first option so you can rush it over to another scrap field and place a silo, or place a silo immediately where your recycler is deployed, then move with it somewhere else. Either way, you need to get scrap storage in place at 2 or more fields as soon as possible. After the constructor, get 2 scavengers to immediately gather while saving 4 scrap for your first silo.

Now that you have laid the foundations for your economy to get up and running, you need to build an army so that you can both defend against early aggression and also apply early pressure on your opponent. After constructor and 2 scavs, you should get more scavs (5 or 6) and the factory. All scrap should now go towards offensives until you reach around 6 or 7, then consider recycling and rebuilding the factory for more pilots or placing a barracks so you can reach 10 offensives.

At this point, you can choose to get an armory for dual SP-Stabber for your tank in order to have maximum firepower, or save that scrap for other things. Now, you are safe to play in the match at around 3 to 5 minutes in. Here are your options from here:
  • Go with the constructor to another scrap field (with some scavs following) then place a silo
  • Move everything (army, production units (prods) etc.) to another scrap field
  • Hold a defensive posture if you expect an attack, at the cost of limiting your economy
  • Head out with army to locate and box-in your opponent early (this is risky if you leave your base undefended and your opponent does the same thing then catches you exposed)
  • Leave your AI protecting the rec with the defend command then go out solo to spot your opponent's base or harass his scrap collection (beware, AI on their own without the player can be easily beaten by another player abusing the restrictions on how AI fights, such as 'kiting' (drawing their attention then pulling them away from the rec to be picked off 1 by 1 or getting the rec exposed)

After you've reached 10 offensives, you should get a turret and place it in your spawn for pick-up when losing a life, and also build 3+ howitzers (howies) so they are ready in advance in case a howie war starts. Anything else - gun towers, turrets, hangars, supplies etc. are all optional.


Summary:
The 'opener' of a game requires you to know where geysers, scrap and spawns are so that you can quickly get a strong economy going in order to afford:
  • A full army (10 offensives) + some howitzers
Once you have those, you have succeeded in the opener and can develop mid-game strategies.

Sniping 101
The sniper rifle is the only weapon that can singlehandedly turn the tide of battle in one shot. Here’s how to use it.

Things you need:
-A custom reticle (I recommend vivify’s or bw’s old reticle)
-A comfortable mouse and ample desk space
-Mouse acceleration OFF in windows and mouse software if applicable (key for consistency in aiming)
-Auto level off or a bind to toggle it (you need maximum vertical aim)
-Optional: simplified target reticle mod to make it easier isolate a target mid-fight

Types of sniping: (highest risk to lowest)
-Scope shot
-Hop snipe
-Air snipe

Hop snipes are the bread and butter of sniping effectively. In the long run they are far more consistent and put you at less risk than deploying the scope. Remember that in redux holding down the jump key will never deploy the scope, but it will deploy in 1.5. A common noob mistake is to deploy the scope when standing undetected next to enemy ships. They might snipe one or even two ships, but get killed because the animation is far too long to get up and enter the ship. Instead, you should hop snipe one ship and quickly enter it before the wingmen can kill you.

NEVER use the scope unless you are at least 300m from the target and able to quickly get back inside your ship. I cannot stress this enough. Relying too heavily on the scope is the fastest way to get killed in strat. The only situation you should use the scope is in extremely long sightlines like bmr mid or corner pocket spawn corridors.

Another mistake people make is not using their shots when being ejected. You have three chances to shift the game in your favor. Use them. If the player is in range of tli and being oblivious this can be a free kill, but long range shots will at least make them run and hide if they’re smart. The only exception to this is if there’s a ton of ai on your ass while you’re landing. In that case save the bullets for taking out the ai rather than pressuring the player.

Finally, take your time with your shots. Very rarely are there situations where you NEED a kill as fast as possible. Shooting slowly and taking time to adjust your aim will ensure accurate kkshots and net you more kills. This is very important in air snipe duels or when you are on foot with no way to refill your shots.

Advanced tech:
-Fast thump snipe (only possible in stock). Thump the enemy player tank at no more than 175m away, twice if necessary to ensure they are launched. When the player is caught, initiate a hop snipe and deliver an accurate shot on target. Reenter your tank before the ai can retaliate. This can be done before hitting the ground in one fluid motion with enough practice.
-SBP set-up thump snipe: thump 2-3 times at 225-250m and immediately hop out but do not deploy the scope. When the delay expires the enemy should be caught in the thump, hop snipe them and reenter your ship.
-Uncounterable Up-snipe: (only possible in stock). Eject an enemy player and immediately pitch upwards and hop out. With the right angle and timing you should be able to snipe as they are still ascending. Due to the locked yaw after eject, the enemy cannot return fire during this time and this technique has no counter except an extremely fast blind shot as you are ejected.
-SBP set-up up-snipe: eject the player and immediately hop out to prepare for a shot. The timer will expire around the apex of their eject and be aware it is possible for them to return fire. Do not use this technique if there is enemy ai within 150m or engaging your army.

-Satellite decoy: hop out while in sat view and then disable sat view. Your tank will appear on the enemy screen while you are on foot in reality. Use this advantage to set up for a scope shot or hop snipe on an unsuspecting enemy.

-Here are some custom sniper reticles that work far better than the stock one. Pick one and give it a try!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2939496642
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2386896766
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2475246096
The Importance of DM (Death Match) Skill

The part of the game that many stratters neglect - a strong DM game is necessary to get to the highest level of strat, but having good DM skills will help win games at any level of play. In this case "strong DM game" refers to the ability to use your own tank to fight other AI and the other player on the front lines directly.

My rule of DM skill: If you have equal DM skill then the game will usually be decided by strat skill. Likewise, if you have superior DM skill (and strat is equal) you can win with DM, but with inferior DM skill your opponent can win with DM. With this in mind, your goal for improvement should be going at least 50/50 with your opponent in a 1v1, and anything past that will give you an extra edge.

Basics:
Always use a tank as a primary ship, reason being they have the most tools at your disposal and a good balance of hp, ammo, and speed. Don't even think about touching a light tank or doing bomber swaps until you're advanced in not only DM but also awareness and strat skill.
Automatic levelling will mitigate enemy thumps and make it much easier to aim while moving, but it also restricts your vertical aim so it is difficult to hit floating pilots or throw mortars far. Keep this in mind when deciding on whether or not to use it.
Upgrading your tank can give you an edge in certain situations. An SP kit will greatly increase the power of a player tank, but be sure to keep repairs and ammo close. I would not recommend using specials other than thumper when starting out since it has the most potential to clutch a 1v1. MAG can be extremely effective but requires a lot of focus to use properly, too much in my opinion but it all comes down to personal preference.

The last important thing to remember is that using jump thruster (E) = DEAD. You have no air control while floating and it makes you an easy target for any skilled player. If you need to stabilize your aim, use a keybind to toggle auto level instead. -VT
AI behaviour


Follow vs follow close

Line of sight max speed

Overriding default state (recycle)

Defend vs follow

Apc deploy range

Refreshing commands periodically

Getting AI unstuck from terrain/buildings

Using satellite and navs to manage army
Different Faction Matchup Tips
How you approach a strategy game can often really depend on the faction matchup. For example, if you are NSDF going against CCA, you will automatically be in a rough position especially if your opponent uses Golems well. You will have to adapt how you play, and even similar matchups will play different (e.g. Black Dogs vs NSDF).

Scenario 1
You are NSDF going against an experienced CCA stratter, who uses Blast cannon, Golems, and APC's.

  • Step 1: Die

Just kidding, there are plenty of tools and tricks you can use to go against CCA, but it will be an uphill battle. Here are some general tips I have in this particular scenario, being on the end of a good CCA player many times. Even if you execute these perfectly, sometimes the enemy CCA player will just play better and still win, but these can give you a fighting chance at the minimum.

  • Most important thing when going against CCA is maximizing your pilot count. This is always important, but even moreso against CCA because many units end up becoming cannon fodder by being instantly blasted out of existence.

    Never let your production units be idle. If you have 10 offensives, recycle factory and get back up to 15 pilots. If constructor is idle, it should be recycling a barracks or building a new one.
  • Maximize scavenger count. You want as many as possible, ideally 10. Many will die, but they will drop scrap on your side most likely and soak up blast damage from walkers. This wastes ammo so your opponent will have to be way more careful what they let their walkers attack. Plus, your scrap flow will be as fast as possible.
  • Build a comm tower so you gain Satellite. Never sit for extended periods of time in satellite mode, but use it to quickly manage howitzers and attack silos, supplies or walkers out of range of your tank radar. This allows you to target things you can't get into range of with your tank, else you get blasted. Or use it to quickly build a barracks if you are not directly in your base. Satellite can be a life saver when used swiftly and efficiently.
  • Spam Wolverines. Have at least 5. They are very good at fighting against AI, and can harass players. But, their primary use here is to shut down Golems. If you tell a Wolverine to attack a Golem directly, it will dump its hornets into the Golem and often get the kill. If the Wolverine gets the drop on the Golem, it will almost always trade or win. If the Golem is blasting at 300m though, the Wolverine will lose. However, if you send 2 at the Golem, it's almost certainly going to die.

    Many times I have saved myself from being ejected, or punished a Golem overextend by sending 1 or 2 Wolverines on direct attack orders while falling back myself. The Wolverines usually die, but they take out the walkers and the player can't do anything about it because once the hornets are launched, they will land.
  • Thump Golems liberally. Make a supply or drop ammo pods so you can thump multiple times to get them away if needed.
  • Sometimes thumplayers are useful, but they take a bit of time to setup. Still, for only 5 scrap you get 30 thumps which can seriously disorient a walker army.
  • APC's are really good for soaking up blast damage as well. Don't rely on them to actually cause damage, just send them at approaching walkers so they burn ammo on them. If they manage to drop soldiers it's a bonus, but their main use here is to burn Golem ammo and distract the player.
  • MAG cannon is underrated if the map has the range for it. You can hover at about 302 M just outside blast range and poke Golems with the blue and orange charges to kill them for free. Or you can destroy supplies at a distance. If the player tries to rush you in a tank, that's what your wolverines are for.
  • Bombers are quite good, but its better if you pilot them otherwise they will probably get blasted quickly.

These are some things I've found that help me win against CCA/CRA. Still, especially in the late game, these factions are just plain stronger than NSDF and so you often need a bit of luck to win as well.

Here is a video where I successfully staved off a CCA assault, but lost the game in the end due to lives.

Deep Dive - Strat Balance Patch (SBP)
[Rios Overview Videos]
[Links to all patch notes]
[Links to discord discussion channels]

How to get more involved?
Deep Dive - Weapons
Cannons

Rockets

Mortars

Specials

[Rios weapon range guide here]
Deep Dive - Bomber
Bombers of all factions are very underused in many strat games. This is mainly because they have relatively light armor, have low maneuverability, and can't fight up close very well.

However, Bombers are one of the strongest combat units in the game when they are used for their intended purpose.
Deep Dive - Golem/Yeren Walker
Managing Walkers
Deep Dive - Howitzer
Advanced Tools and Tricks
To give you that edge...

Macros

Auto level

Splitting weapons

Remote prod select

Refilling apc at enemy barracks

Resetting unit engagement range

Nav on geysers

Using armory as defense

Timing games with in game timer

Thanks to
BW for his Black Dog logo! It is badass.
Rosario for managing SBP (that's a lot of work!) Also for contributing to this guide.
VTrider for contributing to this guide.
1 Comments
Marik 5 hours ago 
Who asked :steamhappy::steamhappy: