Multiwinia

Multiwinia

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The Art of Multiwinian Warfare
By Ville Valste and 3 collaborators
This guide was made to introduce new players and maybe some of the older players too, to the Art of Multiwinian Warfare. I will be covering the basic concepts, different strategies, important power-ups and of course some of the pro-tricks I've come across during my time in Multiwinia.
   
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Introducion (The Basics)
Here I will introduce you to the very basics of the game's concepts.

Multiwinians:
These are your basic soldiers and there are 10 different Multiwinians, Green, Red, Yellow, Blue, Orange, Purple, Cyan, Pink, Evil and Future. From these, the Evilinians and Futurewinians are not available to be used by the player without modding and Green and Red are the only ones available on Assault maps, Green as the defender and Red as the attacker.

The basic player controlled Multiwinian has two weapons, the Laser Gun as the primary armament and Grenades as secondary armament. The Laser Gun has a rate of fire of 12 rounds per minute needing 1-3 shots to kill another Multiwinian. The Grenades kill anything in their blast radius, although not necessarily everything as the blast damage decreases the further away the Multiwinians are from the detonation spot, but still, enough Grenades will kill Multiwinians even on the edges of the blast radius. Lasers can not kill friendly Multiwinians, but Grenades can.

Evilinians are just like regular Multiwinians, except they are a bit tougher as they are immune to fire and napalm. And also, their Souls are corrupted, so they don't drop them when they die, like all the other Multiwinians do.
Note from diiPY: Just cuz theyr'e big badasses, doesnt mean they got more hitpoints. So, tough doesn't mean they can survive more hits than regular winians.

Futurewinians are just like regular Multiwinians, except they have their Laser Guns and Grenades replaced with Subversion beams, which will turn their victims to the kind of Multiwinians that shot them, in this case it's the Futurewinians. The turned Futurewinians also have Subersion beams as their only armament. Subversion beams also need only one hit to turn a Multiwinian.
Note from diiPY: The Grenades aren't replaced with Subversive Grenades tho'.

All Multiwinians can be spawned from either Spawn Points, Trunk Ports (Assaults, Rocket Riots and Blitzkriegs) (Not usable for Evilinians and Futurewinians) and Reinforcement Power-Up Crates.

All Multiwinians (except Evilinians) have Souls that are basicly Multiwinian source-code (sort of programmed DNA). These Souls are left behind on the field after the Multiwinian dies and they start to float towards the Soul Repository (directly upwards from the ground) and can be collected by Engineers and Harvesters before they rise too high and then be taken to a captured spawn point and reproduced again.
Ruses (Power-Ups): Armour
In this section I will go through the most important Basic Power-Ups.

Tactical Power-Ups:
1. Armour
This is your #1 APC (Armoured Personnel Carrier), which will provide you major tactical benefits with its mobility. You can transport one hundred Multiwinians across the map in mere seconds. Although beware, if the Armour is destroyed all Multiwinians inside die. Though another benefit from the Armour is its, well, armour. The vehicle is immune to lasers and can take multiple grenades before being destroyed. Alarming hint for low health is when the Armour starts flickering. The faster it flickers, the less it can take before destruction. You can also terminate the Armour (default button C) and make it explode regardless of the damage it has taken. Armours also get destroyed when touching a hostile fence, so watch your maneuvering!

Usage:
1. Load up with nearby Multiwinians by right clicking on the floating icon or selecting some Multiwinians and right clicking on the vehicle to order them inside.
2. Move the Armour by right clicking where you want it to go.
3. Unload Multiwinians by right clicking on the vehicle's icon while it's moving or when it has reached the destination or right click on the waypoint icon to unload Multiwinians automatically upon reaching the destination.
4. Terminate Armour by pressing C while it is selected or you are hovering the mouse cursor over it.

Tactical Suggestions:
1. Transport troops to the flank or rear of the enemy. Merely transporting troops to the front might be a fast way to get them there, but is not the most effective use of the Armour. Although, if the Armour is reaching critical damage it might be the safer option.
2. Capturing Turrets. You can order your Armour to go very near the turret and unload, but this is only a sound tactic when it is not a Rocket Turret, because they can kill Armours with ease. Although Gun Turrets can kill Armours too, it will require some precision shooting from the Turret's operator. It is advisable to no go directly to the Turret, but instead enter with a moderate curve to make shooting the Armour more difficult, but still closing the distance fast.
3. Stealing Spawn Points. You can order your Armour to unload its troops while moving around a isolated hostile spawn point. The idea with this is to kill Multiwinians operating the spawn point to stop reinforcements from spawning fast and getting your own Multiwinian to occupy it in mere seconds.
4. Killing Turrets. This is only recommended for Assaults , Blitzkriegs and Rocket Riots where you get extra Armour(s) every reinforcement cycle. You can do this by ordering your Armour to go straight to the turret and Terminating it (default button C).

Counters to Armour:
1. Shoot it with Turrets.
2. Bomb it with Bombers.
3. Teriminate your own Armour right next to it.
Ruses (Power-Ups): Air Strikes
There are two kinds of bombing runs: Explosive and Napalm.

Explosive Bombs deal blast damage like the grenades and can damage Armours and Turrets as well as Multiwinians of course.

Napalm Bombs flame up their target area dealing fire damage to anything flammable, such as Multiwinians and Trees, but not Armours or Turrets. Napalm is more effective against flammable targets than Explosives.

Using:
1. Press Tab-key.
2. Right click on the target area.
Notes: The Bombers appear from the edge of map and might take some time to get to the target area. The Bombs are dropped at the flares spawned by your click. The flares jump a little away from the center of the click and might jump further or even bounce to another way depending on terrain.

Tactical Usage Suggestions:
1. You can bomb various things, but the most effective use of this Ruse is to strike where you can turn the strike into something more beneficial than just killing the hostiles.
2. Good targets are for example spawn points, turrets and forests.
3. With napalm you can kill a turret's operators without destroying it.
Note: Turrets have the possibility of shooting down bombers, although it takes a good player to be able to manually do so, as the AI cannot usually react fast enough. Also, the fact that Bombers sometimes come from two directions might make this even more difficult.
Note from diiPY: Don't you poor bastards even think of trying to kill Bombers with Flame Turrets.

Counters to Bombers:
1. In case you have Turrets, shoot the Bombers down with them.
2. If you are in Formation, break the Formations immediately and the Multiwinians will automatically run for their lives.
3. In case it's a Napalm Bomber, you can try to get your troops inside Armour as the Armour is immune to fire.
Ruses (Power-Ups): Turrets
There are three kinds of Turrets:
1. Gun Turret
- Fires heavy projectiles, which can cut through several Multiwinians and given time, even Armour
- Cannot do friendly fire
- Shoots the furthest of the three Turrets

2. Rocket Turret
- Fire rockets, which explode when upon impact or reaching maximum range
- Explosions result in similar damage as with Grenades
- Shoots second furthest of the three Turrets
- Friendly fire is a major issue with this Turret, so it requires quite a lot of attention

3. Flame Turret
- Short range flamethrower
- Kills anything living and not armoured (excluding ants (Note from diiPY: They don't kill other Soulless Hellspawns either))
- Using this Turret type for your own defense is recommended in only flat areas away from your spawn point(s) and with low amount of friendly troops close to the turret, because this Turret type is the most problematic with friendly fire out of the three Turrets

Using:
1. Press tab to choose the Turret andleft click where you want to position it.
2. Make sure you have 1-4 Multiwinians nearby to occupy it.
3. The Turret can shoot automatically, but you can use it manually by left clicking on it.
Note: Turrets cannot be terminated once placed (default button C).

Tactical Usage Suggestions:
1. Use the Gun Turret where you want to make a strong defensive position and make sure you have plenty of friendly Multiwinians nearby to replace the killed operators and protect the turret from being captured.
2. Use the Rocket Turret like the Gun Turret, except keep your masses away from it and watch for friendly fire.
3. Use the Flame Turret...
...by pressing C immediately when you get it. Using a Flame Turret risks hundreds of your Multiwinians while your opposition can just bomb it or capture it with Armour.
Note: If you still want to use the Flame Turret, you'd better have figured something significant out of it or never tell anyone you read this guide.
Note from diiPY: I think they're the strongest, if human controlled.

Counters to Turrets:
1. Divide and conquer. Meaning divide up your attack to several directions around the turret and then capture the thing.
2. Bomb it with explosives or napalm.
3. Use Armour as described in the Armour section.
4. In case it's a flame turret, get as close as possible with a formation and Grenade Barrage it.
Strategy and Tactics: Terrain
Terrain is your number one friend or foe in any situation you might come across, knowing how to utilize it to your benefit is everything, if you want to Master the Art of Multiwinian Warfare.

Flat Terrain
This is the most balanced Terrain type there is and by the Mechanics of Multiwinia the second best attacking and defending Terrain. What will bring you victory on flat terrain is either Ruses, Numbers, Maneuver or Micromanagement or any combination of these as long as the sum of these means you are stronger than the opponent.

Sloped Terrain
This is the least balance Terrain type there is and by the Mechanics of Multiwinia the best defending and attacking Terrain (if you are uphill). You should look to be uphill compared to your opponent or to somehow get your opponent leave the heights, if you want to survive this fight with less casualties. Anyhow, if you have the Numbers and don't care much about the casualty rates, then just go for it. Three to one is pretty safe ratio of troops for head on assault against opponent in an elevated position.

Bottleneck Terrain
Not really a Terrain type, but an important feature what-so-ever. The important thing in this kind of area is that it is effectively limiting Maneuvering so that there is sort of one way in and one way out. Here Numbers and Micromanagement are the most important along the effective usage of Ruses.

Tactical Usage Suggestions:
1. Occupy high terrain, even if it was only a minimal hill, it might make a difference.
2. Avoid attacking through steep slopes, this is how you will most likely suffer the most casualties.
3. Prefer attacking on flat surfaces or downhill, although, it might be a bit more beneficial to defend the hill when you got one.
Strategy and Tactics: Spawn Points


The first question here should be: "What is a Spawn Point?" And I'm glad you asked. A Spawn Point is your #1 way of producing troops to the field. You will need five Multiwinians to operate it and it will bring your twenty Multiwinians per wave. The rate of waves can be increased, if the advanced options have handicap and you have less Spawn Points than your opponent(s).


Capturing Spawn Points:
1. Send enough Multiwinians to it, minimum is 3 Multiwinians, so that it can be operated.
2. If it is occupied by hostiles, there will likely some sort of fighting before you can capture it, but you can dismiss this by using certain Ruses that clear the Spawn Point before you go to capture it.
3. If you don't have any Ruses, then you best bet is to gather 40+ (if it's single) or 80+ (if it's double) and use your best mircomanagement skills to fight the spawning Multiwinians and hope they don't get any reinforcements.
4. If you can fight for the Spawn Point in the direct vicinity of it, you should try to kill the operators as soon as possible to stop hostile Multiwinians from spawning.

Defending Spawn Points:
1. Armour. If you have one, you can send reinforcements to a Spawn Point under attack extremely fast.
2. Formation. Collect 90 Multiwinians to protect a Spawn Point and put them into a Formation.. Although this might draw reinforcements from the front, it will make the Spawn Point a lot safer.
3. Turret. A Gun Turret would be the best option, although Rocket Turret will also suffice. The problem with a Turret is that it can be captured, so what was your Turrer protecting your Spawn Point, might soon be hostile Turret protecting hostile Spawn Point.
4. Reinforcements. Yeah. The ones that come from the Spawn Point. Make the best use of them and protect the Spawn Point's operators, so that you can get as much reinforcements as possible out of it.
Strategy and Tactics: Pro-Tricks
Are you feeling the other players know something that you don't? Maybe some nasty Mechanics of Multiwinia provide your opposition the edge to wipe you with barely an effort? Look no further, here you shall become a self-proclaimed Pro!

The Pro-Tricks:
1. Suicide Armour
You might have seen this earlier in the guide, but it's still counted as a Pro-Trick. The point in it being here is that you have to use it a lot when possible. In Rocket Riots and Assaults where you get more Armours at least every other reinforcement wave, you should suicide your Armours as soon as the opportunity shows itself.
2. Grenade/Rocket Barrage
You know what's more deadly than a Grenade launched at a mass of Multiwinians? That's right, a dozen Grenades launched at a mass of Multiwinians. So how do you use the Barrage?
Order your troops into a Formation -> Make sure the Formation is still. -> Make sure the hostiles are in shooting range, but not too close. -> Select the Officer and press C.
And this is how you use the Barrage. But also remember to use it with caution. Especially Rocketwinians tend to kill themselves a lot if there's even a little hill in between them and the hostiles.
3. Manual Turrets
You are by far better Turret operator than the AI as you can shoot further than what the AI is programmed to shoot., So if you have the time, you should operate the Turrets in hot zones by yourself. Another thing is that you can shoot at incoming bombers and even nukes with the Turret when you control it Manually.
4. Suicide Forests
Well, whatever you want to call it, this is the Trick where you put a Forest into hostile territory and burn it with Air Strike or Napalm. Doing this on double Spawn Points might be very very mean, but give you the winning edge. Use with caution.
5. Formation and Turret
Recommended to only be used with Gun Turrets. Putting a Formation under a Turret will make the Turret almost invincible, if not countered by Ruses.
Strategy and Tactics: Maneuver
Maneuver is the single most important aspect of Strategy and Tactics. By maneuver, you can win all kinds of engagements, offensive and defensive. The key in Maneuver Warfare is to act faster than your opponent and seize the good defensive positions first or attack the opponent in a perilous positions before he can relocate.

Maneuvering is very simple in Multiwinia, but the difficulty comes when you have an opponent. Here's a few good points on Maneuver Warfare:
1. Act, don't react. Having the initiative is crucial when you are to take on your opponent, because that way you can decide the battleflow, even if it costed you more casualties.
2. Be determined. If you look unsure of what you are doing, your opponent might act on your hesitation and steal the initiative or even worse, figure out that you are a newbie. And even if you failed, at least it would look like you knew what you were doing and your opponent just simply was more skilled than you; no big deal.
3. Be flexible. So if you at some point realize that what you are doing is a huge mistake, just stop and change the plan. This goes both ways; if your opponent is doing a huge mistake, make everything you can do to have him keep to his awful plan.
Ways of Conquering (Game Modes): Domination
Now I will go into the different Game Modes present in Multiwinia, covering basic gameplay and strategy.

Domination Basics
In this game mode, your aim is to capture as many spawn points as possible. There are different scoring systems, but the goal of the game is nevertheless the same.

Domination Strategies
When you are in a Domination match, you will want to use all your assets as efficiently as possible to gain overall control of the battlefield. In order to achieve this efficiency, you will want to be fighting the opponent(s) for the entire duration of the game on all fronts. This is because, if you are holding your troops back for maybe gathering a sizable attack force, your opponent will have done the same or worse, he might be already attacking you at your spawn. In Domination, you have to fight for every bit of the map and not retreat unless your position is hazardous to be in from a tactical perspective, but even so, you will not give as much ground as if you would when you retreat your frontline all the way back to your spawn.

Furthermore, the point of fighting all the time is to keep or achieve your initiative. Act, don't react. When you preussure the opponent everywhere, you can choose where to send your extra reinforcements and your opponent will either have to react to that or risk that front. If the opponent chooses to send his extra reinforcements to another front, you can still push where you intended, while keeping a defensive fight on the opponent's choice of reinfroced front. With micromanagement, skill and luck, you might be able to delay the opponent's advance until you have breached his positions elsewhere. Now in case your opponent did not choose to keep fighting all the way to his spawn, you will have gained time.

Using Power-Ups in Domination to the most efficiency is still about the initiative. Every time someone deploys a Power-Up the other players will react upon it, regardless if it was relevant at the time or not. Now to get the most out of your Power-Ups, you will want to deploy them offensively. Turrets might seem like the ultimate defensive weapon to you, but they are also good for the offense. For instance, when you are attacking an enemy spawn, but the enemy still has conciderable or maybe even equal numbers compared to you and more spawning every moment, you could place a turret to the front line to quickly cut down the enemy numbers. Even if the opponent has a Turret, if it has a lower range than your, you can use your Turret to disable the opponent's before capturing it. But be careful not to place your turret too close to the opponent or you could lose it and have even harder time to try to make a good offensive.
Ways of Conquering (Game Modes): King of the Hill
King of the Hill Basics
In King of the Hill or KotH, you have these huge and not so huge circles on the battlefield and your goal is to capture them and control them for as long as possible. On some maps you have Trunk Ports, Spawn Points or both, so you'll have to adjust your strategy accordingly for each situation. Now there are multiple scoring methods, which might also have to be taken into account in your planning. The scoring methods are the following:
Zone Control per Second
- Score one point for each zone under your control each second
- Mode that promotes consistency

Zone Population per Second
- Score one point for each Multiwninian you have in a zone each second
- Mode that promotes consistency and persistence

Final Zone Population
- Score one point for each Multiwinian you have in a zone at the end of the match
- Mode that promotes decisiveness

Total Zone Control
- Score one point for controlling all of the zones each second
- Mode that promotes hardcore badassery


King of the Hill Strategy
In this game mode there are a lot of variables, so defining a sound strategy in general for the mode might not be your #1 guideline when playing it, but I'll describe it anyways.

The Multiwinians are worth their weight in gold in this Game Mode (so, yeah, they're still fodder, but it's worth a little more to take good care of them here) and the reason for that is you score points with them, unlike in Domination, where you score points by Spawn Points. The more you have them alive, the better. When they start dying you start losing your score per second (at least in two of the scoring methods). But the same goes for your opponent too. Cause more casualties and you will have the edge.
Ways of Conquering (Game Modes): Capture the Statue
Capture the Statue Basics
In this Game Mode, you goal is to capture as many giant statues as possible. To do capture a statue, you need a good amount of Multiwinians under it to carry it to your scoring zone. The statue can change hands multiple times, if it is fought over and it can even break, so be careful with it.

Capture the Statue Strategy
In this Game Mode, you will want to have control of firstly the statue spawn zones, secondly the battlefield's Spawn Points and thirdly the opponent(s) scoring zones. While fighting over the statues might be a good idea for shorter games, the longer it gets the more you will want to be in control of the battlefield. When controlling the mentioned strategic key locations, capturing the statues will become easier naturally.
Ways of Conquering (Game Modes): Rocket Riot
Rocket Riot Basics
In this Game Mode, your goal is to capture Solar Panel that power the fuel pumps that pump the fuel into your Rocket.
Once your Rocket is full, you need to load one hundred Multiwinians to it and prevent other players from blowing it up, in order to achieve lift off and victory.

Rocket Riot Strategy
This mode is essentially similar to Domination, except instead of capturing Spawn Points and Dominating the battlefield in the end of the match, you capture Solar Panels and send you Rocket up into the internet in the end of the match. The more Solar Panel you control, the more psi your fuel pumps have and the faster your Rocket is ready for lift off. Strategiy wise, this means that there's not really much difference to a Domination match, except for the end where you need to protect your Rocket before lift off. If you see your opponent(s) Rocket getting close to100% you have to send troops to the Rocket and blow it up. There's not really much else general strategy to this game mode, so for further information, refer to the Domination Strategy section.
Ways of Conquering (Game Modes): Assault
Assault Basics
In this Game Mode there are two teams with different goals.
The Darwinians' (Defenders) goal is to defend their Weapon of Mass Destruction or WMD for long enough to detonate it and wipe out the invading troops.
The Virus' (Attackers) goal is to attack the fortress and disable the WMD.
Both teams are assigned different assets for the duration of the game. Depending on the map, either or both teams can have Trunk Ports supplying them with new Multiwinians every 60 seconds and Armour Power-Ups with every reinforcement wave. For some maps, the Darwinians are given only the troops they have at the start, disregarding any crates they might get.

Assault Strategy
The Darwinians
The Defender strategy is tied down to delaying the incoming waves of opposing troops from reaching different stages of the fortress. There are very few situations, but still some, when a counter-attack is advisable. That will often require the Darwinians to have regular reinforcements from a Trunk Port. The Darwinians' main advantage are the Turrets of the fortress, which make up their lines of defence. Refer to the Ruses: Turrets section for further advise.

The Virus
The Attacker strategy is tied down to getting to the WMD and disabling it before the timer runs out. To advance into the defensive perimeter and getting to the WMD in time is all about efficiently capturing the Turrets on each stage of the fortress. You might be able to pour tons and tons of your Multiwinians at them, but in the end, if you don't have enough troops to fight the final stage of the fortress and defeat it in time, you are going to lose. In order to minimize the casualties, therefore maximising efficiency, refer to the Ruses: Turrets and Ruses: Armour sections of the guide.
Ways of Conquering (Game Modes): Blitzkrieg
Blitzkrieg Basics
In this Game Mode your goal is to capture the opponent(s) home flag or at least as many other flags as possible before the timer runs out. Depending on the map, there might be Spawn Points around the battlefield, but there will always be a Trunk Port at your home flag that will supply you with regular reinforcement waves as well as Armours. The home flags are guarded by electric fences, which on some maps need to be partially disabled first in order to capture the flag. To disable the fence, capture nearby Solar Panels, which are linked to the fence.

Blitzkrieg Strategy
Although the name of this mode could make you think this is a fast Game Mode, but it is not. The matches of this game type often drag on for the entirety of the timer and the winner being the one who captures the most other than home flags. On the other hand, if you manage to capture a home flag, you are most likely the winner even if it wasn't a one-on-one match as home flags give more points that the other flags.

One way of seeing this Game Mode is to think of it as a serios of mini-Assaults, as the capture of flags is often similar to that game mode's earlier stages, except that this time the control point can be re-captured. In this Game Mode however, you have often have a lot more options than in Assaults. As you have a regular supply of Armours, it is often advisable to go get even a far away crate with a small bunch of Multiwinians inside it as the extra Power-Ups might sometimes need to be collected in numbers before you can attack an opponent's multi-Turret strong point.
Ways of Conquering (Game Modes): Empire
Now this Game Mode might need a bit more explaining as some of you might not have even heard about it. This is a fanmade Game Mode, where the aim is not to outright destroy everyone, but instead use Diplomacy and other means to achieve your dominance over the battlefield.

Rules:
1. Do not capture anyone's last Spawn Point until someone declares the End War.
2. While not fighting anyone, your Loyal Subjects (Multiwinians) need to be controlled, by either having them in formations or by using officers to make them travel in routes within your Empire's areas.
3. You can explore and colonize islands around the map by sending one or more Explorers (Multiwinians that you turn into Officers by single right click after unloading from the Armour) to them with an Armour.
4. If you have Armour, you can create a Special Forces unit of your choice (i.e. Federal Marines, Imperial Task Force, Zombie Slayers..., just whatever you like) to be used in crate retrieval or in regular fighting with the other Empires.
5. If you have Magical Forest(s) within your lands, other players need to ask your permission, if they want to use them, otherwise you can retaliate legitimately (i.e. nuke the ♥♥♥♥ out of the douche).
6. You can declare the End War only when you aim to wipe out all your opponents.
7. The match can end even without an End War, when one player has all the other Spawn Points, than the other player's last ones. This Dominating player will be declared the Victor of Empire.

Empire Basics
This Game Mode is played with the Official Domination Game Mode, which means the goal is ultimately the same, capturing all the Spawn Points. But being more diplomatically driven, this is not the first goal. Your first thing to do is to capture the first Spawn Points, which can be decided beforehand, so the warring doesn't start right away. After that, you proceed to make either roads or formations to control your Multiwinians. Only after that comes the advanced Diplomacy and Colonization phase, where you do deals with the other players and if you have an Armour, colonize the islands. After deals have been made and islands colonized, you're pretty much good to go for anything you want within the rules.

Empire Strategy
Coming soon!
8 Comments
dave 3 Aug, 2022 @ 2:52pm 
-In Rocket Riot or Blitzkrieg, don't just make all of your turrets camp out at your home base/rocket. Spread your Turrets out across the map to defend Solar Panels or Flags.
dave 3 Aug, 2022 @ 2:39pm 
-GunTurrets are one of the few reliable ways to fight against Soul Destroyers. However, the GunTurret's auto-aim isn't good enough to pull this off on its own, so you'll need to do it manually. Rather than pointing where the Soul Destroyer is at the moment, lead your shots so that it will fly into your bullets. It's quite difficult to do, but it is possible with enough time and skill. From my personal experience, GunTurrets are the only Turret that can consistently kill Soul Destroyers with player assistance, as Soul Destroyers are immune to fire, and move so quickly that they're nearly impossible to aim and fire at with a RocketTurret.

-If possible, place Turrets in an elevtated position, preferably at the peak of a hill or mountain. This not only makes the Turret more difficult to directly attack, but also makes Airstrikes less effective than they would be on flat ground.
dave 3 Aug, 2022 @ 2:39pm 
-If you're making use of a GunTurret, make better use of it by using a Subversion Powerup on the GunTurret's operators. GunTurrets operated by Subversion-Winians will fire Subversion beams instead of regular bullets! But be careful: GunTurrets which shoot Subversion beams lose their anti-vehicle capabilities for as long as the powerup is active (Or as long as the Powerup-affected Multiwinians are operating it). GunTurrets controlled by Futurewinians will always fire Subversion beams.
dave 3 Aug, 2022 @ 2:38pm 
-Deployable Powerups such as the Engineer, Squad, Harvester, and Armour can be deployed near any Turret you currently own. Use your Turret in conjunction with a harvester or engineer to not only deny the enemy, but also bolster your own army's numbers. This works best with GunTurrets.

-If a Turret is giving you a bad day, remember that Turrets can be damaged by explosives of any kind. Use a Squad to pelt grenades at the enemy Turret while using Multiwinians to distract it. This usually won't work against human players' Turrets, though.
dave 3 Aug, 2022 @ 2:36pm 
Some lesser-known turret knowledge/tips:

-If you're attacking a FlameTurret and happen to have to Personal Shields powerup, give it to some of your multiwinians and send them after the turret: Personal Shields makes your multiwinians immune to fire! This can also be used if you want to make a push on your enemy while avoiding your FlameTurret's friendly fire.

-GunTurrets are great for locking an area down, but if you *really* want to stick it to the guy who keeps trying to flank it, place multiple GunTurrets near each other. Clumping your Turrets together makes it much, much harder for the enemy to capture them, and even AirStrikes and Armours may have a hard time taking out a large cluster of Turrets. This is especially effective against attacks relying on Armour.
Ville Valste  [author] 8 Oct, 2021 @ 4:23am 
I would assume it just means the expanding circle that you get when you press M1. AFAIK there's no other method for selecting your 'winians.
biogod420 7 Oct, 2021 @ 7:44pm 
what is the quick select vortex?
Milk :3 25 Jul, 2020 @ 4:05pm 
that grenade barrage is my favorite ability.