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Attack Stratigies

(These stratigies are not essential to playing the game, but are commonly used. If you are just starting out, these may provide you with a decent starting point.)

"Tarantula Rush"

  • This is a popular, easy type of attack that has been around since the beginning of the game. It's the simplest and most basic type of attack. The tarantula is the only unit that can capture K-drones, so they should be included in most attack campaigns. In the "Tarantula Rush" type of attack however, they are basically the ONLY thing in the army!
  • So you get a spy report and see your opponent has only 100 Busters. Though there may be 1000 tanks and 10,000 mechs, they won't do any good at stopping a rush of 200 Tarantulas since none of them target Tarantulas. This is a semi-kamikaze type of attack. Just put 200 Tarantulas in your army and send them off. The Busters will destroy some, but quite a few will get through and you'll get away with the easiest steal in the game.
"Rush (Advanced)"
  • If you develop your Bytanium Refineries, you can order the Protector. Tarantulas protected by 100 Protectors can get past hundreds of most ASU's (some types can shoot past Protectors).
  • You should try this type of attack a few times if you haven't attacked before. You'll need to get a feel for how many Tarantulas and Protectors, you need in order to get a good amount of K-drones and when it's not worth it to try since you'll lose too much in Tarantula losses. A lot of other attack strats build off of supplmenting this basic attack.
Two-Prong Attack (TPA)
  • What do you do when you get the spy report back and can see that clearly the Rush won't work because the opponent just has way too many ASU's? A common attack strat to deal with this situation is a Two-prong attack: separate your forces into two armies, one to take out/wear down the ASU's, the other a basic Rush army layout of Tarantulas, Protectors, and maybe a few support units to distract (more about distracting later).
  • First, you have to figure out how to deal with the ASU's. The main ASU problem solvers are the helicopters. There are other units you can use, but you'll have to find out about them in the game. So put all of your helicopters (or other ASU attacking units) into Army 1, all your Tarantulas and assorted support forces into Army 2 and send them both. Attack with Army 1 as many times as you can to take out the ASU's. After they're finished, send in Army 2 to Rush and collect.
Advanced: Multi-Prong Attack (MPA)
  • After you've done a few Rushes and TPA's, you'll steal enough K-drones to start moving up in reputation and your opponents will get tougher. Although you might be surprised at how often people leave their base vulnerable to a well-timed Rush, most often you'll find higher level bases guarded by much more than just ASU's. The trick to beating them is remembering your objective and connecting the dots.
  • As you can imagine, these MPA's can get complex depending on how many of what different types of units the target has guarding the base. But instead of just clumping together an army, sending them off and hoping for the best, try to connect a few dots. Start at the bottom, from the K-drone (your primary objective) and work your way back. Might go something like this: "Ok, he has a ton of K-drones... I'm sending 150 Tarantulas to take them... he has those 300 Hammerheads... I'll put the Tarantulas in army three and put my 250 Dusters in army two... Dusters-x-Hammerheads, does he have anything to hit my Dusters? Yep, 100 Sharpshooters. How will I handle those? My 100 Hailstorms. So those will go in army one." I'm sure you get the picture.
  • As the game goes on and amries get larger, it will get very difficult to connect all dots and make sure all targets are hit in the order that you need in order for guaranteed success. At some point you have to draw the line and just figure you have some key targets accounted for, now attack, hope for the best, live and learn! ;)
Planned Advantage (VERY Advanced)
  • One of the entertaining aspects of Minewars is developing your army. With a little foresight you can plan ahead exactly what advantage you will pursue and be sure to be among the first able to exploit it. This is a step above TPA's and a few steps above Rushing. To do this successfully, you must already know what units you will need to put together an army that will be unstoppable, at least for a while. Yep, if you play your cards right, you can be truly unstoppable against a lot of people while they are scrambling to adjust to the weakness you exploited.
  • The higher up you go in research/construction development, the longer your orders will take. To build a Purification Plant, for example, will take 18 ticks. There will come a point when construction takes a lot of time (barring the use of blue crystals and the time vortex). At that point, you want to be able to build units optimal to your strategy and find opponents unable to stop you either because they failed to develop their research to a level where they can build strong enough units to defeat yours, or they failed to develop a good enough income flow to build up a large enough army to stop you, or the best advantage, they haven't yet developed a unit that can target the key units of your army effecitvely.
  • Since it takes time to develop these types of strats, I won't divulge them here. This is just to let you know that it happens, I've seen it and am sometimes surprised that someone thought to develop their base in a certain way. Since I'm able to observe all, it wouldn't be right for me to reveal players' research/construction building orders or army layout that they've put a lot of thought into developing. But I'll also say this: the number of players that really do this and do it well is quite low in the game, I'd say maybe only 7 or 8. So this means there's plenty of room at the top if you can learn to plan ahead.