Nontank Vehicles Offense
This
Page includes all your nontank vehicles: Rangers, artillery, V-2 rockets,
MCVs, APCs, radio jammers, mobile gap generators and mine layers.
Rangers- Rangers are good at killing those pesky Soviet greyhounds and infantry. Rangers are NOT good for attacking buildings or tanks. Rangers are good for exploring the map and for chasing down spies and theives. These jeep like vehicles are good for the Allies to prevent and kill Soviet Tanyas that are trying to sneak in. Other then that, these Rangers can't do much more. They are also good for testing mine filled areas since this unit is so worthless.
Artillery and V-2 Rockets- If you ever happen to start a game as Soviet with the unit count 3 or more then you can use this sneaky strategy. As quickly as possible find your enemy's base with your V-2 Rocket. Immideiatly launch the rocket at their powerplant. The powerplant will be destroyed in one hit! Then make sure you destroy the rest of him before he gets another powerplant up (which will be a while! :)
Another sneaky strategy your V-2s and Artilleries can do to take out the enemy is to blow up their construction yard. After you make the war factory keep on making as many V-2s and artielleries as you can. When you have a good number (say six) take them to the enemy's base and have them all fire at the construction yard. When you first send your artilleries and v-2s out make sure you start making tanks! This will be important if you succeed in destroying the other player's construction yard because they may attempt a tank rush. After your v-2s and artilleries have blown up their construction yard go for their powerplants. If you succeed in destroying those then you will win unless the enemy does a tank rush on you. Hopefully you've built enough tanks to stop their tankrush.
Many people don't realize the great use of artillery and V-2 Rockets. They are great at getting those pesky boats and subs that are too far off the shore that your tanks can't get. Also, they are great against base defenses. Artilleries and V-2s can knock out tesla coils, flame thrower, pill boxes, and gun turrets before they get in range. When attacking with tanks, be sure you bring around six artiller/V-2 Rockets along and group them in a team. While your tank army pierces through the defenses of the enemy base, have your artiller/v-2s group fire at the buildings. Your tank army should just concentrate on the other tanks and base defenses. This'll make your tank attack quicker, and possibly cheaper too (People lose a lot of tanks to the enemy by having their tanks fire at the enemy's buildings...)
APCs (Armored Personal Carrier)- These cost $200 more then the Rangers do and they do exacly the same thing rangers do and more. The have a bit better armor then the jeepy rangers. You can store up to five units inside these babies. If you need air defenses real fast pop in five rocket launchers and tranport them to wherever and get them out. Also this is a good unit to ship in thieves, spies, and engineers. But its primary use in multiplayer games are Tanyas...
One tactic with an APC is to load five tanyas in and drive the APC in someway to get past all the base defenses and into the enemy's base. Then you unload the tanyas and watch the fireworks.
Do not cronoshift APCs. If you cronoshift and APC with anything inside it, everything within the APC will get killed. (Duh!)
Don't build rangers at all. Just build APCs instead of Rangers. Sure it costs a little more but you can't put units inside a ranger.
MCVs (Mobile Construction Vehicle)- MCV offense? Uhhh.... I'm thinking. Um. You can SQUISH infantry with them!
Mine layers- These units have nothing to do with offense. They are primary defense units.
Radio Jammers- What these do is shut down the enemy radar when they get near enough. Its a good idea to shut down the enemy radar right before an attack. Cronoshifting these radio jammers into the vicinity of the radar domes. Only build these units when you're REALLY bored. These units have no practical value whatsoever.
Something really cool to do with these is to place them in a transport. They'll still be radio jamming inside the transport. This means you can move them wherever and once you get the transport close to the enemy's radar dome, the enemy will go, 'huh?' He'll look all around for the radar jammer and will never find it, since its nice and snug inside your transport.
Mobile Gap Generators- One of these alone suck. You need several of them to get a good sized shroud. This is handy for hiding your armies on the map. Not only does it keep your enemy guessing about how many units are actually under the shroud you'll recieve very few air attacks as well.
When you mine, always have a Mobile Gap Generator nearby. The enemy may know that you're mining, but won't know the precise spot.
Mobile Gap Generators are also handy back ups to the allied Gap Generators. If you have enough of these units spread out within your base and your power drops due to an enemy attack or sheer stupidity of not building enough powerplants, your Mobile Gap Generators will help hide your base.
Mobile Gap Generators work on water as well. Place them into a transport, and they'll still be making a black shroud over the sea. This is especially useful so that the shroud will cover up cruisers so you can't get air attacked.
Last Updated 5/22/97
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Tank Offense | Nontank Vehicles Defense | Water Offense | Air Offense | Other Ways to Kill the Enemy |