Total Annihilation Walkthrough :
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Walkthrough - FAQPlayStation 2 PlanetPlayStation 2 PlanetXbox PlanetPC PlanetNintendo DS PlanetPlayStation Portable PlanetGameboy Advance PlanetGamecube PlanetPlaystation PlanetNintendo 64 PlanetDreamcast Planet Begin Document---------------------------------------------------- The Unofficial Total Annihilation Strategy FAQ Release v2.02 Last Updated: February 22, 1998 Copyright 1997 Andrew Griffin All Rights Reserved andrew_griffin@bigfoot.com DISCLAIMER The purpose of this FAQ is to aid the public with strategies and tactics for use in the game Total Annihilation by Cavedog Entertainment. In no way should this promote your building huge mechanised robots to destroy stuff, transferring your intelligence to machines, or cloning yourself thousands of times. Andrew Griffin claims NO responsibility regarding any illegal activity concerning this guide, or indirectly related to this guide. Future updates and add-ons may render parts of this guide obsolete. TRADEMARK INFORMATION Total Annihilation is a trademark of Cavedog Entertainment, and is so acknowledged. Any trademarks not directly mentioned are also acknowledged. COPYRIGHT NOTICE This article is Copyright 1997 by Andrew Griffin. All rights reserved. You are granted the following rights: I. To make copies of this work in original form, provided: (a) the copies are exact and complete; (b) the copies include the copyright notice and these paragraphs in their entirety; (c) the copies give obvious credit to the author, Andrew Griffin; (d) the copies are in electronic form. II. To distribute this work, or copies made under the provisions above, provided: (a) this is the original work and not a derivative form; (b) you do not charge a fee for copying or for distribution; (c) you ensure that the distributed form includes the copyright notice, this paragraph, the disclaimer of warranty in their entirety and credit to the authors; (d) the distributed form is not in an electronic magazine or within computer software (prior explicit permission may be obtained from Andrew Griffin); (e) the distributed form is the newest version of the article to the best of the knowledge of the distributor; (f) the distributed form is electronic. You may not distribute this work by any non-electronic media, including but not limited to books, newsletters, magazines, manuals, catalogues, and speech. You may not distribute this work in electronic magazines or within computer software without prior written explicit permission. These rights are temporary and revocable upon written, oral, or other notice by Andrew Griffin. To report a suspected copyright violation, or to request additional rights beyond those granted above, write to the author at "andrew_griffin@bigfoot.com" on the Internet. Table of Contents CHAPTER [1] Introduction *1-1* Foreword and Introduction [1-2] About the Unofficial TA Strategy FAQ [1-3] Getting the FAQ [1-3-1] Usenet [1-3-2] WWW [1-3-3] BBS [1-3-4] Via Email [1-4] Contributing to the FAQ [1-5] Acknowledgements [1-6] Accuracy of Information -SECTION ONE- GENERAL INFORMATION CHAPTER [2] Unit Commentary [2-1] CORE Kbots [2-1-1] Construction Kbot [2-1-2] A.K. *2-1-3* Storm [2-1-4] Thud [2-1-5] Crasher [2-1-6] Advanced Construction Kbot [2-1-7] Pyro [2-1-8] The Can [2-1-9] Roach [2-1-10] Spectre [2-2] CORE Vehicles [2-2-1] Construction Vehicle [2-2-2] Weasel *2-2-3* Instigator [2-2-4] Raider [2-2-5] Slasher [2-2-6] Advanced Construction Vehicle [2-2-7] Crock [2-2-8] Reaper [2-2-9] Deleter [2-2-10] Pillager [2-2-11] Goliath [2-2-12] Informer [2-2-13] Diplomat [2-3] CORE Aircraft [2-3-1] Construction Aircraft [2-3-2] Fink [2-3-3] Avenger [2-3-4] Shadow [2-3-5] Valkyrie [2-3-6] Advanced Construction Aircraft *2-3-7* Rapier [2-3-8] Hurricane [2-3-9] Titan [2-3-10] Vamp [2-4] CORE Ships [2-4-1] Construction Ship [2-4-2] Searcher [2-4-3] Enforcer [2-4-4] Envoy [2-4-5] Snake [2-4-6] Hive [2-4-7] Shark [2-4-8] Hydra [2-4-9] Executioner [2-4-10] Warlord [2-5] ARM Kbots [2-5-1] Construction Kbot [2-5-2] Peewee [2-5-3] Rocko *2-5-4* Hammer [2-5-5] Jethro [2-5-6] Advanced Construction Kbot [2-5-7] Zipper [2-5-8] Fido [2-5-9] Zeus [2-5-10] Invader [2-5-11] Eraser [2-6] ARM Vehicles [2-6-1] Construction Vehicle [2-6-2] Jeffy [2-6-3] Flash [2-6-4] Samson *2-6-5* Stumpy [2-6-6] Advanced Construction Vehicle [2-6-7] Bulldog [2-6-8] Triton [2-6-9] Jammer [2-6-10] Luger [2-6-11] Merl [2-6-12] Spider [2-6-13] Seer [2-7] ARM Aircraft [2-7-1] Construction Aircraft [2-7-2] Peeper *2-7-3* Freedom Fighter [2-7-4] Thunder [2-7-5] Atlas [2-7-6] Advanced Construction Aircraft [2-7-7] Brawler [2-7-8] Hawk [2-7-9] Phoenix [2-7-10] Lancet [2-8] ARM Ships [2-8-1] Construction Ship [2-8-2] Skeeter [2-8-3] Crusader [2-8-4] Lurker [2-8-5] Hulk [2-8-6] Piranha [2-8-7] Ranger [2-8-8] Conqueror [2-8-9] Millenium [2-8-10] Colossus [2-9] The Commander [2-9-1] Armaments [2-9-2] Capturing Buildings and Units [2-9-3] Regeneration [2-9-4] Cloaking [2-10] New Units [2-10-1] Where can I get the new units? [2-10-2] What do I need to use the new units? [2-11] New CORE Units and Buildings [2-11-1] Toaster [2-11-2] Dominator [2-11-3] Cobra *2-11-4* Thunderbolt *2-11-5* Voyeur *2-11-6* Floating Metal Maker *2-11-7* Leveler Riot Tank [2-12] New ARM Units and Buildings *2-12-1* Flakker [2-12-2] Defender - NS [2-12-3] Floating Metal Maker *2-12-4* Cloakable Fusion Plant *2-12-5* Eagle Radar Plane *2-12-6* Fortification Wall *2-12-7* Warrior *2-12-8* Moho Metal Maker CHAPTER [3] Building Commentary [3-1] Defensive Buildings Analysis [3-1-1] Light Laser Tower *3-1-2* Pulverizer/Defender [3-1-3] Punisher/Guardian [3-1-4] Gaat Gun/Sentinel [3-1-5] Torpedo Tube *3-1-6* Dragon's Teeth [3-1-7] LLTs Vs HLTs [3-2] Offensive Buildings Analysis [3-2-1] Intimidator/Big Bertha [3-2-2] Silencer/Retaliator [3-2-3] Doomsday Machine *3-2-4* Annihilator [3-3] How do I take out... [3-3-1] Big Bertha/Intimidator [3-4] Buildings that take less damage when inactive [3-4-1] Solar collectors [3-4-2] Missile Defense Systems [3-4-3] Annihilator/Doomsday Machine CHAPTER [4] Other Information [4-1] Keyboard Commands [4-2] Cheat Codes [4-2-1] In-game cheat codes [4-2-2] Cheat codes used elsewhere [4-3] How do I play the music outside of the game? [4-4] What is Veteran status, and what does it do? [4-4-1] How can I get Veteran units quickly? [4-5] Explosions [4-5-1] Self-Destruct [4-6] Capturing units [4-6-1] Determining how long it takes to capture something -SECTION TWO- TIPS CHAPTER [5] How Do I... [5-1] Load planes onto a carrier? [5-2] Launch planes from a carrier? [5-3] Use the air repair pad? [5-4] Use an air transport? [5-5] Get the air transport to land while carrying a unit? [5-6] Use the sea transport? [5-7] Assign an exit point for new units? [5-8] Assign default behaviour to new units? [5-9] Build a nuclear missile/anti-nuke missile? [5-10] Tell how much of my base is protected by the anti-nuke system? [5-11] Get rid of dragon's teeth? CHAPTER [6] Construction Tips [6-1] How do I build stuff faster? *6-2* What's a good way to start a base? [6-2-1] Graeme's Build Order [6-3] Spacing out the base CHAPTER [7] Resources: Metal and Energy [7-1] Sources of metal [7-2] Sources of energy [7-3] A more efficient method of reclamation [7-4] Balancing the resources [7-5] How to determine resource expenditure [7-6] Weapons that use energy [7-7] Metal extractors and moho mines CHAPTER [8] Less Micromanagement [8-1] What are some nice uses for Guard? [8-2] What are some nice uses for Patrol? [8-3] Automatically repairing aircraft CHAPTER [9] The Minimap [9-1] The minimap - the road to success [9-2] Countering the minimap advantage [9-3] Gaining that minimap advantage [9-4] The items of the minimap [9-4-1] Green circle [9-4-2] Red circle [9-4-3] Red blip [9-4-4] Blue blip [9-4-5] Blue cross [9-4-6] White dot [9-4-7] White circle -SECTION THREE- MISSION STRATEGIES CHAPTER [10] Specific Mission Strategies [10-1] Special Notes [10-1-1] Special note on the missions on CORE PRIME [10-1-2] Note on the different difficulty levels [10-1-3] Skipping missions [10-2] CORE Missions [10-2-1] 1. The Commander Reactivated... [10-2-2] 2. Vermin [10-2-3] 3. Ambush! [10-2-4] 4. Enough is Enough [10-2-5] 5. Barathrum! [10-2-6] 6. The Cleansing Begins [10-2-7] 7. Pulling the Noose Tight [10-2-8] 8. The Gate to Aqueous Minor [10-2-9] 9. The Purgation of Aqueous Minor [10-2-10] 10. The Gauntlet [10-2-11] 11. Isle Parche [10-2-12] 12. A Traitor Leads The Way [10-2-13] 13. Rougpelt [10-2-14] 14. Scouring Rougpelt [10-2-15] 15. Xantippe's Abyss [10-2-16] 16. Departing Rougpelt [10-2-17] 17. The Lost Isle [10-2-18] 18. Slolam Pilago [10-2-19] 19. The Vebreen Fleet [10-2-20] 20. The Gate To Aegus [10-2-21] 21. Aegus...Empyrrean's Guardian [10-2-22] 22. A Big Empyrrean Welcome [10-2-23] 23. The Fortress Falls [10-2-24] 24. Surrounded and Pounded *10-2-25* 25. Empyrrean's Final Stand [10-3] ARM Missions [10-3-1] 1. A Hero Returns [10-3-2] 2. CORE Kbot Base, Destroy It! [10-3-3] 3. Spider Technology [10-3-4] 4. CORE Contamination Spreads... [10-3-5] 5. The Gate to Thalassean [10-3-6] 6. Beachhead on Thalassean [10-3-7] 7. The Defense of Larab Harbor [10-3-8] 8. The Gate to Tergiverse IV [10-3-9] 9. The Hydration Plant [10-3-10] 10. The Bromid Maze [10-3-11] 11. The Gate to Barathrum [10-3-12] 12. Barathrum! [10-3-13] 13. Landown's Interface [10-3-14] 14. The Heat Increases [10-3-15] 15. Rougpelt [10-3-16] 16. Stockpile at the Abutment [10-3-17] 17. Fortress at Brooban's Isle [10-3-18] 18. Vengence! [10-3-19] 19. The Motien Ramp [10-3-20] 20. Dump [10-3-21] 21. Welcome to CORE PRIME [10-3-22] 22. Battle for Coordinate 6551:447 [10-3-23] 23. Crossing Aqueous Body 397 [10-3-24] 24. Breakthrough to Central Consciousness [10-3-25] 25. CORE PRIME Apocalypse. Free at Last! CHAPTER [11] Strategies [11-1] Evil Strategies [11-1-1] Commander Snatch [11-1-2] Commander Bomb [11-2] Normal Strategies [11-2-1] The use of skirmishers [11-2-2] Naval radar jammers [11-2-3] Bugs as underwater mines [11-2-4] They shoot Berthas don't they? [11-2-5] Flying Bomb [11-2-6] Help! I'm being swarmed by 50... [11-2-7] Commander bombing [11-2-8] Hulks of death [11-2-9] Death to Brawler swarms [11-2-10] Allen's Strategies [11-2-11] Prism's Psychological Warfare [11-2-12] The Lazarus Effect [11-2-13] The Way of the `Bot [11-3] Little bunny tank rushers [11-3-1] Warning signs of a tank rusher [11-3-2] Some strategies to defeat the tank rush -SECTION FOUR- MISCELLANEOUS CHAPTER [12] Data Tables [12-1] Unit Statistics *12-1-1* CORE Units *12-1-2* ARM Units *12-1-3* CORE Unit Advanced Statistics *12-1-4* ARM Unit Advanced Statistics [12-2] Building Statistics *12-2-1* CORE Buildings *12-2-2* ARM Buildings *12-2-5* CORE Building Advanced Statistics *12-2-6* ARM Building Advanced Statistics *12-3* Weapon Statistics [12-4] Building speeds, and an explanation CHAPTER [13] Internet Resources [13-1] World Wide Web sites [13-2] Finding multiplayer opponents [13-2-1] Kali Server [13-2-2] On IRC [13-2-3] What is my IP address? *13-2-4* ICQ List CHAPTER [14] Cheating [14-1] Does the AI cheat? CHAPTER *15* Revision History End Contents ------------------------- CHAPTER [1] Introduction ------------------------- *1-1* Foreword and Introduction ================================ Welcome to version 2.02 of the Unofficial Total Annihilation Strategy FAQ. This minor update is just to give you the statistics of the new units that have been released so far, up to and including all new units and buildings that have been released as of 22 February 1998. I'd like to thank those people who have contributed to this FAQ both in actually additions and well wishing. Both are appreciated. I hope you enjoy it. Let me know what you think and please feel free to email me your additions. [1-2] About the Unofficial TA Strategy FAQ =========================================== This FAQ is meant to help you with the game Total Annihilation, both through walkthroughs for specific missions, and general discussion of strategies that you can use in multiplayer games. This work is not assocaited with the recently released Strategy Guide, and is not meant to compete with it. Notice the word 'unofficial' in the title? That means that this FAQ is not supported by Cavedog Entertainment. FAQ = Frequently Asked Questions. [1-3] Getting the FAQ ====================== [1-3-1] Usenet --------------- At each major update to this FAQ, it will be posted to the following newgroups: (1) comp.sys.ibm.pc.games.strategic At each minor update to the FAQ, I will post a pointer to the webpage in the same newsgroup rather than the entire FAQ. A pointer to the FAQ will be posted in this newsgroup on the first of every month. [1-3-2] WWW ------------ New releases of the Unofficial TA Strategy FAQ can be found at the following World Wide Web site: http://www.geocities.com/TimesSquare/5458 [1-3-3] BBS ------------ I am not responsible for uploading new releases of the Unofficial TA Internet Strategy FAQ to bulletin board systems. I have control over neither them nor their naming conventions, and can not guarantee that a given BBS will hold a copy of the FAQ in their files section. ATTENTION: ALL BBSes, CompuServe, America Online, and all other information services. PLEASE conform to the naming convention standard of the Unofficial Total Annihilation Internet Strategy FAQ when placing this file on your system. The file name should be 'tafaq??' where the '??' is the revision number of the FAQ or 'tafaq??.txt' is the FAQ is a text file instead of PKZIPped. [1-3-4] Via Email ------------------ Please do not ask me to send you this FAQ via email as rejection often offends. [1-4] Contributing to the FAQ ============================== If you have something to add to the FAQ (I hope you do!), please send an email to me at 'andrew_griffin@bigfoot.com' (without the quotes, obviously). Please explain what your submission is and I will then review it and add it to the next version of the FAQ if it is accepted. In this email, please supply your name and email address. Please note that all submissions to the FAQ become the property of the author (Andrew Griffin) and that they may or may not be acknowledged. By submitting to the FAQ, you grant permission for use of your submission in any future publications of the FAQ in any media. The author reserves the right to omit information from a submission or delete the submission entirely. [1-5] Acknowledgements ======================= Cavedog for making such a wild game. Thanks to both Charles Bartley and Michael Wyatt for sending me the files with the unit stats in them - on the same day! :) [1-6] Accuracy of Information ============================== Well, I hope that eveything in here is accurate. In any case, I've tried to make this FAQ as accurate as I can. However, some information, especially mission walkthroughs may simply not work for you. Naturally, future updates to TA may cause some or all of this FAQ to become obsolete. ================================== -SECTION ONE- GENERAL INFORMATION ================================== ----------------------------- CHAPTER [2] Unit Commentary ----------------------------- [2-1] CORE Kbots ================== [2-1-1] Construction Kbot --------------------------- ADD HERE: analysis of unit [2-1-2] A.K. -------------- Clint Oakley - 'Ender' (thistleknot@mindspring.com): Cheap and plentiful, this is the cannon fodder of the CORE army. Armed with a small laser, it really can't hold up to the ARM PeeWee and it's dual EMGs. They are really only useful for quick, cheap early game rushes of about 10 or so, decoys, probes to test enemy ground defenses, or just a general annoyance. If the enemy has anything more than a light laser tower to defend it, don't expect to do much damage. ARM equivalent = PeeWee (I wish!) *2-1-3* Storm --------------- Ted Lambert (countrycabin@hypertech.yk.ca): Rocket KBots have a nice range and are an awesome anti-Commander tool - they are faster than, and can stay out of range of the Commander. Decent power if used in groups of 8+. Used as a main weapon in cramped quarters, eg. Pincusion, heavily treed maps, etc. [2-1-4] Thud -------------- Clint Oakley - 'Ender' (thistleknot@mindspring.com): The basic CORE artillery, it is pretty close to the ARM Hammer. Useful against slower Kbots, though it has a hard time hitting faster moving units, such as PeeWees or Jeffys. ARM equivalent = Hammer. [2-1-5] Crasher ----------------- Clint Oakley - 'Ender' (thistleknot@mindspring.com): A pretty good multipurpose unit, it can shoot down slower aircraft, but don't expect to hit anything faster than a basic fighter. They are also good against ground target, they deal OK damage, but are kinda slow. Good for all around defense and a mixed attack force. [2-1-6] Advanced Construction Kbot ------------------------------------ Clint Oakley - 'Ender' (thistleknot@mindspring.com): Not bad, pretty cheap, basically used to guard factories and help out projects. It doesn't have the maneouverability of the Adv. Construction Aircraft or the speed of the Adv. Construction Vehicle. Really only needed for advanced Kbots. [2-1-7] Pyro -------------- Clint Oakley - 'Ender' (thistleknot@mindspring.com): A pretty good unit, though I don't see many people using them. They are quite good against buildings and slower Kbots. Their flamethrowers are good, though they can't hit faster targets. The ARM's closest equivalent is the Zeus, which I generally regard as being a little better. The Pyro is faster, but doesn't inflict as much damage, making it better for hit-and-fade attacks. Andrew's note: This unit seems to be mainly useful when it comes to attacking buildings, as it does a fair amount of damage. Probably best for attacking the weaker structures like power and metal collectors, in a quick raid. Graeme Miller (Graeme_Miller@compuserve.com): Now the Pyro is a nice unit, it isn't a great unit, but it is a nice one. This guy can easily cook a squad of level 1 Kbots, if he survives to get in amongst them. In teams they will decimate the squad of Kbots because of their area effect. Of course, if they manage to keep out of the Pyro's way and pick it off from a distance, the Pyro doesn't stand a chance. The main use I have for the Pyro is simply running them around frying weak structures. The Pyro destroys a metal extractor, radar tower and wind generator in about one burn, so you can do some nasty damage to unprotected bases (just charge them in and see what you can find). The Pyro is also quite capable of picking off Defenders if there aren't too many of them and they aren't being spotted for. Just run the Pyro over (try and catch more than one structure in the burn, because the effect isn't lessened if you catch more in the flame), and fire the Defender pops nicely. [2-1-8] The Can ----------------- The CORE seems to like heavy, power-hungry lasers. When The Can fires its massive laser, it drains 75 power to do so. However, if you don't have 75 power to spare, The Can can't fire! If you are keen to use Cans, make sure you never run out of power for these waddling kbots can't escape. I'm pretty sure that, despite what the manual says, The Can is armed with a laser, not a plasma cannon. Clint Oakley - 'Ender' (thistleknot@mindspring.com): A good heavy assault unit, though you must always remember to have enough power and ALWAYS back them up with some anti-air support and possibly some tanks. You will probably need to set their backup to Guard one of them to make sure they get there at the same time. Sending a radar jammer with them is a good idea, as if anyone sees a bunch of Cans waddling towards them will instantly throw up everything they have into a heavy defense. [2-1-9] Roach --------------- Clint Oakley - 'Ender' (thistleknot@mindspring.com): These little bugs pack a BIG punch. They are too slow to attack heavilly defended areas, so normally the best way to use them is to use a Valkyrie to pick it up, fly it above where you need it, and self-destruct (CTRL-D) the Valkyrie. The Valkyrie is easilly show down, so avoid about anything that can shoot at aircraft. BTW, they can crawl underwater, making sneak amphibious assaults very effective :). The plast is comparitive to about 1/2 of a nuke. ARM equivalent = Invader. [2-1-10] Spectre ------------------ Clint Oakley - 'Ender' (thistleknot@mindspring.com): These radar jammers are your best bet for blacking out your base, since they cast the biggest jamming field. Their speed is fair, put one or two in your ground invasion force to ensure a minimal resistance. If you put a Spectre and Informer together out near their base, you can have a good radar area without the enemy knowing. Of course, they are unarmed, so if they get attacked, kiss em goodbye. [2-2] CORE Vehicles ===================== [2-2-1] Construction Vehicle ------------------------------ ADD HERE: analysis of unit [2-2-2] Weasel ---------------- ADD HERE: analysis of unit *2-2-3* Instigator -------------------- Ted Lambert (countrycabin@hypertech.yk.ca): Fast, excellent in groups, fair armour. They can survive more than a hit, so they can take most anything out if used properly. Send in no less than 8 to do any small strikework, but keep away from heavy laser towers ... they tend to eat tanks up. [2-2-4] Raider ---------------- ADD HERE: analysis of unit [2-2-5] Slasher ----------------- ADD HERE: analysis of unit [2-2-6] Advanced Construction Vehicle --------------------------------------- ADD HERE: analysis of unit [2-2-7] Crock --------------- ADD HERE: analysis of unit [2-2-8] Reaper ---------------- ADD HERE: analysis of unit [2-2-9] Deleter ----------------- ADD HERE: analysis of unit [2-2-10] Pillager ------------------- ADD HERE: analysis of unit [2-2-11] Goliath ------------------ ADD HERE: analysis of unit [2-2-12] Informer ------------------- ADD HERE: analysis of unit [2-2-13] Diplomat ------------------- ADD HERE: analysis of unit [2-3] CORE Aircraft ===================== [2-3-1] Construction Aircraft ------------------------------- ADD HERE: analysis of unit [2-3-2] Fink -------------- Graeme Miller (Graeme_Miller@compuserve.com): (Also applies to the Peeper) A nice, cheap, fast moving plane, it's one use is scouting/spotting. You should be able to send this over most AA units without it being destroyed simply because it is so fast. It will outrun most missiles, so unless you tell it to turn around sharply (hence losing airspeed), it won't die very easily. I usually build a few of these and assign them to guard my squads, because it increases the distance that they can see. Unless a squad actually sees the enemy (rather than just appearing on the radar), they won't fire, so even if you have really long range, it is wasted without a spotter. So use it as a spotter or scout, a few flying over your base's AA will also help them shoot down invaders. I would probably build fighters for spotting near my base because they will intercept any threat unlike the unarmed peeper/fink. [2-3-3] Avenger ----------------- ADD HERE: analysis of unit [2-3-4] Shadow ---------------- ADD HERE: analysis of unit [2-3-5] Valkyrie ------------------ ADD HERE: analysis of unit [2-3-6] Advanced Construction Aircraft ---------------------------------------- ADD HERE: analysis of unit *2-3-7* Rapier ---------------- I'm finding that the missiles the Rapier fires are fairly inaccurate, so against the smaller targets it isn't as effective. Against slow moving targets or larger buildings, however, it is quite useful although I would prefer the Hurricane for the lower metal cost Ted Lambert (countrycabin@hypertech.yk.ca): Use them like Brawlers, except against buildings. They will eat a base in 2/3 of the time. No less than 4 or 5 in a group, guard them with and AA that can be spared. If used correctly, they are half again as good as Brawlers. Try em, learn em, like em. [2-3-8] Hurricane ------------------- The Hurricane is really beginning to grow on me because of its turreted laser. The laser may not be exceptionally powerful (it looks to be the same as the AK's or thereabouts), but it is quite quick and rarely misses. The laser will start shooting at enemy units before it reaches its target, while it is bombing its target, and while it is flying away from its target. Each little bit of damage helps. This laser can target both air and land/sea enemies. Naturally, as the advanced bomber type for the CORE, it carries quite a large payload. [2-3-9] Titan --------------- ADD HERE: analysis of unit [2-3-10] Vamp --------------- ADD HERE: analysis of unit [2-4] CORE Ships ================== [2-4-1] Construction Ship --------------------------- ADD HERE: analysis of unit [2-4-2] Searcher ------------------ ADD HERE: analysis of unit [2-4-3] Enforcer ------------------ ADD HERE: analysis of unit [2-4-4] Envoy --------------- Graeme Miller (Graeme_Miller@compuserve.com): (Also applies to the Hulk) And putting your expensive units in a floating death trap strikes you as a good idea? I wouldn't risk it unless it was very, very well protected and it was making a landing at an unprotected shore. It takes about 20 hits (less if something decent is firing at you), and your army sinks to the bottom of the sea, not good odds really, considering the time it takes to load/unload. I definitely wouldn't put more than 6 units in. The best use for this is to load it up with crawling bombs and self destructing it near enemy ships. The effect of the bombs is cumulative so the explosions can be very serious. [2-4-5] Snake --------------- ADD HERE: analysis of unit [2-4-6] Hive -------------- ADD HERE: analysis of unit [2-4-7] Shark --------------- ADD HERE: analysis of unit [2-4-8] Hydra --------------- ADD HERE: analysis of unit [2-4-9] Executioner --------------------- ADD HERE: analysis of unit [2-4-10] Warlord ------------------ This massive battleship is strange in that not only does it use energy when moving, but it uses additional energy to fire its laser. This means that if the Warlord is moving and firing at the same time that its total power drain is 44+75 = 119 energy units, of which only 46 are supplied by its own reactor. So, without surplus energy, Warlords can become crippled. [2-5] ARM Kbots ================= [2-5-1] Construction Kbot --------------------------- Prism (prism@cableinet.co.uk): This construction bot isn't quick but it can follow any units around and fit through the gaps that vehicle bots cannot. It has uses but to be honest I only build one to get the advanced Kbot lab. It is fairly well armoured and harder to hit than its other counterparts, so don't overlook it. [2-5-2] Peewee ---------------- The dual energy machine guns that the Peewee packs may be slightly inaccurate, but it its target isn't moving, the Peewee can really pack a punch. Against (non-defensive) structures they are especially useful because of this very high rate of fire and can pick of metal extractors and solar collectors before a response can be mounted. In comparison to the CORE A.K, the Peewee comes out way ahead. Kris Lillestol (iceman777@ten.net): A little known fact about Peewees is that they can not only attack ground units, but air units as well! A group of Peewees mixed in with your attacking force can do an excellent job against air defenses. [2-5-3] Rocko --------------- Jake (jinman@qis.net): These babies have quite a firing distance with their rockets and are great to plant in forests to ambush enemy convoys or on any flat terrain. *2-5-4* Hammer ---------------- Jake (jinman@qis.net): The artillery cannons on this little K-bot can be very useful as a static defense against a large attacking force, or to fire over a ridgeline or hill at enemy units that have LOS (line of sight) weapons. The Dwarfer (ray.dealey@virgin.net): I love these units, quite powerful and for me the best level 1 Kbot there is. Build about 5-7 of these and attack early on and you will take quite a few buildings. I cannot express how much I love these units. [2-5-5] Jethro ---------------- Jake (jinman@qis.net): A little K-bot with dual AA missle launchers that will take out most aircraft if they blunder into its range. [2-5-6] Advanced Construction Kbot ------------------------------------ Prism (prism@cableinet.co.uk): Not much more than the construction Kbot, this bot has the usual upgraded from a Level 1 construction unit, ie. more to build and is faster at building. [2-5-7] Zipper ---------------- Prism (prism@cableinet.co.uk): This bot is really quite good. It is very quick but looses armour because of this. Although it doesn't have a powerful weapon, it's medium laser is able to pack a punch. Use in groups to hit and run, or as part of a combined attack as a faint. They can also take out most tanks if you keep them moving around the tank to prevent a direct hit. Cruise (benh@dcs.rhbnc.ac.uk): Only really useful if you start with them at the beginning of a level for early scouting. Once you have an airfield, use the peepers. They do, however, make a good fast response team. Don't tell them to attack directly though, or they'll just stand and shoot, and moving is their best defense. Let them start attacking automatically, and they'll run around the target, making them harder to hit. [2-5-8] Fido -------------- Prism (prism@cableinet.co.uk): This is my favourite bot. I know a lot of gamers who don't use Fido because he's slow and hard to move, but he is very well armed. He has a short-barrelled gauss cannon, and high velocity shells which when used together can really do some damage. I find their best used in defense along with lasers or as support for other units. They are too slow to use on their own. [2-5-9] Zeus -------------- Prism (prism@cableinet.co.uk): The mighty Zeus has a very nice little lightning gun, which has a limited range, but does a fair amount of damage. He's not that slow either. I don't use Zeus that much because I only use fast bots for raids, but if you do like using bots on the front lines, make sure you have a Zeus with you; he's good at his job. [2-5-10] Invader ------------------ Notnus (notnaes@online.no): This unit will give a huge explosion, and take many surrounding units with it. One tactic is to have a transporter load it and flying it towards the enemy line of defense (to weaken it so you can attack with aircraft), against a group of heavy tanks, or damage key buildings and even their Commander. [2-5-11] Eraser ----------------- Notnus (notnaes@online.no): If you're willing to risk it, cloak your Commander, and bring him and a jammer near the enemy line of defense, with the jammer out of sight. Then bring the Commander to the end of the jammer's field and you can see his/her base! (Keep and eye on your energy, jammer and(!) Commander!). Prism (prism@cableinet.co.uk): The Eraser is a vital unit. Anything that can hide your units from radar has obvious tactical advantages and I like to use the eraser with 'hit squads' of PeeWees so the enemy can only see the attack when it is too late. Cruise (benh@dcs.rhbnc.ac.uk): Doesn't seem to have that much use against the computer, as it seems to know where your units are anyway, but against other people, they are very useful. Scatter them around your base, and none of your buildings will appear on the radar! Send them to accompany ground units to keep squads hidden until you attack, or load one onto an atlas to keep your air units hidden. An excellent use for them is in tandem with spiders, put an eraser together with a spider, when the spider stuns somebody, send in two atlases, one with an eraser on to keep them hidden. Pick up the stunned unit, take it back to your base and capture it. Your very own Bermuda Triangle! [2-6] ARM Vehicles ==================== [2-6-1] Construction Vehicle ------------------------------ Prism (prism@cableinet.co.uk): It's bigger, bulkier and better than the Kbot construction unit, but it is cumbersome, and can't always fit through gaps you need it to fit through. [2-6-2] Jeffy --------------- Prism (prism@cableinet.co.uk): Jeffy is a quick light tank with a decent visual range. Because they're so cheap I place them at my perimeter to use as early warning devices for enemy units using radar jammers for coverage, and also to let my heavy guns have a chance to fire at full range. [2-6-3] Flash --------------- Basically a Peewee in vehicle form, a Flash is also armed with dual energy machine guns so everything that applies to the Peewee applies to the Flash as well. [2-6-4] Samson ---------------- Jake (jinman@qis.net): This vehicle has an AA missle launcher that is a little better than the Jethro's. Place these in a static line intermixed with Hammer K-bots and Stumpys. Build 2-4 of these as soon as you finish that all-important Construction Vehicle, and spread them in a tight preimeter around your base. *2-6-5* Stumpy ---------------- Jake (jinman@qis.net): A great little tank with a cannon. I also build at least 2-4 of these guys after my Construction Vehicle so I have a quick ground defense if needed. The Dwarfer (ray.dealey@virgin.net): These little tanks are great. Build about 10 at the start and you are laughing. Quite cheap and they pack quite a punch. Very good in small groups that are spread out. One of the best units in the game. Three cheers for the stumpy. [2-6-6] Advanced Construction Vehicle --------------------------------------- Prism (prism@cableinet.co.uk): The same as the advanced Kbot, but again, bigger, bulkier and IMO better. [2-6-7] Bulldog ----------------- Jake (jinman@qis.net): A larger Stumpy with 2 cannon and a great unit to disperse between Defender towers. [2-6-8] Triton ---------------- Jake (jinman@qis.net): I used these once and I won't again on most maps. These guys are way too slow under water and if there are subs or destroyers lurking about, don't even bother sending them on an attack. It's basically a Stumpy with an aqua-lung. :) Prism (prism@cableinet.co.uk): I just wanted to add to what Jake said about this one, they are junk (Andrew: *grin*). In most cases, leave well enough alone and build a transport for proper tanks. Maybe if they could put up some defense whilst under water, or it there was a naval jammer unit to cover them. [2-6-9] Jammer ---------------- See Eraser (2-5-11). Prism (prism@cableinet.co.uk): This is an essential unit. When you use ground attacks, make sure two or three of these are coupled with your attack squad. Their ability to blank out your units on the enemy radar (note they have a small blocking area, click to see how much), can give you a decisive advantage. Use these units well and you can turn a battle. [2-6-10] Luger ---------------- Prism (prism@cableinet.co.uk): Why some people don't use these units is beyond me. The Luger, or light mobile artillery, is like a mobile Guardian, but with less power, range, and accuracy. I ALWAYS place these at the back of my attack force and watch them send their arced shells onto my enemy. They act as an extra attack force and although they are weak, can take out most defenses while your other units worry about getting the enemy's metal and energy. [2-6-11] Merl --------------- Prism (prism@cableinet.co.uk): The Merl, or ground bases missile launcher :), is highly useful in small doses. It is slow to fire and the rockets can miss their target, hitting friendly units, especially when attacking mobile foes. This is why it's not used a great deal. I prefer to put Lugers behind my troops not these units. If you want an air defense, get Jethros or Samsons. [2-6-12] Spider ----------------- Mr. Pink (Jennem1@elmo.nmc.edu): If you ever notice that the enemy construction units will travil away from their base to build metal mines. well if you have noticed you can do this, use your bombers to destroy an enemy mine so that the computer will go and replace it. if there is heavy fortification or no mine really away from the base use a nuke. then when they send a construction vehicle to build the mine use a spider that you have setup close to the metal to paralize the constuct, and pick it up with your air transport. then take it to a place away from your base because its still an enemy so you base defences will fire at it... have your commander there and capture it. Then you don't have to worry about which sides better, you will be able to build both... Cool eh. Jake (jinman@qis.net): Wow! If you play any map with large, seemingly unscalable mountains, this is the unit for you! These guys can crawl over ANY type of elevation. Their only problem is their weak weaponry which supposedly stuns the enemy... [2-6-13] Seer --------------- Notnus (notnaes@online.no): A mobile radar, use it with a radar jammer to spy on enemy moves. Prism (prism@cableinet.co.uk): This little mobile radar is a must. Use him with your attack force and you should be able to increase the range of most of your units, and also keep an eye out for ambushes and other such nasties. [2-7] ARM Aircraft ==================== [2-7-1] Construction Aircraft ------------------------------- Prism (prism@cableinet.co.uk): This construction vehicle has weak armour, but can move around easily and is good at placing buildings near the enemy's base. Because they are aircraft, they can quickly construct your solid foundation of mines which are dotted around the map. [2-7-2] Peeper ---------------- Prism (prism@cableinet.co.uk): The Peeper is a scout plane that moves very quickly to avoid being shot down. They are very useful to see what the enemy are up to, and are useful to patrol areas of your land. I like to put them on guard with attack forces to increase their line of sight, and because of their speed, they are less likely to be shot down. They have NO weapons. Cruise (benh@dcs.rhbnc.ac.uk): The best scouting unit. Once you have an air base, build them, and send them out. They are unlikely to get hit because of their speed, and they can cover huge amounts of area very quickly. They are also useful as spotters for longer range weapons. A useful trick for this is to tell the peeper to land somewhere it can't, like water. It will then start circling the area, and it will not get hit for a long time, if at all. All the while, your artillery can pound away. *2-7-3* Freedom Fighter ------------------------- Prism (prism@cableinet.co.uk): A Freedom Fighter is good at retaliating to enemy bombing raids by finishing off planes that your air defenses didn't kill, or as a quick solution to guarding a distant object before defenses have gone up. They only have missiles which are weak, and are little use in attacking any ground structures except metal mines. I only use Freedom Fighters in their other role, as escorts to bombers to draw fire and engage other fighters. Kris Lillestol (iceman777@ten.net): While they can attack both air to air and air to ground, I have found that they are most effective air to air. I always make sure to have these guys patrolling my base to thin out Brawler attacks. The Dwarfer (ray.dealey@virgin.net): Very good fighters once they get to veteran status. Build a few of these and patrol your metal extractors and solar generators and you should be alright if someone decides to start to bomb your metal extractors and collectors. [2-7-4] Thunder ----------------- Jake (jinman@qis.net): A fun unit if you can make 2-4 and CTRL+# them as one group. One will take out a Metal Extractor easily, and 2-4 can take out Solar Collectors and other buildings. They only drop bombs, so if you can get a level 2 aircraft lab, build that and Phoenix instead. [2-7-5] Atlas --------------- Prism (prism@cableinet.co.uk): This unit has no defensive abilities but is very nifty for carrying single units around the map. I won't go into it many, well, unpleasant uses. [2-7-6] Advanced Construction Aircraft ---------------------------------------- Prism (prism@cableinet.co.uk): Much the same as the above level 1 construction aircraft, but with a quicker build time, and a greater selection of units. [2-7-7] Brawler ----------------- Prism (prism@cableinet.co.uk): I love the Brawler (Andrew: apparently so does everyone else *grin*). It uses a dual energy gun like the Peewee or the Flash, is more powerful, and acts more like a helicopter. Unlike other planes, it can 'hover' around the target it is attacking, and so is good for attacks where you need a quick result. They are powerful, but because they hover over their target, are easier to shoot down. However, I find them more useful than the Phoenix, but I know Jake won't agree :) Cruise (benh@dcs.rhbnc.ac.uk): Excellent ground attack craft, especially against laser towers. A squad of five should demolish most base defenses pretty quickly. They are vulnerable to missile fire, however, as these seek, and negate the brawler's dodging ability. They are also vulnerable to fighters because of this, and the fighters' high speed means the brawlers are very unlikely to get a return shot in. But for taking out most ground and sea targets, they are excellent. [2-7-8] Hawk -------------- Prism (prism@cableinet.co.uk): The Hawk is a Stealth fighter. It is quick and invisible to the enemy radar. It is armed with long-range missiles. Use the Hawk where you need a stealth unit, otherwise I use them for defending mines, which are out of my ground units range, or for surprise attacks on enemy bombers coming at my base. That can be fun :) [2-7-9] Phoenix ----------------- Jake (jinman@qis.net): Talk about a great aircraft: Light lasers to fend off fighters or hit ground targets when not on a bombing run, and also bombs! Guard them well because they take a while to build. 4 of these can really wreak havoc on the enemy. It's counterpart is the Core's Hurricane. [2-7-10] Lancet ----------------- Prism (prism@cableinet.co.uk): The Lancet is an anti-naval plane that is slow and not that well defended as a unit, but can hit enemy subs and ships with it's powerful torpedos. Because the torpedos are dropped before their target, it is hard to use these bombers against land targets. :) To attack subs, another unit must spot them first (Andrew: or appear on sonar). Some people love them, other don't. Personally, I like variation so I always have a few on a map with some water. Cruise (benh@dcs.rhbnc.ac.uk): Attacking ships from the air is an excellent method, as very few ships have air defenses, and those that do don't have sub defenses (hint, hint). Send a squad of these, and the ships will be nothing more than metal at the bottom of the sea after a few passes. [2-8] ARM Ships ================= [2-8-1] Construction Ship --------------------------- Prism (prism@cableinet.co.uk): Unlike the construction vehicles, there is no advanced construction ship YET (wait for the new units, apparently one will appear some time). It can build a laser tower on coastal land, but is otherwise limited to it's naval uses such as shipyards and sonar stations, etc. It is not well armoured, and like other construction units has no defenses, so look after it. [2-8-2] Skeeter ----------------- Prism (prism@cableinet.co.uk): I like the Skeeter a lot. It has a good range for spotting the enemy, is fast so it can tear past enemy boats and outrun torpedos, but most of all it has a missile launcher as a weapon, and so is good at defending large ships from enemy aircraft. Cruise (benh@dcs.rhbnc.ac.uk): Like most of the scout craft, pretty redundant for scouting once you have air scouts. They are very useful anti-air defence for your seagoing craft however. Not as powerful as the missile boats, but you can build lots more of them quicker and cheaper. And more missiles means more chance of hitting. [2-8-3] Crusader ------------------ Prism (prism@cableinet.co.uk): The Crusader is mainly for use against subs. It is well armed with an array of smart depth-charges, and also has a good sonar range. I personally like it as a fast attack ship which is cheap and good for both naval battles and also sub hunting. I use them a lot as a basic combined attack unit. [2-8-4] Lurker ---------------- Notnus (notnaes@online.no): A submarine which can fire at subs, ships and ground targets! The ground targets have to be close to the shore, though, but ground units with lasers/rockets won't be able to hit it, so it can kill them while they stand on the shore. The only useful unit you can produce from the Basic Shipyard when you have a 'good' sea-force with advanced units. Prism (prism@cableinet.co.uk): Lurkers are nice little submarines that are good at taking out enemy ships and moving around without being seen for surprise attacks, but are no good on their own. Always use in packs of 5 or more. They also can't attack ground based units which is a bit of a pain, but which makes the game fair. (Andrew: actually they can attack ground units, but only when said units have ventured into the shallow water of the coastline) Cruise (benh@dcs.rhbnc.ac.uk): These are very useful for taking out the battleships, as these can't see or attack them. Also good for sneaky scouting, as they won't be spotted that easily. [2-8-5] Hulk -------------- Prism (prism@cableinet.co.uk): The Hulk can carry up to 20 units in it, and is fairly slow and without defense or decent armour, but was never intended for combat. Use carefully, or one full Hulk which is caught and destroyed could be very |
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Another Total Annihilation Walkthrough :
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