Imperium-Risk
Joined: 10 Sep 2009 Posts: 4
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Posted: Mon Sep 14, 2009 7:11 am Post subject: Imperium's War Manual Chapter 1 |
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IMPERIUM CHRONICLES
Chapter 1
Introduction- quote.DONT FCK WIT BAAL.end quote
This guide is intended for players who already have experience with the game and are familiar with the dynamics of game play. The tactics and strategies this guide offers are fairly advanced and require good micro skills and a general grasp of the politics involved in risk. The game settings I am going to base the guide on are Bounty ÂĽ, names on(will explain later) spawn 5, no fog, 60 sec turns, and normal income. This guide is long and must be broken in to 3 chapters which I will release in progression. Chapter 1 will cover unit bio and tactics for specific units, supply lines, and an introduction to grand strategy. Sadly most players already know what they have to do in game, or where they have to move their units, but are unable to implement such tactics in real time. Normally the chaos of a battle will have most players stumbling just to reinforce their dwindling battle lines with spammed rifles much less direct where they go. Also after reading this guide you tell yourself"i already knew all of that" then i suggest you stick around for my advanced tactics chapter that is too be realeased.
Unit bios
Intro to unit bios
This will cover the specifics of each unit, and will also attempt to give you a better understanding of each unit and when to use said units on the battlefield.
Army Private
I tend to call them rifles, but it doesn’t really matter as most people will know what you’re talking about. These units are the core of any respectable army, dealing most of an army’s damage. At 200 hit points these units are not going to be alive longer than 2-15 seconds on the front line depending on the amount of support it receives. And as such it may be a good idea to cycle groups of your riflemen out of the battle to get healed( Depending on the surrounding terrain or the sheer amount of units in a battle this tactic may be unwise.) and send the healed ones back in to fight. Admittingly I rarely do this, and am pretty sure most players tend to ignore this tactic because it becomes more troublesome then helpful trying to micro all those units. Another commonly known tactic is what I call the squad rush, used mostly when capturing cities, but can also be used on an opponent’s flank to quickly curl his battle lines. What you do is take your group of units and instead of ordering an attack move, you simply order a move command towards the enemy unit, until all of your squad or most of it is in firing range and quickly unleash a volley of bullets. It stops your units in front from blocking the path of other units and allows all of your units to fire at the same time. Also in early game instead of using 3 or 4 rifles to capture a city instead go beneath the city and use 2 riflemen to lure the enemy’s riflemen towards you letting you fire on the unit out of range from the city’s tower, this can also be done with one rifleman but requires you to go back to your city and switch places with the healthy rifleman when the first one is close to dying. Also use your spawns, they are free and you get lots of them, put spawns on the front line of an army or use them for suicide missions because once you reach a country’s max spawns you can’t get more until the first ones die. Rifles are also a cost efficient way to deal with ships of any type. Just squad rush them all in to position and focus fire on one ship until it goes down and repeat, A great way to use island spawns is load em all in a ship or 2 and unload at a harbor with a lonely enemy ss.
Medic Private
More commonly referred to as priests. These units are what keeps your front line alive and denies your opponent bounty. I generally find that most players will spam a bunch of riflemen to the battle line along with 2 or 3 priests, not caring where the priests end up. Usually priests will be scattered among your battle lines mixed with riflemen getting shot at. That is something that should never happen to you always keep your priests in the back of riflemen and in front of mortar’s letting your units layer themselves according to atk range( Doing this give the effect of concentrating more power in to a given space along a battle line, for example a battle along a chokepoint, while the length of your battle line will be restricted depending on the opening of the choke point, the depth of it will not be restricted by anything.) A lot of players will also over estimate the value of priests and get like 1 priest for every rifleman, thinking none of their units will die, and later when they check up on the battle they will find all their riflemen dead and their priest’s getting pwnd by massed rifles, this is because priest’s don’t help in shrinking my lines as they have no damage output and only delay the demise of your own. If there is an open battlefield where battle lines are constantly changing then I would advise not using priests as they will probably die. I only use priest A)After a battle B)In small numbers when I know they won’t die and take up space for my riflemen to use. If any of your priests are dying they become cost inefficient. Try to make priest before a huge battle so they are at max mana capacity when the fighting begins maximizing their effectiveness.
Army Sniper Captain
I personally think they should’ve been called artillery but hey who really knows what goes on in psycho head? These units are pretty self explanatory, they should always be kept in the back of an army and protected from cavalry charges from the flank or rear. Also try to attack ground on the densest part of a battle line or on an enemy’s flank, always trying to maximize the area of affect damage. Many times battle’s along a chokepoint cease to be fought by riflemen but instead by artillery with riflemen as the support keeping enemy units away from your artillery. In this case maneuver your units back luring enemy artillery deeper in to the choke point forcing them to bunch up becoming ripe pickings for your mass artillery. These units are expensive so always retreat them if getting attacked especially from cavalry. Don’t use artillery in a situation where 3 riflemen would be far more help full. Artillery are also good supporting riflemen against an enemy ss ship, especially if there’s like 20 ss ships all bunched together. On a side note, Trees give the illusion of protection from an enemy and form imaginary borders, many times the city’s right next to a clump of trees will be undefended, just take down the trees and capture a few easy city’s which can then be used to disrupt an enemy’s supply line, and may also open up an enemy’s army to an attack from the flank.
Army Medic Lieutenant
Or spell breaker’s, they are essentially a cross of a medic with an army general having slightly more health than a regular medic. At 4 gold you are essentially paying 2 gold for the ability to roar and last slightly longer on the battlefield along with more mana, Which may not be a bad trade in some situations. Roar is helpful when it affects more than 12-16 units, and is a help full way to further concentrate the power of your forces in to the smallest area possible. I try to have at least 1 of these guys at every choke point but when a battle starts I normally forget about them occasionally seeing one right in front of me and then I remember them after all my units have died. Won’t see many of these guys in the battlefield.
Army Major
I simply call them cavalry, these guys are my favorite units and probably the most underestimated unit in the game. Many will call them a drain in your pockets but not me, depending on how they are used they can either be a sizable punch to your nads, or like the scene when Gandalf arrives with a megaton of cav at the battle of gondor effectively saving all of middle earth. Lolz. Many times I will see players mass shit tons of cavalry at a choke point or even sometimes in open ground trying to break through, only to get pwnd by a dense cluster of riflemen, don’t do this guys it only makes you look stupid and will drain anyone’s treasury. Something I like to do with cavalry and riflemen is called the hammer and anvil tactic, it requires an anvil i.e. your riflemen and your hammer i.e. your cavalry hold enemy units in place with your anvil and attempt to get your cavalry behind the enemy’s battle line and attack from the rear or flank. They are the fastest units in the game alongside ships of all types, and have the frenzy ability making them the fastest attacking and fastest moving unit in the game. I find cavalry are very effective for surrounding a city alongside riflemen and the rest of your army, the cavalry act as meat shields while your main battle line fires unmolested allowing you to take a city fairly quicker than just riflemen alone. These guys also prevent the annoying constant spawning of riflemen from a city by increasing damage output 2 fold by adding another layer in your army allowing you to kill units faster than they can be made. Always try to cycle dying horses out to heal if possible, they are pretty expensive at 5 gold and in situations where your cavalry can be supported you must support them maximizing their effectiveness, leaving cavalry unsupported by other units should be a crime. In some situations a preemptive strike against a hostile neighbor or growing nation may be needed, when that happens I usually tend to try and rush in a couple of cavalry capturing as many cities as possible and using them to attack an army from both sides or just to disrupt his supply lines and income.
Army Generals
I rarely ever use this unit and when I do I usually just have 2 or 3 along with a squad of cavalry with the generals casting unholy frenzy and roar. Casting unholy frenzy on a whole group of cavalry is very rewarding when implemented right before they go in to battle making them attack twice as fast. Cost wise these units should never be used by low income players and should always be cycled in and out, I must emphasize the importance of cycling units CYCLE YOU’RE UNITS.
Tank’s C-A
They all kinda suck, cost a lot, and don’t do much damage. Hell they aren’t even good at delaying an enemy. They can’t even be spawned in a surrounded city to act as meat shields seeing as how enemy units will just target everything except these guys. Very rarely will these units ever become good for you to use.
Ships
I will not try to explain ships too much, cause I am almost certain anybody can use a ship better than me and my advise will probably just make em worse, so I will just say one thing, and that is treat your navy to a certain extent like a land army, for instance would you let your army fight in a bottleneck? Or would you let your army in range of a cities tower, try and take such thoughts into consideration before a battle and plan accordingly. Special thanks to DeadlyFoe for this helpful hint.
Supply Lines
Supply lines are the route’s a unit can take too and from a battle and is the path along which you’re reinforcements will arrive( Can also be referring to cities). In order to better understand the importance of supply lines, you must first realize that during the initial outbreak of a war rarely do players use the full force of their economy. Instead what tends to happen is a steady use of gold, with a player reinforcing their main battle lines via cities in the surrounding area. So in disrupting an enemy’s supply lines you are cutting off reinforcements to the main battle, allowing your own units to fight with a huge advantage, as you can change your tactics or army composition whilst your opponent is stuck with ineffective units with no way to counter your advantage, and those secured lines can then be used depending on the situation for an attack on an army’s flank or to open up another front that your opponent has to defend. Admittingly trying to capture a supply line is very risky and should be done when your opponent is not paying attention, once a city is captured you must start pumping out units fast, because your opponents production capabilities are usually going to be considerably larger than yours when you are in the middle of their territory, which can lead to an attack from multiple flanks. If you know a battle is likely to happen, clearing the trees around your own supply lines may make it easier for units to reach the front line.
Introduction to Grand Strategy
Grand strategy is your overall plan of attack, or method for obtaining victory by A) Deployment of forces B) Maneuver of armies C) Capturing of countries D) Declaring War. Strategy and Tactics are two very interrelated but different concepts, generally operations on a strategic scale( Such as fortifying a country, stocking up for war, and capturing important regions.) involve units in the hundreds, and tactical operations consisting of 5-50 units. It is very important that every player has a grand strategy formulated by mid game, with clear obtainable goals, otherwise you will find yourself fighting battles that lead nowhere. If you end up in a battle where defending a region will lose you more money than the income obtained from it, it may be time to issue a tactical retreat. I usually retreat once I lose what I call the initiative. A player has the initiative when a number of variables are in his favor i.e. Terrain, Superiority in Numbers, Concentration of Force, or simply when you deal a greater proportional amount of damage. It is very important that you realize when to retreat early on as it could save potentially hundreds of dollars in the long run. Retreating from a country or two also gives the added benefit of making you seem weaker than you actually are, which may or may not help you, it is up to you to decide when to retreat once you think you are losing. Although the effect of retreating on an opponent who you are going to have to fight the whole game may be unwise as every country captured by an enemy makes him stronger and you weaker( will explain better in subsequent chapters.)
I will end chapter 1 right here. Chapter 2 should be out very soon, till then try using some of the tactics mentioned in this guide. Although seemingly easy to use at first, these tactics range from easy too hard to implement in game. Chapter 2 will cover Grand strategy, Politics and Expansion, and an introduction to Advanced unit tactics.
Imperium-Risk _________________ Imperium returns to his apartment.Thats just been Jacked
Me: OMG Jack Wtf happened here?
*after realizing his wc3 cd is missing jack goes into roid rage*
Jack the talking dog: You know what! F**k off Imperium! All you do around here is sit on my couch smoke pot,and watch House md. Wtf is wrong with you. Get a job! Oh And im a TALKING DOG. Why you ask me for advice is beyond me. God your so retarded.
Me: Dude.. I cant believe i thought u were cooler than that guy Horatio from csi miami. |
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