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Kane's Wrath Ladder Wars Finals Season 1
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Tip of the Week #40 - Cliff Jumpers

By rentaromon1 - 28th December 2008 - 10:21 AM

1.02 brought some much-needed fixes to some commonly overlooked units, bringing them back into the game and giving them upgrades or highly-microable abilities. Three of these units, Shock Troopers, Zone Troopers, and Zone Raiders, have a very responsive "jump" ability that allows them to exploit terrain and opens up many new micro opportunities.

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Shock Troopers


Cost: 800/8
Requires: Stasis Chamber and Nerve Center

They are ideally anti-tank, but deal rocket damage with some minor splash. Once upgraded, they become a teleporting nightmare to enemy air and tanks. Traveler-59 also has the added bonus of Advanced Articulators. With the ability to move fast and teleport, this makes them very effective at harassing Harvesters and artillery, while the rocket damage makes them effective versus almost all tanks and infantry too.

Upgrades (all at Stasis Chamber):
  • Advanced Articulators - Increases speed of almost all Traveler infantry (not Buzzers or the Prodigy)
  • Blink Packs - (Traveler have this Pre-Researched): Allows Shock Troopers to instantly teleport a medium distance, recharge of 5 seconds.
  • Plasma Disk Launchers: Increases attack power and allows them to attack air.
All three of these upgrades are important. The speed increase allows them to outrun and maneuver most threats, the Blink Packs allow you to micro them and avoid insta-pop defenses or run from air, and the damage upgrade allows them to shred tanks and makes Venoms/Hammerheads significantly less threatening.


Zone Troopers


Cost: 1300/13
Requires: Tech Center

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Upgrades (Command Post and Armory respectively):
  • Scanner Packs: Troopers detect stealth in range comparable to a Pitbull, increases range and line of sight by 20%
  • Power Packs - Increases Zone Trooper health and allows them to heal while idling
These upgrades are interesting. Power Packs gives your Zone Troopers more reasonable health and helps to heal them between fights; don't forget you can always send them back to the Armory for an instant full heal (including lost squad members). Scanner Packs is an amazing upgrade. The stealth detection makes them a perfect counter to Stealth Tanks and Specters, while the range increase allows them to kite most units. With the help of their jump, they even out range base defenses!


Zone Raiders


Cost: 1300/13
Requires: Tech Center

They have a powerful Area of Effect attack, which decimates spammed and high tech units alike, their Sonic Grenades are powerful versus tanks and structures. Their fairly weak rockets can attack air units such as Orcas and Storm Riders.

Upgrades: Read Zone Troopers


Jump Jet/Blink Tactics


Harvester Ambush: If an enemy uses natural barriers, like cliffs or a river, or uses well-defended entrances to defend his field, it can be very difficult to harass him. A great way to circumvent this is using a jump ability. Get a small group together near a cliff and jump them right next to the Harvesters. With the defenses all around the field your opponent will most likely not have any units inside the field; that gives you the time to deal your damage before his units get there, then jump back up to save your units.

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A perfect tactic on Decision is to take some jump units, place them up by his Tiberium Spike (possibly out of sight), then jump down to his Harvesters and harass. When he comes to defend, jump them back up to the Spike and attack it, then possibly repeat if he gives chase and leaves his field undefended.

Another good example is on Tournament Tower, you can jump from just past your Spike right into his field, then jump down to his other.

Evading Threats: Anti-infantry is extremely powerful in Kane's Wrath. If your opponent is caught off guard by a few Shock Troopers attacking his Tech Center, he can easily place a few turrets, or sell the Tech Center (and use the resulting Black Hand or Grenadiers to waste you). But you have the ability to run away from a bad situation and save money on replacement units.

Back Stab: Most tanks have weaker rear armor, but this can be difficult to exploit. Jump three or four squads behind them; tier 3 units have poor turn rates, and if they manage to turn around, then you can always use the rest of your army or jump back. Tier 1 and 2 units usually die in one volley from three or four squads because of the extra damage.

Warnings
    Badly timed Jumping/Blinking can easily kill all your units, so watch out for the following:
  • Jumping to impassable terrain will cause your units to get stuck for a while
  • Having all your units in one spot make them vulnerable to Cloaking Fields and area of effect attacks
  • Jumping over a Purifier, Flamethrower Avatar, or Redeemer with Black Hand will kill all your units; they can still be fired on or crushed while jumping.
  • Landing next to Dozer Scorpions, tier 3 walkers, epic units, or Mammoth Tanks can get your units crushed!
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