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Kanes Wrath

Kane's Wrath Ladder Wars Finals Season 1
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Tip of the Week #101 - Opening Tactics

By Spectre - 22nd September 2010 - 23:29 PM

This Tip of the Week focuses on opening tactics. This far into a game's history, you wouldn't usually expect anything out of the norm that actually works. However, we're here to show you that this is not the case in Kane's Wrath.

Date: September 23, 2010
Game: Kane's Wrath 1.02
Author: Spectre
Not all of these openings are as simple as a good build order. Diversions, careful micro, execution, and some poker and luck are all involved. It is up to the player to pave as much of an advantage as they possibly can to capture the win.

Nod Factions


Shadow Team Opening

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Exclusive to: vNod, Marked of Kane
Preferred Maps: Decision, Dustbowl
Build Order: Power Plant, Hand of Nod, Secret Shrine

Once a powerful opening tactic due to its ability to deny Tiberium Spikes, and still used occasionally, this tactic was generally abandoned due to the chance of glitched Shadow Teams not being able to fire their weapons. Contrary to what players believe, though, this rush stills works. There are two methods of un-bugging Shadow Teams: Lifting off and re-landing can work, but is not guaranteed. The guaranteed way for Engineer kills is to force-bomb the Tiberium Spike while the Engineer is capturing the Spike. To successfully pull this off, you must compensate for the small distance of running to the Spike with quick building and placement of structures.

In this replay, yours truly successfully picks off the enemy Engineers with this opening.



Flame Tank Opening

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Exclusive to: vNod, Black Hand
Preferred Maps: All maps
Build Order: Power Plant, Hand of Nod, Refinery, War Factory, Operations Center (Upgrade PP), sell to draft a Black Hand squad

Rediscovered during the Dirty Dozen Tournament, the Flame Tank rush has been around for a very long time. Technique, our very own Kane's Wrath expert, re-introduced this rush to us, but not as it once was. No longer involving an MCV sell, it has now put the Black Hand on par with vGDI. The two main elements that make this rush powerful are the element of surprise and map control. The Black Hand faction with their excellent anti-scouting is the ideal faction for this strategy. With your opening Flame Tank, your objective is to throw off your opponent. Clearing garrisons, killing off Tiberium Spikes and exploiting openings are all tactics that should be employed. What makes this opening so powerful is the fact that you are forcing your opponent to play with a one-Spike disadvantage, and you most likely force them to overspend and to constantly be cautious, because your Flame Tank and your drafted Black Hand squad will burn away any type of infantry or light vehicle.

The next replay shows off the new and improved Flame Tank opening.



Shrine Opening

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Exclusive to: Black Hand
[i]Preferred Maps:
Rift, Decision, Small Town USA
Build Order: Power Plant, Hand of Nod, Secret Shrine

A popular opening among Black Hand players, the Shrine opening involves getting the Black Disciples upgrade in the beginning of the game allowing for uncontested scouting and anti-scouting. With your Cabals, you are also open to freely take or destroy the Tiberium Spikes (except when facing other Nod factions). Along with early-game map control and scouting, you will already have the upgrade for any future battles. Not only can you kill Spikes, you also force your opponent to spend money on anti-scouting units. The key advantage with this opening is the ability to gain the Spike advantage, and also to scout the enemy base and anti-scout completely.

How far ahead this build order will put you is demonstrated in this replay.



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Scrin Factions


Devourer/Storm Opening

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Exclusive to: vScrin, Reaper-17
Preferred Maps: Tower, Small Town USA, Decision
Build Order: Reactor, Portal, Extractor, Warp Sphere (1 Harvester), Nerve Center, Gravity Stabilizer, sell Drone Platform

Another variant of a well known move, Andre's Dev/Storm opening is a tough one to stop. This rush is most effectively against all factions but vNod and the Marked of Kane, on account of their stealth Harvesters. To execute this rush, you must sell your Drone Platform, however, with all the damage you can potentially do, you can safely rebuild it later and still have the lead.

In the next replay, the element of surprise and the opponent's helplessness shows off the power of this opening.



Articulator Opening

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Exclusive to: Traveler-59
Preferred Maps: Rift, Decision
Build Order: Reactor, Portal (Assimilators, 3-5 Disintegrators), Stasis Chamber (Advanced Articulators Upgrade)

Similar in effect to the Black Hand Shrine opening, this tactic provides early-game map control, freedom to capture or destroy the Spikes, and also a powerful infantry upgrade early on. This build can be used on any map, preferably one with a couple of Spikes. It is especially powerful on Tournament Decision due to the small choke points which make it hard to micro against your infantry, and also your freedom to capture Defensive Towers make it a troublesome tactic for your enemies.

This replay shows you how much of an advantage Spikes can give you.



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GDI Factions


Sniper Opening

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Exclusive to: vGDI, ZOCOM
Preferred Maps: Decision
Build Order: Power Plant, Barracks, Armory

A risky, but rewarding build order, the Sniper opening was made to counter attempted infantry openings, and most importantly the Black Hand Shrine opening. Best used on Tournament Decision, having a Sniper allows you to eliminate enemy Engineers and snipe the Black Disciples off of enemy squads. If successful, you cripple the enemy's early-game economy and save your own Tiberium Spikes while you're at it. Although it is more of a poker-style build order, it is still possible to recover by using the Snipers' scouting potential. A successful Sniper opening features in the following replay.



Bloodhound Opening

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Suitable for all GDI factions
Preferred Maps: Decision
Build Order: Power Plant, Barracks (2 Missile Squads), Refinery, Command Post, Airfield, sell Command Post

The famous Bloodhound rush, in use since Tiberium Wars, is a rush to be feared. It consists of two veteran Rocket-APCs, Pitbulls, and two Orcas built from the airfield. If your anti-scouting is successful, this rush usually results in a quick victory. The goal of this rush is to eliminate as many Harvesters as you can in your first assault. Utilizing Orcas and your APCs' mine laying is key. When targeting Harvesters with your Orcas, make sure to attack with all of them at the same time. The beginning of the rush should consist of non-stop harassment so that maximum damage is done. Remember to queue up your Refinery and War Factory in case your opponent doesn't give up right away!



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Warning! While all of these opening builds can prove effective, they can also be your downfall. Execution, micro, speed, and luck are all deciding factors when using these tactics. All of them are suitable for high-level games — it all depends on the commander! Diversity is a great attribute to have. Practice different tactics and strategies and refine your skills, and your opponent won't know what to expect!

THE END


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