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Tip of the Week #49 - MARV Tactics

By xlava - 2nd March 2009 - 07:22 AM

On the battlefields, no other unit boasts the well rounded defensive/offensive/utility capabilities more than the MARV . Standing for the Mammoth Armored Reclamation Vehicle, it is a force to be reckoned with on the open battlefield. Unlike the Redeemer or the Hexapod, the MARV is much more effective against air units because of its four garrison spots, as opposed to two or three. Also, its ability to instantly harvest Tiberium directly from the fields makes it a utility as much as a weapon.

The Garrison Spots


In addition to its main sonic cannon, the MARV can be garrisoned with up to four additional hardpoints that can increase its deadliness on the battlefield. It is also critical to mention that whatever units are placed in the MARV first will end up in the front, making them attack sooner than the ones in the back. Therefore, it is critical to place healing units in the back, and attack units in the front.
  • Riflemen Squad – This adds a semi powerful anti infantry turret to the MARV, but it is relatively useful against tier one infantry, and it can also be effective if you don’t want to pay for a more expensive anti infantry garrison.
  • Missile Squad – This hardpoint adds a decently powerful missile turret to the MARV, and is the only hardpoint that can attack air units, making it invaluable against an air unit spammer. It is also effective against vehicles and clumped infantry.
  • Grenadier Squad – This adds a mid ranged power anti infantry, anti building, garrison clearing grenade turret to the MARV. It is also highly recommended that you only put one grenadier in the MARV, as having more than one causes severe unit overkill, wasting your time and the money to buy the squads. Although it is more powerful against buildings, it is still an effective way to kill off hordes of enemy spammed infantry, and clear garrisons. Note that only one grenadier turret is required to clear out a building.
  • Engineer/Combat Engineer – The equivalent of the Nod Saboteur or Scrin assimilator, the engineer/combat engineer adds a constant healing ability to the MARV. While one engineer adds only a small healing rate, three or full hardpoints has a healing rate comparable to that of a War Factory.
  • Sniper Team – This adds a sniper hardpoint to the MARV, however, it is inadequate against virtually everything, and is slow to take out infantry. However, it is effective against elite infantry such as black hand, commandos or shock troopers.
  • Zone Troopers – This adds an anti vehicle and structure rail gun to the MARV, and is quick to dispatch virtually any vehicle. A MARV with all four garrison spots with the Zone Trooper is truly a force, if expensive (5200 credits, more than the MARV itself)
  • Zone Raiders – Available only to ZOCOM, the zone raider adds a sonic grenade launcher to the MARV which is not only as effective against vehicles and structures, but is also efficient against enemy infantry. Note that this load out is also expensive if you chose to use all four spots for the raiders.

Strategies


As a Base Defense

Just like all epic units, the MARV is an unparalleled base defense. Its main cannon is effective against vehicles and infantry, and the four garrison spots also lend a hand. Also, make sure that you either have air support for the MARV when defending a base, or that you upgrade it with four missile squads. Because you will be using it as a base defense, there will be no need for the additional healing ability an engineer or two will grant.

It is also very important to have air support when using the MARV, as artillery pose a serious threat to it. The juggernaut or behemoth especially are very damaging against it, and five or so juggernauts will shred your MARV to pieces in a matter of seconds. Therefore, having four or so orcas or hammerheads to destroy these artillery units is critical.

Also, the upgraded AA batteries provide very good air defense if you don’t want to upgrade the MARV with any missile squads.