The Viridian War Guide
From Guide
Version 1.0
Tactical Stylings of Armored of Arrows
Note: If you choose to rip this War Guide from me and take it as your own, you may. The only requirement is that you give full credit to the Viridian Entente [VE].
"The Best Offense is a Good Defense" Defending your Homeland.
Contents |
Tactic #1: Establishing your Territory
Many of you may have noticed that whenever you tried to place an outpost in South Africa, it was quickly taken by either the VE or its allies. We had adopted a "no immigration" policy that required the owner of any outpost planted had to reside in Africa. By taking the outposts before they could reach the full amount of control ticks limits the offensive capabilities of other aggressive alliances by taking away their gating ability to conserve oil. This forces any offensive against VE to be set at a 15+ ETA and thus giving us ample time to prepare the necessary defense.
Tactic #2: Radar Coverage
This is one of the most important things for a defense. Simply put, if you can see the enemy, you can defend. Most people tend to leave their outposts as regular outposts to cut down on the maintenance. We, however, changed almost every single outpost in our territory to radars. Since it takes 20 E to jam, it takes a load of energy just to black us out. Even then, they would have to do it again and again.
It was quite interesting watching the world try to jam our entire radar system. The only problem was that the VE started using the satellite scans to blanket every single area around us up to a distance of 24 ticks lasting up to 150 ticks each. We saw every single attack against us and were able to defeat every attack swiftly and soundly.
Tactic #3: Pre-emptive Strikes
In order for someone to launch an attack on you, they must first get into range. Anytime there was a chance of a possible invasion, we sent a greeting party to wipe out their units. Most of the time, the enemy would plant an outpost. Then they’d send their units to defend that outpost which cuts down on the time to reach it. The counter is to have your units arrive at that outpost at the exact tick of the enemy to start a battle. It does not matter if your greeting party wins or loses. Instead, the purpose is to scout out their units while inflicting massive damage to render their offensive useless.
Tactic #4: Trapping
Occasionally, the enemy will send in a few squads to get close to you. Normally, they’ll keep moving their units around so that you can’t catch them. There are two ways to stop them. Either wait for them to fall asleep, or force them to move to a farther outpost which you can defend easily. The latter is achieved by having multiple task groups scattered throughout your territory. Have the primary keep attacking their squads and force them to move about. They will inevitably try to move to an outpost in which another of your forces can reach within 3 ticks.
Tactic #5: Unit Types
The goal of each battle isn’t just to win. It is to crush the opponent while taking as little casualties as possible. According to logic, the longer a battle drags on, the more casualties you will take. Personally, I prefer 80% of our units with range upgrades and 20% of our units with armour upgrades. Then, we pick vehicle and tank types over infantry due to their massive health and stronger attack. Infantry works for only a few battles while tanks last for a long time. In every single battle, we aim to finish it in 1 round. This means that our range units kill every single opposing unit in the 2 range round. Our armour upgraded tanks take the damage and saves our more expensive range tanks. Damage units do nothing in this tactic.
Tactic #6: The 3 Tick Shield Charge
Many players overuse the shield charge and charge it up all the way to 12 ticks. This is a flaw. The 12 tick shield actually gives the offense a stronger attack if they’re in range to reinforce their attack with more units. The shield is a defense weapon meant to buy time for more units to come in as a defense. The only shield charge you should ever have at a time is a 3 tick charge. Then just limit the amount of energy you use so that you can always charge it again. The point is that you should only activate the shield if your alliance members are coming to defend you and cannot reach before the attack takes place. Add charges as necessary so that your shield drops at the exact tick the last defending unit arrives.
Tactic #7: The Ion Cannon
There are 3 purposes to using the Ion Cannon. 1) Delay a few squads so that your units can arrive and defend. 2) Tip the scales towards your alliance by pushing back units in a very close match-up. 3) Incoming scan shows an 80%+ tank ratio. Anything else pretty much wastes energy that could be used for jamming, spy protection, or shield charges.
Tactic #8: Spy Protection
This is extremely valuable. If you are in a top alliance, expect to be hit by spies from random people every 100 ticks or so. That means you’ll want to keep your spy protection at 250+ for good measure. If there are no incoming squads, they’ll be gunning for your population and oil. Otherwise, they will aim at your units. By watching your intelligence reports, you’ll be able to tell whether an attack is incoming or not.
Tactic #9: Spies in Outposts
When an alliance comes after you, you need to expect that they have planted spies in all of your nearby barracks and vital outposts. You can counter this by having your own alliance fill those outposts with spies yourself. If at anytime you see an attack coming your way and if you have followed my suggested unit choices, start activating your spies using the virus attacks to halve their infiltration. The goal of this is to reduce your enemy’s infiltration to less than 6 so that you can escape damage when the time comes to move your units. Every time an action is used, it halves the infiltration of all others. If you manage to set off 3 to 4 spy actions, you’ll usually be safe.
The second use of spies is for enemy outposts. Most alliances will plant an outpost near you and then move their units to that outpost to lower their ETA. When that outpost is out of protection immediately plant 2 spies. If your greeting party fails to arrive in time or if they lose, you will still have a chance to damage their units with the spies.
Tactic #10: Delay
Coordination is key. Don’t just move your units around and have them arrive at different ETAs. The delay feature will help you send units to arrive at the same time. However, you must watch your maintenance if you are delaying from a barracks as you do not get the free parking bonus while in delay. The delay feature has yet another use. If you delay from an outpost, it keeps the squads from being affected by any spy/ion action. In all of our defenses coming from our barracks, we delayed our units by 4 to 5 ticks so that there would be no chance of the enemy hitting our units with spy actions.

