<?xml version="1.0" encoding="WINDOWS-1251"?>
<rss version="2.0">
<channel>
<title>SG TOFU news</title>
<link>http://www.sgtofu.com/</link>
<description>Shattered Galaxy *T*O*F*U* Regiment news.</description>
<pubDate>Wed, 27 Aug 2008 00:00:00 GMT</pubDate>
<lastBuildDate>Wed, 27 Aug 2008 00:00:00 GMT</lastBuildDate>
<generator>Parser 3.2.4b (compiled on i686-pc-linux-gnu) (http://www.parser.ru/en/)</generator>
<docs>http://blogs.law.harvard.edu/tech/rss</docs>
<item>
<title>2008 Tournament Result and Reward, TSP</title>
<link>http://www.sgtofu.com/sginfo/?id=43</link>
<guid isPermaLink="true">http://www.sgtofu.com/sginfo/?id=43</guid>
<pubDate>Wed, 27 Aug 2008 00:00:00 GMT</pubDate>
</item>
<item>
<title>2008 Summer Tournament sign-up, SG News</title>
<link>http://www.sgtofu.com/sginfo/?id=281&amp;bbstype=1</link>
<guid isPermaLink="true">http://www.sgtofu.com/sginfo/?id=281&amp;bbstype=1</guid>
<pubDate>Wed, 30 Jul 2008 00:00:00 GMT</pubDate>
</item>
<item>
<title>2008 Summer Tournament sign-up, TSP</title>
<link>http://www.sgtofu.com/sginfo/?id=42</link>
<guid isPermaLink="true">http://www.sgtofu.com/sginfo/?id=42</guid>
<pubDate>Wed, 30 Jul 2008 00:00:00 GMT</pubDate>
</item>
<item>
<title>Summer Tournament Information, TSP</title>
<link>http://www.sgtofu.com/sginfo/?id=41</link>
<guid isPermaLink="true">http://www.sgtofu.com/sginfo/?id=41</guid>
<pubDate>Tue, 29 Jul 2008 00:00:00 GMT</pubDate>
</item>
<item>
<title>Summer Tournament Information, SG News</title>
<link>http://www.sgtofu.com/sginfo/?id=280&amp;bbstype=1</link>
<guid isPermaLink="true">http://www.sgtofu.com/sginfo/?id=280&amp;bbstype=1</guid>
<pubDate>Fri, 25 Jul 2008 00:00:00 GMT</pubDate>
</item>
<item>
<title>2008 Shattered Galaxy Summer Tournament, SG News</title>
<link>http://www.sgtofu.com/sginfo/?id=279&amp;bbstype=1</link>
<guid isPermaLink="true">http://www.sgtofu.com/sginfo/?id=279&amp;bbstype=1</guid>
<pubDate>Tue, 08 Jul 2008 00:00:00 GMT</pubDate>
</item>
<item>
<title>New triage description, aznmidget</title>
<link>http://www.sgtofu.com/units/mobile/?id=g056</link>
<description>A good unit to phase clearers to a well protected poc. It is capable of high armor and hp, which allows it to take some damage before dying - usually enough time to phase the clearers in. If you are looking to phase to multiple pocs, this is not the unit for you because the phaser uses a lot of energy.

Note: if phasing, DO NOT have the healing ability as that will take away from armor and hp, which are more important in these cases.</description>
<guid isPermaLink="true">http://www.sgtofu.com/units/mobile/?id=g056</guid>
<pubDate>Sat, 01 Mar 2008 07:06:51 GMT</pubDate>
</item>
<item>
<title>New spirit description, aznmidget</title>
<link>http://www.sgtofu.com/units/infantry/?id=g041</link>
<description>If you choose to use mw or sc spirits AS A SUPPORT UNIT, do not equip a weapon, but rather, cloak, sensor, and the mw/sc. This means you can simply click the enemy to mw/sc it instead of using the hotkeys or the clicking the button on the screen then clicking the enemy. 

The 100-200 damage is not too helpful, is a waste of ma, and makes your presense known.</description>
<guid isPermaLink="true">http://www.sgtofu.com/units/infantry/?id=g041</guid>
<pubDate>Sat, 01 Mar 2008 06:57:30 GMT</pubDate>
</item>
<item>
<title>New virus description, aznmidget</title>
<link>http://www.sgtofu.com/units/infantry/?id=g057</link>
<description>If you use viruses with mellee weapon, avoid overkill by using altq or alt w to surround enemies and pressing &quot;s&quot; instead of selecting an enemy unit. The fact that virii can do so much damage means that they will often times do more damage than the enemy can afford in hp therefore causing overkill.

If you choose to d kill, look for leviathans and pigs. They usually have the most energy. Jorias, roc, and orbus are also good because they usually have plenty of energy to phase units and this also gets rid of one more phaser.</description>
<guid isPermaLink="true">http://www.sgtofu.com/units/infantry/?id=g057</guid>
<pubDate>Sat, 01 Mar 2008 06:46:39 GMT</pubDate>
</item>
<item>
<title>New wight description, aznmidget</title>
<link>http://www.sgtofu.com/units/infantry/?id=g059</link>
<description>Other than a volte, a great support unit for the wight is a shield orbus. A shield orbus and non-v wights make great poc sitters (assuming that there are no enemy air units pecking at you). The disadvantage to wights is their short range so when you meet long range enemies, just pop open the shield and either walk close until they are in range or just simply wait for them to come into the shield where you can pulverise them. The shield would also be good in conjunction with the volte because then you could in theory shield as long as you wish.</description>
<guid isPermaLink="true">http://www.sgtofu.com/units/infantry/?id=g059</guid>
<pubDate>Sat, 01 Mar 2008 06:42:11 GMT</pubDate>
</item>
<item>
<title>New hawk description, aznmidget</title>
<link>http://www.sgtofu.com/units/aviation/?id=a004</link>
<description>Edu hawks can be very deadly if used correctly.

The basic strategy for hawks is hit and run, in other words, do NOT battle it out with owls, nixes, or any other aa because with your armor/hp, you are bound to lose. The one occassional exception to this is other hawks whom have a greater range or stronger ab, in which case I would suggest running toward ally AA and let them help you in killing the hawks. After all, 2 is better than 1. Other than enemy hawks, the best way to kill enemy air is to hit them once and then click the mini-map keep them from hitting you. Repeat this until they are all dead.

As for the Sensor Evade and Floater decision, I believe this is personal preference. During the years I played 80/6/120/--, I found that Sensor Evade was better. I found it easy to simply fly around enemy air mines, and when the ports are airmined, why rein any type of hawks? An average portal mining albatross usually fills the portal with enough mines that units will die right when they rein. This means the floater has no advantage in this situation. However, cutting the enemy&apos;s range allows a greater range of possible enemy units to kill and more room for error and lag. With Sensor Evade, momos, owl, and condors are very easy food because once they realize they are being attacked, you can disappear before they get in range to hit you.

Depending on what type of units you are hunting down, h and non-h weapons can both be good. If you are using hawks early in the game, I would suggest non-h weapons because they are enough to kill low hp, low armor units such as the oizy family, pelicans, low level eagles, low level owls, and low level condors. However, if you decide to use them during mid-game, the h-weapon is the better option. H weapons can usually 1 hit any not heavily armored unit. As for gold weapons, this depends on your playing method. DO NOT USE HAWKS EG. A better option would be nixes or ballistas.

If you have a good sense of time and are good with microing, go with the non-g weapons. They have a better dps, but overkill can be an issue if you do not 1 hit the enemy (leaving them with 1-500hp), in which case you would be forced to either waste another shot or micro them. I found microing hard when using 10 hawks and avoiding damage, but if you can do it, go ahead. On the other hand, gold weapons do higher damage and have a higher CD. with them, you can simply hit, run away for a few seconds, then come back and hit the next one. In most cases, you can 1 hit low to medium hp and armor enemies and 2 hit high armored ones. 

If you decided to go with a sensor evade, a normal sensor would also be good as it increases your range (which allows you to kill more enemies without return fire) and sight (which allows you to become more aware of your surroundings). This is a good place to invest leftover ma for people who have floaters because the range and view are both helpful either way.

Lastly: after burners. If you have high edu, I would suggest 100% with danielle or gravity cell, but if you cannot get such, 25% and solar is a nice option as it gives that extra boost to get away from enemies.

So my suggestion for hawks:
1. AA weapon (avoid v weapons unless you cannot get any other)
2. Normal sensor for greater range and biger view
3. Sensor evade
4. After burner.

The ones I used can be seen at: http://www.sgtofu.com/units/lab/?stat_id=102565&amp;design_id=461646. They averaged 40-60 kill for early-mid game before I reinced. 

If you are comfortable with a different setup, feel free to go for it. This one seemed best for me.

NOTE: Armor and hp do not matter for hawks because they should not get attacked anyways. The best armor and hp for hawks can easily be taken down in a stand-still competition. If you have the best of all the above mentioned, then feel free to weigh down your hawk with armor to a larger margin for errors, but otherwise, invest in either a better weapon, a better energy source, or a better sensor to fill up the MA.

NOTE: DO NOT FIGHT ONE ON ONE! I have beaten my way through enemy hawks very easily simply by hitting and running because 1) I have a greater range than they do (because of Sensor Evade and normal sensor) and 2) I have a greater or equal after burner so they simply cannot come into my range without me moving away first. Other enemy air are easier because they are normally slower with a shorter range, making them easy targets for you.</description>
<guid isPermaLink="true">http://www.sgtofu.com/units/aviation/?id=a004</guid>
<pubDate>Sat, 01 Mar 2008 06:36:10 GMT</pubDate>
</item>
<item>
<title>New hawk description, aznmidget</title>
<link>http://www.sgtofu.com/units/aviation/?id=a004</link>
<description>Double post :P</description>
<guid isPermaLink="true">http://www.sgtofu.com/units/aviation/?id=a004</guid>
<pubDate>Sat, 01 Mar 2008 06:36:00 GMT</pubDate>
</item>
<item>
<title>stats/units guide, HappyIHovad</title>
<link>http://www.sgtofu.com/regiment/?id=252</link>
<description>&lt;p&gt;Important is to use units that can POC and block (ground units, more fat), quickly enough clear sitters/POCcers (high DPS, splash), and survive to do this (cloak, phasability, agrav).&lt;/p&gt;

&lt;p&gt;To enhance abilities of your squad u need to use support units (orbus, spirit, liche, jorias, redeye, falcon r main), so u can prepare for approaching enemy in advance, disable the key units, b where needed quickly, or make whole squads a waste.&lt;/p&gt;

&lt;p&gt;Use solar storage, u cannot afford to get emped and be unable to move/fire, can use sd or cell if u eat lot of energy (pig, nix, wight, vult, levi, support units) but be aware.&lt;/p&gt;

&lt;p&gt;Stats to build on, your units should be strong at least as these.&lt;/p&gt;

&lt;h2&gt;Payers&lt;/h2&gt;
&lt;p&gt;If u pay u have the ability to get your stats past 100 points, earn honour, get gold weapons and wights, that is a huge difference compared to those who do not pay, u should take advantage of it.&lt;/p&gt;


&lt;h3&gt;60/6/120/50 non reinc, 80/6/120/49 PR 11&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;banshee&lt;/b&gt;
&lt;br /&gt;cloak, agrav, heavy gold weapon with superloader TL 100 armour, the solar is enough to regen if u r uncloaked with agrav off so u r generally more usable than wight squad, also quite fast to get where needed and got hp to block a while or relay some POCs.&lt;/li&gt;

&lt;li&gt;&lt;b&gt;wight (+ phaser)&lt;/b&gt;
&lt;br /&gt;
phasic TL 119 weapon, TL 110 overloader, ultracell with cell+refuel or sd+cloak (50 MA), great DPS to reset POCs and kill anything quickly, good range to micro the fire, bad if get emped so watch every shot, possible to have volte so u can recharge the wights and phaser.&lt;br /&gt;
and something to kill air, though 120 EDU and 35 MA is enough for them (80/5/120/35 PR 10).&lt;/li&gt;

&lt;li&gt;&lt;b&gt;manticore&lt;/b&gt;
&lt;br /&gt;quite fat with great weapon to kill air, all u need :)&lt;/li&gt;

&lt;li&gt;&lt;b&gt;phoenix&lt;/b&gt;
&lt;br /&gt;for emergency air clearing situations, drawback is that cannot POC/block and needs to have cell for TL 80 afterburner so can get emped.&lt;/li&gt;
&lt;/ul&gt;


&lt;h3&gt;60/5/110/62(65) PR 10&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;banshee&lt;/b&gt;
&lt;br /&gt;cloak agrav heavy gold flame with surgecasing TL 101 armour, kill what u come by.&lt;/li&gt;

&lt;li&gt;&lt;b&gt;manticore&lt;/b&gt;
&lt;br /&gt;heavy weapon or armour, if u more POC or guard air.&lt;/li&gt;
&lt;/ul&gt;


&lt;h3&gt;80/5/102/49 non reinc&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;imp (+ phaser)&lt;/b&gt;
&lt;br /&gt;phasic heavy gold weapon tl 101 armour no bonus, good to bully enemy everywhere on the map.&lt;/li&gt;

&lt;li&gt;&lt;b&gt;manticore or phoenix&lt;/b&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;Non payers&lt;/h2&gt;
&lt;p&gt;When u hilt level 50 in any division, u get 50% (40% in 51 and goes lower) original exp for your units AND divisions, so for example compared to before level 50 u need twice the time (roughly) to gain same exp for unit and u need twice the units to gain same exp in division, always get all your planned divisions to level 49 and only then hit 50.&lt;/p&gt;

&lt;p&gt;For nonpayer the best units r those that do not need gold weapons and high stats, revenant, sapper, war pigeon, phoenix, albatross, knell, chimera, leviathan, also as the units r more specialized u truly need to use support units to maximize the overall effect.&lt;/p&gt;

&lt;p&gt;Gimping is too considerable because sometimes more stat points will not give u better units and u cannot use them to get your stats over 100.&lt;/p&gt;

&lt;p&gt;Try to experiment with &lt;a href=&quot;/units/lab/&quot;&gt;Virtual Lab&lt;/a&gt; to find desired combo, have support units in your squads.&lt;/p&gt;

&lt;p&gt;Some examples with possible squad choices (always should have something to clear air, POC, sit, adjust sets to your needs):&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;b&gt;100/5/80/5&lt;/b&gt; (PR 7) - pig, sapper, daeva manticore&lt;/li&gt;
&lt;li&gt;&lt;b&gt;60/6/82/42&lt;/b&gt; (PR 7) - SD or cloak camo revenant&lt;/li&gt;
&lt;li&gt;&lt;b&gt;100/88/10/12&lt;/b&gt; (PR 8) - leviathan, lithubik&lt;/li&gt;
&lt;li&gt;&lt;b&gt;100/80/40/16&lt;/b&gt; - phasic sapper, phoenix, knell, behemoth, pig, wraith&lt;/li&gt;
&lt;li&gt;&lt;b&gt;60/100/42/34&lt;/b&gt; - chimera, albatros, knell, mlortha, banshee&lt;/li&gt;
&lt;li&gt;&lt;b&gt;100/6/82/48&lt;/b&gt; - revenant, pig, phoenix, sapper&lt;/li&gt;
&lt;li&gt;&lt;b&gt;100/66/30/40, 40/66/100/30&lt;/b&gt; - pain to level and limited use stats for EQ revenants&lt;/li&gt;
&lt;/ul&gt;


&lt;h3&gt;Generally about units&lt;/h3&gt;
&lt;p&gt;Use heavy weapon, solar storage, comments below r minimum for the unit&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;b&gt;banshee&lt;/b&gt; - 110 or 120 EDU cloak, agrav&lt;/li&gt;
&lt;li&gt;&lt;b&gt;imp&lt;/b&gt; - 102 or 120 EDU phasic armour/infil (lower ma)/cloak, must have gold heavy weapon and preferably 2k honour&lt;/li&gt;
&lt;li&gt;&lt;b&gt;revenant&lt;/b&gt; - 82 EDU enough&lt;/li&gt;
&lt;li&gt;&lt;b&gt;sapper&lt;/b&gt; - usable with anything, can clear mines (1 support sapper)&lt;/li&gt;
&lt;li&gt;&lt;b&gt;wight&lt;/b&gt; - 120 EDU phasic&lt;/li&gt;
&lt;li&gt;&lt;b&gt;wraith&lt;/b&gt; - EMP only&lt;/li&gt;
&lt;li&gt;&lt;b&gt;chimera&lt;/b&gt; - non payer&lt;/li&gt;
&lt;li&gt;&lt;b&gt;hydra&lt;/b&gt; - 120 EDU&lt;/li&gt;
&lt;li&gt;&lt;b&gt;leviathan&lt;/b&gt; - high TACTICS 84+ CLOUT 10 or 120 EDU&lt;/li&gt;
&lt;li&gt;&lt;b&gt;manticore&lt;/b&gt; - 80 or more EDU ground-to-air&lt;/li&gt;
&lt;li&gt;&lt;b&gt;albatross&lt;/b&gt; - airmine&lt;/li&gt;
&lt;li&gt;&lt;b&gt;phoenix&lt;/b&gt; - 40 EDU at least (100% AB), higher MK helps&lt;/li&gt;
&lt;li&gt;&lt;b&gt;vulture&lt;/b&gt; - 102 EDU&lt;/li&gt;
&lt;li&gt;&lt;b&gt;war pigeon&lt;/b&gt; - choose best tactics-bomb damage combo, got many uses so design it to supplement your current squads and fill what u need&lt;/li&gt;
&lt;li&gt;&lt;b&gt;knell&lt;/b&gt; - 40 or more CLOUT, start/relay/finish POCs&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Support units:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;liche&lt;/b&gt; - nuke and phase shield, blocks phasing into quite big area&lt;/li&gt;
&lt;li&gt;&lt;b&gt;spirit&lt;/b&gt; - disable units&lt;/li&gt;
&lt;li&gt;&lt;b&gt;orbus&lt;/b&gt; - shield (groung-to-groung damage that goes through the field = 0), phaser&lt;/li&gt;
&lt;li&gt;&lt;b&gt;red-eye&lt;/b&gt; - TL 2 radar, TL 2 identify give huge view, detector&lt;/li&gt;
&lt;li&gt;&lt;b&gt;volte&lt;/b&gt; - recharge energy or EMP&lt;/li&gt;
&lt;li&gt;&lt;b&gt;condor&lt;/b&gt; - clear airmines&lt;/li&gt;
&lt;li&gt;&lt;b&gt;falcon&lt;/b&gt; - give view&lt;/li&gt;
&lt;li&gt;&lt;b&gt;onnir&lt;/b&gt; - detector&lt;/li&gt;
&lt;li&gt;&lt;b&gt;rayoks&lt;/b&gt; - 120 EDU help POC&lt;/li&gt;
&lt;li&gt;&lt;b&gt;jorias&lt;/b&gt; - 120 TACTICS cloaked phaser mind warp&lt;/p&gt;
&lt;/ul&gt;

&lt;h3&gt;Gimping&lt;/h3&gt;
&lt;p&gt;
Useful links:
&lt;ul&gt;
&lt;li&gt;http://www.sgtofu.com/stats/?id=106&lt;/li&gt;
&lt;li&gt;http://www.sgtofu.com/stats/xp/&lt;/li&gt;
&lt;/ul&gt;
&lt;/p&gt;

&lt;p&gt;Gimping is about getting some of your divisions to certain level, thus gaining desired amount of points to fit specific PR and take less space in battle at maximum efficiency (theoretically).&lt;/p&gt;

&lt;p&gt;For example some1 nonpayed (keep in mind that u get half experience for divisions after u hit 50 in one of them (and less afterards)).&lt;/p&gt;

&lt;p&gt;PR 7 - at start buy 13 units from gimped division and level them to 3, sell them and buy units u will max and keep maxed (at least 10 from each remaining division), so when max your divisions will b 50+/50+/50+/4 if u choose to gimp org, also possible to max 9 units in some division giving u level 49 in it and choose to end something like 50+/49/49/6 , or 30/50+/50+/24 (max 2 infantry and 1 org, max rest) etc, depends on what units u will plan to max.&lt;/p&gt;

&lt;p&gt;PR 8 - max 1 unit from gimped division and then max rest of your divisions to get 50+/50+/50+/24 or what divsion setup need, or 37/50+/50+/37 (max 4 inf and org, then rest), 34/50+/50+/40 (3 inf 5 org) etc.&lt;/p&gt;

&lt;p&gt;Payed after reinc (or any different PR), u need to level to point where your current points reach the PR u want, so u should look first what divisions u will level and what u will keep gimped with how many units able to max, always count it before start leveling, for example if u get 5 permanent points (241 total, PR 11) and want to stay PR 10 (240 total, PR 10), u need to not go higher than level 49 in one of your divisions by leveling only that many units (can b like 50+/50+/50+/49, max 9 orgs), in case u need to gimp by units not being able to max (under 5 max units (or 4 max and something) for level 39 or such) always watch the exp and stop using/sell the units so u do not overrun (experiment with the calculator to learn optimal amount of units u can max or need to sell before max).&lt;/p&gt;

&lt;p&gt;&lt;br /&gt;last update: November 3 2007&lt;/p&gt;</description>
<guid isPermaLink="true">http://www.sgtofu.com/regiment/?id=252</guid>
<pubDate>Fri, 19 Oct 2007 20:21:00 GMT</pubDate>
</item>
<item>
<title>SG-Guide Good to read, sanderr</title>
<link>http://www.sgtofu.com/stats/?id=251</link>
<description>NRUBnoobynew?s guide to Stats and Units (il copy it from the RD site)

Index 

i) Introduction 
ii) Clouter roles 
iii) Clout units 
iv) Clout stats 
v) Perfect PR Clout stats 
vi) Eduer roles 
vii) Eduer units 
viii) Edu stats 
ix) Perfect PR edu stats 
x) Higher PR stats 
xi) FAQ 
xii) Conclusion and Credits 

Part I 
Introduction 

Basically, I am writing this guide because, though NW gameplay is topnotch, some of our stat/unit choices leave much to be desired. 
It is also partly written in response to people saying things like: 

?low pr clouters are not good? 
?You?ll need more MA as a clouter? 
?Moths are great eg edu sitters? 
?Eduers need really high MA? 
?Quorgs are good units to use? 

These are just some comments that make me shake my head and laugh; sadly, they are often said and I would thus like to refute these fallacious claims. 

Some parts of this guide have been ripped off from Pendarr?s sg-city guide. 
I will go over clout stats and edu stats geared toward high end regiment play. I will assume that people know hybrid stats should not be used until very high PR. 


Part II 
Clouter roles 
You have TWO jobs: 
i) Poccing, by far the more important of the two. Quite a simple concept; really, you just need to put your unit onto a beacon like thing and wait for it to light up with your faction?s flag on it. I?ll discuss how to best do this 
ii) Sitting, your units will be very hard to clear off a poc, so just sit and block it if you can. You?ll prevent opponents from putting units on your poc. 

Part III 
Clout units 
EG Poccers: 
Wraiths, Levis, Moths 

Support poccers: 
Knells, medics, hydras 

Misc: 
Sappers, Albs, Pigs, Chims 

Why Mephits, Aboms and Quorgs make lousy poccers 
Assuming you are not pr 16, wraiths always make better phase poccers and moths always make better rolling poccers. That?s pretty much it. 

Part IV 
Clout stats 

Some rules of thumb to keep in mind 
1) You should build you stats around units, not units around stats 
2) Try to build stats centred around EG poccers 
3) 120 clout is usually not worth the investment 
4) Consider whether your units would be better with a different stat 
5) There is little reason to ever drop below 100 tactics as a clouter 
6) You do not need high MA or EDU for a clouter 
7) Most often, the best edu levels are 5, 10, 30, 40, 42, and 82. 
 TACTICS IS YOUR BEST FRIEND 
9) Did I mention tactics is awesome yet? I tend to forget sometimes 

You will notice that 60/111/42/23 has not been listed below. The reason this is not a good stat set is because it does not take full advantage of the most powerful stat, tactics. Some might argue it is a good starter stat. Well, I?ve given alternative stats that increase effectiveness while still allowing for ?starters?. 

Also, you will notice that the ma in the stats I have suggested is not very high, there is a very good reason for this; that is, TACTICS IS YOUR BEST FUCKING FRIEND AND MA IS NOT. You should almost never reduce tactics in favor of ma or edu. Also, did I mention Tactics is awesome? 


Some great possibilities for 0-reinc clout 

i)100/110(111)/10/16(15). 
http://www.sgtofu.com/units/lab/?stat_id=64766 
This is my personal favorite as it allows for awesome levis and wraiths (the moths aren?t bad either). Although it doesn?t offer a shield with wraiths, it more than makes up for it with the additional units you get (and just overall effectiveness) 



ii) 100/108/22/6 
http://www.sgtofu.com/units/lab/?stat_id=64767 
This is just a variation on the stat above if you wish to use Behemoths mainly instead of Levis. However, you do lose the ability to SD on your wraiths, which you may find a little annoying. 


iii) 120/80/30/6 
http://www.sgtofu.com/units/lab/?stat_id=64744 
This offers the best wraiths on a 0 reinc set-up. Compared to the first two, you lose some hp overall, but it allows for a shield and jorias, two great assets to any clouter. 


iv) 120/84/22/10 
This stat is about sheer numbers with your units. Wraiths levis and moths are all viable options. 


Some decent starter stats (not optimal but worth mentioning): 
I say these are not optimal because of the alternatives I?ve given above. However, they are okay stats geared more for beginners who need to get used to higher tact. 

v) 80/108/42/6 
This stat is geared toward a starter who wants to work with slightly more edu for an orbus shield, slightly tougher singular wraiths, and tougher singular moths. It does offer less poccing power overall but it is easier to use than the stats I?ve discussed above. 
Moths are better under 100/108/22/6. 
Wraiths are better under 120/80/30/6 

vi) 80/110/40/6 
Similar to 80/108/42/6, but geared more for levis instead of moths. 


vii) 80/120/5/31 
http://www.sgtofu.com/units/lab/?stat_id=64909 

This is for clouters who feel they want to play a more relaying kind of role. I don?t really recommend this, but if you feel like playing a relaying role, it is a viable option. It is far harder to use and does not offer any real solid poccers for EG. It offers great medics, Hydras, knells. (All relay poccers) 

Why tactics is your best friend (and some exceptions) 
Since in most cases, it is not single unit health, but set health that matters, tactics works to your advantage. Also, the more units you have, the easier it is to poke holes into a poc block, and the easier it is for you to block a poc yourself. Also more units allow you to attempt multiple pocs (vs wulu, not recommended vs pro). Imagine 80tact wraiths, 2 roc 8 wraiths(6 wraith 2 orb) vs 120tact, 2 joria 10 wraiths(8 wraith 2 orb). 120 tact, that?s 50k more hp for a poc. 
Look at a set of 100/110/10/16 levis and ask yourself if you could do better with lower tact (The answer is begins with an ?N? and ends with an ?O?). 


Why low pr clouters are very useful 

Once you get even one reinc, your effectiveness can increase greatly. Even with two points, 120/108/5/5 is a great option. 

Part V 

Perfect Pr 10: 120/108/5/7 (or 120/110/5/5) 
http://www.sgtofu.com/units/lab/?stat_id=64905 

This first is the stat I personally run and I can tell you that it is very effective because of killer wraiths and moths, (two of your three best poccers as clouters who incidentally work with low ma). It fully utilizes tactics and the fact that clout units don?t need ma 

10 x 24.6khp 40 armour wraiths + 2 Jors 
12x 19khp 108armour moths 
Cloak, Emp 21k/5 wraiths + jor 

The first stat offers slightly better moths (add a sensor?) while the second offers non-ball shield levis. 

Perfect PR 11: 120/110/10/15 or 120/108/22/5 
First stat gives better levs + sd on wraiths second stat gives better moths. 

Perfect PR 12: 120/110/30/10 
This is arguably the best pr-efficient clouter. It offers great levis, orbus and sd with wraith, and great moths. Chims, sappers, and knells are also very good, 

Perfect PR 13: 120/111/42/12 
Tougher moths and wraiths than above, allows for tl80 weapon with wraiths (12 ma bp). 

Perfect PR 13 120/120/10/35 
This stat is made mostly for medics. They do not improve much from perfect pr 13. 
Levis, wraiths, and hydras work well too. 

These perfect PR stats are very good reference points when designing post reinc-stats. If you?re going into PR X, look at perfect PR X-1 and PR X to compare your potential effectiveness. 
For example if you?re going to be pr 12, look at perfect PR 11 stats and see if you?re more effective, then look at perfect PR 12 to see if you?re comparable. 


Part VI 
Edu roles 
Eduers have more roles to play in any given battle. Thus, it is usually helpful to have more eduers than clouters. 
Clearing- Often, enemy pocs will be sat by enemies units. With this in mind, go kill those units as quickly as possible so your clouters can poc. 

Sitting/Defending- Enemy units will try to poc on you, by sitting and defending, you can kill those units and keep pocs safe 

Anti-air- There will often be aerial units that need to die. Kill them with your AA units 

Hunting- This is by far the hardest role as an eduer. This role entails killing artillery, phasers, and other such units; however, when being a hunter, you must also help with pocs if the occasion arises. As I am not proficient at hunting, I will refer you to other guides as soon as I find them. YRUstupid?s guide to shees on LOW forums is quite helpful 


Part VII 
Edu units 
Sitters: Revs, Wights, Imps (NO MOTHS, NO QUORGS) 

Clearers: Arbs, Pigs, Vults, 
(Wights and Imps are decent too but should not be your only set of clearers) 

Anti-air: Nix, Balls, Falcons (better with higher tactics) 

Hunters: Banshees, Eagles, 
(ghasts are okay too) 


Part VIII 
Edu stats 
Some rules of thumb for designing edu stats 
1) You need to kill, not live longer, so design your stats around units that will kill faster 
2) Tactics is your best friend 
3) You should build you stats around units, not units around stats 
4) Try to build stats centred around 1 or 2 main sets, but still fit really well with your 3rd and/or fourth max set 
5) Consider whether your units would be better with a different stat 
6) There is little reason to ever drop below 80 tactics as an eduer 
7) You do not need high clout as an eduer 
 82, 102, and 120 edu are the main breakpoints. 62 and 92 are occasionally valid 

Some Comments: 

The only units that really require 120 edu are 
falcons shees wights and eagles 
If you are not using these units, you are better off with more tact and less edu. 
Also, in general, falcons and eagles are not units to build stats around. 

We all know by now that clouters don&apos;t really need any edu or ma to be effective. They have 2 roles that require essentially the same build of units, thus the unit and stat design is much simpler and often gives clear-cut &quot;right&quot; answers. 
Eduer stats are a little more complex due to having 4 roles to choose from and each role requiring unique kinds of unit types. Fear not, for I shall guide you... 

When to select 82, 102, or 120 edu (or 62 or 92). 

Think of units you want to use. A good rule of thumb is to go for the edu required 
for the most edu intensive units. 

62 edu: Imps Balls Pigs Vult 
82 edu: Arbs revs Nix 
92 edu: Balls 
102 edu: Imps Nix Vult 
120 edu: banshee wight falc eagle 

I&apos;ve listed some units twice. That&apos;s because I really cannot judge where they are PR-optimal 

Say you want wight imp nix pig. Because wights need 120 edu, you would choose 120 edu. However, if you don&apos;t want to build stats around them, you could drop wights and play 102 edu with more tactics. 

In general, I say that 120 edu is not for non-reinc players. Because sacrificing tact for edu turns out to hurt pretty much all sets except for wights and banshees. 
These two units are also better around pr 12-14 because players with 12-14 pr end up being able to have high tact as well. 

Basically, TACTICS IS YOUR BEST FRIEND! 

Some non-reinc possibilities 

i)100/6/82/48 
http://www.sgtofu.com/units/lab/?stat_id=66109 
This stat offers great revs, nix, arbs, pigs as eg units. 
This is arguably the best non-reinc edu stat. 

ii)80/6/120/30 
http://www.sgtofu.com/units/lab/?stat_id=66114 
This stat offers good revs, arbs, pigs. However, revs and arbs are clearly better with the first stat. And pigs end up doing 8 dmg less overall with this stat, so pigs are about the same as with 100/6/82/48. This stat offers more units from which to choose, making it a decent, albeit sub-optimal, stat set. 

Depending on unit selection, you&apos;d likely be strictly better off with 120/5/62/49 or 100/6/82/48. 


iii)80/5/102/48 
http://www.sgtofu.com/units/lab/?stat_id=66115 
This stat is geared more toward having nice imps and nixes. The revs, arbs, and pigs are also good. This stat should only be chosen over the first if you wish to build stats around imps and nixes more than other units. 

iv)120/5/62/49 
[URL=http://www.sgtofu.com/units/lab/?stat_id=68965] 
http://www.sgtofu.com/units/lab/?stat_id=68965[/URL] 
This stat provides great pigs, imps and balls. 
You maximize your dps for all three sets by using this stat. 
Vults are a viable option too. 
Eagles (with 6 clout instead of 5) are very good. 


As you can see, I have only listed 80+tactics, and 5/6 clout stat. This is due to the fact that TACTICS IS YOUR BEST FRIEND, not to mention that eduers have no need for clout higher than 6 (Some exceptions below).There is no viable reason to not go 6 clout with 236 points. 

One commonly recommended option is 60/6/120/50 
I really don?t recommend this stat except in very rare cases. My justification is as follows: 

Revs: better with any of the stats listed above 
Arbs: better with any of the stats listed above 
Pig: better with any of the stats listed above 
Imps: better with 80/6/102/48 
Balls: better with 80/6/120/30 or 120/5/62/49 
Eagles:Better with 80/6/120/30 or 120/6/62/48 
Nix: Comparable or better with 100/6/82/48 or 80/6/102/48 
Basically, you?ll NEED to use wights and banshees justify this stat. But with only 9 units, you&apos;re likely better off to leave these to slightly higher PR players 

Part IX 
Perfect PR 10 
120/6/82/32 
revs arb pigs 

80/6/120/34 
balls eagles pigs arbs revs 
A little sub-optimal but a decent choice 

80/6/102/52 
Imps nix rev arb pig 


120/5/62/53 
Imps Pig Ball are probably best under this stat. Eagles are decent too. 

Perfect PR 11 
120/6/82/47 
Rev arb pigs nix 

80/6/120/49 
wights rev arb pig nix balls eagle 

100/5/102/48 
imps rev arb pig nix 

120/6/120/9 
This stat has not really been tested, but it does give very nice revs pigs arbs and phasic trebs. The wights are slightly tougher than revs, have higher range, have 2 more dps, but deal less damage overall. I will be testing wights on x/x120/low stat 
soon, but I&apos;m in favour of them at the moment. 

Perfect PR 12 
100/6/120/44 
Wights revs arbs pigs balls nix falcon eagle 
This stat is basically built for having wights falcons and eagles, while not hurting other sets too much. However, other units would be slightly better with different stats. 

80/14/120/56 
Banshee Wights revs arbs imps pig ball nix falcon eagle 
This stat is built for shees, other units are better with different stats. I&apos;d only recommend this stat for someone running 2 sets of shees. 

120/6/120/24 
Revs Arbs Pigs Balls Trebs 
Yes, I said it, trebs. Phasic trebs with 2 jors is going to be deadly with just pr 12. 
All the other sets listed are also optimized under this stat. 

100/6/102/62 
Imps Nixes Vults Revs arb pigs 

This is one of the only stats I&apos;ll list with more than 60 ma. It gives the best imps for a pr 12 eduer. Nixes are also great under this stat. 


Perfect PR 13 

120/6/120/39 
Balls arb pigs rev non-phase wights eagles falcs 

120/6/102/57 
Imps arbs pigs revs nix 

100/14/120/51 
shees imps arbs pigs revs nix wights eagles falcons 


Perfect PR 14 

120/6/120/54 
Pretty much all edu units 

Support Units 
The most common support units are liches, mw spirits, orbus, red eyes, and jors. 

Liches are awesome because they block out all phasers when their irbm shield is deployed. I highly recommend keeping one with each set of sitters, particularly wights. 

Another option instead of liches are mw spirits. They can disable jors, and can also hinder enemy clearing or poccing attempts. I recommend keeping these with revs if you are confident in your mwing abilities. 

Orbuses can act as phaser and/or shields. It really isn&apos;t necessary or recommended to keep shields with your sitter sets because that means 1 less unit for killing power. 
Phase orbuses are useful with clearers and balls if jorias are not available 

Red-eyes can jam, scan, reveal cloak/camo units, and identify units. 
Jamming is probably the most annoying for the enemy. It disables friendly view and the minimap of all opponents. This is particularly useful with nixes and miners because you can sneak up to pigs (nixes) or sneak to port (miners). 
The nice thing is that you can equip jam and scan at the same time, meaning hunters will find them to be an asset too. 

Arbs users will find the tachyon sweep (camo/cloak detect) very useful as well. I recommend having 1 sweeping eye or manta with each set of arbs. 

The little used ability of red-eyes is to identify units. It is generally underpowered and/or useless, but I really enjoy using them with my emp wraiths. When you equip and sensor and a scanner on your red-eye, you can scan the map and identify units. You are able to see the maximum energy of units when you identify them, meaning it is easy to tell which units are solar and which units are not. This saves you the trouble of trial and error, or going after units some distance away only to realize they are solar. 


Why behemoths are bad edu units (taken directly from Pendarr?s SG-city guide) 

Behemoths are never a good choice for edu. This is one of the only bad choices I will discuss, but it bears discussion because so many eduers use Behemoths. Behemoths do a lot of damage and have high hp/armor, so a lot of people like them. The problem, though, is that as an eduer, you don&apos;t need hp/armor, you need to be able to kill things quickly, and Behemoths, while doing a lot of damage per shot, do really horrible damage per second (dps), because their weapons have an absolutely horrendous cool down (time between shots). The relevant numbers: Gold H-TL120 Behemoth weapons do 776/3.0 = 259 dps (This is 9 higher than the DPS apps can do). Gold TL101 Revenant weapons (not even TL120; just 101) do 670/1.8 = 372 dps. That&apos;s more than a 40% increase in dps. Revenants are also faster, able to equip cloak or be phasic more easily than Behemoths, and get worse but still comparable hp/armor. There is never a reason to use Behemoths instead of Revenants if you&apos;re an eduer. Remember enemy must be on poc to get it so range does not matter (this is especially true in vic maps). 

Exceptions to the 5/6 clout rule 
Here I will discuss the exceptions to this rule. 
We all know that clout is next to useless for eduers, reason being that your job is not to live longer, but to kill faster. 

i) Hunter/AA stat sets. 
If you?re building your stats around having great hunters and/or aa, clout can actually be very helpful. This is because as hunter or aa, you?re dealing with mostly units that move about but don?t require a long time to kill, thus getting to your target faster (which clout allows you to do), is actually an advantage rather than having more firepower. 

ii) When you already have 120 tactics and edu. 
Well, I?m discussing this as an exception even if I don?t believe in high PR eduers. The reason is that at 120/6/120/42+ (PR 14), you?ve pretty much already become as effective as you?re going to get as an eduer. Any more points into clout allow you to live longer, not do more damage (which isn?t necessarily a good investment of PR). That said, if you insist on playing edu as high pr, you can pump some clout because you really have no where else to put your points. 

14 clout: banshees and SC spirits (12 clout) 
22/24clout: imps balls vults arbs pigs (FFS NO MOTHS) 
34/36clout: revs eagles wights 
42 clout: Banshees 



Mechanical Aptitude Sucks (Why tactics &gt;&gt;MA) 
I have mentioned several times that tactics is the best stat. This is because as an eduer, more total damage supersedes per unit damage; and as a clouter, more total hp supersedes per unit HP. As a clouter, you?ll never really need more than 5 ma (maybe 9 ma for tl101 arbs). 
As an eduer, you won?t need MA higher than 50 in most cases. 

The prime examples being 
120 edu Wights: 
42ma tl119 weapon, 70% Overloader, 18k cell + ultra cell 
Dps = 1150 dps 

And 

108 clout Wraiths 
5ma, 5edu: 24.6k 40arm phasic, Tl 60 weapon. 

Part X 
High PR stats 

As eduers, you?re effectiveness is really at its peak at pr 14 120/6/120/54, or arguably 
PR 15 120/14/120/61 (just for shees and Tl 120 weapon on wights really). With this in mind, I recommend always playing clout/hybrid at higher PR?s. 

Things to remember: 
? Tl101 arbs with sensor require 9ma 
? Moths, Wraith, and pigs only require 5 ma 
? Tl81 phasic arbs require 41ma 

Perfect PR 14 (100/108/82/10) 

This stat is geared towards behemoths so to make non-120 tactics viable you are encouraged to run at least 2x behemoths. 

Behemoths: 
21k hp/ 147 armor 
TL 100 weapon 
TL 100 sensor 
SD or cell 

Arbalest: 
7k hp/ 15 armor 
TL 101 weapon 
TL 2 sensor 
TL 60 SD or solar 

Wraiths: 
25k hp/ 61 armor 
TL 60 SD 
TL 60 weapon 
+ Orbus with cloak and cell 

Perfect PR 15(120/108/82/5) 

2x moths 
Wraiths (no cloak on orbus) 
Pigs instead of arbs 

Perfect PR 16 (120/111/82/12) 
2x moths, 
Wraiths 
Levis 
Arbs 

Perfect Pr 15 (120/111/42/42) 

This stat is made for phasic arbs+jors, which can be very deadly 
Levis, wraiths and moths work well too. 

PR 17 and higher should just add to ma (for arbs) and clout as seen fit. 

Part XI 
FAQ 

1) Q: low pr clouters are not good, why do you suggest them? 
A: I think I?ve shown that low pr clouters can indeed be effective. Their poccing power is just as good as their higher PR counterparts. The only thing they lack is clearing capabilities, which is more of the eduer?s job 

2)Q: Don?t you need more MA as a clouter? 
A: No, you never need more MA as a clouter. Refer to some low MA guides if you?re still unconvinced 

3)Q: Moths are great eg edu sitters, why would you say otherwise? 
A: They just don?t have enough DPS compared to revs. See the above section on edu moths if you?re still not convinced. 

4)Q: Eduers need really high MA, why would you suggest low MA stats? 
A: Eduers rarely need more than 50ma. Tact is far more important 

5) Q: Quorgs are good units to use, they can poc and sit really well can?t they? 
A: For poccers, wraiths or moths are better. For sitters, revs are better (non-ballistic damage, higher dps, does not hit random air units when trying to stop a poc, comparable oughness). 

6) Q: Why choose tl119 wights over tl120? 
A: Generally if you equip tl120 weapon then you can only equip the 40% OL (955 dps). Where as with tl119 weapon and 70% OL you get almost 1200dps. If you can equip tl120 with 70% OL and 120 tactics please play clout/hybrid. 

7) Q: Why are you recommending edu stats with less than 102 edu? 
A: Units such as revs pigs arbs balls are strictly better with more tact and less edu. They end up blocking better and/or doing more dps with 62 or 82 edu. 
http://www.sg-city.com/ibf/index.php?act=S...t=0#entry213354 

This post shows why tl119 is comparable to tl120. 

Part XII 
Conclusion and credits 
I hope by now you realize how important tactics is and how overpowered it is. I hope you also realize why it is important to specialize and how to do so. 
If there?s one thing you should get out of this guide, it?s that 
Tact&gt;&gt;ma 

While I, NRUB, did almost all the work for this guide, special thanks go to Destryer for his help with suggestions, the high pr section, and editing . Thanks go to Pendarr as well, as I have taken some parts directly from his guide on sg-city
</description>
<guid isPermaLink="true">http://www.sgtofu.com/stats/?id=251</guid>
<pubDate>Sun, 12 Aug 2007 12:52:00 GMT</pubDate>
</item>
<item>
<title>Changes on site..., FifonikDA</title>
<link>http://www.sgtofu.com/about/changelog/?id=250</link>
<description>&lt;ul&gt;
&lt;li&gt;Since now hero info on explore hero page updated once per day. So if you today look at your info on explore page there are no reasons to do it again today: you&apos;ll see the same information. For regi members information in his/her profiles updated as before - with 1 hour delay maximum.&lt;/li&gt;
&lt;/ul&gt;
</description>
<guid isPermaLink="true">http://www.sgtofu.com/about/changelog/?id=250</guid>
<pubDate>Mon, 21 May 2007 21:13:00 GMT</pubDate>
</item>
</channel>
</rss>
