Organic

Xeno-ventus Ubik, Tyr, Haltyr
Xeno-scavus Larva, Scave, Knell
Xeno-ignus Oizys, Boreas, Eris, Lyssa
Xeno-motus Poda, Kritsk, Mlortha
Xeno-humus Slanth, Crudgin, Rouke
Xeno-frigus Manta, Onnir
Xeno-hoverus Mamos, Momos, Momas
Others Charise, Charnal, Dythe, Jorias, Lithubik, Miasam, Miasmal, Rayoks, Vytyr, Quorg, Abomination

Units tips/tactics:

Slanth

Slanths are great as long ranged units, they provide good support fire for the other ground units to allow us to push forward against the enemy.

My favourite aspect of playing slanths is it's ability to take out enemy pegasus/gryphs and spirits effectively. Pegasus gryphs spirits are all fast and long ranged, very good at hit and run, but they lose out tremendously against slanths. Slanths have higher HP and longer range.

Best way to play slanths is to compliment the set of slanths with an orbus, phasing orbus will allow for quicker movement across ground as well as facilitate easy retreat. Orbus with slanth is also a good way of keeping your slanths alive so they level up faster.

When slanths get beyond 300 dmg, they are able to clear the tougher and slower units like behemoths and chimaeras, slanths have the range advantage so they will not sustain much casualty when facing such enemies.

A few things that slanth users should watch out for are ghasts, arbs and pelicans. These are the units that are good for clearing slanths.

04 February 2004

Poda

What can I say about podas/kritsk/mlortas? I think it's a very good POCer for eduers. They have good speed, firepower and a lot HP. You can block POC, clear or assist your clouters.

Just look at battles after reincarnation: podas everytime mob POCs :)

I have kritsk continiously: when one set is maxed, I buy other and sometime later I sell maxed set. My maxed kritsks-maximus have more then 17000 HP. When your kritsks reach 10k HP use Minor Carpace on them.

22 April 2004

Jorias

Best phasers in the game.

Best if you cloak them (and put MW on them if Edu - it's not such a big deal if you're a clouter).

With artillery units it's best if you use 2 jorias (3 max!) so that you can position them around the map in strategic positions and just phase your units to where they are needed.

With poccer units and sitter units 2 jorias should be the max. One to be sending to one poc, the other can be sent to another. Therefore you can cover twice the ground and be twice as effective.

Note: Clouters can get away with one jorias though i do not reccomend it.

08 December 2008

ok My take on them so far.

They are level 19, evo 2, 5.2 k hp and 19 arm. Damage 390 3.1 cd. with MW. Cloaked.

They are not as effective as ghasts but the MW and HP are not bad at this low level. and i can MW whole sets of units. just mindwarp the whole squad and attack individual units. MW is 15 secs.. so quite long. Best used against non-cloaked units so u dont have to manually aim.

Even effective against imps : u MW the squad but imps will still fire at a targeted joria, move that joria away and attack the imps while keeping them MWed. i killed a whole squad of 8 lvl 30 imps that way.

Alot of micormanagement invloved though... but fun :)

10 February 2004

Rayoks

Rayoks are good for one thing - Poccing endgame. For eduers... this is a good thing. Their flame weaps do decent damage but the range often sucks too much to be really effective (though i have blown off a squad of ghasts before) When maxed with typical stats of 120 edu and 6 clout with about 70 ma, they can get about 18k hp and 110+ arm + warp. Hence, they are very useful to support your poccers - they typically can last at least about 5 secs unders extremely heavy defence- longer if defence is not so heavy (heavy meaning pigs and arbs at poc)... many games are won with warping ryoks. To use this, make sure that they are kept hidden and safe. Keep looking at all the pocs endgame.. there is usually that 1 poc that just needs that extra little boost to win... this is the poc you aim for..... just as the enemy thinks that the poc is safe.... Poof! you supper rayok comes on. If the enemy has crappy pea shooters, poccing is easy and you can last about 20 - 25 secs. Remember.. this requires you to multitask with your other units and keep an eye on all the pocs... these in itself are skills u need to develope.

30 December 2003

Miasam

Before this reinc I decided to try the Maisam infil drop. I'm not a pro with it, but hopefully the info I share will help others when using or defending against them.

Poccing with infil drop:

1 miasam/miasmal (m/m from now on) with highest armor you can get (your meds will provide the hp). 1 infil imp, with highest hp possible, because the only unit that can damage your infil without detect is pigs. The rest of your units should be medics (with cloak + warp + heal; mk6 min). When you rein turn on infil, and stop your imp (if it's moving when you transport it, it WILL MOVE WHEN YOU DROP IT). Now pick it up with your m/m. You want to be at your target poc after your medics can warp (takes 45 seconds for warp to charge), so don't start moving till your sure you will have medic support once you reach your poc. For m/m move to the middle of the poc, and drop your infil. The sweet spot for miasam is just inside the bottom edge of the poc, for the miasmal isn't just outside the bottom edge. Move there, then stop your unit. If you arn't fast enough, pick that imp back up and try again. The reason I prefer miasam over miasmal is because it can 1 hit the sitter in the middle of that poc, which makes finding the sweetspot much easier. If your not taking heavy fire, get your medics to other pocs to help out, otherwise warp as few at a time as possible and keep your m/m healed up.

Defencding against infil drop:

Very easy to end an infil drop, as sitters be very fast, and find that infil. When it's first dropped, it's usually not covered entirely by the m/m, find that leg, arm, or head sicking out and click it fast. As AA, or even a roc, try to push the m/m off the sweetspot. if you move ontop of nmy air you will both move a litle, keep that up, till the infil is found and killed.

Units that stop an infil drop:

Pigs - These will not only clear the infil, but clear your meds fast too. Very effective. Arbs/Vults + RTS - If someone on your side is using the infil drop, don't cram the poc, splash damage is a bad thing for that imp!!! If stoping one, look for nmy to lure close to poc, and cause splash. Imp/Banshee - If they are smart they will turn on tk and splash the imp. Oni(or manta at lower UQ)/Alb/Charise/Dythe/Miasam/Miasmal - These units can all have infil detect; but probably only the oni (or manta) will have it equiped. Avoid taking a poc near them if possible, and (if miasam) one hit them before starting the poc when you can. Any high damage AA - The idea with this is to damage the m/m enough to force the meds to come help. It prevents the medics from helping other pocs, and gives your sitters a target. Even if your not doing much damage keep hitting that m/m till the medics warp over to help it (or it runs away).

PS: In the miasmal description I've posted a "miasam vs miasmal".

Here's some additional tips given on the forums:

milkydude:

-use low weapon, because better range as mention

-look out for manta detector.. kill it first over other unit.

-if u can micro well enough bring a sc spirit, sc air units coming towards u

-when some 1 is doing infill drop try not to use air unit can disturb it and don't poc together with infill as mention , rts sensor splash will hit it also

SkonuhBiskuS

But watch out for SC spirits.... or any air units... they can push you away....

16 December 2006
Robed

Miasmal

For tips using or stopping an infil drop, see my post in the miasam section.

IMHO, Miasam is better then the miasmal because it can clear a space on the target poc in one hit. ATM there is also a bug; when someone reins in your battle the CD time is reset to 0. I've managed to take out a set of ghast in under a minute because I was in a position to hit them at the start of the battle. The only reason I can see to use miasmal is because it can have higher hp/arm (with most stats I've tested) and have detect or AB too, but it's extreamly low dps can't clear a sitter in time to get your infil on the poc. For the miasam I recommend the ranged weapon (since levis won't see it coming in time to neutron; and few units have 15k+ hp), but the H-weapon does have higher damage and lower CD. For the miasmal I recommend the detect, since it will uncover a large area of the map. All and all though, the miasam has a better chance of starting a poc; and your medics will be enough to stop at least 3 sets of aa from killing your miasam.

16 December 2006
Robed

Momos

When using mamo etc. always fly using the alt + e combination unless you are mine clearing they are bugger to target that way. Maxxed mamo with minor carpace work well as mine clearers but alt + q formation is not quite big enough to fix this alt + q then move every second unit a bit further out from the formation and setup a new formation with ctrl + shortcut key, your mamos will last a little longer i promise.

When tackling the source of the mines, albs fly across where they are mining left to right stopping only to shoot it will soften them up using their own mines and stops you running into big clumps of mines which tend to have more effect on mamo armour. Note most albers dont stop to think and keep mining only causing themselves damage.

(a note to hawk mine clearers if you see a set of mamos mine clearing dont fly over them you are only damaging 2 sets of units at the same time which is kinda dumb but i see it happen a lot!)

04 April 2004

Knell

I've used knells for 2+ reincarnations now and I've maxed over 6 sets. So I consider myself pretty good with them. :P

1) Travel in alt-q or alt-w, you do NOT want to run into mines and have your entire stack go boom.

2) Knells are not good solo poccers for standard maps. They have roughly ~13k hp for extremus and ~24 armor. That is not good enough against good defenders. In standard maps, knells are support poccers. Help others start/finish their pocs.

3) Knells rule in victory maps. (10+ pocs is the norm once you get used to knells)

4) When you are poccing, scout for artillery first if you have the time.

5) When poccing, do not move the entire stack onto the poc unless you are SURE there isn't any artillery. Move one knell at a time onto the poc. Try to put your other knells on a cliff while they wait.

6) The best thing for a knell user is to see is for a poc to only be defended by imps. If you micro one knell at a time, there is absolutely no way for any imps with any stats to stop you. Same thing for EQ revs/aboms.

7) Be aware at EG!!! Knells have lots of uses EG and you need to be aware of which task you should perform. Keep moving around the screens and see where you are needed. Hunt arbs/balls/trebs? An ally can't start a poc on time? Then start it for him/her. Is a poc in danger in the last few ticks? Then help finish it.

27 August 2004
okane


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