#Guide feedback

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ornate wind
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Got any feedbacks, type them here

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@woven zodiac

ornate wind
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Cyclones (cyclone)

  • Terror of many noobs (WIP)
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(Temp storage for now)

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Vertexes (ao_f1_avia_fighter_0000)

  • Imba jet that flies faster than missiles (WIP)
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Thors (ao_f1_avia_bomber_0000)

  • Bane of noob JCP users (WIP)
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Deltas ( ao_f1_nav_amphibian_0000 )

  • Basically a sea armadillo with less stats (WIP)
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Vikings (ao_f1_nav_light_0000)

  • 3 big Guns go boom (WIP)
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Poseidons (ao_f1_nav_heavy_0000)

  • thicc (WIP)
woven zodiac
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  • coyote is the fastest vehicle with the speed of 100 at maximum upgrades.

  • coyote is effective against infantry units but mostly effective against heavy assaults by dodging their rockets and flame assaults by always keeping a distance that cayote keeps shooting at fire assault and also being out of fire assault's range.

  • In high ranks Coyote is mostly used as very effective scout due to his high speed and high vision range.

  • Coyote's main counter is hammer and cyclone.

  • Coyote is good against assault rush from rank 13 and above and becomes very effective against assault rush from rank 16 and above.

Corrections:

- Coyote is the fastest vehicle with a speed of 100 at maximum upgrades.

- Coyote is effective against infantry units, but is most effective against Heavy Assaults by dodging their rockets and against Flame Assaults by keeping their distance, so that Coyote can keep shooting at enemy Fire Assaults while remaining out of the Fire Assault's range.

- At higher ranks, Coyote is mostly used as very effective scout thanks to his high speed and high visual range.

- The main counter to Coyotes are Hammers and Cyclones.

- Coyote is good against Assault rushes from rank 13 onwards, and becomes very effective against Assault rush from rank 16 onwards.

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  • Armadillo is stronger than hammer in 1 vs 1 but weaker in high numbers against hammer due to hammer's burst damage destroying armadillos instantly, and the fact that they get outnumbered 3 to 2 doesn’t help at all.

  • In low-medium ranks (4-18) Armadillo can beat delta in 1vs 1 scenario but in rank 19 and above armadillo is weaker than delta.

  • The Cayman spawn mining trick does not apply to armadillo because armadillo prioritize attacking enemy building on laying mines ,soo he never moves to lay mine even if he is standing on mining location.

  • Armadillo and grenadier spam is the winning tactic of getting medals in skirmish game mode.

  • Armadillo can force fire a location but can not force fire at the maximum range and simply moves 2 blocks closer to in order to force fire, and even then the horrible splash damage makes it a bad idea in general.

  • Mine can be placed on top of each other to replace them with old one. Best to replace those pieces of garbagescorpion mines with either lizard or frog mines, depending on whether you play vs infantry spammmers or vehicle spammers.

  • Mines are only useful in certain scenarios, and usually not vs a decent player as all it takes is some zeus to fire at certain spots and the minefield is cleared, without no losses and 1 minute taken at most.

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Corrections:

- Armadillos are stronger than Hammers in 1 vs 1, but weaker against larger numbers of Hammers due to the Hammer's high burst damage, destroying Armadillos much faster. The fact that they get outnumbered 3 to 2 doesn’t help either.

- In low to medium ranks (4-18), Armadillo can defeat Deltas in 1vs 1 scenario, but from rank 19 onwards Armadillo is weaker than Deltas.

- The Caiman spawn-mining trick does not apply to Armadillos, as they prioritize attacking enemy buildings instead of laying mines. This means he never moves to lay mines, even if he is standing on designated mining locations.

- Armadillo and Grenadier spam is a winning tactic of getting medals in the Skirmish game mode (Unassailable Fortress).

- Armadillo can force fire at a designated location, but cannot force fire at its maximum range. Instead, they simply move 2 cells closer in order to force fire. Even then, the horrible splash damage makes it a bad idea in general.

- Mines can be placed on top of each other to replace old mines with new ones. It's best to replace those ~~pieces of garbage~~ Scorpion mines with either Lizard or Frog mines, depending on whether you play vs infantry spammers or vehicle spammers.

- *Mines are only useful in certain scenarios, and usually not vs a decent player. All it takes for them is some Zeus to fire at certain spots to clear the minefield without any losses. Even if it takes them 1 minute, this can also be used to buy yourself some time.*

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  • Jaguar is weaker than zeus in 1vs1 but costs 20 less resources.

  • Jaguars in high number and in siege mode position can win against same number zeuses approaching towards them (Recommended to place them in chessboard/zigzag position as it lowers the splash dmg other jags have to take) (Does not apply when zeus is shielded, and in higher ranks, Zeus survivability skyrockets with each upgrades and jaguars couldn’t simply catch up that easily.)

  • Jaguar loses armor in exchange of double shooting and 2 more attack range in siege mode, so if your Jaguars are under attack by thors and vertexes, unsiege them to take the minimum damage possible.

  • They are also weak against enemy infantry as its firepower is insufficient and low splash value, unlike zeus, so keep in mind you should not use them vs infantry spammers.

Corrections:

- Jaguars are weaker than Zeus' in 1 vs 1s, but costs 20 less resources.

- Jaguars in high numbers and in siege mode can win against an equal number of Zeus' approaching towards them (It's recommended to place them in chessboard/zigzag position to lower the amount of splash damage other Jags take. This does not apply when the Zeus' are shielded. In higher ranks, Zeus' survivability skyrockets with each upgrade while Jaguars simply can't catch up that easily.)

- Jaguar loses some armor in siege mode in exchange for double shooting and gaining 2 more attack range. If your Jaguars are under attack by Thors and Vertexes, order them into march mode to help take the less damage.

- Jaguars are also weak against enemy infantry, as its firepower isn't as effective and has low splash value, unlike the Zeus. Keep this in mind and try not to send them vs infantry spammers if you don't have enough Jaguars to achieve critical mass.

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oh btw @ornate wind, i'll leave my corrections without the syntax so if you do choose to accept my corrections, it should be an easy copy/paste instead of having to redo it yourself

patent belfry
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me who wrote the resistance part with grammar issues be like Harold 💀

woven zodiac
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  • Porcupine has the highest vision range in all land resistance units so its better to be in, front of moving army to detect enemy units sooner. And behind of the army when conflict is imminent.

  • When using Jaguar, chameleon, porcupine combination always put your porcupines on, on hold mode since they are aggressive to enemy units and buildings and will leave the fog to attack them.

  • When you are sieging enemy base or using porcupine as anti air in you base , always put them on patrol mode so they cover more space and also make vertex harder to target them.

  • Porcupines can also be used as Anti Infantry weapon. Its machine gun deals high damage to armor 1, has high fire rate and decent accuracy, making it a reliable unit to kill infantry spammmmm (dodging rockets still required though)

Corrections:

- Porcupines have the highest visual range of all land-based Resistance units, so it's better to be in front of the moving army to detect enemy units sooner. They should be moved behind the army when conflict is imminent.

- When using the Jaguar, Chameleon and Porcupine (JCP) combination, always put your porcupines on the hold position mode, since they are aggressive to enemy units and buildings, and will leave the fog to attack them up close in front of your Jaguars and Chameleon.

- When you are sieging an enemy base or using Porcupines as anti air for your base, always put them on patrol mode so that they cover more space and also make it harder for Vertex to target them.

- Porcupines can also be used as an anti-infantry weapon. Its machine gun deals high damage to armor 1, along with high fire rate and decent accuracy. This makes it a reliable unit to counter infantry spam (dodging rockets is still required though).

woven zodiac
patent belfry
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well my grammar is shitty anyway just wrote the idea it self

woven zodiac
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aye fair enough lol, p sure you may remember me being the wiki grammar checker, and currently i have a job where i literally get paid to make sure things are written properly without mistakes

patent belfry
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but man what a guide PEPE
Glorious PepeCool

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some are taken from tracie's streams

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some are by me and some added by hammer

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and some by x3m

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would be good if this noob @weak cradle avrage confed enjoyer helps the confed part and says his trick Chupapi

woven zodiac
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i mean i dont talk here much at all but there's typos to fix

patent belfry
patent belfry
woven zodiac
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  • Mammoth has higher attack range than vision range so always place some units in front of him or use porcupine or dragonfly to get enough vision for your mammoth.

  • Mammoth is most effective against torrent (hawk exists) and sieging tough bases, but it’s always recommended to have good anti air in case jets appear as they’re fragile.

Corrections:

- Mammoths have more attack range than visual range, so always place some units in front of them or use porcupine/dragonfly to get enough vision for your mammoth.

- Mammoth is most effective against torrent (although the Hawk exists) and sieging tough bases. It’s always recommended to have good anti-air in case jets appear as they’re fragile.

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  • Chameleon is a support unit that can hide anything within its active range, as long as they’re on the same side. They can hide landed jets, nearby navy and land vehicles as well.

  • To properly use it, decent micro is always required or they will die to zeus force firing (keep in mind AI is not a good place to train with as they always target the chameleon, precisely)

Corrections:

- Chameleon is a support unit that can hide anything within its active range, as long as they’re on the same side. They can hide landed jets, nearby navy, and land vehicles.

- To properly use it, decent micro is required or they will die to Zeus force firing (keep in mind the AI is not a good place to train with as they always precisely target the chameleon).

woven zodiac
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  • In low ranks, Dragonfly missiles can outrange bunkers. So you can place them at the edge of his missile range and hit bunker without getting shot back by bunker.

  • Mass Dragonfly army can win against mass zeus army, because zeus can only fire back with its weak missiles

  • Dragonfly is the best supporting unit for alligators in naval battles against viking spam. Keep in mind they won’t do too well against poseidons or platforms.

  • Dragonfly can be used in some AI maps for medals.

  • You can place Dflies on top of certain inaccessible hills to gain free scouting, as long as you don’t accidentally turn off observation mode.

Corrections:

- At low ranks, Dragonfly missiles can outrange bunkers. This means you can place them at the edge of his missile range and hit the bunker without getting shot back by the bunker.

- Mass Dragonfly armies can win against mass Zeus armies because Zeus can only return fire with its weak missiles.

- Dragonfly is the best supporting unit for Alligators in naval battles against Vikings. Keep in mind that they won’t fare well against Poseidons or naval platforms.

- Dragonfly can be used in some AI maps for medals.

- You can place Dragonflies on top of certain inaccessible hills to gain free scouting, as long as you don’t accidentally turn off observation mode or they aren't discovered by enemy aviation.

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im bored, will continue later™️

ornate wind
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Nice

patent belfry
weak cradle
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Cant put it into words

patent belfry
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@weak cradle I mean I typed the simplest experiencesPEPE

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I am resistance but I know as confed you can just force fire the entrance before JCP appears and the attack is over

patent belfry
ornate wind
woven zodiac
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  • a fighter needs air field to operate, without it the fighter made in avia factory stays inside factory until an air field is online and the already existing fighter who lost air fields will leave the map.

Corrections:

- Fighters and bombers need an airfield to operate from, without them the aircraft made in avia factories stay inside them until an airfield is online. Existing aircraft who lose their airfields will leave the map.

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  • fighters who lost their air field will start leaving the map always from the left border of map so if you have them at last drops of fuel and they are about to leave the map, move them as much as to the right side of map so they travel more distance and buy you more time to make air fields

Corrections:

- Aircraft who lose their airfield will start leaving the map, flying towards the left border of map. If you see that fighters are on their last drops of fuel and they're about to leave the map, move them as much as you can to the right side of map so that they have to travel more distance, buying you more time to make new airfields.

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  • a fighter if not controlled by player properly will attack in a circle and by getting close to the circle the moving pattern of the fighter gets disrupted and will start to fail shooting anything so in case of an air attack move units towards the fighters

Corrections:

- Fighters, if not properly controlled by player, will attack in a circle. By getting close to the circle, the movement pattern of the fighter gets disrupted and will cause them to fail to shoot anything. In case of an air attack, try to move units towards the fighters.

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  • when a fighter is ordered to attack another fighter in fog of war (the target got spotted for a brief second and the opposing fighter got the order to confront it) the fighter will go to where the target was heading for that time and go to the predicted location, so if you fighters are getting followed in fog of war you can simply change the direction they are moving and losing the interceptors.

Corrections:

- When a fighter is ordered to attack another fighter in fog of war (the target got spotted for a brief second, and the opposing fighter receives the order to attack it), the fighter will fly to where the target was heading for at that time and fly to the predicted interception location. If your fighters are getting followed in the fog of war, you can simply change the direction they're flying to lose the interceptors.

patent belfry
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@woven zodiac thanks im changing them PEPE

patent belfry
woven zodiac
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if its applicable to bombers i may throw them in too

patent belfry
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yes they have similar behaviors PEPE

unkempt briar
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@woven zodiac bruh too many wrong sentence

woven zodiac
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I only looked over 3 what

patent belfry
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why else is this guide here if its supposed to be 100% correct

light sorrel
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A guide provided by a nub PEPE

woven zodiac
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- Fighters always prioritize enemy anti-air towers over mobile anti-air vehicles when it’s double-tapped, set on patrol mode, or the existing target has been destroyed, setting the fighter back to default targeting mode.

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- Make the most out of fighter’s missile splash damage by targeting units that are in the middle of other units.

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- When micro-managing fighters, always order fighters to turn back (using the stop command) just before they’re about to shoot so they launch their missiles while they’re turning. By doing so the maximum range of fighters are used (this may take practice depending on the amount of lag you have).

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^ added some stuff in parentheses just in case of confusion :P
can take out if you want

patent belfry
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im not at writing sentenses either Harold

woven zodiac
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- When attacking an army or a base that has a lot of anti-air, send a single fighter ahead of all other fighters to take all the damage so other fighters can attack without getting hit by anti-air.

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^ I’m actually not too sure about this one, cause for each pass you make you probably need to send a fighter in front of the rest again which is hard to do in the heat of battle

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The first pass is fine, but followup passes in the same attack run is hard, at least for me so take it as you will

patent belfry
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because i also have the other situation which you use levitate bottun instead

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all fighters go randomly

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thats for longer operations

woven zodiac
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- Anti-air missiles and enemy fighter missiles deal splash damage, so avoid stacking fighters into each other unless you’re confident that they won’t take damage by anything, or all of them will die at the same time from splash damage.

woven zodiac
patent belfry
patent belfry
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or for the first hit?

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idk

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my English skill is draining Harold

woven zodiac
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- Another way to avoid mass anti-air damage in a long term battle of fighters vs mass anti-air is to use the scramble fighters button (the icon of the jet taking off straight up) at the start so all fighters of each airfield start moving in random directions and space out from each other. Then order them to move and attack the target.

woven zodiac
patent belfry
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better ?

light sorrel
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No

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B capital

patent belfry
woven zodiac
patent belfry
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  • To avoid heavy losses from splash damage of anti air when attack an army or a base with lots of anti air, Send a fighter ahead and send rest of fighters with a delay so the first fighter takes all the damage while your fighter hit enemies easily without getting hit. As the first fighter has already died go back and redo the prosses with a new fighter at front
patent belfry
woven zodiac
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- When you order fighters to move or attack, they start moving from their airfield in a chain shape (one fighter at the front and the rest following behind him in a straight line). In order to make them reach the target at same time and use them for maneuvering purposes, you just have to move them at a 90 degree angle against the target after they start moving. This makes sure they arrive at the target at same time.
\— Example: Fighters must go to right side of map at same time, so first order them to move to top or bottom of the airfield and once they get into the air, order them to move to right side. (Note that this results in them clumped together very tightly)

woven zodiac
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Got work to do, will continue later

azure zodiac
patent belfry
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when your fighters are about to hit an enemy

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like 1 sec before they launch missiles

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tell them to move elsewhere

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they move to the location but they also launch their missile as they change directions

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like hit and run

azure zodiac
patent belfry
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😉

woven zodiac
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- General rule: The longer the fighters fly in a raid the more they get stack together. In very long operations, they almost become one.

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- When fighters run out of fuel, they fly back to base with greatly reduced movement speed and will no longer listen to any orders you give them, making them an easy target for enemy fighters and anti-air units.

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- ao_f2_avia_fighter_0000 Hawks always shoot at units in front of him with their machinegun, even when it exits its avia factory and hasn't landed yet, or when they are taking from their airfield to move, or when they're out of fuel and returning back to base.

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- You can move fighters in a circle of death by ordering them to attack 2 targets in exactly 2 opposite directions while keeping fighters between them. The result is they turn in a circle and attack both targets in each pass. This is best used when no anti-air is present due to the fact that while in the circle they are extremely vulnerable and they have to be stacked on each other to move properly.

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- Fighters can't attack hidden units or force fire them. However, they can attack revealed hidden units.
- Fighters can't attack submerged Barracudas, even if they're already detected by any source.
- Fighters that attack from high ground do not give vision from the hill to the opponent and are completely hidden. This is useful to hit the enemy base or army from the top of a hill without getting hit by any anti-air.

woven zodiac
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I still have to do the newbies upgrade guide corrections 😵

patent belfry
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im 100% sure you would be glad to see it

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@woven zodiac #1185346108344516690 Harold

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i tried to type it like an actual human this time

woven zodiac
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Oh hell yeah

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I’m not even halfway done the newbie guide and I’m already being recruited to start the next

woven zodiac
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When do I get it

patent belfry
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now work pepenani

woven zodiac
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I am working yes

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But not on the guides

patent belfry
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work harder lah

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when i was at your age i had 3 businesses running

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while my other foot was starting another one

woven zodiac
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?

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Wow wtf

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*Rifleman*

- Riflemen are weaker than Assaults, therefore Riflemen lose to Assaults in a 1 vs 1, but they win or tie when they are inside the jungle. At higher ranks, Assaults barely win even in an open field.

- Riflemen grenades reduce the target’s accuracy by 5%, but doesn’t last for very long (about 4-5 seconds)

- Riflemen are decent units to defend bases in the early game and stopping early rushes, and as long as you aren’t facing Fortresses or Cyclones, they should be fine.

- While Riflemen are shooting at airborne units, they will throw their grenade at any ground unit that comes inside their range.

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3 tries to get the stupid corrections to work, this heavy permission censorship is annoying the hell out of me

patent belfry
woven zodiac
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Grenadier

- One of best tactics is to have a few Grenadiers hidden in the jungle near the enemy base and surprise them when enemy’s army is away (Only works in lower ranks as unit strength, speed, and building toughness goes up over the ranks)

- You can have unlimited Grenadier-capable barracks at HQ4, the same applies to all types of infantry

- Grenadiers can't attack while moving, so the best way to use them is to double-tap them or set them on patrol mode, and the same applies to Heavy Assaults.

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Snipers

- Snipers cannot attack while moving, so the best way to use them is to double-tap or position them in advance.

- Do not set Snipers on patrol mode unless there are other units ahead of them, as Snipers have less visual range when they are moving. By putting them on patrol mode, they see less and attack enemies later than when they could. This doesn’t help very much if he’s facing something with high visual range

- Snipers are mostly effective In maneuvers and domination gamemodes due to being good at protecting flags. They are vulnerable if something manages to get close due to their HP and armor.

- Snipers are very strong against infantry spammers and zombies, so don’t hesitate to produce enough to repel the hordes of infantry and zombies when you are unable to produce Dragonflies.

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Please do not use shorthands, especially for beginner guides since they may not know what it is

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Caimans

- Caimans have very high speed (100 vs Delta’s 60), decent HP/armor and 1 more firing range than Delta’s gun, therefore its best use is to scout for resource containers and enemy warships.

- You can use Caimans to move up to a shipyard and mine the spawn point of enemy boats. Each successful hit deals very high damage, and can remove large amounts of a Delta’s HP.

- Caiman’s machine gun deals high damage against infantry, but not a lot of anti-vehicle damage. However you can use harassment tactics to annoy the enemy and potentially pick off a building from afar.

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Changed last point cause caiman machine gun really isn’t that good for anti vehicle purposes

woven zodiac
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If disagree, fight me

patent belfry
woven zodiac
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Yeah ik im just a shadow of a former editor

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But I will not edit lies

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Caiman mg is terrible

patent belfry
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True

woven zodiac
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Alligators

- The Alligator is a tier 2 Resistance ship. It is fast, powerful, and tanky as hell, alongside reliable anti-air that deals almost the same damage as the Resistance’s Anti-air tower. Their gun deals more damage than the Viking’s cannons, but less when considering both. It’s equally effective against any land units.

- They can be rushed towards the enemy base with ease due to its relatively high speed, and to effectively fight Alligators you about the same number of Vikings, assuming both warships are well upgraded.

- Alligators aren’t very effective against Barracudas, Torpedo Platforms and significant numbers of Vikings. Their guns can’t reach very far (9 range at most), so building further away if you’re certain you can’t win at sea can effectively bypass them altogether.

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Barracudas

- Easily one of the most hated unit in the game, they’re slow, somewhat durable, deals decent damage, and cannot be detected or killed easily without Vikings or getting near Torpedo Platforms.

- Torpedoes deals okay anti-ship damage, capable of killing Poseidons, Alligators, and Vikings (to an extent), while their missiles have 1 more range than Poseidon rockets, fire 1 more missile per salvo, and deals less damage.

- You can use Barracudas to siege enemy naval platforms from a safe distance. They can never reach you unless the enemy charges forward. In Resistance vs Resistance battles they dominate the sea as Barracudas only die to Torpedo Platforms and other Barracudas.

- Because of its inherent weakness to Vikings, it’s not recommended to use only Barracudas against Vikings whatsoever. They mainly serve as a support unit against platforms.

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I want to add a point somewhere for either Allis or Cudas that some players can attempt to force fire on submerged cudas in an attempt to sink them, but this is more of an advanced trick they can try to learn after getting experience

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@ornate wind

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But since it’s a newbie guide I’m okay with it not being included

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Hawks

- Hawks fly fast, deal high damage to all units, they’re relatively tough and passively deals damage to all units in front of them it with their machine gun.

- While using them, you need to be careful with the micro (manual control of units), lest you risk them taking excessive damage. If you’re not confident or you’re facing an enemy with heavy anti-air coverage, you should send one Hawk first then the rest as a follow-up (1-2 sec interval should be sufficient). The lead Hawk will always receive all the firepower of enemy Typhoons.

- The Hawk’s machine gun is strong enough to shred any units below or in front of it, if properly upgraded. The passive machine gun damage, when 8-10 are stacked up can instantly kill a Typhoon under a Shield. (This is not recommended as they’ll take a lot of damage when bunched up)

- 6-8 of them are enough to insta-kill Zeus with missiles, 8-10 for Vikings, 1-2 for any infantry, and 4 for enemy jets (the machine gun will do its job soon after).

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Albatross

- The Albatross is a heavy bomber that drops 4 (5 when upgraded to a certain point) bombs in a straight line. It has higher HP and armor than the Thor, but slightly less movement speed. Bombs deal high damage to all armor types, especially buildings.

- Its bombs are powerful and each run drops 4 (or 5) bombs, therefore you can arrange the bombers in such a way that deals the most damage. 8 are enough to down a maxed HQ5, 6 for HQ4, and 5 for HQ3. 3 Albatrosses can destroy a level 3 Special Vehicle Factory, Shipyard, Assault Vehicle Factory, or Avia Factory. 2 are enough to kill everything else, but not platforms. It’s just as deadly against units as Thors are. They’re capable of wiping out most land units.

- Due to its relatively low speed, it’s not recommended to use them against JCP as they can easily dodge the bombs the moment they see Albatrosses approach. Thors share this inherent flaw, to a certain extent, but suffers less due to the speed difference. Albatrosses are still good vs ZST (Zeus/Shield/Typhoon or Torrent) otherwise. It’s not recommended to use them against ships.

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Removed the part about them surviving space strikes as that’s simply not true

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@ornate wind this is my next batch of corrections

woven zodiac
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- Assaults are slightly slower than Riflemen, but they’re just as capable if not a bit stronger. At higher ranks, they barely win against their counterpart. Its frag grenades certainly help against enemy infantry spammers, but not much else. (They also can’t hide in jungle)

- Assaults are best used in the early game as resource collectors on the map. At lower ranks, they're used as a support unit against T2/T3 vehicles as their relative durability doesn’t reach as high when maxed and they take a long time to kill.

- Assaults can be used to help counter enemy infantry spammers. They don’t give as much help against Snipers, Coyotes, or Dragonflies but sheer numbers will make up against other threats.

woven zodiac
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- The most important thing above all is no FFA match is 100% winnable, as it depends on many things other than your skills (such as luck) to not be singled out from start of game.
Here we talk about how not to get in this situation but there are cases where 2 or more players just target you by default and there is nothing you can do other than just defend and hope their base dies to other players or they just leave you and attack others out of boredom Harold
Note that the guide is how most of the people react to you and this doesn't apply to 100% of players as players are people after all and they might do things completely unexpected.

woven zodiac
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The Conqueror

This tactic is the most risky and and the most no-brainer move to do and it will result in your loss at the late game almost every single time, as you stand against the last enemy with a great disadvantage and are condemned to lose.
In this case, you spend your resources on making units early or by making late game units, attack enemies, and remove them 1 by 1. The only thing good about it is you end the game with high activity, you will have the most fun. In case all enemies try to mindlessly kill each other at any cost, at the end you will easily beat the last player and become the winner.
In the worst case scenario (which happens much often in higher ranks) is you get stumped at the first base you attack with great defenses, and you lose the game after that due to fewer resources.

woven zodiac
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so i just realized i forgot entirely about my job doing this XD

patent belfry
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🤣

woven zodiac
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Where do I need to fix again? If I still need to

patent belfry
woven zodiac
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alright, sorry i forgot about fixing your guides

patent belfry
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people have life unlike me Harold

woven zodiac
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im sorry to hear that