Command & Conquer 3 Kane's Wrath (PC) - Flopjack
Rate this FAQ to give the author some feedback on their work: 

Tactics 101

     We know what tactics means as a word, but what does it mean within the context of RTS games? Another word fer tactics is called micromanagement or just “micro”. Micro referse to minor adjustments made during the heat of a battle to maximize your efforts and sway a particular skirmish in your favor. For example, if I had an APC and a Predator and I found the Predator firing at infantry and the APC firing at a vehicle I would order them to swtich targets as fast as I could to ensure they are attacking what they are most effective at. Micro takes speed, timing and practice. It’s is extremely important the higher the level of play you are in and can easily sway the battle in or out of your favor if done correctly or incorrectly.

First Impressions
     Since there is no set rule when engaging your enemy or when he engages you, micro requires a lot of experience. Often times battles are quickly determined and you must be just as fast to micro properly to win or mimize your losses. In the beginning of this particular game I notice a number of civilian buildings I can garrison with my infantry. To the left of this shot there are more and I find that each of my entrances are surrounded by buildings. This is an excellent warning tool I can cheaply use by putting in some inexpensive rifle squads or I can garrison them up more heavily to not only spot enemy threats but take them out or hold them off until I get reinforcements there.


     You meet your enemy out in the field. What is the best way to hurt him and preserve yourself? Thanks to your scouting you find him moving in with a number of seeekers and disintigrators. (alien scum...) He is probably bent on hurting something because the early game force is large enough to pose a threat and he is taking slow infantry which aren’t usually used for hit and run. You know he can detect stealth and hit air because of his seekers. You also notice he has no anti infantry among his force.
     Even though he has no dedicated anti infantry, disintigrators make decent anti-infantry once they are close up on your men. You haven’t upgraded composite armor from your armory so you know your infantry are relatively fragile. You also know your 2 predators will get easily destroyed by the disintigrators. You may win this battle but most likely you will not as they simply out number you and have more firepower.
     In this confrontation blindly sending your troops to their death is bad. You are hurting your enemy but the hurt on you is higher so he will still win. There rests two ungarrisoned buildings next to your forces. Quickly put in 2 rifle squads and 1 missile squad in them each and pull your tanks backwards out of harm’s way.

     A number of things has happened in less then a second. Immediately you have made him the attacker and yourself the defender. He moves in and doesn’t meet infantry but concrete boxes full of guns sticking out and shooting at him! Your range and durability have increased dramatically. I saw no buzzers or corruptors so I knew I was safe inside. If he had a few buzzers I could target them first to ensure my safety. As he closes in he will very soon have to retreat or he will lose all his forces to just those few infantry in the buildings. The rifle squads will make short work of the Scrin infantry and the rocket squads will destroy the seekers. This battle would have ended up very different had I just clicked my units on attack run and watched!
     Why did I pull my tanks back? Judging by the size of the incoming force and doing a quick assessment of their possible damage, my possible damage and the fact I had garrisoned the buildings I knew I had won this little skirmish. It’s unlikely he would stick around and try to kill those buildings because, being in the middle of the field and this early in the game it’s simply not in his intrest to take the losses of killing those buildings and then try to kill your infantry. He is sure to back off. It was unnecessary to have my tanks take uneeded damage when I knew he was going to back off.

Upping the Ante
     It’s easy to run into trouble quickly and it’s best to not stick around once you know you are outnumbered unless you're in a desperate situation. Knowing when and how to retreat is key. Sometimes improper retreating can give you major disadvantages. Do you stick around just a few seconds longer and try to kill something? Do I need to get out of their now? Try not to stick around when support powers are going off or if a place is being bombarded with artillery fire.
     Lastly, you almost always always ALWAYS want to retreat by backing up. (Hotkey D) The majority of vehicles take significantly more damage from behind and the a little more damage from their sides. Keeping your enemy in front of you can make a huge difference. Large and slower units such as the mammoth will take what seems like ages to turn around and accelerate out of harms way, often time dying trying to get out. A simple back up command is much safer and quicker.
     In this situation, backing off is a very wise idea. I am out numbered in about every way possible. He has adaquate ground and air strength tied in with detection. Im going to need bigger guns to bring him down. I also notice he has shields. I’ve just reached tier 3 myself but I have not upgraded my Rail Guns. He is ahead of me in the game and I need to bring myself up to speed. Don’t forget to upgrade but don’t try to upgrade too quikcly or you will have spent all your resources into upgrading without enough units to show for it. It’s important to learn how to manage your economy. Try to climb the tech tree too fast and you will be caught off guard by simple forces and a lack of your own firepower. Climb it too slow and you will be behind in upgrades, not have defense against air when your enemy has air or unable to track down that stealth unit. It’s a balance that you learn from experience.
     Before the fog of war closes I notice he has moved an explorer in to set up an expansion at that blue field. Blue tiberium is worth two times the amount green is so if he is able to set up a refinery and defend it for any period of time he will gain a significant advantage on me. Seeing as how he pushed so heavily in this one spot of the map it’s possible this was a desperate attempt to get more resources or it’s likely he may already have another expansion and just knew the blue was very valuable. How will I know? Scouting!
     Since I have retreated, he may push his luck and see if he can move in closer and scare or kill anything else off. He moves in closer to me and moves into effectively a choke point. A choke point is where forces must basically squeeze together to make it through two objects. In this case the two buildings closest to the camera will force his units together. The smaller the choke point the more lethal it can become as only a few units can move through it at a time and dramatically decresases their firepower and health that is exposed to an enemy.
     My infantry are out in front because he will most likely not try to run them over. There is simply too much firepower being tossed around at this point that range becomes a larger factor. The longer a unit’s range the better off it is. Since the first thing his tripods and seekers will target are my infantry, I have an excellent buffer for my tanks who will move in just as my infantry soak up damage. Infantry are very resistant to the kinds of damage a tripod (cannon) and seeker (rocket) deals, tanks are not however.
     During the confusion, I sent Firehawks around the battle and took out his explorer before he could place any structures. Explorers, outposts and emmisaries take just 30 seconds to deploy and if they are ready for it, your enemy will have a refinery ready to place and perhaps also a defense structure. The more he gets down around around the expansion in the way of buildings and units the harder it will be to push him out of it. Taking it out early ensures less frusteration in the future.

T xing
     A staple concept and must be avoidable almost 100% of the time is a concept known as “crossing the T”. Like the shape of the letter itself, the saying refers to one line representing an army as the horizontal line of the “T” and another army being the vertical line of the “T”. The army in which is lined across the top has nearly 100% of their firepower hitting the army that advancing upwards where as only a few percent of their firepower is present at any given time. Very large armies can be laid waste to smaller armies because they have crossed the T.


     Luckily for us Kane’s Wrath has a very easy to use function to help avoid this dangerous situation. Select your units, right click and hold it while then clicking the left click then drag. You should then see little “ghost” images of your units. Get used to how it spins and works and quickly you will be able to set up a line of your units. Move around and attack like this more often than not to avoid crossing the T and to maximize your damage output and minimize the damage you take on any single one unit.

     Moving forces without the formation function can result in your forces spreading out over a long flowing line, like a river, towards your target. Your faster units (such as pitbulls and attack bikes) will arrive first and since they are typically weaker will die fast before everything else catches up. Using the formation will ensure your units travel at the same speed and line up once they get to their destination. Somtimes, however, I have found the formation function to mess up slightly. I simply give them another quick order of formation. Practice will enable you to quickly use this to your advantage.

Estimated to be roughtly 628% more effecient then the previous picture.

     Also keep in mind unit abilities. Take for example Marked of Kane’s infantry the Enlightened. Each squad is equiped with an EMP blast capable of shutting down large amounts of vehicles or structures for no cost. Bringing a number of these infantry and you can keep an entire attack force helpless as you blast away at them. You can keep an enemy Epic unit offline while you pound it into the ground.
     Micro is not something that can be easily categorized and layed out in rules. The concept is simply making the most of your units but the execution is always varies depending on your faction you have chosen, your enemy’s faction, the map size and where you are engaging your enemy at. The best thing to understand is just to realize what is aroudn you. Make quick assessments to what you can use to your advantage. Is there a cliff I can position my artillery on? Is it safe to garrison these buildings? How can I use this choke point to my advantage? When do I retreat? Knowing the answers to these questions in a split second notice is crucial and no matter what speed your currently are at it you will get better!

Those units aren’t going to micro themselves commander so get on out and deliver some pain!











------------------------------------------------------------------------------
LEGAL
------------------------------------------------------------------------------
This document is copyrighted(c) 2008 by Flopjack.

This document is for exclusive use of CheatMasters.com and may not be published anywhere else. If you find this document published on another website, please contact an admin at cheatmasters.com in the forum.






Command & Conquer 3 Kane's Wrath (PC) - Flopjack