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Nitrous
18-04-2008, 05:22 PM
Hey all, I am just wondering what all of you guys would think the IDEAL route set-up would be for an alliance going FTW (18 or 20) and a reason why you think this so. :D

Please don't spam. <3

Podunk
18-04-2008, 06:38 PM
Well you should set up the alliance to have no weakness at any certain time... So find out who is going to be on for a certain duration say 3 8 hour shifts.... so about 6 routes per time shift.

You'd want an anti rush type Garg or harrier or thug with a good amount of hoolies/jeep

Then your Armor killers RPG/Striker preferred unless you find a massed harrier :p

Then some health killer/distractors Pom/SA/Vamp

Add a bit of armor to taste...

Have another 2 sets of these and you'd be pretty well off I'd say for round the clock coverage.

soo

3 Anti Rush / Thugs

3 RPG
3 Striker
3 Pom
2 Robo
2 SA
2 Vamp

Would be pretty well rounded, I would do it a bit differently but this would work just fine imo.

BlackWolf
18-04-2008, 06:47 PM
Ultimate setup is dependable on what routes other alliances are going and what routes majority of game are going. Also depends a lot of what kind of players you have and how active they are. As last it very much depends on what changes have been implemented and how those changes balance between routes.

You can basicly do as well with pure pom alliance as you can do with pure striker one. But basicly this question is next to impossible to answer to.

DarkSider
18-04-2008, 09:41 PM
BW said it well for a change :D
There is no ideal setup. If you know what setups other ftw allies get and you adjust your plans after those, you can exploit their vulnerabilities. For example against Podunk's setup i'd get a ton of agents (10 or more), 2 thugs massed on bikers and it would be highly unlikely for his alliance to land on mine without gambling high looses. In attacks mass stealth should anoy them quite a bit :P
I think you are more asking for a generaly strong setup. A strong setup focuses more on defence, trying to cover a bit from all posible vulnerabilities - anti rushes, anti armour, anti health, anti pom, anti etc, sort of Podunk's example, but since you only have decent protection against some routes/attack types there is always an anti setup that can heavily outnumber the slots you picked to fight against those.

Cyrus
19-04-2008, 01:55 AM
very true, for example this round, an alli full of robo, sa and RPG would be perfect, tbh those combos would scare of any prot incs and striker/apache/rpg/pa could take the eta 3 rushes etc

f0xx
19-04-2008, 10:53 AM
The most important thing is to have intelligent, easy-going, active team players who enjoy playing with eachother. Some night coverage and a Leader.

Nitrous
19-04-2008, 12:31 PM
Well thanks for those replies. Will note it down.

xxxxx

Martin
19-04-2008, 01:11 PM
The most important thing is to have intelligent, easy-going, active team players who enjoy playing with eachother. Some night coverage and a Leader.


and people who will stand in to take over when a leader is not there. The most important thing in my alliances was always to have a second-in-command.
Someone, who in war can organise defence while you organise a counter, someone who will grab the situation by the scruff of the neck if you come back wasted of an evening, etc. ;)

f0xx
19-04-2008, 01:13 PM
To be honest, in your case I have a feeling like that is your number 1 priority :)

Cyrus
19-04-2008, 03:42 PM
The most important thing is to have intelligent, easy-going, active team players who enjoy playing with eachother. Some night coverage and a Leader.


and people who will stand in to take over when a leader is not there. The most important thing in my alliances was always to have a second-in-command.
Someone, who in war can organise defence while you organise a counter, someone who will grab the situation by the scruff of the neck if you come back wasted of an evening, etc. ;)

that is very true.

Podunk
19-04-2008, 07:44 PM
Well of course you change your routes to counter your main allies threats but how often do you know the exact setup of an enemy alliance before ticks start without planting a spy? I would rather cover a defensive front that can combat all comers from another somewhat route-balanced alliance as most ftw alliances are :p.

But if you wanted to set yourself up as an offensive alliance, then I would go a certain route heavy, and gamble that theres an alliance that you will go to war with that is susceptible to your stacked route. Also think of trade-offs of the routes chosen.

For example, Spec ops are worthless until they get assassins really, ninjas are cool for a day normally but nothing too powerful. So I wouldn't recommend having a huge number at the start. Maybe have 2 solos go that route that join when you go public if you start as a private alliance.

If you massed Undead route people, you would have a hard time combating ranged ticks till gargs come out.

You get the idea :)

vlad
20-04-2008, 08:41 PM
Robots, and HWs/RPGs ... then a few thugs, SO and PoMs .. prob 2-3 each of those .. mass the others in Bots/RPG/Striker/Harrier :D
O, bots being PA .. get like 5 ... make sure they are fast starters :D fun fun fun :D lots of armour .. very scary and good fun later in game in wars :D

Loz
20-04-2008, 08:50 PM
Thugs:3
3 X Petrols


SO: 3
3 X SAs


Protester:3
3 X PoM



Robotics:
3 X PAs


Military:4
Striker
2 X RPG
EMP


Fantasy:2
2 X Vamps



thats the set up i tryed to use in Bushmeat, and we was top3/4 for along time.
at the start when no one has any good units get the Military/fanasy players to mass the basics ;) and everyone els DEV DEV DEV!

No-Dachi
20-04-2008, 11:50 PM
thats the set up i tryed to use in Bushmeat, and we was top3/4 for along time.
at the start when no one has any good units get the Military/fanasy players to mass the basics ;) and everyone els DEV DEV DEV!

Surely it would be better to have the Prots mass gurus, the robots mass SD, and get each thug to get like 500k-1m HT, some sweepers from the mil dudes, and then rush?

Melnibone
21-04-2008, 12:07 AM
yeah id say so No-Dachi but then if i had 3 robos one would be stunbots and hed rush to them :)

vlad
21-04-2008, 02:09 PM
But the StunBot player would have to be good, thats all ... you gamble on Tech Ability and activity/Contacablity relying on a stunbot.

But yeah, if someone fits the profile, then definately go for a stunbot, can use the Heavy Thugs alot more then.

I would go, like i said .. the layout above.

2 Special Ops/Secret Agents - LandWhore and Inteligence/Route Teching
3 Protestors - Preferably PoMs, who mass Gurus and one mass Prot Leaders (realy helps)
2 Thugs - Petrols who have little HTs, but go for the Teching with a few mill Petrols (might be needed in a fast war)
5 Robotics - If you can, get a StunBot, but depends. Also be Nice to have one Shield Android, fast into Cybernetic Warriors and good later game. The rest go into PA, 2-3 (depends if have stunbots) mass PAs, the other goes with the Shield into CWs, or if needed, mass PAs.
6 Military - 3 Striker players, who use Grenadiers teching, as they counter PAs well and aint that bad as flack killers. Greatend game. Then either 2RPG or 1 Harrier, or visa versa which again, go for the Anti Armour. But the Shock Troopers are great fighters, so RPGs stop and use those as soon as.
This leaves 2 routes, most likely getting a Puppet Master (a great Prot if used right). And the other as a wild card, seeing what you need, maybe another SA, but assasin heavy.

The teching is a rough guide i'd say, but depend when the early wars start etc, and land abilities all that crap. But thats what i'd use. Some good early round ability, with good land protection (Prots, Small droids) etc ... and great end game potential, such large amounts of Armour are realy good in alliance wars, and harder to combat compared to large SO.
Thats what i'd do :D Worked fine for when i used it :D

Enrico
22-04-2008, 08:28 PM
Given that you have a decent mix of activity and timezones:

1-2 RPG, preferably one with ROs
2-4PoMs spread out, and with high activity.
1-2 Vampire for gargs, and countering SAs, or culling SAs in alliance wars
2-3 Thugs (at leats one Biker heavy, one TL heavy, on rounded out)
2-3 Robos (at least one Shields, rest PA)
1-2 Striker (with plenty of marines)
1 Harrier (with enough rangers, and F117s if possible)
0-1 Puppeteer (For annoyance factor, and to hurt offliners bad in an alliance war)
1-3 SAs (preferably 1-2 SA heavy)
0-1 Sorc with Dragons

willymchilybily
05-05-2008, 11:32 AM
i dont think time zone matters 100%. you do need a few from each time zone. and some timezones that overlap. but ideally in a perfect world. id have every allie memeber a student or non comital person that can potentially get on 24/7 and has no commitmentsa. (a lecture lasts 50mins upto 1hr40mins in my world) every one would idle in IRC EVERYONE. all able to be beeped/highlighted. 24/7

every one would use player notes of the journal link. noting the irc names to the id's along with what route they are. the time zones would ensure some one was always regularly refreshing and checking. and can get the attention of those offline. then finally the set up


rpgs 1
striker 2
sa 2
vamps 3
robo 2 (any side of the robo, and work around it)
dragons 1
pom 3
terror-pb's 2
terror-theif 1
extremists 1
18/18
----------------
rpg+1
violent ds with tl's +1
20/20


match ups

1pom or 1terrorist and 1 extremists
1 striker 1 sa potentially x2
1pb terror and 1thiefs terror
1 robo 1 rpg 1thug(tl's)
the dragon would have a reasonable amount of witches

this is what id like to see theoretically. under many assumptions.

alternatively, and more boringly

strikers-3
rpg -3
vamp 2
terrorist 3
sa's -2
robo -2
pom -3

Garrett
05-05-2008, 02:45 PM
Happy Ressurection Day.

TaO
14-05-2008, 07:41 AM
Route Setup 18 members!

Robotics
2 Robo > PA**
Military
2 RPG**
2 Strikers**
2 Harriers**
Fantasy
1 Dragon*
1 Vampire*
Protestor
3 POM**
1 TL's*
Thug
2 Thug Petrols*
Special Ops
2 SA*

Route Setup 20 members!

Robotics
2 Robo > PA**
Military
2 RPG**
2 Strikers**
1 Harriers**
Fantasy
1 Dragon*
2 Vampire*
Protestor
3 POM**
1 TL's*
Thug
3 Thug Petrols*
Special Ops
2 SA*
1 Puppet Master*

* = required P-unit
** = Optional P-unit

Franny
15-05-2008, 08:36 AM
18 SO/SA