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how to use ECA
general-hunter44
post 20 Jun 2018, 11:03
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So many weird unites , so many unites that have same purpose eg: 6 or 7 artillery unites and defenses , defenses easy to counter and dodge if rushed ... and yeah i am a noob in this mod , can someone pls explain to me how to use this faction
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Scud
post 21 Jun 2018, 20:41
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Use field command units properly:
- Worhounds are nice unit to heal various defenses at the same time instead of the dozers one at a time, plus they cost the same and are armed. It's almost obligatory to have one of those near a group of digouts with Mortar trucks inside. Now you ask: Why?
Because, digouts can't resist a lot of punishment and it doesn't heal the vehicle inside, another solution for these will be the engineer outpost fortification upgrade.
- Bloodhounds are great against most GLA units, only a few units like scorpions, maruaders, angry mobs (whitout canister rounds), battle bus maybe?. They're your best choice against all the pletora of GLA stealth infantry, Bomb trucks (they're slower) and defenses (BH gun is great at killing those guys) specially against camo ones.
- Moles, excelent to set traps in narrow coriridors, cheap anti building/defenses (only $1000. oh, you're just too kind, Sir) and if you feel like the micro God, spam those mines around your base/supply stash and taste your enemies salty tears.

Exploit the "proximity grenades" that some ECA vehicles have (check the wiki if you need it http://generalsrotr.wikia.com/wiki/ECA_Arsenal) they are excelent against gla defenses (ram that leopard near those gun/stinger sites, say goodbye to gunners) and blob infantry like angry mobs and volunteer squads.

Master the Pandur variations (weapon change depending on the infantry inside):
- Panzerfaust + Pandur: you have a relative good mobile anti vehicle IFV and an early clearing garrison option when you get the Armory Expansion upgrade.
- Granadier + Pandur: default weapons as good range, but the Airburst Grenades (requires Canister Rounds upgrade) is the thing most players seeks when you want a unit that literally mow down infantry like nothing from mobs, volunteer squads, USA tankier infantry, and Russia heavy infantry.
- Engineer + Pandur: not much to say, but it's always a good idea to have one of these if you don't want to waith or choose the Manticore Tank Protocol (big f**king tank that heals your vehicles).
- Sniper + Pandur: another good choice against most GLA units, including those pesky buggies, they're a good choice against USA if you mix them properly wih AA units and something to deal with crusaders/paladins.
- Pioneer + Pandur: a really good all around mobile artillery unit, with upgrades you can pratically do a pletora of things, from taking out infantry and russian slower tanks, infantry blobs (with Canister Mortar Rounds) and one of the most ignored choices (sadly) Tear Gas Mortar Rounds, this "debuff" firing mode is awesome, you don't really need to have 5 of these, one or two are great, specially to reduce or deny the benefits of the USA "Search and Destroy" battle plan extra range, China horde/propagando bonus, or force most artllery units like buggies to get in range of your other units like leopards. Some players ignore this mode, maybe because previously it requires to expend a GP point.

This post has been edited by Scud: 21 Jun 2018, 20:42


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AzizAmbush to Bruce: "No, you take the oil, you're America"
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0weber0
post 23 Jun 2018, 23:16
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QUOTE (Scud @ 21 Jun 2018, 17:41) *
Master the Pandur variations (weapon change depending on the infantry inside):
- Panzerfaust + Pandur: you have a relative good mobile anti vehicle IFV and an early clearing garrison option when you get the Armory Expansion upgrade.
- Granadier + Pandur: default weapons as good range, but the Airburst Grenades (requires Canister Rounds upgrade) is the thing most players seeks when you want a unit that literally mow down infantry like nothing from mobs, volunteer squads, USA tankier infantry, and Russia heavy infantry.
- Engineer + Pandur: not much to say, but it's always a good idea to have one of these if you don't want to waith or choose the Manticore Tank Protocol (big f**king tank that heals your vehicles).
- Sniper + Pandur: another good choice against most GLA units, including those pesky buggies, they're a good choice against USA if you mix them properly wih AA units and something to deal with crusaders/paladins.
- Pioneer + Pandur: a really good all around mobile artillery unit, with upgrades you can pratically do a pletora of things, from taking out infantry and russian slower tanks, infantry blobs (with Canister Mortar Rounds) and one of the most ignored choices (sadly) Tear Gas Mortar Rounds, this "debuff" firing mode is awesome, you don't really need to have 5 of these, one or two are great, specially to reduce or deny the benefits of the USA "Search and Destroy" battle plan extra range, China horde/propagando bonus, or force most artllery units like buggies to get in range of your other units like leopards. Some players ignore this mode, maybe because previously it requires to expend a GP point.

So, no love for pandur with medic/felin?
Also, you forgot to mention that Bloodhounds+chaffs= USA's nightmare (and GLA's too, but a bit less brutal).
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Scud
post 25 Jun 2018, 1:22
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QUOTE (0weber0 @ 23 Jun 2018, 19:16) *
So, no love for pandur with medic/felin?
Also, you forgot to mention that Bloodhounds+chaffs= USA's nightmare (and GLA's too, but a bit less brutal).


You're right about the Bloodhounds, good to stop USA from snipping your vehicles (specially arty). But those pandurs modes dont really do much. I usually like to keep my medics on foots, so the stay together with infantry without the need of babysitting them, and the default felin mode is kinda me if you have Bloodhounds which are faster, can detect stealth, use chaff and switch modes. I wish the felin mode was a AA missile launcher with a turret similiar to the roland platform, the lack of a "seeking AA" vehicle for ECA was always a pain in the ass, specially against stealth figthers and Sokols. China doesn't suffer so much from it thanks to the practically instant damage twin fangs do.


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