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Beating Toxin General Challenge on Hard, as Superweapons, and yes, I've read the other thread.
hiimdm
post 11 Jun 2016, 2:49
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First, I did read the other thread, and a combination of too many unreadable fonts, too much misinformation, a lot of off-topic posting, and no real strategies in that thread led me to make my own.

I am just looking for a solid way on how to beat Toxic General Challenge on hard, as Superweapons.

My main issue is the long-range weapons, like the Rocket Buggies and the Scud Launchers. In Zero Hour, those didn't attack your perimeter defences, making the base actually defendable. In this mod, they sit back way out of range of any of your units and take down your defenses fairly early in the game. I can fend off the early attacks no problem, with a combination of EMP Patriots, Firebases, and Pop-Up Patriots, but at some point he starts sending the long-range artillery, and thats where I lose every time.

I tried using Avengers as an additional defense, to shoot down incoming missiles, but they've been nerfed or something and die anyway. Commanches just get shot down. Same deal with Raptors. I also can't be everywhere at once sending out planes to the 3 points he attacks from. Tomahawks also dont have the range of his artillery, and they have armor like paper anyway.

If anyone has any concise guide on how to do this, it would be appreciated.
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X1Destroy
post 25 Jul 2016, 11:43
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Guardsman
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Armageddon is here..............



I have a similar problem. How the heck can I beat him as Kassad?

The moment a battle bus with toxin grenadiers and those Scourge launchers appear, not a damn thing in my arsenal works.

The base defenses are almost useless against him.


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Shockfan42
post 25 Jul 2016, 21:28
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Well, the key is to deceive with a false death to good Dr. Turn all invisible, sell the Command Center, build far from the initial place to avoid Scud Storm, capture the oils for win time, the palace and a two tunnels should be the only thing defending. Build Jarmen Kell, and two Black Markets, stealth too. For this moment, the defenses has been surpassed. But you should have Jarmen Kell snipping vehicles, a barracks for build hickjackers, and stealth workers. The Dr cannot locate their base and stop from send the Scourges. However can use Scud Storm and Antrax bomb near from the supply that kills yours workers, but with the Black Market the money not is a issue.

Once he stops to send units, rebuild the Palace,and stealth. Not build defenses, or turn is off. Use the infantry and stealth vehicles, not attack. The Mercenary GP is a good point, you can build short range stealth artillery, it doesn´t activate the attacks. Use for destroy the defenses, build and Stealth the Command center. Now can use bombs trucks and turn stealth their vehicles with the GP. (Not have much time visible vehicles, the Dr can send armies for they.) Capture the ground and destroy the artillery at east side. Destroy the van, destroy the garrisons with bombs trucks. Use the recourses for build a pair form Scuds Storms. Use for open ground and push with bombs Trucks and Mercenaries

From here is rinse and repeat. Jarmen Kell is vital, stealth buses for defenses can be. Use the cataract in the eyes of Dr to their favor.

This post has been edited by Shockfan42: 25 Jul 2016, 21:30


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