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The Ultimate Anti-Stinger Site Chinese Weapon
Pickysaurus
post 25 Jun 2009, 16:40
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After playing through the campaign where tech trees are harshly limited in some places. I got creative with my approach to the GLA defensive line.

I have found the best weapon again a stinger site is actually the Chinese troop crawler... why?

Well the vehicle can detect them if stealthed and has a long line of sight. And when you send the 8 red guard against it. They almost immediately kill the 3 stinger soldiers and quickly finish off the structure.

Just thought I'd share that with y'all I8.gif


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GDIZOCOM
post 25 Jun 2009, 16:42
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does help.

and guess what..we both are top posters in the forums!(by day)

This post has been edited by Pal: 25 Jun 2009, 16:43


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JJ
post 25 Jun 2009, 16:51
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Troop Crawlers are also useful at countering USA Patriots, especially the EMP Patriot, which pretty much is only cost-effectively counterable by infantry.
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Pickysaurus
post 25 Jun 2009, 16:53
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QUOTE (JJ @ 25 Jun 2009, 13:51) *
Troop Crawlers are also useful at countering USA Patriots, especially the EMP Patriot, which pretty much is only cost-effectively counterable by infantry.


Well yeah, that's a cheap approach. Personally I use artillery


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Erik
post 25 Jun 2009, 17:02
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Another trick:
ECM+Dragon if you dont have a TC at hand.


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Pickysaurus
post 25 Jun 2009, 19:41
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QUOTE (Erik @ 25 Jun 2009, 14:02) *
Another trick:
ECM+Dragon if you dont have a TC at hand.


That works too, but ECMs required a Propaganda centre


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Erik
post 25 Jun 2009, 21:15
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yet you will unlikely have an troopcralwer included in every army, ecm happens more often. Also this combo can ho for these pesky palaces aswell. Ofcourse if you goal is only to get rid of that single stinger site go for the TC.


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accomplice
post 25 Jun 2009, 23:51
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May I suggest an addition to the red guard vs stinger site tactic?

All 3 stinger solders will fire at the closest target and stick with it, even when it moves away and other units come closer, as long as that first unit is in its weapon range.

So I would pick exactly that one red guard at the very front and manually let him run left and right in front of a stinger site, dodging missiles all the time, while the other 7 start shooting and quickly neutralizer the stinger troopers. Then have the baiting guy join the fight.

With this technique, I can kill a stinger site even with 2 basic infantrymen if needed (happened to me once in a custom made mission lol)
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C.o.m.m.a.n.d.e....
post 26 Jun 2009, 0:25
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bomb them with nuclear migs boom8.gif
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Admiral FCS
post 26 Jun 2009, 0:55
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TC rush is much more cost-effective than 4 Nuke Migs IMO.
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Pickysaurus
post 26 Jun 2009, 1:08
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QUOTE (C.o.m.m.a.n.d.e.r @ 25 Jun 2009, 21:25) *
bomb them with nuclear migs boom8.gif


I was going for the non-conventional approaches tongue.gif

Anything can be neutralised by bombing it with Nuclear MiGs


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Shock
post 26 Jun 2009, 2:00
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Nuke migs can also be shot down by anything that is AA. Paper armour.


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Pickysaurus
post 26 Jun 2009, 2:09
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QUOTE (Shock @ 25 Jun 2009, 23:00) *
Nuke migs can also be shot down by anything that is AA. Paper armour.

Maybe they'd do better with a kamikaze ability if they don't often escape the AA


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Frostyarmy
post 7 Jul 2009, 7:04
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3 red guards > stinger site
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Papaya Master Ra...
post 7 Jul 2009, 7:42
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Let me guess: Use Red Guard No. 1 to move around the Stinger Site, since he could easily avoid being hit by the rockets, while the other two just keep hitting the Stinger soldiers one by one.


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Admiral FCS
post 7 Jul 2009, 8:19
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Not really. Stinger Missiles AFAIK has an explosion radius, which, when your infantry is close, will damage him.
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Chyros
post 7 Jul 2009, 9:48
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QUOTE (Admiral FCS @ 7 Jul 2009, 6:19) *
Not really. Stinger Missiles AFAIK has an explosion radius, which, when your infantry is close, will damage him.
Yes, but this only happens when they are walking really close. At normal distances, infantry can walk past stinger sites with impunity. One advice: don't buy stinger sites. They are heavily inadequate against every single kind of target, even those they are supposed to be able to counter.

Other things that can kill a Stinger Site other than artillery are one Quad, one Dragon, one RAD tank (it can actually one-shot all infantry in it at the same time), snipers, most airplanes and helicopters, maybe even a toxin tractor.


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Pickysaurus
post 7 Jul 2009, 14:14
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I'd agree Stinger sites fail vs ground units, but I've always found them powerful vs air units.


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Shiro
post 7 Jul 2009, 14:28
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QUOTE (Pickysaurus @ 7 Jul 2009, 12:14) *
I'd agree Stinger sites fail vs ground units, but I've always found them powerful vs air units.

Same here. I commonly use Tunnel Networks and RPG Troopers for ground defense and stinger sites for AA, since AA is what they are really good about. Or Quad Cannons^^ That is also the reason I play as Death Strike most often because of his SA2 and Gadflys.


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Erik
post 7 Jul 2009, 15:51
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The only thing that stingersites really counter is MBTs(who uses those duh) and humvees as long as they arent overwhelmed.


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Chyros
post 7 Jul 2009, 19:46
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QUOTE (Pickysaurus @ 7 Jul 2009, 12:14) *
I'd agree Stinger sites fail vs ground units, but I've always found them powerful vs air units.
The Stinger Site has absolutely no chance whatsoever against the following air units:
-Raptors (metre-thick armour & countermeasures or PDL creates an impenetrable barrier, especially for Stingers)
-Stealth fighters (not even gonna bother to explain that one tongue.gif)
-Auroras (though more vulnerable than Raptors, they are still invulnerable)
-Stealth & Laser Comanches (Adv. Countermeasures makes them way too tough and PDLs will make Laser Comanches impervious to Stinger fire)
-MiGs when upgraded (though even unupgraded Stinger Sites can't save themselves from destruction)
-Helixes (way too well-armoured and will kill the Stinger Sites extremely quickly)
-Black Widows (typically Ironside - way too well-armoured)
-F16XLs (way too armoured AND specialised against base defences)
-Blacksharks that are either grouped or have an ECM variant with it

which comprises most of the aircraft ingame. Other units like the Phoenix will not destroy a Stinger Site but will not be destroyed by it either. The Stinger Site will effectively destroy <gasp> Littlebirds & Balloons but that's about it tongue.gif . Just like Erik says, the only thing they can really counter is MBTs if they don't drive around the Stinger Site. And again like he said, these are rarely used, and because of this, Stinger Sites serve practically no purpose.

This post has been edited by Chyros: 7 Jul 2009, 19:46


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Pickysaurus
post 7 Jul 2009, 20:01
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Chyros, you're talking on a 1 site vs 1 or more aircraft basis.

If you strategically place your anti-air it can prove much more effective.


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Chyros
post 7 Jul 2009, 20:41
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QUOTE (Pickysaurus @ 7 Jul 2009, 18:01) *
Chyros, you're talking on a 1 site vs 1 or more aircraft basis.

If you strategically place your anti-air it can prove much more effective.
I'm talking about any basis and any placement.

Remember that this is about hardcore online play. You don't get the chance to build tons of these before your opponent attacks. If you're quick, you can get one up before your opponent hits you. If you make it to the midgame, building defences will inevitably kill you because you can't win any game with them. Sure, a thousand Stinger Sites will probably down lots of Comanches. But speaking in realistic terms, what I posted applies. At least that's the way I feel about it.

This post has been edited by Chyros: 7 Jul 2009, 20:43


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Stinger
post 7 Jul 2009, 21:14
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I've seen really good ZH players use Stinger Sites to augment their forward lines so their usefulness in the late game is debatable.

Stinger Sites on their own aren't really useful, which is why you should have units in Tunnels nearby.


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Chyros
post 7 Jul 2009, 21:50
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QUOTE (Stinger @ 7 Jul 2009, 19:14) *
Stinger Sites on their own aren't really useful, which is why you should have units in Tunnels nearby.
If you happen to have a replay at hand, please send it. Let's face it; it's really just the units in the tunnels. ZH has never had a defensive gameplay orientation. Units is what it's been about, always - defences had pathetic range, no flexibility of any kind and they were weak as well. That's why every single ZH player that plays seriously doesn't even consider any tactic that is not a rush.

This post has been edited by Chyros: 7 Jul 2009, 21:54


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