Map:emp duststorm: Difference between revisions

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''Tank Combat:'' This map is practically made for tank combat. Its many wide open areas provide little cover for infantry. In the end, it often comes down to whichever team uses their tanks better. It is suggested to build many repair pads so that tanks can be repaired more easily.
''Tank Combat:'' This map is practically made for tank combat. Its many wide open areas provide little cover for infantry. In the end, it often comes down to whichever team uses their tanks better. It is suggested to build many repair pads so that tanks can be repaired more easily.
''Infantry Combat:'' As stated previously, the major geographic feature in this map is flat terrain with no cover and steep hillsides scalable by infantry. It is essential that your infantry units stick to these hills. If they get caught by a tank in the middle of a field, they will get cut down. You can prevent this by relying heavily on walls, but this will consume time, resources, and impede your own tank assaults. Not recommended.


''Scouts:'' Scouts serve a very important role in this map. Their most important job is to spot oncoming tank attacks. A good commander will send his scouts out to warn against any such threat.
''Scouts:'' Scouts serve a very important role in this map. Their most important job is to spot oncoming tank attacks. A good commander will send his scouts out to warn against any such threat.

Revision as of 13:09, 21 June 2007

Home > Map:emp duststorm

Description

File:Emp duststorm map.png

Duststorm is a desert with hills in the center and northwest and ruins in the southeast. The NF starts in the southwest and the Bren in the northeast.

Commander Strategies

Forward Bases: Both the Brenodi and NF have several good locations for forward bases. The middle, for example, can be taken and fortified without much trouble. The NF can take and fortify the northwest corner early on. While it is possible to make a forward base in the ruins, it is not suggested to make that the main focus as bases constructed in the ruins are harder to defend from artillery and armor.

Tank Combat: This map is practically made for tank combat. Its many wide open areas provide little cover for infantry. In the end, it often comes down to whichever team uses their tanks better. It is suggested to build many repair pads so that tanks can be repaired more easily.

Infantry Combat: As stated previously, the major geographic feature in this map is flat terrain with no cover and steep hillsides scalable by infantry. It is essential that your infantry units stick to these hills. If they get caught by a tank in the middle of a field, they will get cut down. You can prevent this by relying heavily on walls, but this will consume time, resources, and impede your own tank assaults. Not recommended.

Scouts: Scouts serve a very important role in this map. Their most important job is to spot oncoming tank attacks. A good commander will send his scouts out to warn against any such threat.

Sneaky Base: Some clever commanders have placed a forward base in the extreme north-west corner of the map at A5. Behind the more obvious refinery to the south-east and walled off by hills and the map border, only two choke-points into and out of the area mean that tanks will have a difficult time assaulting the position and infantry can use the hill as an excellent vantage point. Do not rely too heavily on this position, however, as there is limited room for a large base and it's dangerous to rely on the resource node when the enemy learns of this base location.