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USAF vs Stealth!
Forum » CollapseZero Hour Strategies, Tactics and Tips » USA Strategies
AdminMike
Joined: 20th Oct 2014
Rank: ADMIN
Likes 1
21st Oct 2014

 VS 


USAF vs Stealth

This is a pretty exciting matchup, and one of my favourites playing as either side. This matchup is prone to lots of spamming however, Air will probably be spamming lots of comanches, and GLA lots of quads, so a big part of winning will lie in outspamming Stealth and selling your spammed units' lives as dearly as possible.

Tactical Counter-guide

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Your forces

Comanche 

If you decide to go comanche spam, these will obviously be your main unit. Properly upgraded and in adequate numbers, these alone can decimate an enemy base. The comanche can typically counter all units Stealth can throw at you.


QuoteUpgrades
- Rocket Pods 

This cheap upgrade costing $800 gives all of your comanches the ability to fire off a barrage of deadly rockets. With a reasonably short recharge time, they can be used to take out clumps of units such as quads and large groups of buildings. Their rockets are also quite effective against infantry.
- Stealth Comanche Upgrade 

This crucial upgrade carries a hefty price tag at $1500 but they are the key to comanche survival. This makes all your comanches stealthed, even when moving and only uncloak when they attack or are otherwise revealed by a stealth-detecting unit. They can recloak again in a very short period of time, which lets you execute the extremely annoying Comanche Sting
- Countermeasures 

This $1000 upgrade is also very helpful in prolonging the life of each $1200 comanche. I would get this last of the 3 upgrades, but it's still worth getting. Countermeasures work by deflecting around half of the missiles/rockets fired at the aircraft. However, it also increases armour against quads which you can be sure your opponent will mass. So at $1000, get this soon.


The Comanche Sting
This tactic is the key to using comanches. It follows a similar hit-and-run element like rockvees. This obviously works best with the 3 aforementioned upgrades. It helps to scout out the location you are to attack beforehand. Additionally, it also helps to attack the right things in the right order.


QuoteMost Dangerous 
Quads
Tunnels
Stinger Sites/RPGs
AD/Rax
Other
Least Dangerous

This shouldn't be a strict approach to attacking. If there are only one or two quads, hit the tunnels first to prevent reinforcements from coming. Likewise, rocket-pod that conveniently packed together clump of quads. Quads can shoot down comanches scaringly fast, even after countermeasures. So remove them first if there are a substantial number of them. Then rape tunnels to prevent reinforcements from arriving (last thing you want is more quads coming 
) If they're silly enough to pop while you rocket pod their tunnel, they deserve to lose.
You can of course, and should split fire when possible. No point assigning 15 commies to rocket pod a tiny group of quads. Split some of them to deal with that tunnel nearby. I shouldn't have to say this, but don't split so much that your forces are spread out too thinly.
Stingers and RPGs are a viable threat, as splash damage hurts comanches. Later on, you can protect them with pathnooks or with a KR body guard. Next, attack unit producing facilities like Arms Dealers or Barracks once immediate threats have been removed. Then, if the area is secure, destroy the remaining structures (e.g. supply stashes, markets)
More often than not, you'll encounter more resistance than you can handle. Comanches cannot keep up a steady attack, as their missiles will run out and their nose guns aren't all that good. Perhaps a sneakily hidden stealth tunnel just ejected a load of quads and your 'manches are falling like flies. This is where Hit'n'Run comes in. Hurt them as much as possible, rocket pod them where it hurts the most then RUN AWAY. RUN AWAY
Your comanches should stealth quick quickly, so the shooting should stop suddenly. Let your comanches rearm, repair the ones which are below half-health and bring in backup and go attack again. Chances are, your opponent has committed most of his quads to that area you just hit. Go attack somewhere else then, an expansion or something. The battlefield is dynamic and ever-changing, and the speed of the comanches should help you cover smaller maps quickly.


(These guys will be hard to stop)


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AdminMike
Joined: 20th Oct 2014
Rank: ADMIN
Likes 1
21st Oct 2014

Missile Defender 

This is your support. In the early game, use them to destroy the cars in the middle of Tournament Desert to stop terrorists from commandeering them. They also help to support your comanches in defense against quads by laser-locking them. Otherwise, they don't play much of a role unless you go rockvees.

Laser-lock 

MDs can laser-lock vehicles. After a brief delay, they start to almost literally spew out missiles. LL'ing MDs can turn an overlord to scrap in seconds. Laser-lock also increases range and rate-of-fire and does tank shell damage. Tank shell damage means that missile/rocket resistant vehicles (e.g. China Dragon Tank, GLA Toxin Tractor, USA Ambulance) take reasonable damage. Other vehicles take more damage from LL missiles, so it's a good idea to laser-lock when possible.

Firebase 

This is a static stationary defensive structure, so it shouldn't be built in large numbers. They are useful at covering flanks and the middle on TD. They can hold attacking forces in place, allowing you enough time to bring comanches or other units into the fray.
It wouldn't be a bad idea to put MDs inside the firebase.

King Raptor 

These precision strike aircraft are a useful tool in your arsenal. They detect stealth, so they can be used to patrol your base for sneaky hijackers. They also have two PDLs (point defence lasers) which zap missiles/rockets at an alarming rate. That means that only quads can effectively take them down.
Each KR also carries 6 missiles. 2 unupgraded and unchevved KRs can hole a tunnel. This means that they can fly into a position filled with stinger sites and RPGs to destroy a tunnel. Which'll make your comanches' jobs easier. Oh, and one KR can bunker a battlebus 



(A B2 just conveniently passed by that area 
. The KRs will survive the quads + stingers to take out key structures and holes)

Your Generals Abilities

USAF has a lot devastating generals points, and can even win a battle with just these. Below are the most important abilities:

Spy Drone 

These should be the first generals point you take, and against Stealth, it's especially important if you want to get on top of your stealth tunnel spamming opponent. Place your first drone just above your opponent's CC on Tournament Desert if he's at the bottom. The main early use is to see if he goes forward barracks, dual forward arms dealers, or if he tries to sneak workers into your base to build tunnels. Other drones should be placed on flanks to check for tunnels.

B2 Carpet Bomb 

As a level 1 ability, you should be able to use this reasonably quickly. It needs a Strategy Center to deploy, however. It has a mediocre recharge time and if used accurately, can ruin an enemy tank force rolling over to your base.

Pathfinders 

Possibly the most important upgrade, get this as soon as you hit Level 3. These will own stingers and RPGs, forcing your opponent to use vehicles which are easier to kill than infantry with USAF's arsenal.

A10 Strike 

A Level 2 A10 strike can level most buildings, or you can use them on clumps of units. Watch out, as they can be shot down rather easily.

Spectre Gunship 

A hard-to-kill plane will circle around an area, pummelling it with cannons and bullets. A Level 2 can kill most non-superweapon buildings and they're impossibly hard to shoot down.

Fuel Air Bomb 

Another devastating generals point, but with a lengthy recharge time. You can upgrade to MOAB if you want, but it's not necessary, use on large clumps of buildings, but against GLA, make sure you have something to destroy the holes the FAB will leave behind.

Build Orders and Replays

Here are the various BOs for Air vs Stealth as air. There's quite a range of them, play with whatever you find comfortable 


1. Dual AF comanchespam. This is a pretty simple strat, it doesn't involve humvees. Build two supply centers with two chinooks collecting off each. Then build two airfields and just spam comanches, remember to upgrade them fully as I outlined earlier in the guide. It wouldn't be a bad idea to build a rax too, possibly to kill the cars in the middle of Tournament Desert or to protect yourself against quads. You may want to get some raptors later in the game, to pick off tunnels and such. Also, selling CC will help, but your dozers can get jacked, tech-rpg'd, and that scan and spy drone will really help you find those elusive tunnels.

There aren't any dual-af comanchespam replays in RotW or Elite sections, but here's one where I was Stealth, made some boo-boos in it: 

2. Rockvee BO. Just your standard rockvee strat, dual supplies, two chinooks at each, warfactory and barracks. Again, King Raptors will prove useful, and you may want to switch to comanchespam later in the game.

3. Combat Chinook BO. An interesting BO, involves sending a CCnook full of mds to the enemy base to deal as much damage. If micro'd well, you can evacuate the ccnook before it's killed and have humvees ready to pick them up and continue the mayhem.

4. King Raptor Spam. I wouldn't recommend this, but if you're feeling ambitious, go for it. It's dual airfield, but you make lots of raptors. Great replay here, worth a watch if anything 


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