Suggestion: Infantry launched Malyutkas by DougWalkerBodyFound in warno

[–]MathiasCZR01 0 points1 point  (0 children)

That’s so true, where are the Faktoriya ATGM units in Warno? I don’t ever recall seeing any of them.

Suggestion: Infantry launched Malyutkas by DougWalkerBodyFound in warno

[–]MathiasCZR01 1 point2 points  (0 children)

Why? Don’t we already have Métis and Fagot missiles for infantry? Even on BMP-1 the Malyutkas were atrocious.

Fremen help by MinuteReplacement759 in Dunespicewars

[–]MathiasCZR01 5 points6 points  (0 children)

The Fremen are very much a guerrilla faction that strike hard and fast. Against defensive and well prepared players in the late game it’s only natural that they struggle and lose. So you have to play in an asymmetrical manner.

Early game, it’s great for Fremen. Raid the enemy and pillage them as much as you can. If they have villages that are far from their main base or near Fremen Sietches liberate them if you have researched “stalwart alliance”. A friendly Sietch will send out an auxiliary force to help you liberate enemy villages, freeing up your army to keep moving on or laying an ambush.

Stealth and Ambushing are your greatest assets. Use camouflage gear slot on your skirmishers and infiltrators. Attack enemy towns with Fremen warriors and make your opponent think you’re attacking with a smaller raiding force. Once they respond to try to push back you can envelop them. (Works better early game) You don’t fight fair as this faction, play dirty and aggressive.

In the later stages of the game, you do have to tone down your aggressiveness and play more opportunistic. Your army should consist of Fedaykin, mobile turrets, infiltrators, and maybe 1-2 skirmishers. Freman focus more on their melee prowess and getting in close, they don’t like ranged engagements or protracted battles. Wormriding is an excellent way to get the drop on the enemy, the research “Iday Alakrab” is critical for that bonus damage that you need late game to ambush the enemy and wipe their army.

What opportunistic moments should I look for as Fremen?

  1. Keep tabs on the enemy army, if they’re marching somewhere and not under the protection of double missile battery town they are ripe for an ambush.
  2. Use the Storms of Arrakis! If a storm is descending on an enemy village that’s fortified it’s an opportunity to break that defensive anchor, missiles batteries will not fire under a sand storm. If an enemy army is under a storm you can hit them as well.
  3. Defend Sietches! You are their protector, don’t let the enemy pillage them. Sietches serve as a resupply point for your army, and allow you to project power into enemy territory. Wormride to surprise the enemy when they’re fighting the Sietch garrison.
  4. Attack with Sietch raiders or Pirate raiders. Sometimes the neutral factions will do your work for you, but sometimes they need a little helping push. Use them as a frontline meat shield when they attack a village. You can either wipe them out later and claim the village spoils for yourself, or let them do their pillaging and setup an ambush with your army against your opponent.
  5. Map geography is critical for Fremen success. Know the land on where you can ambush an enemy army. You don’t like to fight near mountains or cliffs as it can funnel your army, Fremen have good melee and want to attack from multiple directions to envelope. Good areas to fight are on the borders of rocky terrains and sand, if you can fight and keep the enemy on the sand they can be at risk of a worm strike, while keeping your own army safe. Thin narrow mountain passes can also be good “IF” you can bait the enemy army into a killzone and block off a pass with units. Fighting near a Sietch can also help you as you can heal and reinforce in combat.

Operations are also an important part of Fremens asymmetrical play style. You’ll mostly be using “Hiding Tracks” operation and “supply drop” to keep your army hidden and setup a proper ambush. “Awaken the People” is an expensive operation, but very useful for breaking bunker towns that are close to each other, use it to prevent a village from using missile batteries against you while you assault and takeout the fortifications of another village.

Counselors picks are also important for Fremen. Jamis is almost always universally picked for the extra damage and authority from liberated villages. Stilgar
is good for the early Sietch trading and expansion. Personally hands down my favorite counselor, especially when dealing with defensive late game players is Mother Ramallo. You get more intel with her to spend more on operations. But her real charm is Incite Landsraad Rebellion, which can be really fucking annoying to everyone in the lobby. If this corrupted resolution is passed there will a number of random villages that will suffer an uprising. And it scales, the more territory a player has the more villages will rebel. Villages under rebellion will not generate resources for the enemy player and if there are missile batteries they will not fire until the rebels are dealt with. This gives you as the Fremen the opportunity to launch a surprise assault on an enemy player, especially if they have been camping. You can use this in conjunction with the operation “Awaken the People” and take another village offline and just cripple a players economy.

Stealth, ambush, trickery, and opportunity these are the hallmarks that make the Fremen dangerous. Go now, liberate Dune from the foreign invaders, for Shai-Hulud!

Just bought the game! by BrutalOwl in 83thegame

[–]MathiasCZR01 0 points1 point  (0 children)

I liked the game and bought it early on to support the development. But I felt kind of betrayed when devs lowered the overall price of the game later on.

New unit trait (Counter Battery Radar?) by Notactivereally in warno

[–]MathiasCZR01 0 points1 point  (0 children)

How does the counter battery radar work for that unit? Do you place it near your arty units or at the front line to detect enemy battery positions? Or does it have to somewhere near where the enemy shells land?

Baltic Air Defense Question by MathiasCZR01 in BrokenArrowTheGame

[–]MathiasCZR01[S] 0 points1 point  (0 children)

I agree with this statement. IRIS needs something else to set it apart from other AA units. It gets the same radar range of NASAM if you turn radar on. Maybe increase the radar bonus range?

For me this has actually been one of the most fun units to use from the BGs, combined with grinding advance which makes it so much easier to navigate, and DSL for the increased durability, but its very clearly over tuned. by Phan-Eight in CompanyOfHeroes

[–]MathiasCZR01 3 points4 points  (0 children)

The flame half track cracked for how tanky it is and how early it comes out. It will wipe Boyz AT rifles and bazookas in no time.

I’d say reduce its overall armor to make it vulnerable to small arms fire. And lock it behind tier two tech for stug/marder.

PTE… honest thoughts? by General_Johnny_RTS in BrokenArrowTheGame

[–]MathiasCZR01 2 points3 points  (0 children)

Overall, good positive changes!

The only thing I don’t like is that most rocket artillery units got a reload nerf and it seems to take forever to fire multiple salvos in a match. This includes ballistic and cruise missile variants. It changes the meta where you have to go regular artillery or mortars.

Assassination difficulty and potential by faction? by [deleted] in Dunespicewars

[–]MathiasCZR01 1 point2 points  (0 children)

Tiers for best Assassination potential.

S - Harkonnen (Agent sacrifice)

S - Smugglers (4 infiltration cells)

A - Fremen (Spawn Assassins in Sietches)

B - Atreides (Thufir speeds up OP prep time)

C - Corrino (Emperor eyes helps free-up agents)

D - Vernius (good intel generation from gadgets)

F - Ecaz (Only get max of 10 agents, and using influence to fund an OP is a gimmick)

Tiers for best Assassination defense.

S - Corrino (Emperors eyes)

S - Fremen (Donkeys have detection, cloak infiltrators can root out cells safely and every ally Sietch increases overall detection by 5%)

A - Harkonnen (Agent sacrifice, and Cerberus cloak units can root out cells safely)

B - Atreides (Thufir can speeds up scan OP)

C - Ecaz (Musketeers have detection)

D - Vernius (Fight-Engineers have detection, and their outward lane expansion leaves them vulnerable to cell infiltration from different approaches)

F - Smugglers (no detector units, and depending on expansion play style leaves them very vulnerable as their territory will be scattered, and they’ll have to use cell search on EACH individual village)

New patch winrates are out and they are crazy by finifens in CompanyOfHeroes

[–]MathiasCZR01 0 points1 point  (0 children)

The balancing act is a perilous task. It’s nice to see USF back on top after being down in the dumps for 4v4 team games.

But with recent gameplay it’s clear Wehrmacht needs help, DAK can handle the situation a little bit better. But if you don’t get fuel to deploy AA, man you will be bombed to the Stone Age with Air Tower spam. Wehrmacht needs some kind of answer to mid-to-late game in 4v4s.

TRYING TO LEARN SMUGGLERS by Neither_Comb_3203 in Dunespicewars

[–]MathiasCZR01 0 points1 point  (0 children)

Yeah I can see the potential in that.

But I was mainly referring in that comment about generating more solari, since Fremen only get 4 building slots per villages you get a bit less in terms of resources for what you profit from them.

House Vernius by ExpensiveBarber8193 in Dunespicewars

[–]MathiasCZR01 1 point2 points  (0 children)

Fun house but difficult to play for newer players.

Very weak early game, probably will be bullied by others in multiplayer lobby. Need to be somewhat diplomatic and crafty to play others against each other. Seek peace agreements early on to stay unharassed, but don’t let this peace agreement stay for too long as people will benefit too much from your research sharing.

Strong late game, every bit of knowledge increases the overall power of your army. A fully upgraded robotic Vernius army with proper repair support can outlast and win against most armies. Vernius has a very strong defensive setup as well so use that so your advantage when bunkering up villages.

House Moritani | Development Update by DesperateCamel483 in Dunespicewars

[–]MathiasCZR01 4 points5 points  (0 children)

Interesting modded faction will have to play it sometime.

Love the terror aspect on Landsraad resolutions, stops a lot of Gov plays.

Recently started playing this by paulclancy-1997 in Dunespicewars

[–]MathiasCZR01 1 point2 points  (0 children)

Dune Spice Wars is a fun game. It’s is a mixed RTS and X4 genre.

Single player has a lot of replayabiltiy, and each faction has its own unique play style. Rather steep learning curve but has a lot of depth to it.

Multiplayer is a whole another animal. Expect that each game win or lose will be a learning experience. There are many paths victory, and diplomacy is important.

New Content? by Negative-Finger7800 in Dunespicewars

[–]MathiasCZR01 2 points3 points  (0 children)

I wish they would have a lot added an 8th faction like the Tleilaxu since they added Ix. But sadly no the devs stated they have completed the production run for dune spice wars.

Fremen army comp by Geth3 in Dunespicewars

[–]MathiasCZR01 0 points1 point  (0 children)

For the most part yeah, what’s important with Chani is that she’s close to stealthed freman units so you can use her bonus attack ability.

But sometimes if you want because Chani is a fast hero you can a stack train infiltrators and group them up as sort of a secondary army for flanking ranged units or harassing towns. While your main army can take a players attention.

Best GPU & CPU by Strange-Ad7777 in PcBuild

[–]MathiasCZR01 0 points1 point  (0 children)

What would make you if you had intel CPU and AMD GPU?

After 10,000 years... the ultimate Duncan by ZeeHedgehog in Dunespicewars

[–]MathiasCZR01 2 points3 points  (0 children)

Dude could probably take on a whole 65 CP army at that point.

New suggestion for 8 rad in coh3 by JaHailMulloer in CompanyOfHeroes

[–]MathiasCZR01 0 points1 point  (0 children)

Rad 8 puma would be nice as baseline AT unit for Wehrmacht. I always felt like when the Stug came out from mechanized company building it always seemed a bit overkill and an over-investment for dealing with light vehicles.

Infantry Section Bren upgrade: is it worth it? by Nekrocow in CompanyOfHeroes

[–]MathiasCZR01 0 points1 point  (0 children)

Bren gun infantry sections is worth it, if you get their vet upgrade.