![]() This works especially well with the UEF, as they have the only Tech 3 point defense. Anti-missile systems behind the walls increase the defensive capability further, until you get an impregnable wall of forticfications only an experimental unit can get through. This aspect is both a godsend and a curse : while they can be built quickly and cheaply, enemy engineers can reclaim them just as fast (faster in reality, due to construction overhead of targeting, not required with reclaiming) ! One tactic is to build several columns of walls together, but leave gaps in the columns every few walls to fill with AA, shield generators and point defence, or even one large gap to allow your units to pass through or to force enemy units into a nice, cozy space to be arty'd the crap out of. Because of this, building a 3 layer sized walls is still a fast and inexpensive operation, and pretty much prevents the enemy from getting through unless they have air transport. They take 10 game clock units to build, so a tech 1 engineer can build one in 1 second, whereas an ACU, even with no engineering upgrades, can build 4 walls per second. If carefully micromanaged, a group of such units can punch a hole in a wall very quickly.Īt 10 energy and 2 mass, walls are the cheapest unit, the cheapest anything in the game. Once the unit is in range, the reclamation is nearly instant. Also, a very few combat units like the Harbinger have an engineering suite that allows them to reclaim walls. An engineer, SCU or ACU can reclaim a wall. Since walls are cheap, the most effective way to destroy one is to reclaim it. ![]() ![]() Even if you destroy just 1 segment, the hole will still be too small for maneuvering an army. Furthermore, walls have a massive amount of health (4000, per segment), so you are usually better off finding another way around the wall than through direct fire. This means that to destroy a wall, the player must manually tell the unit to destroy each and every wall segment, requiring the player to invest attention to the wall. One of the things that render walls tougher than they are is that units do not fire at them by default. The only time a wall can be used semi-reliably to protect anything, is when they are built directly adjacent to a tech 1 point defense unit or on a cliffside, but protection will still be minimal. If other structures need fortification, consider shields instead. Walls are too low to block most weapon fire, and cannot be realistically counted on for this task. ![]() However, this can be defeated by T3 mobile heavy artillery. This tactic works very well because then no units can easily get inside the shields and defeat the generator. Shields provide good defense against fire unless enemy units get within its radius a line of wall segments can be built following the curve of the shield to prevent enemies getting too close. Walls are also sometimes used in conjunction with shields. A wall's bottleneck will maximize artillery AOE damage by forcing the clustering of enemy units whilst ALSO preventing shorter range units from being able to engage the longer range artillery.ĮMP effect will cause enemy units to actually contribute to the bottleneck, such as Cybran T1 mobile artillery and T3 Loyalists in a wall-bottleneck scenario, further hampering their attempt to cross the wall. Often these strategies are used in tandem with point defense or with area of effect weaponry such as artillery. The idea is to use the wall for one of two strategic advantages: 'funnelling' larger troop formations through small spaces in a large wall with a larger defensive force on one side of the wall, or preventing short-range units from closing in on longer range units.
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