Forum Discussion
BattaIia
7 years agoSeasoned Ace
while mg squads may not be in the best position, they are very cheap at only 30 tib. This makes them the cheapest 2 range unit in the game. Instead of running MG squads to the front lines, try pushing your opponent off the area you want your mg to hold, get it in, then use it as a fall back to hold the territory. When it is shooting and has a unit to block for it, the MG turret is deadly to infantry and vehicles.
7 years ago
I've had Chem/Shock/Flame troops walk through MG bullets and kill first. I could place a character in front to body block, but I could do the same if I ran Snipers instead. Plus I can actually move a Sniper unit within the day. While you're making time to babysit your MG on his way to your sides missile pad, the enemy captures his and center pads. If it's a 2 pad stage, a vehicle rush of any kind will take it out. Especially aircraft.
- BattaIia7 years agoSeasoned AceAnd that is where the differences lie =) 5 sniper teams will die of old age or cannon shells before they take down a predator tank. 1 mg team makes surprisingly quick work of it if it decides to linger in range.
Snipers:
50 tib cost
agile with a slight delay for setup after moving
mows down infantry well with a blocked
MG team:
30 tib cost
VERY slow, and unless set up, VERY vulnerable. Once setup, it has a decent armour buff to cover their shallow HP pool
Can shred light vehicles and punshed heavy armour.
Supported with a pitbull and these mg teams are almost impossible to remove. Things like shocks or rockets will do in a pinch.
MG team isn't a very easy unit to master, but when you can let him open up on your enemy, it is a sight to behold.
If you want a pretty fun deck just to witness an mg squad team in action properly try this:
rifles/rockets/mg team/shockwave/jump jet troopers/pitbull/strongarm
Start with rifles and push them as far forward as you can. Next purchase should be the MG team. Try to set up on your side of the middle platform. If your infantry engages the enemy, delay long enough to set up the mg team, then retreat to it. If the enemy brings out a 2nd harvester, then you build JJT to harvester harass while your MG team charges nuke. From here, you want to double up on the MG team, getting another one beside the first so it can cover him. Bonus points if it can also cover a little of another pad, his or yours. Once this is setup, you want to either build rocket squads and cover your mg teams or save for a harvester then get out those precious pitbulls to run interference for the teams.
The only real weakness to this strategy is if they spam air units such as talons/venoms/banshee. But otherwise, it's actually pretty fun to pull off!- 7 years agoSounds like EZ kills for Disruptor. I don't know man, I've been running Rocket/MG/JJT/Talon/Orca/Hammerhead with StrongArm and fell all the way back to Master III for it. GDI in general have been letting me down because there's no good balance. With NOD I run Militia/Lasers/Buggy/Tank/Venom/Seeker and Soloman and win most matches. I've tried a similar composition with GDI and fall flat Everytime.
Best GDI deck currently is Riflemen/Rocket/Shock/JJT/Tank/APC. It only ever works if I swarm APC mid game and win via stall, but APC's blow bubbles at infantry and aren't any good at clearing enemy Shocks/Flames/Chems or JJT/Rockets/Lasers.
I'll try it out and see what happens.- 7 years ago
at least you have them mine is barely lvl 6