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Strategy Guide

  • Planning an invasion into a neutral or enemy country:

      1.1. Capture the capital during the first strike of the invasion (Transports are very useful for this). Furthermore, the captured capital can serve as an air base. In addition, the enemy Guerrillas will have less chances of dragging this battle out. Remember, even one enemy unit in the capital, even if it can be destroyed with one blow, does not allow revenue in this country until the end of the next turn (assuming it has been destroyed).

      1.2. Consider pursuit. Before the invasion, recruit a Land Transport and load two Tanks into it - this is the best Guerrilla-hunting machine. You should always keep in mind that the enemy can win time by scattering his Guerrilla over distant corners of the invaded country - so that it takes normal units (no matter how powerful) many turns to reach them.

      1.3. Anticipate that the invaded country or the neighboring country might happen to be the enemy’s Secret Allies - and always have "Plan B" for that situation. It is always wise to keep at least one UNDISCLOSED Secret Ally in the region of the planned invasion. Sometimes, if the player lacks enough forces or Secret Allies to deal with the possible enemy’s disclosure, it would better postpone the invasion for a couple of turns.

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  • Defining goals to set the Guerrilla forces:

      2.1. Delaying tactics. Often the only thing that can be done with a small detachment of Guerrillas is to keep the enemy from getting the revenue from this country for as much time as possible. Place the Guerrillas in the most distant and inaccessible parts of the country, such as forests, peninsular tips etc., and try not to engage enemy forces. Obviously, cheap light troops (LAV’s and Smallfoots) are the best for this purpose - they can be purchased in bigger numbers and have maximum cumulative "stamina". However sometimes it makes sense to use Guard Towers (Death Turrets) or other troop types in narrow passes or other specific terrain formations.

      2.2. Inflicting maximum damage. If the terrain does not favor delaying tactics or if a counterattack is imminent, it might be best to deploy the Guerrillas to go on the immediate offensive. Remember, the Guerrillas can deploy to any open area in the country and they get to attack first, so target high-value units and loaded transports. Do not rule out the opportunity to recruit a Guerrilla Battleship, it can often engage at a safe distance, and while it will not prevent the country from falling, it can continue to be a thorn in the enemy’s side long after ground troops would have succumbed.

      2.3. Counter-attack into enemy territory. As luck would have it, perhaps an invasion of the enemy was already in the works. In this event, it might make sense to use the Guerrillas for the initial invasion. Set various goals:

        2.3.1. Summon enemy Guerrillas (they must be deployed immediately after the invasion and can be used only once in each country). After the enemy deploys his Guerrillas, his country becomes considerably less protected in the face of the forthcoming "main" invasion. Plus in the future, it becomes much easier to block revenue collection in such a country - one unit landed in the far corner is enough, because there will be no more Guerrillas.

        2.3.2. Block enemy’s revenue for maximum period. Move as many Guerrilla units (LAV’s & Smallfoots, or something fast-moving such as a Transport or UPS loaded with Tanks or Bio-T’s) into enemy territory as possible. Seek the enemy’s capital and deprive him of revenue

      2.4. Lure the enemy into a trap. In case the invaded country or the neighboring country is a Secret Ally, recruit Guerrillas in the most distant corners of the Secret Ally’s border. Then, when the enemy approaches these distant lines and is about to engage, disclose the country, either surrounding his forces or cutting the retreat/supply route or building the unassailable battle line in front of the enemy, etc. The downside of this tactic is that the Disclosure Phase goes AFTER Movement & Combat Phase, so the enemy will get to shoot first at those newly deployed troops if placed too close to harms way. If possible, surround enemy Land Transports (UPS) packed with units, so that the Transports can neither move nor unload the troops.

      2.5. Force preservation. If there is little chance of saving the country or doing significant damage to the invader, the Guerrillas might be saved by moving them to another region with land or naval transports Another option may be to purchase Guerrilla Bomber and conduct a couple of strikes before the enemy captures the capital, and then relocate the Bomber into another friendly city or Carrier.

      Saboteur Actions. There are often situations when Guerrillas might be used for organizing destructive "special" actions, which can be really painful for the enemy (much more painful then just blocking the revenue for a couple of turns). Look around and see if there are any enemy Land or Naval transports (preferably packed with expensive units) within 5-6 movement spots from the territory of the invaded country - that may not necessarily be a part of enemy’s invasion forces - it may be just a reinforcement detachment on its way to absolutely different region far away. Build a Guerrilla transport, load it with units, and seek and destroy such available targets. Similarly, one might move an empty Guerrilla Land Transport into neighboring enemy city with a couple of Bombers in it - thus by sacrificing a single $2 Transport, several expensive units are immediately destroyed.

      Also look for opportunities to blow up enemy Naval Transport with ground Guerrillas (long-range troops, such as Mortars, Heavy Bots or Rocket Launchers). Not only are long-term enemy plans disrupted, but they still have to deal with the Guerrilla ground forces.

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  • Crafting the army’s structure according to the situation:

    There is no ideal or universal army structure for all situations. All troop types are quite unique and have their own typical usage schemes. While thinking of which units to recruit, consider multiple factors:

      3.1 Offensive or defensive operation? Naturally, high-speed units with powerful weapons are better for the offensives, while more durable units are better for holding the ground defensively.

      3.2 What units does the enemy have? Consider their range, speed and durability.

      3.3 What terrain the forthcoming battle will take place? Is there room for maneuvering or is there a narrow spot, forest, impassible ridges, and the like?

      3.4 Does the enemy have the air support? Transports and Rocket Launchers are in grave danger whenever an enemy airbase is in range. Robust units with a lot of hit points should be sent to take care of the enemy air threat prior to exposing weaker, valuable units.

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  • Destroying or neutralizing enemy aviation:

      4.1 Enemy aviation is based in an unguarded city (a common mistake for inexperienced players). To destroy the Bombers you will have to move your unit into the city. It can be effectively done by Land Transport. Keep in mind that Land Transport can be easily destroyed by Bombers before it reaches the city - that’s why you should prepare more than one Land Transport or descent it from a Naval Transport. A land unit like Amphibian or Tank loaded into Land Transport increases the operational range of such Bomber-killer Land Transport.

      4.2 Enemy aviation is based in a guarded city. In this case, naturally, you first have to destroy the city’s guards. Of course, this sort of things can be done only if the city guards are not too numerous. Another problem might be the Guerrillas appearing after the invasion. These two problems can be solved only by really MASSIVE invasion - try to prepare a couple of transports packed with land troops, then move them and unload simultaneously, surrounding the city and its defenders. Keep up the blockade while picking off adjacent units and the city will soon fall. Keep in mind that an occupied capital cannot be entered until the turn following destruction of its garrison. If for some reason there are no Guerrillas available, the described tactics of massive invasion and surrounding the city have a much greater chance for success. Remember, that empty Land Transports can also be used for the blocking the city or the approaching enemy reinforcements - such a sacrifice can gain a couple of vital turns.

      4.3 Enemy aviation is based in an unguarded city in your Secret Ally. If the city is not guarded -just disclose the Secret Ally and place the cheapest unit into the city - and the enemy Bombers will be immediately destroyed. It is always very tempting to destroy three enemy Bombers in one blow - however, keep in mind that after such disclosure the enemy can recapture this country and take the Indemnity.

      4.4 Enemy aviation is based in your Secret Ally in a guarded city.

      - If there is no external reinforcement available, disclose the Secret Ally, surrounding the city. The next turn, the defender can be destroyed, and the turn after that the city can be liberated. However, this method has substantial disadvantages: remember that the newly deployed Secret Army cannot move or fire - thus the forces will suffer causalities after deployment. Moreover, if the enemy breaks the blockade from outside, he’ll be able to bring more troops to guard the city.

      - If one has other forces outside this country, as in the above-described massive strike towards the city - destroy the enemy unit occupying the city and then at the end of this turn disclose the Secret Ally and place one of its units in the capital. This is a very aesthetic, effective and extremely demoralizing two-step operation.

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  • Planning naval operations:

      5.1. While planning naval operations, always consider the ratio of naval forces and the distance to the supply base. If outnumbered in a naval battle, reinforcements from a distant base may appear to be too late and the main fleet will be destroyed; and then the enemy will easily destroy the reinforcements. Thus, if the enemy has larger fleet, it is better to avoid battle and keep retreating, trying to unite with the reinforcements before the battle starts. Or, if lacking reinforcements, occupy some favorable position instead.

      5.2. If the enemy fleet is not yet united, try to engage it piecemeal. A much larger enemy fleet can be eliminated when it is split into two or more contingents or if the enemy reinforcements have not yet arrived. It may be risky -- but that’s the way great naval battles are won!

      5.3. If there are no naval reinforcements and a bigger enemy fleet is approaching, retreat and occupy a favorable defensive position. Hiding behind an island or wedged into a narrow strait can be a good idea -- the enemy may split his fleet trying to block possible escape routes - and that would be a perfect moment to engage and destroy one of these parts.

      5.4. If the enemy has managed to engage the fleet, and the odds are obviously in his favor, try to save the most valuable ships (Battleships and Carriers) by covering their retreat with Destroyers. Empty Naval Transports are also good for blocking the enemy fleet for a while.

      5.5. Remember that the biggest damage is usually inflicted during the first salvo. Always try to fire first.

      5.6. Remember Shore-to-Ship combat. Rocket Launchers, Heavy Bots, Guard Towers and Mortars can be deployed along the shores and give substantial fire support to a fleet fighting nearby. Moreover, if the strait is too narrow, the enemy ships will have to come closer to the shore - and even short-range ground units like Tanks and LAV’s can be of great help. It is recommended to conduct such ground unit relocation to the shore by Land or Naval Transports; it can be more shocking for the enemy to see these units suddenly appear on his flank. However, the greatest surprise can be achieved by unexpected disclosure of your Secret Ally, when the enemy fleet is pressed to the shore or is fighting in a narrow strait.

      5.7. Select a location for the battle that is within range of bombers. Unlike Bombers operating from Carriers, the city-based Bombers can not be destroyed by ships’ fire. However make sure that the city is well protected against possible descent operation (such saboteur techniques were described in part 4 of this guide).

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