Strategic Tips for Total Annihilation
General TA Strategy
- Avoid micro-managing. You don't have time for it.
Use Patrol, it will move your unit there and they'll do what they do.
(Though this is probably not a good idea for the very speciallized units.)
- Expand FAST in the beginning.
- Resources are critical. Particularly metal.
- Unlike other RTS's the rate of resource movement is more important than total.
- Never let your builders sit in Nano-stall (outgoing > incoming and reserve exhausted ) Stop projects or pull builders off projects until income > outgoing.
- Skirmish to discourage opponent from expanding.
- Use layers of defense. The outside layer doesn't have to kill, just hurting the approaching
enemy will help.
- Use 5 times as many attackers as you would in WarCraft or StarCraft
Range trumps armor/power.
Speed trumps range.
Armor/power trumps speed.
Scouting trumps everything.
Notes
- All builders produce some energy and some metal. Sadly it's in insignificant amounts.
- All units will attempt to engage all other units. Tanks and artillery will try to shoot down airplanes (and suceed sometimes).
- Different builders have different build speeds. From fastest to slowest they are, Commander, Constuction Vehicle, Construction KBot, Construction
Airplane.
- Builders can help build and repair ANYTHING.
- For faster unit production, have a single ground based builder Guard the factory.
Additional ground based builders will get in each other's way when the unit is finished.
- Airplanes are all VTOLs and will never get in each other's way.
- For seriously fast production, have 30+ flying builders guard a factory. Mind the 250(?) unit limit.
- Use the Patrol order to make your troops to attack everything on the way to their destination. Be aware this means they
will turn around and come home when/if they get to their destination. This is ideal for frontal assaults, the survivours will come home
so that you can repair them.
- If your Commander is gaurding a factory which gets hurt, he will leave the factory and walk to whatever hit the factory. This
does mean that he will attempt to walk into the enemy base, alone, to shoot the artillery therein. Once the big guns are in play, don't use your commander to support factories.
The Sides
Core
Advantages: Armor. Big guns have more range.
Disadvantages: Some units aim too slowly to hit Arm's especially fast units.
Strategy:
Don't play on small maps with flash tank rushers.
Read
Core Commander Basic Strategies. Slashers for early defense. You downloaded the
Immolator right?
Arm
Advantages: Speed. Big guns shoot more often.
Disadvantages: Range on Big guns is 3/4 of Core's.
Strategy:
Flash Tank Rush: Build 5 flash tanks, Queue up 10 more. Attack super early in the game.
Don't let your flash tanks fight while standing still. They don't have the armor. If they keep moving, they
don't get hit as often.
Keyboard Controls
| Enter |
Start chat message. Also used to enter commands marked in bold |
+switchalt |
Changes group selection commands to industry standard. Only needs to be entered once per installation. |
Ctrl-a |
Select all |
Ctrl-1 |
Make selected units into group #1. |
1 |
Select all units in group #1 |
Ctrl-d |
Self destruct selected unit(s) in 5 seconds. |
Ctrl-c |
Select Commander |
T |
Center screen on selected unit and Track it. |
Ctrl-z |
Select all units of the same type as those selected. |
Spacebar |
Show unit counts and kills |
Tab |
Toggle unit health bars. |
Links
Some else's page go to his
Online Checklist give it a scan and read "Essential Knowledge"
part at the end.
Okay, you really only Need to read the Gnug tricks