Nuclear Dawn

Nuclear Dawn

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Advanced Commanding Tactics
By Vertex
This guide contains advanced tips and stategies which can be used to become a better commnader. It's created by one of the most expereinced commanders and contains things which the average person cannot easily figure out.
   
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Starting Off
First Things
  • Bookmark the assambler. Click on it and press Ctrl + 1 for the number 1 key.
  • Build your first wireless repeater or relay tower BEFORE doing anything else.

Tons of Resources
  • Field Tactics: Start this after your first relay with more than 9k of resources.
  • Consort Only: Start your first power plant with more than 12k of resources.

Next Things (in order)
  • Build one (or two) more repeaters/relays if required.
  • Immediately place your forward spawn near a secondary or prime.
  • Start 'Field Tactics' research from the commander bunker.
  • Start power plant as consort, as empire build anther spawn or an armory first.
  • Build an armory in base near and facing a current or future transport gate.

Final Procedure (no particular order)
  • Time advanced kits to complete when enemy buildings come into seiging range.
  • Place your first supply station beside a base spawn protected by the mg turret.
  • Immediately try to monolopize control of primary and at least one secondary point.
  • Many commanders are notorious for not building a radar station in the back-lines.
Research
Resource production drops by more than 50% after the first 20-25 minutes. Complete a lot of research within this time window; if, it can be done without slowing down advances.

Field Tactics
  • Start this research immediately with more than 8000 resources.
  • Otherwise, research after building your first forward transport gate.
  • Do not build a power plant on empire before starting this research.

Power Modulation
  • Wait until you have atleast three power plants or want radar before researching.
  • This unlocks radar which is useful middle game to track underground tunnels.

Advanced Kits
  • Under no circustomances, should an armory be built before a forward transport gate.
  • This is not needed until enemy buildings are in reasonable seiging distance.

Advanced Manufacturing
  • Research this middle game when it's time to defend resources.
  • These stronger turrets will be required when the enemy unlocks advanced kits.

Infantry Boost
  • Research level one early game if most of the team has less than five-hundred points.
    • With enough resources, this can be slipped in before advanced kits.
  • Level three generally isn't worth researching due to personal upgrades.

Structure Reinforcement
  • Research level one before base attacks or round end, regardless of resource count.
  • When your team is inefficent at defending buildings, research until they stop dieing.
  • If you control all the major resources.
    • Research level two unless you can finish the game quickly.
    • Research level three if the enemy has level two or higher.

Commander Abilities
  • This should not be researched before starting structure reinforcement one.
  • Level two should be rushed for walls when taking seige fire from large distances.
  • Level three is only useful near the game end to combat high levels of infantry boosts.
Instruction
Bad Instruction:
  • Requesting more than 60% seigers when not rushing a major choke point.
    • Resource points will immediately fall into enemy hands.
    • Buildings will start dieing at a rapid un-maintainable pace.

  • Requesting more than 40-60% of your team to go engineer at one time.
    • The enemy team will always overpower engineers if seigers are not killed.

  • Limiting sniper counts to one (or less) with more than twelve players.
    • This is the most efficent way to kill longer distance seigers on buildings.
    • Seigers in towers or buildings usually cannot be killed by conventional infantry.

  • Default base spawn or request everyone to return for one or two people.
    • If you do this, two people have just acomplished the work of an entire team.
    • Buildings or resource points in the frontline have a high lightlyhood of falling.

  • Sending everyone to the primary resource point at round start.
    • Only half the team should go to prime before controling other resource points.
    • Primary is only worth aproximately 40% compared to other resource points.
Tactics
Sabatosh
Sabbing Supplies: Ask a sebtuer to kill any loose supply stations which are laying around not defended. These are really costly for the enemy team and signicantly slows their advance.

Sabbing Relay: Ask a sebtuer to place REDs on the first or second enemy relay right when it comes out of the box. This is an early game measure used to slow enemy forward spawns.

Sabbing Artillery: Sometimes the artillery hammering your base is unreachable by seigers. Ask for three or four sabtuers to kill these artillery peices before the base falls.

Sabbing Engineers: Seigers often cannot kill buildings becuase engineers are repairing them. REDs are an useful tool for removing thoose engineers off power plants or assamblers.
Tips
1. Avoid spending the entire game inside the bunker. Get out and do something useful while resources build up. Most commanders have a too high propensity to consume resources. You need to be able to return quickly; so repairing, seiging or dropping ammo are the best things.

2. It's not a bad thing to save up resources if you're locked and cannot push. Often times turrets will get obliterated before they cause much damage. Keep building transport gates for your team and save up for structure reinforcement three if they cannot clear the area.

3. You can never have too many transport gates. (unless they're used as sheilds) With higher player counts double them up, so eight people can spawn at once. Late game, keep notching them forward to increase the effectiveness of seigers. (long walking distances are always bad) However, meanlessly spamming transport gates will decrease the amount of stimulous you can provide.

4. This tip is for new players who are often confused by the power grid. When the announcer says you have low power, it really means you have no forward power connection. Use relay or repeaters to carry the power to the frontlines. Your bunker acts as a power plant and can power the first forward transport gate, without building a single power plant inside starting base.

5. Make sure to provide power grid redudancy. This means frontline buildings need both an direct (power plant) and indirect (relay/repeater) source(s) of power. Engineers can easily knock out all forward power if only a single source of power is provided. A tertairy source (third connection) of power may be required if emp gernades are being spammed at your power grid. Furthermore, buildings should be powered using stations/plants in their particular region, not all running from base.

6. Use turrets in the most effective way possible. Once your team captures a secondary resource point, they shouldn't have to recapture it after you drop turrets there. Furthermore, just dumping turrets at enemy forward buildings is an ineffective way of clearing the area. If it's going to work then by all means do it; but, consider the fact seigers should have some role taking out large groups of buildings. Even if that role is simply softening the area to make turrets more effective.

7. Correct placement of buildings can decrease the effectiveness of enemy seigers. Relay/Repeaters in particular should be built where they have the least amount of seiging angles. For instance, you could start partually behind a map wall and come off on a diagonal. Furthermore, building walls can protect relays/repeaters from long distance seiging.

8. Many commanders are unware of the benefits a second assambler provides. It allows you to build two things at once by changing between seperate bootmarks. This is insantely useful if you have resources and cannot keep up with the team; or, to hit the enemy base twice as hard. It also provides redundancy so if one assambler is destoryed, you got a backup to keep building.

i) The Redstone server refunds 2000 resources after you place a second assambler.
3 Comments
Vertex  [author] 28 Sep, 2016 @ 5:53am 
One then the other. Put them on seperate bookmarks. (or hotkeys)
Bolt 28 Sep, 2016 @ 5:51am 
Very useful info..do you select both assemblers(double click as for arty) or one then the other ?
ĐΔʁҜ ⋨ѻטⱠ 26 Dec, 2015 @ 5:49am 
seems great, and hope many rookies read this ;)