To Ward Off a Horde.

nametagg0
nametagg0
Unicorn Overlord
Joined Jan 2016 Posts: 4,392
edited 16 Nov 2018, 3:02AM
Top comment re-purposed due to size limit constraints.

Written in association with @HotSausage and @drag0nsun  
relevant tunes(links)
reignite-Malukah(ME3)
R.O.F-johnny cash (though more loosely)
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                                                                                               faction traits


buildings fierce defenders applies to 
* eastern horde command centre
* eastern horde supply depot

Explosive ammo- EH units or units killed by the EH explode on death, leaving a fire pit at the site
fire pits left this way disappear 20 seconds after being made

*the eastern horde are highly resistant to fire damage be sure to remove the following tech from your units
    • Blackout-Fire Rocket Drones
    • Juggernaut-Fire Bombs
    • War Rig-Mounted Flamethrower
    • Acolyte-Flamethrower
    • Apollo-True Fire Damage
    • Bonesaw-Fire Cannon Z
    • Hammer-Fire Ammo
    • Spartan ZK-Fire Grenades
    • Valiant-Fire Rounds
    • Chaplains
    • Burning Man Technicals 
    • Molten ammo-Prophet
    • Firestorm rounds-Darkstorm
    • Flame unit rounds-Romero 
    • Sharpshooters-Flash Coating
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                                                                                Opposing forces





Infantry

~500 range
*immune to concussion
*cannot target air

Vehicles


*scramble effect can be applied to this
* ~450 range and is overall slower than phalanx.
*no damage cap or spawning unlike the phalanx
*cannot target air


*extremely slow before being fired upon
*weak to scramble ( note that scramble prevents them from speeding up after being damaged and prevents them from exploding)
*weak to shock
*speed boost is permanent





*notes under construction
Targets: land and air
Range~~500 (not exact range)
fires a large barrage of missiles similar to that of the meteor that can be dodged by units of 3.9 and higher
can be shocked/scrambled

Air


*range 500-525
*targets air and land
*Fires a wide spread that can be doded by moving away from where it fired them to in any direction (3.9 speed and above)
*runs away when its health first drops to an extremely low point.
*weak to scramble
*spawns from EH airfields every 90 seconds
*has poor ai and will often fly away or ignore your units (though this isnt something to plan on)
*will occasionally fire twice

Heroes

Mutoto

drives a War Elephant
movement speed .5-1
Range 450
*takes large amounts of damage from vindicators
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                                                                                            buildings


(thanks to @MX36 for most info about this turret) 

the BFC- an anti ground turret with a shell that slides along the ground once before making a highly dangerous fire aoe behind the unit

*recommended driving at an angle to avoid shots/When targeting a ground BFG platform with Artillary (land) always directly target the turret itself so the projectile lands behind it. also try to keep the unit in place to avoid getting burned by the fire pool.

Sunder is better than the Juggernaut at this, as his projectiles' travel time is shorter and he can destroy the platform faster even if it's linked to an Absorption turret.

*range L1-660 L2-700 L3-750
most instances are between levels 1-2


*horde napalm turrets*
*rapid fire-flame turret that deals more damage than our napalm turrets-anti ground


Eastern horde supply depot

this is a building that you may want to destroy last as even though it doesnt make the base stronger it houses troops for the horde that will join the battle when the building is destroyed




burns for 10s then is cold for 10s

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                                                                                                     tech layouts
                                                                                                         none
Image result for free to play vs pay to win gif

"the optimist looks up and loses his footing.
  the pessimist looks down and loses the path
  the strategist looks forward and adjusts accordingly" 
  • nametagg0
    nametagg0
    Unicorn Overlord
    Joined Jan 2016 Posts: 4,392
    edited 16 Nov 2018, 3:01AM

    [removed due to size constraints] 
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                                                                                                      viable countermeasures

    Name, role, how to use it
    [to those that have it an omega hydra is also useful in this event however it doesnt really fit into how this has been formatted]

    Survivors

    Sharpshooter-anti tank/long range support/elemental supp- recommended to be used in a 5 man team, 1 using a spotter to act as a range buff for the other 4 who utilize stealth and the spotter`s aoe to pick off horde units from afar. (using tk rounds 2 and flash coating 3 it takes 1 sharpshooter 2 bullets to kill a fireman and 4 to kill a fire brigade) flash coating can apply corrosion and increase the effectiveness of further shots, at max level they and an accompanying spotter are also capable of outranging up to level 2 BFCs

    Seige (SSS/SSQ)+Ravagers-cannon fodder/elemental support-due to the horde`s lack of aa taking out their turrets leaves them completely vulnerable to the constant drop of ravagers and corrosive drop pods with riot pods lll+

    Bonesaw-airborne harassment-when using the survivors faction bringing a few bonesaws allows for a bit of extra damage if your ground forces can take out aa turrets ahead of them.

    Hammers+Roland-tank/anti tank-with shrapnel rounds are able to take down most horde units with 1-2 shots (assuming they`re of a higher level), they are also moderately resistant to horde weaponry allowing them to deal with horde turrets better than most other survivor`s units.

    Technicals+Kyle-elemental support-hit/run-  though not vary durable against flames when they get hit, using their range and hit and run capabilities allows them to be effectively take on the horde due to having slightly longer range, with toxic weapons they are also able to carrode the horde`s units increasing the effectiveness of allies

    Disruptor-elemental support- (note this unit is best used at level 10+ and is NOT recommended at lower levels) best used with the loadout of trajectory cpu-voltage modulator-and polyometric feedback it is capable of supporting its allies from slightly outside the range of eastern horde units, however it`s fragile and is only suggested as a supplement to other better units (thanks to the 2 people in the comments on page 2 for suggesting this)

    War Rig- unit hunter- based on test results war rigs within eastern horde bases are more likely to be destroyed from the efforts of turrets but do great against the horde`s troopers, they are recommended in cases where a base is unit heavy and you need to "clear the clutter" (not as effective with lifetakers and meteors)

    (thanks to @FreedomCobra for tidbits on hammers+some of the tech and ds info)

    Corpus


    Cyclopse+Polly-corpus tank/suppress-explosive avoidance (tech) applies to the horde`s flames allowing cyclopse to absorb damage for their fellow corpus troops, polly takes this a step further by applying scramble to firebrigades allowing her allies to focus on the firemen around them

    Dark-Stormtank/range reduction-its cannon can also be used to take down horde troops in under 3 shots each

    Furies+Nyx-airborne hit/run  -are highly effective at taking out firemen and hunter turrets, in groups of 5 they are also highly effective at taking out meteors as long as they dodge the rocket barrage.

    Blackout-airborne unit-while its not as usful with the addition of the meteor it can still have its uses flying on the edge of the battle while furies do the hard work, Engine pivots tech is recommended when flying near a meteor is also a good source of area damage with the power inverter tech

    Sphinx and Neil- air tank- Sphinx and niel arnt the most damaging corpus air units but using a mix of their enhanced health pool and gold tech they are able to sheild a significant amount for other units around them

    Oren and Appollos- air tank-  less used for damage and more used as a sheild the appollo is capable of tanking a higher amount of damage than corpus furies, making a combination of the 2 extremely effective 

    (note the main difference between using a sphinx and an appollo is what non-sustain damage your protecting from, appollos are better at tanking area, and sphinx are better at tanking sustain.)
    -----conditional use---

    Drakon+Santiago/- combat snipe--though not good when used on their own when paired with a darkstorm these units do become more useful against the horde

    Cerberus- support tank- like the drakons the cerberus isnt as good against the horde as they are weak to the bfg turret and spread of flames, however when paired with a dark-storm the threat against them becomes considerably more manageable.  

    Phalanx-building hunter- the phalanx will not be able to survive an engagement with enemy troops but are great for clearing out enemy fortifications  it is recommended that you only use after other units have cleared a path for it to get to the buildings without troop interference 

    Sentinels


    Buff: Devotion cancells out damage caused by the EH`s  "explosive ammo" trait.

    Purifier+Ardre-main battle tank- high resistance and high damage for dealing with the horde, ardre particularly is one of the best for charging horde fortifications, they are also high priority meaning they can help take the heat away from your uniques and caretakers if needed.

    Bishop-Markerlight/Buff support-the bishop is universally applicable due to the fact that its main funtion is to improve the shooting of those around it.

    Vindicators+Sunder-class I artillery- can take about 3 shots to take down a fire brigade, important to note sunder`s fire based attack may make him less effective than his peers at times, vindicators are the most effective tool to use against mutoto

    Juggernaughts-class 1 artillary- due to its enormous splash its capably of leveling entire sections of turrets and lines of firemen, it does take multiple shots to bring down a fire brigade however

    Herald-high alt air-as with all air it is a completely invincible unit once you take out the horde`s anti air.
    currently their only threat to the herald is hunter missiles.

    Prophet-long range support-due to the horde using a large amount of defenders set to aggressive, a defensive line that includes a prophet into its ranks is able to both defend its current position and blow holes into the horde`s fortifications given the right angle

    Envoy+Markus-class ll artillary/elemental support-boasting what is currently one of the games longest ranges for units and having the advantages of cryo and flight to boot the envoy is one of our most useful tools to take out eastern horde strongholds.
    "
    Conditional use----
    CT+Galen-damage negation/unique vanguard- though capable of taking damage that might otherwise go to uniques caretakers are best used in quick encounters against the horde, or as a means of sacrifice for reduced repair on a risky move as they buckle under prolonged exposure to fire
    ------------------------------------------------
    useful spec operations 
    (duration X/Y x=standerd time Y= extended time in hours.)


    --operative/anti personel shell/double agent,

     duration 1/2  when extended (all 3), last stand defenders produced in enemy bases fight for you (and other last stand effects)

    --slow mo-1/2-applies the cryo effect to enemy units

    --raining blood-1/2 hrs- oni mk lls join the battle with you (does not work with faction missions or cave bases)

    --Its electric-1/2-all allied units apply shock-best for turrets this time, not for unit

    --titanic/twin titans/terrible two- x2-1/2 and x1-24/48 respectively-gives a fleet of aircraft that are unable to be targeted by hunters and horde units (as of rising sun)

    -Hand of Malachi-.25/.5 a lvl 20 jugg joins your attack


    *note when using a unit that applies busted, busted will negate the effects of operative and double agent, similarly plague will convert regular last stand defenders but not any buildings that spawn firemen (see traits for list).
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                                                                                                                     Useful status effects
     Carrosion-increases our damage
     Plague-zombies easily detracts the horde, *important to note, plague may have issues with fierce defenders buildings*
     Scramble-disables weapon systems for vehicles and turrets
     Shock to immobilize eastern horde vehicles and disable turrets
    X Busted: gets rid of last stand defenders 


    Image result for free to play vs pay to win gif

    "the optimist looks up and loses his footing.
      the pessimist looks down and loses the path
      the strategist looks forward and adjusts accordingly" 
  • HotSausage
    HotSausage
    Skilled Warrior
    Joined Aug 2013 Posts: 417
    like hell it will
  • nametagg0
    nametagg0
    Unicorn Overlord
    Joined Jan 2016 Posts: 4,392
    like hell it will
    to which part are you reffering?
    Image result for free to play vs pay to win gif

    "the optimist looks up and loses his footing.
      the pessimist looks down and loses the path
      the strategist looks forward and adjusts accordingly" 
  • HotSausage
    HotSausage
    Skilled Warrior
    Joined Aug 2013 Posts: 417
    this is not dying
  • nametagg0
    nametagg0
    Unicorn Overlord
    Joined Jan 2016 Posts: 4,392
    this is not dying
    oh, thank you : )
    Image result for free to play vs pay to win gif

    "the optimist looks up and loses his footing.
      the pessimist looks down and loses the path
      the strategist looks forward and adjusts accordingly" 
  • HotSausage
    HotSausage
    Skilled Warrior
    Joined Aug 2013 Posts: 417
    i cant start a pm so ill say here i want to help with the guide im gonna try and see what units work and what dont and let you know 
  • HotSausage
    HotSausage
    Skilled Warrior
    Joined Aug 2013 Posts: 417
    sorta tag team this 
  • nametagg0
    nametagg0
    Unicorn Overlord
    Joined Jan 2016 Posts: 4,392
    i cant start a pm so ill say here i want to help with the guide im gonna try and see what units work and what dont and let you know 
    sure, maybe we could convince drag0nsun to join in and have the greatest ensemble forum of all time
    Image result for free to play vs pay to win gif

    "the optimist looks up and loses his footing.
      the pessimist looks down and loses the path
      the strategist looks forward and adjusts accordingly" 
  • HotSausage
    HotSausage
    Skilled Warrior
    Joined Aug 2013 Posts: 417
    nametagg0 said:
    i cant start a pm so ill say here i want to help with the guide im gonna try and see what units work and what dont and let you know 
    sure, maybe we could convince drag0nsun to join in and have the greatest ensemble forum of all time
    yes @drag0nsun you in?

  • kixeyeuser_1381785235850_30485_688970479
    kixeyeuser_1381785235850_30485_688970479
    Minor Nuisance
    Joined Sep 2014 Posts: 284
    good to see you doing one of these post help a lot agains onyx 
  • nametagg0
    nametagg0
    Unicorn Overlord
    Joined Jan 2016 Posts: 4,392
    good to see you doing one of these post help a lot agains onyx 
    thank you : ), hopefully this one will be equally helpful when the event starts and we`ve filled out each section 
    Image result for free to play vs pay to win gif

    "the optimist looks up and loses his footing.
      the pessimist looks down and loses the path
      the strategist looks forward and adjusts accordingly" 
  • HotSausage
    HotSausage
    Skilled Warrior
    Joined Aug 2013 Posts: 417
    this will take time to fill so bear with us 

  • Manbitesdog
    Manbitesdog
    Minor Nuisance
    Joined Feb 2013 Posts: 100
    Excellent start guys!

    REMINDER: Remove all the "fire tech" from your units. Such as Flame Turret from War Rig and Technicals, Pyro Shells from Hammers and Flame Launchers from Bonesaws.
  • HotSausage
    HotSausage
    Skilled Warrior
    Joined Aug 2013 Posts: 417
    Excellent start guys!

    REMINDER: Remove all the "fire tech" from your units. Such as Flame Turret from War Rig and Technicals, Pyro Shells from Hammers and Flame Launchers from Bonesaws.
    just wait and see spread the word 

  • pawpaw the Great
    pawpaw the Great
    Greenhorn
    Joined Mar 2013 Posts: 4
    I have been playing for long time 6 years , first time neither one of my bases have a start button . I have restarted restarted PC cleared catch no help, thanks

  • DEATHJR6
    DEATHJR6
    Minor Nuisance
    Joined Jun 2013 Posts: 244
    Technicals are actually better than hammers and purifiers this event, since they can dodge the fire lol. Just make sure to have corrosion components and equipped and flamethower unequipped. Envoys, techs and roland will carry you through event pretty much.
  • Perry299
    Perry299
    Unicorn Overlord
    Joined May 2013 Posts: 4,789

    @pawpaw the Great said:
    I have been playing for long time 6 years , first time neither one of my bases have a start button . I have restarted restarted PC cleared catch no help, thanks

    Can you provide pictures please..

    "Don't cry, Don't whine, it's a strategic game so either you GIT GUD or you Go Home"
  • DEATHJR6
    DEATHJR6
    Minor Nuisance
    Joined Jun 2013 Posts: 244
    Eastern horde 80 base can be done with kyle roland and bonesaws 15 min repair


  • DEATHJR6
    DEATHJR6
    Minor Nuisance
    Joined Jun 2013 Posts: 244
    Kyle u will use to take out the outer turrets and then just sacrifice him for some bunkers or over watch turrets, then use bone saws to kill bunkers and anti-ground and Roland for the anti air. The base is divided in layers and usually has one bunker or anti -round turret next to an AA or avalanche turret. Bone-saws can snipe the anti-ground with their 550 range. Also make sure to have cryo on bone-saws. Was a little disappointed that the siege squadron had no use during the event.
  • drag0nsun
    drag0nsun
    Master Tactician
    Joined Jun 2014 Posts: 2,354
    we are updateing this post little by little  name tagg crosses out units that will do poorly on the attack   so keep checking back for what  units to use for such  and please if you notest anything feel free to post it here we   are makeing this post to help everybody out 
  • Adel Wael
    Adel Wael
    Master Tactician
    Joined Aug 2014 Posts: 2,217
    DEATHJR6 said:
    Technicals are actually better than hammers and purifiers this event, since they can dodge the fire lol. Just make sure to have corrosion components and equipped and flamethower unequipped. Envoys, techs and roland will carry you through event pretty much.
    technicals do nothing against them maybe not bad against firemen but the fire brigade laughs at them hammers and purifiers and vindicators are the answer here
  • FreedomCobra
    FreedomCobra
    Skilled Warrior
    Joined Feb 2013 Posts: 560

    Might I add, a level 11 Elite Darkstorm can one-shot most Firemen. Additionally, it can two-shot a Fire Brigade vehicle. It is also very good at absorbing fire damage, couple it with Polly to see good results.

    (Death Metal Playing In The Background)
    War Commander: Level 43
    Vega Conflict: Level 65
    Battle Pirates: Who cares?

  • FreedomCobra
    FreedomCobra
    Skilled Warrior
    Joined Feb 2013 Posts: 560

    Hammers with Shrapnel ammo also tear Firemen apart. Technicals are not so much valuable against the Horde for their damage against units in this case, but can be great at sniping off buildings. They can also provide corrosive damage where applicable, which can be crucial to destroying some enemies in the faction track.

    (Death Metal Playing In The Background)
    War Commander: Level 43
    Vega Conflict: Level 65
    Battle Pirates: Who cares?

  • nametagg0
    nametagg0
    Unicorn Overlord
    Joined Jan 2016 Posts: 4,392

    Hammers with Shrapnel ammo also tear Firemen apart. Technicals are not so much valuable against the Horde for their damage against units in this case, but can be great at sniping off buildings. They can also provide corrosive damage where applicable, which can be crucial to destroying some enemies in the faction track.

    thank you, hadnt done extensive testing with hammers yet
    Image result for free to play vs pay to win gif

    "the optimist looks up and loses his footing.
      the pessimist looks down and loses the path
      the strategist looks forward and adjusts accordingly" 
  • nametagg0
    nametagg0
    Unicorn Overlord
    Joined Jan 2016 Posts: 4,392
    DEATHJR6 said:
    Kyle u will use to take out the outer turrets and then just sacrifice him for some bunkers or over watch turrets, then use bone saws to kill bunkers and anti-ground and Roland for the anti air. The base is divided in layers and usually has one bunker or anti -round turret next to an AA or avalanche turret. Bone-saws can snipe the anti-ground with their 550 range. Also make sure to have cryo on bone-saws. Was a little disappointed that the siege squadron had no use during the event.
    the siege did add a lot of cannon fodder if you could remove the heavy aa turrets, its not much but does help reduce repair time long term
    Image result for free to play vs pay to win gif

    "the optimist looks up and loses his footing.
      the pessimist looks down and loses the path
      the strategist looks forward and adjusts accordingly" 
  • drag0nsun
    drag0nsun
    Master Tactician
    Joined Jun 2014 Posts: 2,354
    adel_50 said:
    DEATHJR6 said:
    Technicals are actually better than hammers and purifiers this event, since they can dodge the fire lol. Just make sure to have corrosion components and equipped and flamethower unequipped. Envoys, techs and roland will carry you through event pretty much.
    technicals do nothing against them maybe not bad against firemen but the fire brigade laughs at them hammers and purifiers and vindicators are the answer here
    yeah techs are good for buildings but one thing i notest  if they are are staying on the move they wont take damage from the the fire men or the fire phalanx   but still get heavily damaged from turrets 
  • nametagg0
    nametagg0
    Unicorn Overlord
    Joined Jan 2016 Posts: 4,392
    edited 20 Jul 2018, 4:01AM
    drag0nsun said:
    adel_50 said:
    DEATHJR6 said:
    Technicals are actually better than hammers and purifiers this event, since they can dodge the fire lol. Just make sure to have corrosion components and equipped and flamethower unequipped. Envoys, techs and roland will carry you through event pretty much.
    technicals do nothing against them maybe not bad against firemen but the fire brigade laughs at them hammers and purifiers and vindicators are the answer here
    yeah techs are good for buildings but one thing i notest  if they are are staying on the move they wont take damage from the the fire men or the fire phalanx   but still get heavily damaged from turrets 
    to add to this their speed also makes them good as suicide bombers with the horde blowing up our units

    scratch that, test was faulty this doesnt work
    Image result for free to play vs pay to win gif

    "the optimist looks up and loses his footing.
      the pessimist looks down and loses the path
      the strategist looks forward and adjusts accordingly" 
  • drag0nsun
    drag0nsun
    Master Tactician
    Joined Jun 2014 Posts: 2,354
    nametagg0 said:
    drag0nsun said:
    adel_50 said:
    DEATHJR6 said:
    Technicals are actually better than hammers and purifiers this event, since they can dodge the fire lol. Just make sure to have corrosion components and equipped and flamethower unequipped. Envoys, techs and roland will carry you through event pretty much.
    technicals do nothing against them maybe not bad against firemen but the fire brigade laughs at them hammers and purifiers and vindicators are the answer here
    yeah techs are good for buildings but one thing i notest  if they are are staying on the move they wont take damage from the the fire men or the fire phalanx   but still get heavily damaged from turrets 
    to add to this their speed also makes them good as suicide bombers with the horde blowing up our units

    scratch that, test was faulty this doesnt work
    good try though 
  • Sasuke970
    Sasuke970
    Incursion Leader
    Joined Apr 2018 Posts: 1,165
    nametagg0 said:
    (note this is currently an outline to be built upon during the event) written in association with @HotSausage and @drag0nsun  

    relevant tunes
    reignite-Malukah(ME3)
    R.O.F-johnny cash(though more loosely)
    -------------------------------------------------------------------------------------------------------------------------
                                                                                                   faction traits



    *eastern horde units explode and leave behind a deadly fire- keep your distance

    *the eastern horde cause our units to explode uopn death,

    buildings fierce defenders applies to 
    * eastern horde command centre
    * eastern horde supply depot
    ------------------------------------------------------------------------------------------------------------------------
                                                                                    Opposing forces
    Infantry

    ~500 range
    *immune to concussion

    Vehicles


    *scramble effect can be applied to this
    * ~450 range and is overall slower than phalanx.
    *no spawning unlike the phalanx

    --------------------------------------------------------------------------------------------------------------------------
                                                                                                buildings

    common 



    the BFC- an anti ground turret with a shell that slides along the ground once before making a highly dangerous fire aoe behind the unit

    *recommended driving at an angle to avoid shots


    *horde napalm turrets*
    *rapid fire-flame turret that deals more damage than our napalm turrets-anti ground


    Eastern horde supply depot

    this is a building that you may want to destroy last as even though it doesnt make the base stronger it houses troops for the horde that will join the battle when the building is destroyed




    -------------------------------------------------------------------------------------------------------------------------

                                                                                                         tech layouts


    ------------------------------------------------------------------------------------------------------------------------
                                                                                                      viable countermeasures
    Name, role, how to use it
    due to the current lack of aa units in the eastern horde all air units will be viable as a means to defeat the horde (though this is subject to change)

    Survivors

    Sharpshooter-anti tank/long range support/elemental supp- recommended to be used in a 5 man team, 1 using a spotter to act as a range buff for the other 4 who utilize stealth and the spotter`s aoe to pick off horde units from afar. (using tk rounds 2 and flash coating 3 it takes 1 sharpshooter 2 bullets to kill a fireman and 4 to kill a fire brigade) flash coating can apply corrosion and increase the effectiveness of further shots

    seige+ravagers-cannon fodder/elemental support-due to the horde`s lack of aa taking out their turrets leaves them completely vulnerable to the constant drop of ravagers and corrosive drop pods with riot pods lll+

    bonesaw-airborne harassment-when using the survivors faction bringing a few bonesaws allows for a bit of extra damage if your ground forces can take out aa turrets ahead of them.

    hammers+roland-tank/anti tank-with shrapnel rounds are able to take down most horde units with 1-2 shots

    technicals+kyle-elemental support-hit/run-  though not vary durable against flames when they get hit, using their range and hit and run capabilities allows them to be effectively take on the horde due to having slightly longer range, with toxic weapons they are also able to carrode the horde`s units increasing the effectiveness of allies


    (thanks to @FreedomCobra for tidbits on hammers+some of the tech and ds info)

    Corpus


    cyclopse+polly-corpus tank/suppress-explosive avoidance (tech) applies to the horde`s flames allowing cyclopse to absorb damage for their fellow corpus troops, polly takes this a step further by applying scramble to firebrigades allowing her allies to focus on the firemen around them

    dark-storm- tank/range reduction-its cannon can also be used to take down horde troops in under 3 shots each

    furies+nyx-airborne hit/run  -are highly effective at taking out firemen and hunter turrets

    Sentinels


    Purifier+ardre-main battle tank- high resistance and high damage for dealing with da horde

    Seeker-support tank- seekers are capable of absorbing fire damage for other units should things get hairy on the field, with artillary drills they are able to take down firemen

    CT+Galen-damage negation/unique vanguard- though capable of taking damage that might otherwise go to uniques caretakers are best used in quick encounters against da horde as they buckle under prolonged exposure to fire

    vindis+sunder-class I artillery- can take about 3 shots to take down a fire brigade- 

    Jugg-class 1 artillary- due to its enormous splash its capably of leveling entire sections of turrets and lines of firemen, it does take multiple shots to bring down a fire brigade however

    Herald-high alt air-as with all air it is a completely invincible unit once you take out the horde`s anti air.
    ------------------------------------------------------------------------------------
    useful spec operations 
    (duration X/Y x=standerd time Y= extended time in hours.)


    --operative, duration 1/2  when extended, last stand defenders produced in enemy bases fight for you

    --anti personel shells-1/2 when extended, buildings destroyed dont produce last stand defender (definitely works)

    ---double agent- 1/2 when extended. buildings you destroy produce suicide bombers,flamethrowers,and heavy gunners that fight for you.

    --slow mo-1/2-applies the cryo effect to enemy units

    --raining blood-1/2 hrs- oni mk lls join the battle with you (does not work with faction missions or cave bases)

    --Its electric-1/2-all allied units apply shock-best for turrets this time, not for unit

    *note when using a unit that applies busted, busted will negate the effects of operative and double agent, similarly plague will convert regular last stand defenders but not any buildings that spawn firemen (see traits for list).
    Sharpshooters are very good in this month's faction mission.They can take down the Fire Brigades so easily.Polly is an excellent suppressor.Since Cyclops can take a beating from the Firemen and Fire Brigades,they are perfect meatshields.
  • nametagg0
    nametagg0
    Unicorn Overlord
    Joined Jan 2016 Posts: 4,392
    Sasuke970 said:
    nametagg0 said:
    (note this is currently an outline to be built upon during the event) written in association with @HotSausage and @drag0nsun  

    relevant tunes
    reignite-Malukah(ME3)
    R.O.F-johnny cash(though more loosely)
    -------------------------------------------------------------------------------------------------------------------------
                                                                                                   faction traits



    *eastern horde units explode and leave behind a deadly fire- keep your distance

    *the eastern horde cause our units to explode uopn death,

    buildings fierce defenders applies to 
    * eastern horde command centre
    * eastern horde supply depot
    ------------------------------------------------------------------------------------------------------------------------
                                                                                    Opposing forces
    Infantry

    ~500 range
    *immune to concussion

    Vehicles


    *scramble effect can be applied to this
    * ~450 range and is overall slower than phalanx.
    *no spawning unlike the phalanx

    --------------------------------------------------------------------------------------------------------------------------
                                                                                                buildings

    common 



    the BFC- an anti ground turret with a shell that slides along the ground once before making a highly dangerous fire aoe behind the unit

    *recommended driving at an angle to avoid shots


    *horde napalm turrets*
    *rapid fire-flame turret that deals more damage than our napalm turrets-anti ground


    Eastern horde supply depot

    this is a building that you may want to destroy last as even though it doesnt make the base stronger it houses troops for the horde that will join the battle when the building is destroyed




    -------------------------------------------------------------------------------------------------------------------------

                                                                                                         tech layouts


    ------------------------------------------------------------------------------------------------------------------------
                                                                                                      viable countermeasures
    Name, role, how to use it
    due to the current lack of aa units in the eastern horde all air units will be viable as a means to defeat the horde (though this is subject to change)

    Survivors

    Sharpshooter-anti tank/long range support/elemental supp- recommended to be used in a 5 man team, 1 using a spotter to act as a range buff for the other 4 who utilize stealth and the spotter`s aoe to pick off horde units from afar. (using tk rounds 2 and flash coating 3 it takes 1 sharpshooter 2 bullets to kill a fireman and 4 to kill a fire brigade) flash coating can apply corrosion and increase the effectiveness of further shots

    seige+ravagers-cannon fodder/elemental support-due to the horde`s lack of aa taking out their turrets leaves them completely vulnerable to the constant drop of ravagers and corrosive drop pods with riot pods lll+

    bonesaw-airborne harassment-when using the survivors faction bringing a few bonesaws allows for a bit of extra damage if your ground forces can take out aa turrets ahead of them.

    hammers+roland-tank/anti tank-with shrapnel rounds are able to take down most horde units with 1-2 shots

    technicals+kyle-elemental support-hit/run-  though not vary durable against flames when they get hit, using their range and hit and run capabilities allows them to be effectively take on the horde due to having slightly longer range, with toxic weapons they are also able to carrode the horde`s units increasing the effectiveness of allies


    (thanks to @FreedomCobra for tidbits on hammers+some of the tech and ds info)

    Corpus


    cyclopse+polly-corpus tank/suppress-explosive avoidance (tech) applies to the horde`s flames allowing cyclopse to absorb damage for their fellow corpus troops, polly takes this a step further by applying scramble to firebrigades allowing her allies to focus on the firemen around them

    dark-storm- tank/range reduction-its cannon can also be used to take down horde troops in under 3 shots each

    furies+nyx-airborne hit/run  -are highly effective at taking out firemen and hunter turrets

    Sentinels


    Purifier+ardre-main battle tank- high resistance and high damage for dealing with da horde

    Seeker-support tank- seekers are capable of absorbing fire damage for other units should things get hairy on the field, with artillary drills they are able to take down firemen

    CT+Galen-damage negation/unique vanguard- though capable of taking damage that might otherwise go to uniques caretakers are best used in quick encounters against da horde as they buckle under prolonged exposure to fire

    vindis+sunder-class I artillery- can take about 3 shots to take down a fire brigade- 

    Jugg-class 1 artillary- due to its enormous splash its capably of leveling entire sections of turrets and lines of firemen, it does take multiple shots to bring down a fire brigade however

    Herald-high alt air-as with all air it is a completely invincible unit once you take out the horde`s anti air.
    ------------------------------------------------------------------------------------
    useful spec operations 
    (duration X/Y x=standerd time Y= extended time in hours.)


    --operative, duration 1/2  when extended, last stand defenders produced in enemy bases fight for you

    --anti personel shells-1/2 when extended, buildings destroyed dont produce last stand defender (definitely works)

    ---double agent- 1/2 when extended. buildings you destroy produce suicide bombers,flamethrowers,and heavy gunners that fight for you.

    --slow mo-1/2-applies the cryo effect to enemy units

    --raining blood-1/2 hrs- oni mk lls join the battle with you (does not work with faction missions or cave bases)

    --Its electric-1/2-all allied units apply shock-best for turrets this time, not for unit

    *note when using a unit that applies busted, busted will negate the effects of operative and double agent, similarly plague will convert regular last stand defenders but not any buildings that spawn firemen (see traits for list).
    Sharpshooters are very good in this month's faction mission.They can take down the Fire Brigades so easily.Polly is an excellent suppressor.Since Cyclops can take a beating from the Firemen and Fire Brigades,they are perfect meatshields.
    i agree, im glad this seems to be helping so far.
    Image result for free to play vs pay to win gif

    "the optimist looks up and loses his footing.
      the pessimist looks down and loses the path
      the strategist looks forward and adjusts accordingly" 
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