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[Tutorial] General 4 phases strategy by Althend.
#4
We don't need stickys, we have the wiki (http://btanks.net/wiki/Category:Guides) where this could be easily addedWink

Some remarks on topic:

*In the idea of deciding to play "fighter" it is important to emphasize the better creeping capacities. That's the main reason for getting weapons/hull early game.

*Saving straight to tier 3 (which is not defined and I think it is better to speak of tank gold cost and not of tiers, as gold costs are well defined - we would need a concensus about tiers otherwise and as discussions here showed the variaty of tier-concepts is huge) should point out the gold saving of skipping 1 tank-change or an early hull.

*6k hp at the beginning of phase 4 is not necessary. I think the general advice should be 4k+ hp.

*Phase2: You miss on the concept of playing a starting tank until late game with hulls/repair/pack or hull/mass long range. -> add something like "-fighter c/ Mobile tanks (helicopter/medivac/antigrav) might play with additional hull/repair and/or weapons if you plan to stay at your tank until the very late game to save the lost gold by tank-change."
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Re: [Tutorial] General 4 phases strategy by Althend. - by Prog - 2010-04-19, 21:52:15

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