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| GalWar.Hints-1 |
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Tips and strategies for the early game
The most important hint first: Read the descriptions in the game - both research and UFOs, and also other stuff. These texts contain a good part of the storyline and the background, and also contain hints what you should do. If you follow those hints, you shouldn't have too much trouble reaching your goals. You can get additional hints from the gameset, if you look for the equipment you have. Weitere Hinweise zum Vorgehen kann man sich aus dem Spielsatz holen, indem man sich anschaut was man dort an Ausrüstung hat. You start with 7 fighters, and building new ones only takes 3 days. The severely stronger bombers will take 4 days. On the opposite there are some 2 UFOs per day - so in principle you should have more fighters than UFOs can approach during production time. Should be pretty obvious that you will have to calculate heavy losses... With the first small UFOs there should be a probability of 50% that you can crash them with a single fighter, but with the bigger ones, this won't work any more. Some players have posted, that they tend to save the game before attacking an UFO, to prevent losing their fighters, but at some point in the game even a Bomber won't have enough firepower to crash an UFO before running dry on ammo. Therefore you will have to change your tactics sooner or later. By sending 2 (or more) aircraft, the first one will weaken the UFO, so that the second one can bring it down. Don't forget to look at the different weapon systems you have at you disposal - the rocketlauncher is much stronger, but also slower, so that the aircraft must survive longer to launch all missiles. The gatling canon does less damage but has a high firing rate. Therefore the gatling is best used for the suicide fighter(s) of the first wave. The other planes are an unarmed radarplane and 2 transporters. The radarplane, of course, is for recon the far side of earth - unseen scouts can get very problematic if you ignore them, and you have no possibility to build radarposts there in the beginning - the building times are far to long. The transporters on the other side are for bringing your marines to the crash sides - you will need those artifacts. In the end also some minor hints:
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Page last modified on 22.08.2008, 16:58 by EnglishTester
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