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Crukih's video: Ground Control - Final Retaliation Walkthrough

@Ground Control - Final Retaliation Walkthrough
-------------------------------------------------- USEFUL TIMESTAMPS -------------------------------------------------- 0:00 - Intro 1:44 - 01: Liberation Day 15:53 - 02: Clear The Way 30:34 - 03: Nobody Home 43:16 - 04: Activation Equipment 58:06 - 05: Into The Dusk 1:15:52 - 06: Early Warning System 1:42:57 - 07: Important Cargo 2:05:45 - 08: Heretic Manna 2:25:14 - 09: Have Gun, Will Travel 2:47:57 - 10: Four Bridges Too Far 2:58:37 - 11: Source of Power 3:47:52 - 12: Covert Beginning 4:10:27 - 13: Winter Wonderland 4:27:46 - 14: Desperation Attack 4:57:55 - 15: The Last Dance --------------------------------------------------HYPERLINKS-------------------------------------------------- Game Download: http://download.cnet.com/Ground-Control/3000-2119_4-10044418.html Ground Control - Operation Genesis: https://www.youtube.com/watch?v=uJwpuq_5Z3I&t=4925s Livestream Channel: https://www.youtube.com/channel/UCEspWHr0j27p3Y-cMNjme1w Discord Server: https://discord.gg/b6HAZN4 --------------------------------------------------DESCRIPTION-------------------------------------------------- The order Campaign starts off in a similar fashion to the last one. You are hopelessly outnumbered and must deliver a series of well-co-ordinated Guerrilla attacks to have much hope against an overwhelmingly superior force. However, The Cravyen Campaign used this as a framing device to break you in slowly, acting like a glorified Tutorial. The order Campaign ramps up the difficulty and tries to screw you from the get go. The first mission tasks you to make a diversionary attack to sneak into a compound and take out a group of supply trucks, However the Cravyen security force react so quickly that even if you pull this manoeuvre off perfectly, you barely have enough time to get out and you have no special equipment to tip the tide in your favour. The best way I have found is to ignore what you are told to do and instead, try to ambush them with your crusaders, using your APC repair module and the terrain to your advantage. The order campaign is much harder and gives you precious little room for error. Hoverdynes are faster, and their elevated positon means they are capable of hitting infantry far easier than Terradynes. It also makes them easier to be hit. Overall, the order forces are more adept at flanking enemy forces and outmanoeuvring them as opposed to getting into straight up fights. They do have an ace up their sleeve. Unlike their Cravyen counterparts, Crusaders can line up in front of their tanks, allowing for hoverdynes to shoot over them without taking friendly fire. Keeping strict formations like this is the best way to defeat the Cravyen head on. You’ll find yourself using Infantry far more with the order. Crusaders will make up your frontlines early and Templar infantry will be useful for damage and special ops right up to the last mission. After all the hassle Templars give us early, it’s damn satisfying to watch them tear Cravyen forces apart. Whilst they do not have the same penetration as rocket terradynes (You will need to hit Heavy terradynes in the rear to damage them), Terraydnes will struggle to hit them. Despite having no armour, if you use terrain to your advantage, you’ll find them to be surprisingly resilient. Position them behind walls and you can clear out entire bases. Due to their guaranteed accuracy, they actually out-damage most units. Use your Hoverdynes as front line tanks whilst your Templars hammer any units already tied up. This strengthened infantry comes at a cost however, as the Order aerodynes pale in comparison to their counterpart. Instead of an anti-air system, they have shields. These will block all damage (not just missile sources) however only last 10 seconds, barely long enough to make one attack run and have a 90 second cooldown, meaning that attacks even with these shields are damn risky. You’ll most likely find Aerodynes reserved more for scouting manoeuvres than outright dogfights. The order has two unique support vehicles. The spider Hoverdyne is a fun novelty. It can be effective, but only in such niche scenarios that you’ll find yourself using the beam platforms more often. They have amazing range and with scout spotters, can tear apart even Heavy terradynes before they get into range. Just be careful positioning them as they will rip through your own troops just as easily.

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This video was published on 2019-02-01 18:29:54 GMT by @Crukih on Youtube. Crukih has total 1.9K subscribers on Youtube and has a total of 74 video.This video has received 10 Likes which are lower than the average likes that Crukih gets . @Crukih receives an average views of 2.4K per video on Youtube.This video has received 2 comments which are lower than the average comments that Crukih gets . Overall the views for this video was lower than the average for the profile.

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