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Also, I was reading the "why do you hate yuri?" thread, and someone there mentioned killing 8 rhinoes with 3 mags. How would such a thing be possible, especially against someone who moves their rhinoes around?
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If that's all the forces that are available, the Rhinos win easily.
But here's how mags are so power. Let's use equal forces - A has 12 rhinos (price = 10,600) and Z has 11 lashers and 2 mags (price = 10,700 counting the Psychic Radar).
Now, Mags have the range advantage, so before any tanks exchange fire, each of Z's mags picks up a rhino from the front of the A's force. Now it's (temporarily) 10 rhinos vs 11 lashers, which is still an advantage for A. But the battle hasn't begun yet. If A charges Z with his 10 remaining rhinos, then he risks one or both of the airlifted Rhinos dropping on top of another tank, killing both. So, he could have 12, or 10, or 8 tanks still alive, so let's go with 10 as the middle case. This loss is permanent, but in the time it takes him to charge Z, the mags will pick up 2 different tanks, so it might be 10 vs 11, but the fight is 8 vs 11.
A can avoid this if he doesn't charge Z, but if he just sits there than A can calmly drop both rhinos right in front of his whole tank force and easily destroy them without losing a lasher, because each rhino will only get one shot off. So it's still down to 10 rhinos vs 11 lashers, and then the mags can pick up 2 more and the process begins again.
So clearly, staying in place isn't an option for A. He must retreat and regroup, or fight. But remember if he fights, he's got 8 rhinos fighting 11 lashers (because 2 rhinos are in the air), which is an even battle. Now of course those 2 rhinos will eventually land and get to fight, but before they do, Z can pick up 2 more rhinos. Units take a second to fall to the ground, so there will be 4 rhinos in the air at once.
The only way for A to win this fight is to:
1) If he's a much better player, he can probably outproduce Z and fight with a more powerful force. Or he can micro much better. Of course, this won't work with players who are close in ability, since Yuri usually has the easiest economy to manage.
2) He can beat Z before Z gets up the radar and builds mags. It's doable but tough since Yuri can use bunkers and brutes and usually save himself from an early rush - or he might rush A back with an early Gatt and threaten to wreck his power, buying himself more time.
3) He can use terror drones, but this will only work if Z doesn't see them being built and counter with Gatts, which ravage drones.
4) He can crawl slowly forward with Desolators - one of the few things Yuri has trouble with. This is tricky though, since there's no obligation to fight and Yuri can always draw back and regroup - which is easier for him to do than for the Soviets to do, since he isn't slowed down by walking infantry and isn't being mag-harassed if the armies get close together. And the time pressure is on the Soviets, because once Yuri gets discs the Desolators are in trouble.