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How to handle against human submarines?

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Bill Zhao

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Oct 18, 1997, 3:00:00 AM10/18/97
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as above


Adam Lawson

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Oct 18, 1997, 3:00:00 AM10/18/97
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Bill Zhao wrote:
>
> as above

How do deal with subs? Build a flying machine, and several battleships
and some warships and then go hunt them down! The battleships usually
take them out in one shot when spotted and then the warships can bombard
them while the big guns reload.

adam a.k.a. FireGod

Ratty

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Oct 19, 1997, 3:00:00 AM10/19/97
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On Sat, 18 Oct 1997 14:10:08 -0500, Adam Lawson <law...@purdue.edu>
wrote:

But wat's the point of the warship weakening the subs if they would
get taken out with one hit by the juggs?

NiCk

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Oct 19, 1997, 3:00:00 AM10/19/97
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get a catapult if they are attacking your base or a juggernaut, if at
sea and a dragon or flying machine to see 'em. Then--- goodbye sub!!!

On Sat, 18 Oct 1997 01:42:30 -0400, Bill Zhao <713...@ican.net>
dribbled on:

>as above
>


Eugene Lee

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Oct 20, 1997, 3:00:00 AM10/20/97
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In alt.games.warcraft noone <now...@yours.com> wrote:

If your opponent is hitting you with subs and you have juggs while you
are still at townhall, bring your juggs to the shore and build a watch
tower there. You will be able to see the subs, b4 the tower is finished
building.

: > >How do deal with subs? Build a flying machine, and several battleships


Ratty

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Oct 20, 1997, 3:00:00 AM10/20/97
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On 20 Oct 1997 10:40:52 GMT, "noone" <now...@yours.com> wrote:

>> >How do deal with subs? Build a flying machine, and several battleships

>> >and some warships and then go hunt them down! The battleships usually
>> >take them out in one shot when spotted and then the warships can bombard
>> >them while the big guns reload.

>> But wat's the point of the warship weakening the subs if they would
>> get taken out with one hit by the juggs?
>

>Keep the subs busy doing something while the big ships have to reload.

What?! what do u mean keeping them busy? ok, would u rather let your
destroyers get damage and unable to defend againstt a dragon raid or
let your juggs get hurt whose whole purpose is to fite on the sea....
heck, I would just not build gunboats at all and build more juggs....


Whatamess

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Oct 21, 1997, 3:00:00 AM10/21/97
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On 20 Oct 1997, Eugene Lee wrote:

> If your opponent is hitting you with subs and you have juggs while you
> are still at townhall, bring your juggs to the shore and build a watch
> tower there. You will be able to see the subs, b4 the tower is finished
> building.

If you have juggs, just spot the sub by looking at where the missiles
projects, and attack ground.
__ ___ _ _ _ _ __ __
( \( _)( \| )( \| )( )/ _)
{ O )) _){ ,' }{ ,' } )( \_ \ The City of WHAT!
(__/(___)(_|\_)(_|\_)(__)(__/ http://home.ust.hk/~bo_cdg/


Jon Helms

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Oct 21, 1997, 3:00:00 AM10/21/97
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Uh, prevent them from escaping maybe. Plus to protect the Jugs. Subs fire
faster than the jugs and you will lose your jugs without some extra
firepower/targets.

Ratty wrote:

> On Sat, 18 Oct 1997 14:10:08 -0500, Adam Lawson <law...@purdue.edu>
> wrote:
>
> >Bill Zhao wrote:
> >>
> >> as above
> >

> >How do deal with subs? Build a flying machine, and several battleships
> >and some warships and then go hunt them down! The battleships usually
> >take them out in one shot when spotted and then the warships can bombard
> >them while the big guns reload.
> >

> >adam a.k.a. FireGod

No_One

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Oct 22, 1997, 3:00:00 AM10/22/97
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I am sorry you are right, but I can't help myself, Griffins look and sound
so cool, (except when thy run off from the main group and get wasted, oohh
that hurts)

Seriously tho if it is not going to affect my overall strategy and my
opponent has a weak or non exsistent air defense (Like Joe must obviously
have from his posts), here come my Griffins. Muuhaha

And on a point of strategy, Isn't it always most pudent to strike your
enemy where they are weakest???
--
If You can not find me, maybe it's because I am not here!

Ratty <ort...@tortoise.oise.on.ca> wrote in article
<344bc224...@info.ecf.utoronto.ca>...
> On 20 Oct 97 11:36:07 GMT, "No_One" <No_One@No_Where.com> wrote:
>
> >If you got the gold to spare, Griffins! You can kill two birds with one
> >stone. Pun partially intended.
>
> Yah.. but they're weak....
>

Ratty

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Oct 22, 1997, 3:00:00 AM10/22/97
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problem with griffs is that they r tooo weak to take a town by itself,
cuz they take forever and by the time they r finished with a building,
the enm has already got together some defense and is ready to kick the
griffs a**....
if u attak in groups, u get outmenuevered by single dks, u
keepovershooting or u blow your own griffs up
griffs r the best against stranded units, new expansions or as air
support on the sea....

Christopher W. Douglas

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Oct 23, 1997, 3:00:00 AM10/23/97
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FireGod wrote:

> IF you want a real kewl strategy, upgrade a bunch of transports to level
> 3 and then surround you jugs with them. the transports can take the hits
> while the jugs take out the subs. Then you can dock the transports onto
> the shoreline and have the peons repair them! That way you have a
> "recycleable water wall" :)
>
> Firegod

kewl indeed... what do u mean by 'upgrade'? is that improving the cannons
and sheilds of the ships?


--
Christopher W. Douglas <cdou...@series2000.com>
Web Site Architect

Web Page: www.series2000.com/users/cdouglas

Roger Coggburn

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Oct 24, 1997, 3:00:00 AM10/24/97
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In article <344D2A...@purdue.edu>, FireGod <law...@purdue.edu> wrote:

> Well if you have enough gun boats you can take out the sub with them,
> while the juggernauts reload. Together the big jugs blow a sub per hit
> and the gun boats can team up on another sub and take some of the hits.


> IF you want a real kewl strategy, upgrade a bunch of transports to level
> 3 and then surround you jugs with them. the transports can take the hits
> while the jugs take out the subs. Then you can dock the transports onto
> the shoreline and have the peons repair them! That way you have a
> "recycleable water wall" :)
>
> Firegod

but why would anyone go for the transport when they know it cant hurt them
. they would ( at least i would ) go for ur jugg

Hrjr2000

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Oct 25, 1997, 3:00:00 AM10/25/97
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> IF you want a real kewl strategy, upgrade a bunch of transports to level
>> 3 and then surround you jugs with them. the transports can take the hits
>> while the jugs take out the subs. Then you can dock the transports onto
>> the shoreline and have the peons repair them! That way you have a
>> "recycleable water wall" :)
>>
>> Firegod

Correct me if I am wrong, but in all of my warcraft playing, I have thought
that transports can not be repaired. Is this a patch, or higher version you
speak of? Or is one of us Mistaken? (this letter not meant to sound
sarcastic)


HR Angelico
--------------------------------------------------------------
HR Angelico's WarCraft II Site
http://members.aol.com/hrjr2000/index.htm
--------------------------------------------------------------


Adam Lawson

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Oct 25, 1997, 3:00:00 AM10/25/97
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>
> Correct me if I am wrong, but in all of my warcraft playing, I have thought
> that transports can not be repaired. Is this a patch, or higher version you
> speak of? Or is one of us Mistaken? (this letter not meant to sound
> sarcastic)
>
> HR Angelico
> --------------------------------------------------------------
> HR Angelico's WarCraft II Site
> http://members.aol.com/hrjr2000/index.htm
> --------------------------------------------------------------


transports can be repaired. Dock them on land and try to repair them
with a peon. You'd be surprised. BTW I'm using ver 1.5, but it works
with any version


Firegod

Lewis Zhang

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Oct 27, 1997, 3:00:00 AM10/27/97
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Actually, griffs are great at harrasing main towns, but that assumption is
based on the fact that the enemy hasn't seen you use them before. They are
powerful, but not enough by themselves. If your enemy has not seen griffs
in the game bfore, he will probably be unprepared for a massive griff
attack (9+). You will do a bunch of damage, and as soon the enemy gets out
a working defense against your griffins, run away and heal up with your
paladins. Then send in your land units and beat away. The griffins should
be there to harass non-griffin-proof units (like Juggs and new towns; I
have never seen a new town protected by a bunch of archers) and keep the
enemy guessing. While the enemy is trying to protect him or herself
against flyers, you change up and attack with another strategy. As soon as
you see your griffins threatened, you should run.

I usually keep about 4-5 griffs around as a roving harrasment unit to keep
my enemies on their toes.

You should not try to kill an enemy with just griffs. Change up a lot and
let griffs be a supplement to your attacks.

I am pretty skeptical that a single Dk can outmaneuver 5-9 griffs.
Probably, the first blasts by the griffs will kill the Dk.

Overshooting???

DjArcas

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Oct 28, 1997, 3:00:00 AM10/28/97
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ort...@tortoise.oise.on.ca (Ratty) wrote:

>On 20 Oct 97 11:36:07 GMT, "No_One" <No_One@No_Where.com> wrote:

>>If you got the gold to spare, Griffins! You can kill two birds with one
>>stone. Pun partially intended.

>Yah.. but they're weak....

Irrelevant. The Subs can't hit them...admittedly you gotta keep your
eye out for incoming destroyers, but.....
DjArcas

Ratty

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Oct 30, 1997, 3:00:00 AM10/30/97
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On Mon, 27 Oct 1997 09:01:26 -0600, Lewis Zhang <lzh...@wt.net> wrote:

>Actually, griffs are great at harrasing main towns, but that assumption is
>based on the fact that the enemy hasn't seen you use them before. They are
>powerful, but not enough by themselves. If your enemy has not seen griffs
>in the game bfore, he will probably be unprepared for a massive griff
>attack (9+). You will do a bunch of damage, and as soon the enemy gets out
>a working defense against your griffins, run away and heal up with your
>paladins. Then send in your land units and beat away. The griffins should
>be there to harass non-griffin-proof units (like Juggs and new towns; I
>have never seen a new town protected by a bunch of archers) and keep the
>enemy guessing. While the enemy is trying to protect him or herself
>against flyers, you change up and attack with another strategy. As soon as
>you see your griffins threatened, you should run.

Anyone with good recon will beat the crap out of the person who does
that...

Ratty

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Nov 6, 1997, 3:00:00 AM11/6/97
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On Tue, 28 Oct 1997 22:57:36 GMT, Ad...@absolutely.nowhere (DjArcas)
wrote:

Ur talkin' crazy, only a newbie would ever use griffs on the
high seas... they r too weak to destroy anything on water, if they do
attack, the ships returns to port.... if u follow'em, destroyers and
towers blows u outta de sky, if u don't, destroyer comes and take u
out, so then u have to retreat, with absolutely no damage done, and u
just wasted precious time....

anybody who have ever played a sea map will agree dat juggs r
and flyers is de way to go...

@ZghouL13

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Nov 10, 1997, 3:00:00 AM11/10/97
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> anybody who have ever played a sea map will agree dat juggs r
> and flyers is de way to go...
>

Ya, I did use Dragons once on HSC, but that was only for fun, I was playing
a newbie.


--

$E@ / @ZghouL13 - You know, playing "Oil is the key" is a man thing,
it shows who can play water, and who is all talk.


visit http://home3.swipnet.se/~w-38277/jakke

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