FA
II Territorial Combat Arenas
In Territorial Combat, players can trigger ground forces in
the form of tanks and supply trains by attacking ground targets by
air. The AI will create tank units for both attack and defense based
on these triggers.
As a player this is what you want to do:
- Select your aircraft based on your mission. If you want to
trigger an airfield or factory, bombs work the best. If your
target is tanks the weapon of choice is rockets and heavy cannon.
- Strike selected ground targets such as rail stations, factory
and airfield facilities. For airfields, fuel tanks (white
cylinders on their side next to the field), control towers (with a
flag), and ammo buildings (long, low brick buildings) are the
ideal targets. Hitting ammo and fuel will deny these to the enemy
at that field. Hitting factories will reduce the overall supply of
ammo, fuel, bombs, rockets and airplanes.
- This is a TEAM thing. Unescorted ground attack fighters and
bombers will not fair well against a determined fighter force.
Talk to the folks on your country and cooperate for maximum
effectiveness.
- Kill attacking tanks! Every tank you can kill from the air is
one less that your defensive tanks have to deal with. Unopposed
tanks at a factory or airfield will occupy that location. Tanks
show on your Strategic map as T's. All of your tanks will show and
enemy tanks within comm. range will show as well.
- Defend your tanks! The enemy wants to eliminate them. If you
don't escort them and provide air cover they will be decimated
before they reach their targets or will provide inadequate defense
for your airfields and factories.Again communication and
cooperation is paramount for success.
- Attack trains and train stations. The trains distributes the
supplies so interdicting these targets will affect your enemy's
ability to attack and defend.
- Use the Strategic Map(cntrl m) to see where your tanks are
attacking. To switch back to Tactical Map press shift m.
THE TC MAP:
The territorial combat map is divided into 5 equal wedge shapes with
the GE at the top of the map followed (clockwise) by SU, JP, US, and
GB. Each country's territory features fighter fields, bomber
fields, factories, villages, and rail yards. Unlike FA 1.5 these are
not static objects on the map. Each of these areas (called scenes in
the FA 2 jargon) provide resources to the country. Taking a scene
removes those resources from the vanquished team and transfers the
resources to the conquering country. To see how your country/team is
doing in the Territorial Combat room hit 'CTRL-L' to see the resource
screen. At the bottom you will see how many
scene your country controls and the total plane, ammo, and tank
resources.
CAPTURING A SCENE:
When the TC room starts land and resources are equally divided amongst
the 5 countries. In order to take over an area your team needs to
damage 25% of the structures (barracks, ammo bunkers, fuel tanks,
trucks, factories, headquarters, etc) in a scene. Once the damage has
gone over 25% the AI triggers your countries tanks to attack the
scene. If there are no enemy tanks defending the scene the AI will
also trigger a defensive tank group to protect the scene. Everyone
knows by know the importance of protecting your tanks, whether on the
attack or the defense.
To capture a scene, the attacking team needs to have:
- At least one tank present at the scene.
- No defending tanks surviving at that scene.
The Supply System for FA II Territorial Combat Arenas:
1. Supplies come from the factory. There are Plane, Tank,
Fuel and Ammo factory buildings. Factories are all found together in
one scene -- the one with the smokestacks on it. Each country has two
of these factory scenes.
2. Supplies are carried from the factory out to the rail stations
and airfields by train.
3. To create player planes, the airfield must have a supply of
planes, fuel and ammunition. If there is insufficient fuel or ammo,
you will see the "fuel/ammunition limited to 20%" message.
4. If the field is out of Plane supply, you will see nothing, but
the field will grab the nearest Tank resources it can find to make up
the difference. This is important because the more planes you lose,
the fewer tanks you will have at nearby rail stations to attack or
defend with.
5. Tanks are created at rail stations, or at the factory (whichever
is closest when the trigger happens). The rail station must have a
supply of Tanks, Fuel and Ammunition to create the tank group. If it
is lacking any of these resources, you will see the "There are no
tanks available to..." message.
6. When you land at an airfield, any resources you are carrying are
placed in storage at that field. This means you can RESUPPLY a field
by flying a plane to that field, landing on it, then tabbing to
another field, or exiting flight. So if you capture a field that is
not on the rail line with your factory, you an supply it by flying
bomb-laden bombers in and landing there. You must then exit flight or
tab from that field, to supply the field.
Strategic Thinking:
What most people don't understand is how tanks spawn (appear on the
map). If you look at the map you will see that each field (bomber or
fighter) is near a factory or a railyard. When a field comes under
attack the tanks are sent from the nearest village/factory/railyard to
defend the field. All too often I have see pilots head straight to the
airfield to trigger a ground
attack. WRONG!
Destroy the nearby village/factory/railyard FIRST! Once the area
that supplies tanks to the fighter field is captured the field will be
left undefended! That means that it takes only ONE (1) tank to capture
a field.
So the order I use to capture a field is as follows:
1) Attack and destroy all the tanks surrounding the nearby scene (e.g.
a railyard).
2) Once the tanks are all gone, and only then, start attacking
buildings to trigger the AI attack.
3) If the country has a large number of tank resources a new
defensive unit may appear before your tanks arrive. If this happens
have team members attack the new tanks.
4) Provide air cover for your tanks. The cannon/rocket equipped
airplanes can stop a tank column very fast. Stay over the tanks, don't
get caught chasing a plane away from a tank column while his friends
destroy the rest
of your tanks.
5) On average it will take your tanks 1-2 minutes after they arrive
on scene (assuming that you have already killed all the enemy tanks)
to capture the scene.
6) As soon as you see the message that says "xxx has captured
the (blank) and XX,00" shift your attack to the nearby
fighter/bomber field.
If you follow this approach your country will lose far fewer tanks
and will be able to capture territory (scenes) much faster.
USING BOMBERS:
Although the bombers make great mobile AAA platforms that is not why
they are in FA2. Bombers are the long arm for each of the TC countries
(although, JP and GE are really on the short end in this category).
The bombers allow you to reach out and hurt the other team deep behind
enemy lines. I admit this requires a great deal of patience and a
single bomber will not do much
good. However 3 Pe-8s or 3 B-17s will make a big hole in the ground
when you decide to drop 96 200lb bombs on a target. Each country
starts out with 2 factory scenes. One is in the middle of a countries
territory and the other is in the rear. All tank, plane, and ammo
production is linked to these factories. Early in the game reduce your
enemies ability to produce tanks by bombing the factory complexes.
When bombing airfields remember that bombing the runway will not
trigger an attack. It will make it difficult for the enemy to get
airborne but it won't damage the scene. You need to bomb to the left
and right of the runway to hit the support structures. Again, once a
scene takes 25% damage the tanks will start to roll. If you bomb from
at least 10,000 feet (ground alt, not sea - use ALT-A to change your
altimeter) you can drop your bomb load and roll out before you are in
direct AAA fire.
TRIGGERING MULTIPLE ATTACKS:
Unless your country enjoys a significant numerical advantage do not
trigger more than one attack at a time. You will not be able to cover
the tanks and attack the ground targets for multiple scenes without
letting the enemy have an opening. Pick a starting point and slowly
work from the outside of the enemy territory (tanks have to travel
over more open ground) to the interior.
Victory goes to the country with the most scenes when one
of the other countries loses all of its scenes. If two teams are tied
when a country is wiped out, ghe game continues until they are not
tied.
The server resets and the war goes on.
|