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ارسال شده توسط Permamuted, 19.05.2017 - 20:17
A common misconception on atwar regarding 10k eu+ east duels is that Ukraine is better than Turkey. This is not true. The reality is that the vast majority of players just suck at Turkey. I can honestly list on 1 hand the number of players over the past few years who have developed good turks. This guide is aimed at correcting that. This guide will also help with imperialist gameplay in general across all settings and how to be efficient and creative when expanding. There are other turk guides on this forum. They're fine for beginners but most of them suck at a higher level. Personally i wouldnt use any of them. If you want to optimise your gameplay, this is the guide for you. I am pretty much past it in regards dueling, so i am happy to reveal this stuff now.

First things first, neutrals. Don't fail your neutrals. You often see guys sending the wrong amounts at neutrals t1 and then failing randomly and fucking up their game. Your inf havent 4 att so you cant just +2 inf vs the number of militia defending.The following amounts almost never fail. I say almost, most have never failed but i have seen some cases of freak rolls. Underlined are the configs i generally use t1 with turk. It is money dependent. On africa for example, you mightnt be able to afford to make any tanks at all.

1 Militia - 2 inf

2 Militia - 4 inf, 3 inf 1 tank, 2 inf 1 tank, 2 tanks

3 Militia - 5 inf, 4 inf 1 tank, 2 inf 2 tanks, 3 tanks

4 Militia - 7 inf, 6 inf 1 tank, 5 inf 1 tank, 4 inf 2 tanks, 4 tanks

5 Militia - 8 inf, 7 inf 1 tank, 5 inf 2 tanks, 4 tanks 2 inf, 5 tanks

6 Militia - 10 inf, 8 inf 1 tank, 6 inf 2 tanks, 4 inf 3 tanks, 1 inf 5 tanks

7 Militia - 11 inf, 10 inf 1 tank, 9 inf 2 tanks, 6 inf 3 tanks, 4 inf 4 tanks, 6 tanks

8 Militia - 13 inf, 11 inf 2 tanks, 8 inf 3 tanks, 4 inf 5 tanks

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General Tips:

  • Whatever expansion you use, minimise the number of transports you use. For example a transport made in izmir/istanbul can drop units off for serbia and then be pulled back to the coast to be refilled for greece. You shouldnt be making more than 3 transports for any expansion. Most require 2.

    - For example I can use the Izmir trans to drop units off for serbia and then double drop 2 stacks of 15 into athens. It is tight on range but easy enough to do.



  • Turkeys main strength is its' unit prod. It is a spam country. Mix 1-3 tanks vs neutrals t1 to conserve infantry. Don't expand with naked infantry. You are just wasting inf that can be later used for defence and further expansion. There is a balance to be found here. At the end of t1 you want 800+ money. So do not make so many tanks and transports that you are left with nothing. At the end of t4 if you use all your reins without having to spam militia or without having lots of excess cash then you've found the balance. I sometimes fuck this up myself, especially when rusty.

  • T1 focus on the main balkan capitals. No ukraine will airdrop onto albania/bosnia t1. Well i have seen idiots do it but thats another story. Generally speaking if someone will contest your balkans they will focus on the main capitals. Either send minimum or stack them a bit.

    - This is the same for T2. focus on hungary/austria etc. They also have significant income. T3 you can go for periphery cities. Again Turk is a spam country. Take every neutral in your path and maximise your unit prod.

    - An efficient and economical turk can in theory drop 150 onto kiev before t9. I have done over 130 in practice. This is after units lost on wfs, tbs and general defense.

  • Don't forget about the numbers advantage in battles. The more you outnumber a target the better your rolls and the less casualties you take. This is why we overstack neutrals t1. It is also why i overstack against enemy player targets where possible. This is extremely important with Turkey. This is also why people accuse me of having unit spam hacks and op imp rolls. I am not a hacker, I am just efficient.



  • If you are balkan rushed by an opponent who commits most his army to the lower balk t1. I find retaining greece is essential as a turk reinforcement swivel point. You can afford to lose everything else. But whatever you do dont become predictable. Vary your expansions. Maybe stack bulgaria 1 game and not touch it the next. Maybe overstack romania 1 game with gen and send minimum the next. You get the idea.

  • Istanbul is turks richest city and a key port for pressure on ukraine, don't lose it. Romania greece and the upper balkans are also key sources of income that are not to be underestimated.

  • Pay attention to map income. This region alone has 661 income - more than Russia Central. Slovenia is the richest 1 rein city in europe at 80 income. These things add up especially when you're imp.




Important Expansions

There are 4 key expansions you need to know for duels. There are many others like poland, austria and belarus rushes but these 4 and their variants are those that i have found to be the most consistently successful.

1. How to get rome t1 and full Italy t2.

This is the king of turk 1v1 expands and the most economical one there is. Players often dont realise that full italy is almost the same income as full rc. the trans should reach caligari t2. The rest you can take from naples and rome. Learn this expand. youll have 1k income on the start of t3. It allows for explosive expands, rushes and even an at if you want to attack a surprise target. Don't underestimate the power of a sucker kiev rush. Talk to Don.




2. How to get Russia South t1.

This is a pretty solid all round expand. Particularly useful vs the tank/inf based strats and gw which rely on the rostov and odessa ports to pressure turk. You can lockoff that option from them. It also leaves plenty of units to stack the balkans with should you fear a rush. And it has a nice little income boost as a side bonus.

3. How to get hungary t1 with an AT.

People have posted the expand so i am not reposting but it is pretty easy to do anyway. The at gives you options of attack or expansion behind enemy lines. You could also use it to get into scandi or benelux early.

4. Basic Turk.

This expand is simple, gives you lots of options and counters rushes.




Common Mistakes

  • Imp turk is king. Almost anything pd turk can do imp can do better. The exception being a t3/4 rush.

  • Don't be that guy who expands t1 as imp then fucks all his units into lviv and istanbul for a t3 kiev rush. It is a shitty way to play turk and it wont work vs any half decent ukraine. A good turk can outslowroll anything. Even the dreaded gw ukraine. Learn.


GW Ukraine

I have decided to add a section on this particular ukraine strat since it gives people a lot of trouble. Many players think it is op. If you are efficient and meticulous, gw ukraine is actually easy to beat even in the hands of a top tier player. This is because in Ukraine it almost always tries to do the same thing and it has several exploitable weaknesses. Their t1 expand will nearly always contain rnw and rc. Then some combo of poland belarus, lith/latvia and rs and in some cases austria or hungary. The best thing to do is play gw yourself to figure out its limitations. Heres what you need to know.

1. There will be minimal cap pressure. Gw is not a rush strat and in order to ankara rush, they can only use ats or russia south. If you get russia south youve almost nothing to worry about other than perhaps a few stray marines hitting turk cities. What this means is that you can focus most your units freely on expansion. I should also mention that even if they do cap you it is extremely difficult for them to reinforce and hold. Expensive transports and low range militia arent a good combo. This is unless they succeeded in getting some of turks cities too. Specifically izmir istanbul and bursa. Otherwise recapping should be no problem.

2. T1 gw cannot contest expansion. If the ukraine player tries it then they are not playing gw properly and will likely get wrecked. Gw is all about expansion and grabbing as much spawn as possible. Gw is the weakest strat in the game at contesting expansion due to the stats of the starting inf. That means that if you go hungary austria rs or belarus and they do. They will lose and this will hurt them a lot. T2 their expansion contesting ability improves a little with the free militia from expansion. If they went hungary or austria. You should stack the surrounding cities in case they try to grab more land in that area. You can take the periphery less relavant balkan cities later. If you retain the full balkans(or almost) t5 then they're pretty fucked. This leads to my next point.

3. After t2/3 expansion the ukraine player will have marines maneuvering towards the balkans. Don't worry too much about latemoves t3. If you think a city will be latemoved, just make sure there is no spawn left in it. Expand and grab spawn. You can easily recap since they cant reinforce the cities without using expensive ats. For them it is not a worthwhile investment. T4 you can almost always guarantee that they'll try and take 1 or more of your main balkan capitals. Austria hungary serbia and romania specifically are under threat Since thats where the marines will mainly be. Again use the tb/priorities system to your advantage defensively. As your last moves shift units into cities likely to be hit. Similarly pull units out of unlikely cities to be hit late and move them into high priority ones. For example put slovak militia in hung or austria. pristina militia into bulgaria. Varna militia into romania. Or move bulgaria infantry into serbia, then into hungary in case thats hit. I hope i am being clear on what i mean here.

4. No matter which turk expansion you pick you should be looking at 160-210 units at the start of t5. A successful gw ukraine will be doing well if they manage around 130. If theyve more it is probably because you let turk cities get taken or lost half your balkans. So there is no reason you shouldnt be able to outspam them and beat them lategame.

A game i spectated recently between acqui and commando is a good example. Acqui did a standard italy t1 expand and full ita t2. Commando went poland, and then poland cities, czech and slovak. Acqui had double walled and walled bursa and izmir. He had left too many units behind in Turkey and his expansion suffered as a result. His upper balkan presense wasn't strong enough. Commando gained too strong a foothold in the upper balkans and outspammed him as a result. Keep them out of the balkans and you can wreck them lategame.

DS Ukraine

Another ukraine strat people seem to have trouble with. Personally I believe Turk has the advantage in this battle. Ds ukr has to take a lot of risks to gain advantage. They either need to full rush the balkans or they need a partial rush on 1 or 2 of the main balkan caps in order to slow your expansion.

1. If a ds player full rushes your balkans, just try and grab spawn whereever possible and dont be afraid to use anti-airs. A turk player should always leave a rein or 2 in ankara/istanbul for that purpose. Maybe divert 4 units to a city like switz etc for money but pull all the rest of your units into range of turk to hold. If they havent expanded, they have to either kill or cripple you by t5 or theyre fucked. __

2. For Slowroll DS plays you need to secure the money. Firstly you need full italy asap so you can go on the offensive. Then you need to get as much spawn as possible. t4 you recap anything youve lost.

- A ds slowroller wants to get to a point where they can spam helis and go fully on the offensive. For that they need to establish themselves in the west, specifically bene and london/paris.

- Use your italy units to push hard on that area. If you engage in a tradeoffs with them, swapping the countries back and forth its enough as it reduces the income of that area through collateral and prevents them establishing the 100% income. Divert some units to spain and snowball through that area to drive them from the west.

- Even a ds with full scandi and russia can be slowrolled against as long as it is kept out of the bene/paris london region and prevented from uniting full germany(theyll get berlin but thats only a 250 income cap. There's no reason you should let them get full country bonus.)
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Overall Turk is a fun country once you master it. You'll feel like a boss once you master it. But you need good micro and fast hands. Anyway if i think of anything else i'll add to this. Feel free to ask any questions. Enjoy the Autism.

Edit: This is marked for duels as it is the focus. But there is lots of useful info for teamgames here too.
03.05.2020 - 18:28
Ok fixed the links and removed the snarky comment about blitz turk players. Also added a section on ds ukraine and added this little note in tips.

  • Pay attention to map income. This region alone has 661 income - more than Russia Central. Slovenia is the richest 1 rein city in europe at 80 income. These things add up especially when you're imp.

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    بارگیری...
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    12.05.2020 - 01:18
    Nice guide, keep it up buddy
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    ''People ask for criticism, but they only want praise.''
    بارگیری...
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    13.05.2020 - 06:00
    I think this guide should be unpinned and remade by master of turkey froyer
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