*Generic Comp Stomp Tips*

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Griffon
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*Generic Comp Stomp Tips*

Post by Griffon »

Now first of all, don't laugh. Many people do like comp stomps so don't be insulting. Chances are, many pros won't survive a 1v1 against a hard comp, simply because what works against humans, does not neccesarily work against comps.

Here are some very useful tips and tricks I gathered during my experience with comp stomps. I might post some more later.

1. Exploit the starting location preference
Comps have a preference to their starting location. This is especially evident in island/planet map. Their initial island/planet is their homebase. The key is: the comp never build airports, naval yards, docks, space docks in a non-native island/planet.

Implication: you don't need to take out their non-native planet/island, once their home island/planet is out, they are sitting ducks on the non-native planet/islands with no more airports/naval yard/docks.

2. Killing off their cit-making ability is important
Hard comps are like cockroaches, they are very resilient and can rebuild very fast. A shortcut to this problem would be to priotize their TCs and capitols, and after these are taken out, concentrate on remaining cits. Once no more cits for the comp, they won't be able to rebuild.

this is especially useful for bombing missions and space fighter missions during which you have a great freedom of selecting specific targets. And it is more useful in combination with tip #1 since all you need is take out the cit ability on their HOME island/planet.

3. Indirect fire is cruicial
Indirect fire means being able to fire behind walls. It is not just artillery and bombards, trechuchets and catapults are also indirect fire even though they have no area damage. Archers are technically indirect fire too but forget about them since the gold and wood would be much better spent on trebuchets and catapults in their corresponding epoches.

Indirect-fire weapons are important in CS because they allow minimum casualty on your side and maximum casualty on comps. Just wall up, put indirect fire weapons behind them, get some morale and maybe hospitals, and you will be able to fend off waves of enemy attacks.

In some settings it is a MUST. For instance for Ren CS, you MUST use trebuchets or you will die. Comps will send mass cuverins, a gun that is very hard to kill with handguns and totallly destructive to your army. You need trebuchets BEHIND walls to take them out, it only takes about 3 shots or 2. No other method will work as efficiently.

4. Escort your bomber fleet
Escort your bombers with fighters. Send fighters FIRST just before you launch your bombers, put them on attack move so they attack as soon as they encounter any enemy fighters. This tactic ensures minimum casualty of your bombers. Especially important if you go for nuke bombers.

This works because AI, unlike humans, do not mass-build AAs, and their highest threat to your bombers are therefore fighters. For your own fighters, you only need them to swipe the sky clean during the bombing raid, so you should upgrade attack, HP, and possibly speed, but no flight time since staying on enemy sky longer than needed is detrimental, you want them return soon after you finish your bombing raid.

5. Enticement
for mod islands CS, early game survival is important. A useful tactic I developed to ensure early survival is to get a TC on the edge of the island as early as possible, with walls completely walling the TC itself. The enemy F-14s will attack the TC instead of going inland, making your eco safe. The walls serve as an interceptor of the missiles from the F-14s, as it intercepts most of the missiles making the TC die much less quickly. You may get a couple AAs BEHIND the enticement TC to take out the F-14s, but don't build in front of it because the planes attack whatever it sees first.

6. Walling your island/planet
Easy one to understand.

7. Walling your base (land map)
Crucial. A lot of noobs never do that and even refuse to do so, resulting in repeated deaths after deaths. The utilization of Tip #3 (indirect fire) cannot be done without walling first to protect them from direct fire from the enemy.

8. Never panic
A common phenomemon among inexperiend comp stompers are that they panic easily and resign or quit quickly once they feel they get "pwned". No you don't get pwned that easily in CS, just run to your ally's base and seek to regain your land later on, you can still be useful. Giving up should not be an option unless such decision is made by a CS pro who upon extensive experience decides it is of best interest to terminate the game process.

9. Don't make a huge base that you cannot defend
A very common mistake. A compact base is often much better than a huge base, this is especially true for early game when the resources for defence is severely limited unless you are playing noobish settings like DM. Commonly a noob builds walls far away and they cannot help in anyway when they are being breached, it is just bad and irresponsible and put the rest of the team as risk.

10. Help/don't help your teamate
Some valuable teammates need to be saved. Some are beyond redemption. Decide wisely. There has been situations where I went to help some noob teammates who could not defend themselves, only ending up in the weakening of my own defence resulting in losing. It all depends on the question of whether this teamate worth saving or not.

More tips are coming

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eeralf_
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Re: *Generic Comp Stomp Tips*

Post by eeralf_ »

u respect all ur hints/tips, but dont read it, cuz against comp is a real special, u can win on many ways, but ok, hard is hard and u need also a little lucky

its real often a funny game, i love it with more persons on inet, so real more fun

but last maps like small island, nah, its not so my thing, plains is ok
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tool
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Re: *Generic Comp Stomp Tips*

Post by tool »

lmfao fuck off
mhm?!?

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simple_faith
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Re: *Generic Comp Stomp Tips*

Post by simple_faith »

this is very well/thought out strategy, and I approve of it. go on
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Griffon
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Re: *Generic Comp Stomp Tips*

Post by Griffon »

11. Ottoman empire on AOC
The comp is stuck with their initial capitol and never makes settlement or TC. This is a bug because the comps are programmed to build settlements, and since Ottoman have expansionism they are supposed to build TCs, and the programmers neglected this.

The implication is that once you take out their capitol, they will not be able to produce citizens any more. Just take out their remaining cits and there will no longer be any new buildings for them.

12. Build wonders to relief pressure
Comps send a huge wave of attacks to destroy your wonder once it is built, and their direction is to your wonder. This can be to your advanage for intsance you can use it to attract fire onto yourself if your base is well-defended and relief the pressure on other bases e.g. your allies' bases.

13. Don't attack when not ready
A lot of noobs attack the comps regularly, wasting their resources. As I mentioned before, comps especially hard comps are like cockroaches, so you've taken out an external small base of the comp, so what? They will just rebuild like nothing happened. Always aim to send a big enough force with constant reinforcements to kill the comp with one shot, or at least large enough to secure a forward base which will pump out units continuously to kill the comp.


14. Concentrade on one comp
If you do tip #13, make sure you concentrate on taking out one particular comp. One comps dead is better than two comps half-dead. Since comps rebuild and your resources might run out during the assault, if you only make two comps crippled they might return to their full strength quickly. So always concentrade on one comp.

15. Fighter-bombers important for early survival (after ww2)
On many sets such as mod islands, space planets maps, on which a player has a planet/island on his own, he should try to build as many fighter-bombers as possible to survive. For mod islands its f-117, and later on digi its talon, on nano ans space its phoenix.

The reason they are important for early survival is because they handle both air and land units. And in the early game, you don't have much resources so it is not economical to get specialized units. The fighter/bombers are only 100 gold 100 iron without cost reduction, and they are created quickly.

For mod islands, the early threat is the F-14s, then A-10s, and then the landing units such as tanks and heavy mortars, f-117s deal with all of them.

For space planets the earliest encounter is almost always enemy space fighters, and your phoenix can save your life on it. Once the enemies land their watchmen, you can take them out with phoenix too. Make sure you wall up your planent as the game progresses.

In the later game after you passed this early survival stage, the fighter/bombers are no longer relevant since you got more specialized units dealing with the threats, such as AAs. And no more enemy land units because your island/planet is walled. At this stage you can either delete your fighter/bombers, or use them as escort fighters as in tip #4 in case your map is islands.

Don't use fighter/bombers in ww2 and ww1 though, they suck and you are better off without them during these two ages.

Griffon
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Re: *Generic Comp Stomp Tips*

Post by Griffon »

15. Don't age up simply because you can!
A common mistake in p2n or p2s comp stomp, is lots of idiots (including some so-called pros) forget the goal. The ultimate goal is to defeat the comp, NOT a race of whoever reach the space/nano age first!

For instance, if you reach ww2 when the comps are still in Industrial or even earlier epoches, you get a great advantage of having a invincible bombers fleet. You can nuke or just bomb the enemy to death. Don't spend gold and iron on aging any more, because it would be much harder for a space/nano human to defeat a modern comp, than for a mod human to defeat a ren or indy comp.

In addition, your ally might be very behind your age. If you age like crazy, chances are they gonna face much more advanced comps than otherwise.

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lightnessking.
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Re: *Generic Comp Stomp Tips*

Post by lightnessking. »

Griffon wrote:15. Don't age up simply because you can!
A common mistake in p2n or p2s comp stomp, is lots of idiots (including some so-called pros) forget the goal. The ultimate goal is to defeat the comp, NOT a race of whoever reach the space/nano age first!

For instance, if you reach ww2 when the comps are still in Industrial or even earlier epoches, you get a great advantage of having a invincible bombers fleet. You can nuke or just bomb the enemy to death. Don't spend gold and iron on aging any more, because it would be much harder for a space/nano human to defeat a modern comp, than for a mod human to defeat a ren or indy comp.

In addition, your ally might be very behind your age. If you age like crazy, chances are they gonna face much more advanced comps than otherwise.
About fighting ww modern units with space age units... This is probably just as easy as bombing computers who can use partisans as anti-air...
You cannot make another post so soon after your last.

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