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» Country Swing


Country Swing Map Size: Medium
Map Terrain: Temperate
Recommended Side: Soviet
Players: 2-4
Author: erikmcfar
General Overview
The map Country Swing, or CS, is an all-land map with a river running through the middle of the map diagonally left to right. There is one main access in the middle of the river also, there is a land path access on either side of the middle access. There is road running perpendicularly to the river that goes across the main middle access and a roads that run parallel to the river on each side. The four starting points are in each corner, relatively speaking, there not really in the corner, but close to. Also there are several buildings along the road that runs perpendicular to the river.

Tech Buildings
There are no tech buildings available on CS.

Team Selection
I feel the soviets have the advantage on this map for a few reasons, first the ore is very close to the starting points so they get more money quicker, especially on the bottom halves because you can put the refineries right up against the ore fields and the miners don't have to travel around the refinery to deposit the ore unlike the top halves. Also, the map is a smaller one and the soviets have the rush advantage, however the allies can still be effective if used properly.

Allies: Most soviet players I play against go for the three tank rush, which is buildings three rhino's immediately and going after your miners, now the best way to counter this is to copy it, except you'll have to use a combination of dogs or pillboxes or GI's to compensate for the grizzlies weakness. I would suggest using America for the usual reasons of versatility of offense and defense or Korea to take out enemy tanks that are trying to harass you and perhaps Germany if your going up against a soviet opponent to help stop the tank rush. France is also an option if you want to be sure to stop an early rush by quickly putting up one grand cannon. And Great Britain is not very helpful unless playing Iraq in a late game situation.

Soviets:I would suggest that you use Iraq for the usual reasons or Cuba, yes Cuba because there is a lot of wide open spaces and many players only scout directly towards your base and don't hit the outsides, if you can move your terrorists in a flack track around the map undetected it can be very destructive for your opponent, the same goes for Libya, but you might need to a tad bit more careful in using Libya. Russia is also a decent choice because of its versatility.

Economy
There is a huge ore cache near each starting point so, don't worry too much about being thrifty. After that you'll have to move shop the get yourself nearer another to ease your mining operation. Also there is a small gem patch on the each river bed, or the area along the river between the river and the cliff.

Walkthrough

Allies:

Start by building power plant, barracks, and refinery. After building a barracks build a few dogs and send them scouting . If you can build a few GI's and have them take some of the key buildings to limit your opponents attack vectors. Then build a war factory and then an other refinery, sell the refinery furthest away from the ore. After the war factory build one miner and three tanks. If you are playing an allied player you might want to build one patriot derrick system in case of a rocketeer rush, otherwise don't bother. Next build an AFC, you should have a fairly decent economy at this point, build a battle lab and another refinery nearest the ore field so it doesn't take so long to come back. Start churning out tanks and send a few mirages towards the enemy ore field and take out the enemy economy. Then take out any assets your opponent has, tech buildings or units, and after you tie up all the loose ends go for your opponents throat and destroy his army and base.
Soviets:
Start by building tesla reactor, barracks, and refinery. After building a barracks build a few dogs and send them scouting also build a handful of conscripts and garrison some buildings to help prevent any unwanted visitors, even better is to garrison buildings near your opponent. Then build a war factory and then another refinery, sell the second refinery. After the war factory build one miner and three tanks. If you are playing an allied player you might want to build one patriot derrick system in case of a rocketeer rush, otherwise don't bother. After you finish with your three rhino's immediately send them to take out your enemies harvesters. You should be raking in the cash, build a radar if need be and another refinery nearest the ore field so it doesn't take so long to come back. Start churning out tanks. Then take out any assets your opponent has, tech buildings or units, and after you eliminate any units roaming around the map, send you army and destroy his army and his base.
I hope this improves your game on Country Swing.

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