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Map Size: Small
Map Terrain: Desert
Recommended Side: Yuri/Soviet
Author: Paul
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General Overview:
Little Piece of Dune is a curious map in that the bases are pretty darn close to
each other, yet easily defendable. A small naval area is also forgotten in between the
two bases as well as the surrounding sea.
Tech Buildings:
1 Airport is situated on a high platform in the middle of the map at the very top,
it's easily defendable once captured & also enables you to guard a majority of the ore up
there. Also 2 derricks are in each base, one near the sea (bottom of map near the join) and
one near the back of each base.
Team Selection:
As stated above I think Yuri/Soviets are the best choices here, but if you are a
competent allied player you should have no real difficulties.
Allies: Possibilities of a seal rush here, also if you're France you can easily link Grand
Cannons up to their base fairly quickly. America is useful for garrisoning the many buildings,
also Korea can quickly take out these buildings so they should also be considered.
Soviets:
Iraq as ever is the only option you should consider as the others pose too great a risk, e.g leaving demo trucks or terrorists in your base with the enemy being so close.
Yuri:
The Boomer rush from either the main sea or from the small area of water between
the bases is a good option here, The all-round ability of Yuri on small maps makes him an
ideal choice here.
Economy:
Average amounts of ore are located in each base but the true key to winning on this
map is to capture the airport at the top and mine the extensive area surrounding it.
Scouting:
Scouting the entire map should not be a problem here as it's very small and a dog
or two can cover all the main points in 30 seconds maximum. 2 dogs is the recommended amount
here.
Walkthroughs:
Yuri:
Deploy and build your power and barracks towards the top, then send initial dog(s) and possible
an initiate or two towards the airport to secure it before your engineer arrives. Then capture
the 2 derricks in your base and garrison the large buildings surrounding your base. Get your war factor
up and build 1 miner from it then a couple of gattling tanks, a chaos drone and then concentrate
on lashers. While doing this build constant miners from your structures tab until you have 3/4 then
get your psychic radar up, a further power plant (and stick initiates in it) and then get your battle
lab up and concentrate on high tech units to back up your magnetrons which will decimate the garrisoned
buildings around your opponents base. A Yuri push is then all that's needed to secure victory.
Allies:
Deploy and build towards the top. Send guards for the airport and then capture it, and
subsequently the derricks in your base. Get your war factory up and produce a miner then an IFV, then
grizzlies. Garrison all available buildings While doing this produce 2 more refineries and sell them to total 4 miners. Then get your
AFC and then more power before going high tech. Mirages, Prisms and Battle Fortresses Mixed together
are all that's required for victory. Acquire your AFC after your war factory if you wish to seal rush
and use the IFV you should have built.
Soviets:
Deploy and build towards the airport. Send a dog & conscript or two to guard it then capture it
and then capture the 2 derricks in your base. Get your war factory built and produce 1 miner followed by a flak
track,
then 2 terror drones then rhino's and garrison your buildings. At the same time build & sell 2 more refineries to make 4 miners
then get more power and then radar, followed by a Battle Lab. Attack as soon as you feel confident, support your rhino's with v3's and/or
Siege choppers and desolators. An Industrial Plant is a must to ensure you have a tank advantage.
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