I think its time for me to open a discussion about strategys on how to do what. For example:
I have often wondered: how the hell does one kill a zerk? Many people told me to build a wall of inf and use artillery to weaken, but I feel that takes too long, besides, one zerk does not often come alone, so I wonder how other people cope with the issue.
Today, after I burried a zerk with about 6 consecutive attacks with H-Inf my opponent raised the question: WTF??? in the description it sais that H-Inf is useless against zerks! something I did not even bother to check, but it worked, so they cant be that useless can they? so what does useless actually mean?
There are many ways to kill a zerk and how you decide to do it depends on what your situation is. The fastest way of course would be to use the strongest units against it that you can. A battleship will whittle one down quite quickly, but that often won't be an option. That's the fun part of a strategy game. Deciding what works best for the situation you're actually in.
It would seem that with terrain (mountains, forest) H infs could eventually dent a Zerk, especially using the "gang up bonus".
I find a few H arts will weaken it substantially. Then anotherĀ Zerk can attack it once it is weakened and gain the advantage in the "duel".
Heavy Art. and DFA should be able to substantially dent it, and it moves slow enough that you're likely to get in several rounds of artillery fire before it gets too close to them.
Then heavy tanks/other zerks, heavy infantry, anything you can throw at it really (except the obviously useless units that are just going to injure themselves in the effort)
^ and ^^ = aye. A wounded Zerk is a pansy, easily killed by another zerk. Also the 'Useless' concept needs clarifying.
I basically ignore that inspector box now. I go by knowledge gained from experience, as well as reference to the specs page, and my helper tool.
I agree with Pistos. The inspector box made more sense to me with the old attack and defense "dots." "Useless" is relative.
Hey Pistos, how good are you with writing greasymonkey scripts?
as for the zerk, it falls easy to H.Infantry groups while support by another Zerk or H.Tank. All you need to do is get a zerk down to 8hp. A H.art does 1hp to it, but once it is down below 7hp it does 2hp.
Yup. I don't get all the fuss about Zerks being unkillable. They cost 12 inf. I'd much much rather fight 1 zerk then 12 inf.
madmike: I'm sort of just a beginner, but I've already written a Weewar greasemonkey script (the Weewar Enhancer). It lets you pick players to play using checkboxes beside their names.
I use zerks and ht for clearing the field of armor units or using them as distractions to soak hits while breaking through my enemy's line. Same goes with ht. In this game armor is the absolute best stat as it's always a constant and direct deduction from your enemy's attack.
I prefer HT to Zerkers...HT have nearly just as good of a defense, but have a high heal rate. Zerks are nice, but their low heal rate makes them much more of a liability. I only buy Zerks in games where I have a huge amount of income.
For me, HT are a much better buy. Their high defence and heal rate is a great combination.
HT are my favorite unit, if you play me, expect to face ALOT of them.![]()
Woot! Agreed on Zerk. They may be the king of the road, but a few shots on them and they're in the garage for 5 turns.
Sending ...