Hello! Thorgall here!
That's the name I'm known under in Original War.
In this video I'll show you
the most basic tactic,
made specifically for
new, patched Original War,
in which snipers actually work.
Well, I mean: soporific ammunition works.
Please, enjoy the video.
We'll start in the most classic way - one laboratory.
We need to convert mechanics and soldiers into engineers.
We update the laboratory with optoelectronics add-on.
We need to research solar power and Technology upgrade 1.
Tech 1, to be short.
uhh
Out of 3 soldiers, we select 2 which will do best as, uhh, medics, and we put them into laboratory aswell so we can research with 6 people.
Just a moment, the audio is too loud...
Okay.
6 people are researching, while
the best engineers,
mechanics, and one soldier
are building an oil drill.
They will start building solar power plants in a moment,
while in the lab, after Tech 1, nothing is queued for now.
Why?
Because right after I'm done with solar power plant,
I will start researching snipers.
If power plant turns out to be late , the lab will stay idle for a sec.
Well, it seems like I won't make it in time, so
I'm queueing oil research up.
Now I wait till the power plant is constructed,
and I cancel oil research immediately,
so I get snipers ASAP. I don't research
materialization, because
I don't have enough time to get it researched,
since it's more important to take control of the middle.
Here I am placing crates in spots
where I plan to build factory.
Well, warehouse for now.
[Technical difficulties]
Here goes the warehouse.
Placing 20 more crates would not be optimal [American warehouse costs 40 crates], so
I start building the warehouse just like that.
But I decided to drop some crates on the exact spot where I plan to build a civilian addon.
The fastest engineer available is still collecting crates, though.
We need those crates to upgrade warehouse into factory,
and also for civilian addon.
As for now, all I do is waiting till factory is up.
In the lab, combustion engine is being researched,
same as solar powered engine, all before technology upgrade 2.
Laser sights take longer to research than materialization detection and radar together.
Radar and materialization detection, I mean.
*ahem*
Now I'm trying to find a "pro mech".
If I don't find any, I just select whoever
is the closest.
Engineers.
Still trying to find one, since it's important...
I found only one.
Pro mechanic, that is.
Pro mech is always supposed to be working as one.
Also, to control cargo bays, I select mechanics which would gain levels slower than others.
First cargo bay approaches the middle.
Second cargo bay is ready, but...
Well, I was kind of unlucky and I was 5 crates short of what I need for a crane.
And now, a very important step in this match,
because I'm already in the middle, and right now I'm to receive informations about what my opponent is doing.
The enemy might choose, well, most probably, from 3 available tactics.
First is: barracks in the middle, which directly counters our tactic.
That way it'd become for us very hard to move.
Enemy would have snipers already. It might result badly -  our driver ending up dead and enemy taking our cargo bay.
Second one is that our enemy
will also make manual cargo bay,
and I'll explain it further later,
and the third one is that we meet nothing in the middle,
so we can deduce the enemy will make PC controlled cargo bay.
PC cargo bay means that we need to ditch snipers
and focus on manual heavy guns ASAP.
So, we also don't research
PC stuff [except for advanced chassis.]
This particular gameplay shows
how to deal with manual cargo bay.
After the opponent finishes cargo bay, it's likely they'll focus on snipers, though.
Same as before,
one of worse mechs goes into cargo bay,
I mean: the one which will gain levels slower.
Doesn't mean that the mech is supposed to have very low level.
Also: don't send good medics into cargo bays.
It's especially important with pro medics.
Haven't found any crates yet...
I'm starting to build a second lab anyway.
I will research Tech 3 there.
I'm delivering crates in order to build a crane.
Very late. Unlucky.
Engineers go into the lab. They're not needed anywhere right now.
Crane will take care of the rest of needed buildings.
First lab gets weaponry add-on.
I need to research soporific ammo to make snipers useful when I get them.
That way I can secure the middle,
and maybe even take over enemy cargo bay.
Crane ready...
Selecting the best mech to operate the crane.
That way the crane will build faster.
We really need
to build barracks.
Here it goes.
Armoury. It gets upgraded into
barracks immediately. I'll..
Well, I'll explain it in a moment.
Cargo bays are not supposed
to block each other in chokepoints.
I don't have materialization detection, so I cannot collect crates
all around the map, but other research is more important.
I'll research it later.
Uhh...
I select 2 soldiers: not necessarily pro soldiers, but the ones with high enough fighting skills.
It's important not to place those snipers right inside cargo bays,
because
the cargo bays are our secondary tools
for winning in the middle.
Cargo bays might work as a bait. If our opponent decides to use snipers,
he'll most probably try to kill one of my drivers,
but I might be able to kill both of enemy's snipers,
and I might also take over cargo bays, if snipers were inside those.
Well, I couldn't find any opponent...
so I'm playing with my "clone".
I will have to show that to you on my cargo bay.
Two cargo bays can
block our enemy, so they cannot escape.
Snipers in cargo bays
have much shorter view range.
Just usual view range of usual driver in a vehicle.
Of course, it's possible to block the enemy like this,
Well...
It's kind of impossible to knock out the driver,
since this particular mechanic has very high defense.
That's the
most
vulnerable part of this tactic.
The pure randomness can beat us up.
Snipers go back into the lab right after the job is finished.
Cargo bays are active all the time.
5 solar power plants are needed.
Unfortunately,
I forgot to queue up the research in one of my labs.
Happens when you have to
think about so much stuff at once.
Gun research has started.
Heavy guns, I mean.
In the second lab: AI, advanced AI
and
all three Computer upgrades. In the first lab
I changed the queue a little so right after heavy guns are finished,
radars and materialization detection get done. Radars will secure vision,
and, after that, materialization takes a very short time.
So, it's a nice thing to have.
Research proceeds.
Driving cargo bays around.
If you happen to kill opponent's
drivers in manual cargo bays,
you might want to hide in your base for a while,
because the enemy might send snipers. That way the enemy won't get back
any cargo bay. Safer that way.
We can wait for PC cargo bay after that.
The enemy won't have anything but snipers, people will stand pointlessly in the middle, wasting time.
This tactic presents the variant when we actually
win the middle,
since we've got 4 people in the middle:
two baits in cargo bays,
which are acceptable to lose,
but
it really does work.
As for now,
research goes on,
cargo bay drives around,
I'm checking the sides of the map.
I don't have materialization detection.
PC add-on is getting erected.
I will put mechanics into factory only after it's finished.
Materialization detection done, can gather crates I see.
You don't even have to get the crates in your depot - just right behind your BT, so you can collect them later.
If you have enough of crates for now, of course.
I made a mistake and dropped some crates OUTSIDE my BT.
But I'll pick them up in a moment.
It's 9:00, and it's just that I started sending mechanics into factory.
Manual HGs aren't a huge problem, since we've got soporific ammo.
uhhh
I will build PC controlled radars and cargo bay.
Why not 2 cargo bays? I took over the middle, thanks to snipers.
I have 300 crates already.
And also, I don't have any HGs ready yet, so I need to hurry up with
production. One man went from
factory back into lab, because we don't need that much there.
Later on,
six mechanics should be producing vehicles
only till the first PC cargo bay is finished,
5 mechs till
we get few HGs.
Usually, I let 5 mechs building vehicles till
I have like 60 oil left.
uhhh
If we run out of oil, we can't build HGs anyway.
uhh
And...
Four mechs will be enough to make use of crates we will be able to collect meanwhile.
Five mechs might stop from time to time.
Not enough crates and oil for continuous production.
We can use those "leftover" mechs to... Oh, i forgot to mention that
uhh
I changed the crews in various buildings.
Better meds, from
armaments laboratory, went to PC laboratory.
That way I'll get PC upgrade 3 faster, which doesn't take that long to get,
and then, since I'll have 1 available add-on in PC laboratory left,
I'll build SECOND armaments add-on there.
That way I will be able to research Weapon upgrade 3 with up to 6 meds[sic!]. This tactic favours
finishing important research as soon as possible.
That's why I don't build any manual vehicles.
😋
😋
That way I'll have more active workers available.
They're being used all the time. In manual vehicles,
they'll often end up doing nothing, unless there are some
intensive fights going on.
It wouldn't happen with so many snipers around.
Many players are too afraid of risks.
If we happen to be under attack of manual vehicles,
we can just go back into our base,
since we have radars and we can see entire map.
We are able to control the middle,
destroy crates that we can't get,
and also react to potential attacks.
Very helpful.
I have more than 60 barrels, so there are 5 mechs still working.
Kicking him out right now. The one
with the  best scientific skills.
But all pro mechs should stick to factory.
Further in the vid, I'll have only 3 mechs in the factory.
When I run out of oil, that is.
When I do, only 3 mechs will be there, working on PC vehicles. I'm speeding up
the video now. As for now, we're only waiting for the research.
In real gameplay, this section would be much more active. The enemy would try to
harass us, or attempt to control the middle.
We'd be destroying crates closer to the enemy right after they spawn.
To make it efficient, we can select few of our
vehicles to stand in the chokepoints,
I mean: HGs in the chokepoints
and immediately
destroy crates that we can't get.
Cargo bay is still collecting crates.
Weaponry add-on is being erected. When medics exit a laboratory after scheduled add-on, they often...
...exit in a very peculiar way.
Even though we don't click anything.
They might go as far as the depot, and only then
go back, to build the add-on.
Not enough resources as for now.
Mech got thrown out of factory,
12 scientists are researching.
The HGs I own so far are...
uh, a big number.
I could easily take down my opponent
which would have less.
My techs are really nice right now, but could be better.
They're not due to 2 things: one is that I was walking around with snipers,
which was, of course, necessary,
and the second is that my lab was sitting idle for a while.
My mistake.
Waiting all the time now.
For techs. As for now,
I will rush my clone. Not very spectacular.
But if you own so much HGs, you're supposed to win with against your opponent every time.
Most experienced player might be able to defend from such rush,
so if you can feel that you cannot defeat your enemy,
move back the HGs you have left.
In the meanwhile, I'm sending 5 mechs back into factory.
uhh
I sent my scientists to build siberite mine
but I sent better ones into
optoelectronics lab.
That second lab, PC+Weaponry one, gets taken apart.
I don't need it anymore.
I've already got all PC techs available.
I can use up the space. I have one other weaponry lab left.
Where PC+Weaponry lab was standing, I can build Siberite lab.
Siberite is *extremely* useful
in lategame, to the point it can win games.
It allows us to build extremely fast manual controlled HGs, and to level up our mechanics quite easily.
After you level up your mechs,
you can use them to control remotely controlled HGs.
Which are the final point of the game.
They help us...
Well, thanks to them we can win matches
which might look like a tie by now.
When it's extremely hard to get through enemy defenses.
Lategame, remote vehicles are as strong as manual PCs, uhh, I mean, manual HGs,
but they don't need mechanics inside.
So, everyone, thanks for
watching. Hope you liked my
tutorial.
😋
So, goodbye, perhaps.
Bye.
