Sometimes
defense is the best attack. Specially when you know your
opponents has more resources (read: terrain) than yourself.
Even though Z:SS is an attack-balanced game, don't think
this means the defenses are poor like in other games. If
the map is a low-medium credit one, use tank gun clusters
(three of them in a triangle formation, one covering the
other) as a great and reasonably cheap tactic that will
save you valuable building time - remember bunkers demand
factory build time to give you the needed units to work,
while tank guns doesn't. As game progress, to avoid losing
them easily invest on at least one anti-aircraft tower right
in the middle of them.

An
anti-tank cluster is excellent near narrow passages
Bunkers
on the other hand are great for both AA and ground defense,
so if you think you'll have the time before the enemy attack
you should go for them. Bunkers and defense towers have
the added benefit of being great tactical structures for
two reasons: First because the enemy never know exactly
what's there until he attacks. I've seen enemies with very
good attack forces afraid of a bunker with a single psycho
in it! Of course he just has to send a scout chopper in
to check it, but remember that in poor maps everyone hardly
goes to choppers. Second and most important, you can jump
your units out of the bunker to reinforce your own attack
force when you feel the time has come.
On rich maps (3- and 4-star flags around) get ready to invest
on heavy defenses. The defense tower is great when filled
up with five toughs and one sniper - although this is a
very expensive and time-demanding setup. Sometimes you'll
prefer going for the cheaper gun platform that has very
good range although just average reload - and, back to the
tank gun formula, doesn't drain your max units count to
work.
As a last tip, to make a really effective defense on a given
territory, don't rely only on a single heavy gun and AA
tower combo, 'coz they're too easy to destroy with a single
spy and some psychos. Use at least one anti-tank gun or,
preferrably, a bunker with some psychos - which can't be
infected - to guard your heavy gun. That's another of those
rare good uses for psychos, even though they don't have
the range to fight incoming toughs, that'll be the job for
the heavy gun(s) behind it. Obviously toughs are much better
inside bunkers, but in this case it's just a waste of resources,
since you generally won't want to reallocate *this* bunker
troops anywhere due to the heavy gun(s) importance. To complete
the mix, don't forget adding a couple snipers or some choppers
around the outpost to assure the heavy gun(s) the LOS to
be really effective.

A
really wild defense here. No spies allowed.
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