When would you ever research ASFs instead of Strike Fighters?
Do ASFs serve any purpose?
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Well, Strikes aren't as good as ASFs at taking out planes and helis. They get annihilated by opposing ASFs.
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ASFs are pretty much the most must have unit in the game. The first unit I always research.
They can scout, they take care of choppers and strikers and they can also help against zerging tactics. -
they're also undetected by SAM Launchers unless your opponents have unlocked the appropriate tech (which happens mostly in late games) while patrolling Strike Fighters can be shot down from far away
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I am a huge proponate of SF however almost always build both early on.
A. Most games start with Airbase 1 .....ASF is a quick research 30 mn. so can get Plane Day 1 (usually start with 1) so end of day 1 I have 2 ASF; which would allow me to take out the 1 my neighbor has if need be....or..... 2 ASF still will deliver 4 hp soft / 3 hard day.... so almost equilv to 1 lvl 1 strike. (in the land of the blind .. the man with 1 eye is king. Early on its all relative to what your opponent has so 2 - 3 ASF can help defeat early opponents .. just like 1 - 2 corvettes. yes not going to win long game but helps get the ball rolling.)
B. While Research Strike (usually cant start to day 2)and build Airbase 2 ; which depending on resources and other needs may. But will be Dy 3 before can build strike. So will have 2 or 3 ASF built by then. So even if get 1 Strike now have packaged with 3 or 4 ASF deent little punch day 3.
C. as Kalrath said use as my scouts.... I dont build UAV. so can patrol to pick up enemy troops and ASF will not engage. SF will automatically engage which sometimes you dont want to happen. A single ASF can do scouting and 2.5 times speed and wont get killed as fast as a UAV. yes it doesnt give full enenmy composition but paying attention to CON you should know what type of units enemy has.
Generally will end up with 4 - 5 ASF then just switch to full SF. But as build even 1 ASF / 4 SF squads keep SF "fresh" as ASF absorb a good part of damage. When ASF get dinged up send to adv lvl hosp at AB for recharge; by tht time have more SF to have 5 SF squads.
Later in game have as a back up squad for home defense or help thin out any enemy ASF that may go after my SF."And I looked, and behold a pale horse: and his name that sat on him was Death, and Hell followed with him "
aka ...The killer formerly known as BuckeyeChampThe post was edited 1 time, last by The Pale Rider ().
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thargs wrote:
they're also undetected by SAM Launchers unless your opponents have unlocked the appropriate tech (which happens mostly in late games) while patrolling Strike Fighters can be shot down from far away
That only counts for High Level ASF, low level ASF have still high signature. -
Airforce gameplay is OP in early to mid games (in smaller maps like Flashpoint till the end) . With SF you can destroy your enemy with easy. When he has first SAM you can have several SF and some ASF. So you can bomb him all day with some adjustments like @Buckeyechamp explained.
And most important you can avoid your losses (and heal) but enemy can't avoid losses.
The best is when using patrol for SF you will bomb every stack in the circle.
They should lower SAM's requirements. -
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ok thanks
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I think if you don't go air build, you should have ASF only instead of SF of ASF/SF mix. In the early game you can't have SAMs so ASF is your only decent anti-air. Later if you play naval or artillery you'll have frigates or SAMs, but ASFs are still needed as mobile anti-air to fill the gaps of your ground/naval AA.
ASF + SAM crush SFs, even with ASFs mixed in. -
CMS_Flash wrote:
mobile anti-air to fill the gaps
This post was made by Leader of the Church of ROAD -
I normally destroy enemy airports with my nsf, negating the need to asf.
Nsf are just such a versatile unit.
However asf have some real utility, using them can be the most fun in the game, intercepting a big mob of SF or bombers is a blast.The post was edited 2 times, last by HulkHogann ().
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