From: rajensen@rodan.acs.syr.EDU (Russell A. Jensen)
Subject: Re: Dune II: Fortress Problem! 
Organization: Syracuse University, Syracuse, NY
Date: Wed, 27 Jan 93 16:55:33 EST

In article <C1FFLp.2rMu@austin.ibm.com> root@cobrat.austin.ibm.com () writes:
[Stuff deleted...]

>OK - here is a new problem I've found.  I build a StarPort that is totally
>enclosed by walls with one row of cement squares between the walls and the
>StarPort structure (just for realism - so that armies can walk around
>inside the fortress walls!).  Anyway, when I order from the StarPort, the 
>vehicles are placed on these cement squares inside the walls and now
>THERE IS NO WAY TO GET THEM OUT!  Is this stupid, or what?
>
	If you put barriers around the base w/o leaving a walkway, of course
there will be no way to get them out. That's just common sense.  IF you 
seal up the base with a walkway around it, you will be able to have the 
units unload from the frigate, but not get out from the walls. (Unless you
blow your way through them...)

Here's what I've learned about DuneII by playing two and one-half complete
campaigns as Atreides, Ordos and am now working on Harkonnen.

Starting off:
	For the first two levels, all you have to get is spice. So just 
build one windtrap, a radar base and a refinery. You don't need to build
anything else. Just be careful with the resources you have. In fact, you
don't even really need to build the radar, but I like to just so I can 
see what's around me.

	For everything else, you have to destroy the enemy so for base set
up, this is what I suggest:

	1) Put the majority of your base away from the enemy. (i.e. if you're
located in the north, chances are the enemy isn't going to come at you from
that way unless it's a sneak attack.)

	2) When placing builings, try to leave "streets" in your design so
your units can manuver through and around them. This helps cut down on
response time it takes your units to get from one side of the base to another.

	3) Try to keep your power load on your windtraps to about 75.  If you
have it too high, you run a greater risk of having your radar go out at battles

	4) When you get turrets, place them around the base, at least one
square out. This way you can get around them w/o entering their field of fire.

	5) Put your defending units BETWEEN the turrets, not behind them.
Occasionally some nearsighted commander will try and shoot THROUGH them.

	6) To take out turrets, have your missle launchers attack the 
space right before the turret. Since your missles are inaccurate, they'll 
be able to hit the turret w/o coming in range of return fire.

	7) If you don't have enough rocket launchers, you can attack the
turrets with groups of four or more seige tanks. This generally works 
fairly well. If another turret joins in, pull back and hit them with more
siege tanks.

	8) One of the great things about being Ordos is the deviator. With
that you can temporarily change enemy units to your side and then use them
to take out turrets, themselves (deviator) or other units.

	9) It's called the sonic tank. The ultimate infantry headache. Use
it.

	10) Make sure your turrets have overlapping fields of fire. 

	11) When you can get an MCV, establishing a forward base is always
a good idea.  Make it close to the enemy base and put a lot 'o turrets on it.
This allows you the luxury of being able to retreat, draw a lot of enemy
untis in close and then kick the shit out of them.

	12) More than one harvester is always a good idea.

	13) Think ahead before you place anything, or lead an attack. 

	14) Generally, enemy fortresses are weaker along the sides and back.
Hit them there. Also, you generally don't have enough forces to launch a 
three proged attack, so concentrate on hitting them in one spot.

	15) A good attack formation to use is siege tanks to either side
and rocket launchers in the front and middle. This will allow you to 
hit turrets and buildings while protecting your flanks.

	16) It's much eaiser to run over freemen than it is to shoot them
down.

	17) If your deviator gets a devastator, have the devastator destruct.

	18) Sand worms go away after too much damage. Bring 'em in close to 
your turrets and toast 'em

	19) Blowing up enermy harvesters can create a mini spice field.

	20) Use trikes to scout out an area before you take action.

	This is about all I have for now. Hope this helps. Let me know what
you think!

Russell "Ruler of Arrakis" Jensen
rajensen@mailbox.syr.edu



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