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Submitted by System on 09/03/2006, 09:50. Print file.
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missile at one of your units, you should be ashamed and rethink your defensive strategy. Remember to use
Ornithopters to great affect, and remember that Ordos's defensive structures suck. However, here, do to some requests I'm getting, I will address the problems people are having getting into a heavily defended Ordos base.
Yes, with Kobras, Mortar infantry, and so on it can be tricky. But, have you ever tried to mix it up a bit?
Which allies do you have? Fremen/ Sardaukar or Fremen/
Guild are the best two combinations for Ordos. Fremen is pretty self-explanatory: there is nothing more satisfying than watching those frickin smarmy "Well I've got a longer range than you," Kobras being blown to bits by invisible Fremen Fedaykin commandos. The Sardaukar are also a fine choice, because their heavy armor allows them to get close enough to most units to fire. The Elite shouldn't be used to extensively: they take to long to build, and a mongoose is better for what you get. As for
The Guild, teleport their tanks into the base, then, while the player is distracted, fly in some units, or parade some Fremen in...works every time! If you don't play with those allies, sucks to be you! No wait, only kidding. Just airlift some units, soldier. Take it to a higher level. Or, if you're forced to wait, level up some snipers and Kindjal, then start sabotaging their spice.
Reinforce their spice fields with fully upgraded snipers and Kindjal, and toss in some Minotaurus' and Mongooses for good measure ("and if you throw in a pinch of salt...")
That's right, classic siege techniques! Starve those
Ordos rats out of their holes.


Unit Guide

Scout- well, there's not much to say about the scout.
They move very fast, and have a huge line of site. When not moving, or just moving a few steps, they are camouflaged. How can you tell if by moving a unit that has only temporary camouflage will reveal it? There will be a little white revolving ring on the inside of the cursor. If it disappears, then the unit cannot move there and still stay camouflaged. If it stays, you can move there in camouflage. Being to close to an enemy unit also breaks camouflage.

Light Infantry- Light Infantry will definitively be the least used unit that you have. They are effective against infantry, but even the damage there is minimal. Don't even think about using these guys for vehicles. They're.... not good at all, to put it nicely. In any case where you would consider using Light Infantry, use Snipers instead.

Sniper- Ah, the Atreides sniper: a jewel among infantry.
For starters, let's just say that these guys have the longest range of any infantry. Secondly, other than the
Flamethrower Infantry, their shots are one hit infantry killers. Unfortunately, they are very ineffective against vehicles. Snipers move fast enough, but reload slowly. It must be noted that when Snipers level up to level three, they become camouflaged. Stick them in infantry rock and ledges to improve range, and there you have it, a one man infantry wonder.

Kindjal Infantry- When you look at your basic Kindjal, you see an overly expensive, slow unit, armed only with a pistol wearing a sign that says "Some Assembly Required."
Then, you deploy him, and you see how good life gets.
When deployed, Kindjal use a long-range mortar to shell incoming enemies. Extremely effective against vehicles, they are the vice-versa of snipers, as they are ineffective against infantry. Like snipers, they enjoy being deployed in large groups in near infantry rock or on ledges.

Engineer- The Atreides Engineer is a very straightforward unit. Select him, and then click on enemy building. When he gets close enough, he will capture it and paint it the lovely Atreides blue. Unfortunately, he isn't the fastest unit, and certainly doesn't have the best defense. A little known fact about engineers is that for a cost, you can repair a building very quickly: just select him, and click on a damaged building. It will repair much faster than using the repair button, and since you can do both at the same time, you can make life easier for yourself.
Keep one handy around turrets.

MCV- well now, here's another straightforward unit.
Deploy an MCV, and it turns into a Construction Yard.
Select a Construction Yard, and tell it to move, and it changes back into an MCV. Wow! It's just like those transformer toys...I think. MCV's are slow, but heavily armored. An interesting thing to do is to airlift an MCV behind enemy lines. Hide it where you can deploy it, and use it if you need it.

Harvester- Wahoo! Automated resource gathering!
Harvesters are SLOW, but heavily, heavily armored. Even concentrated armor from something effective against vehicles doesn't stand a chance if you repair the thing from time to time.

Sand Bike- Sank Bikes are underrated, and they shouldn't be. They are very effective against infantry, and are very fast. They sacrifice armor for that speed though, so don't think twice about running when you see more than a couple units. Sand Bikes are great for rousing the enemies defensive force- perform a hit and fade maneuver right back to your forces. Works wonders against those pesky Laser Tanks!

Mongoose- Ah, the mongoose. When compared to the sand bike, mongooses seem slow, but they really have a respectable speed. Although they don't have much armor, they have three things that count: They are effective against vehicles, they can fire on air units, and the
360-degree rotating turret can fire on the move. Go mongooses!

APC- The Atreides APC is your standard ho-hum infantry transporter. These little guys are suicidal to the nth degree, sometimes sensing units like the Kobra that most units wouldn't fire on even if they could see it, and rushing to their doom. Turning off guard mode helps a lot, making these little guys into your favorite infantry friend. However, they are armed with only a light machine gun that does next to nothing, so always consider staying in camouflage rather than attacking. APC's can hold up to five infantry units. Plus these things scurry along real fast.

Minotarus- If the Mongoose is the Kindjal of the vehicle world, then the Minotaurus is the Sniper. Those four shots are extremely deadly to infantry, and do a huge amount of splash damage. The Minotaurus is okey-dokey against vehicles, but really shines against buildings, leveling small ones in one four-round burst. They have a huge range, and the reload rate is just right. Plus, they can swivel up to 90 degrees left and right...what a pity with a feature like this that they can't fire on the move. Unfortunately, Minotaurus' pay the price: they are
EXTREMELY slow! I will also note that I have been getting some requests about the Minotarus, Kindjal, and Sniper combo. Apparently, some of you think that Minotaurus' are also the ultimate defensive weapon when used in groups.
Okay, you're right, I forgot to mention that.

Repair Vehicle- Haha Harkonnen! Sure, Ordos units "Heal" naturally over time, but Atreides one-ups even them with the repair vehicle. Sure, these dudes have very little armor on and often die quickly. But nobody cares since using the buddy system makes sure they stay around. Two repair vehicles supporting a mongoose can hold out for a long time, fixing each other and the mongoose. They repair at a great rate, and are pretty fast. Now if only they didn't take so long to build...

Sonic Tank- The Atreides' signature unit since Dune2000, the Sonic Tank really is a great unit. Put simply, you can see the Sonic Tank's power: if this shot connects with infantry, they're dead. D-E-A-D! Also, because usually the infantry come running along one at a time, single file, you can kill about four of them, possibly five, with one shot, since the sonic blast goes a long way. The Sonic Tank is also very affective against vehicles, and at level three, they take the Devastation out of the Devastator- they have a huge at level three, and do so much damage, they can destroy an Inkvine
Catapult (and many other vehicles) in one spectacular sonic blast. Plus, they fire at a great rate, and move quickly enough for a unit this powerful. The only drawback is minor- Sonic Tanks only have medium armor.

Carryall and Advanced Carryall- The carryall is pretty basic: you get one carryall and one harvester with each refinery and refinery ramp you build. You can build more at the Hangar. They have only medium armor, so watch out!
Yeah, yeah, all the regular carryalls do is ferry harvester to spice fields and back, but Advanced
Carryalls make up for the Carryall name. They have a lot of armor, are even faster than carryalls, and can pick up any vehicle! All right!

Ornithopter- Ornithopters are fast, and carry missiles that do an okay amount of damage (alright, yes, you're probable going to need a swarm of them to get anything done...) They can't fire on air units, but hey, lets not be picky. I prefer the speed to the air superiority, but I think they could have gotten better armor. Of course, if an Ornithopter goes up against a missile tank, you could always have it out fly the missiles. When you tell
Ornithopters to attack, they will fly with all speed towards the target, unleashing missiles as soon as they get close. Yes, Ornithopters can fire on the move, but it is hard to get them to do this once they get to the target, as they switch to hovering. Once they have only about four missiles left (they hold sixteen) they will streak back to your base, and cluster around a landing pad...what a pity they don't rearm automatically. To make them fire all missiles, you must re-click on the target when they turn to flee. And by request, let me simplify things- you will have to click on each one of the ornithopters and manually tell them to rearm, unless you already had them in a ctrl group- but having 30 ornithopters rearm at one landing pad isn't pretty, so either way you go about doing it, rearming ornithopters is tuff.

Air Drone- Air Drones are right for the price- they are insanely fast, fire powerful missiles at airborne targets, and go into an automatic Circle the Target mode after they arrive where you tell them to go. Once again,
I would wish for more armor.

Atreides Defensive Buildings, and Special Ability

Machinegun Post- The Gatling Gun, as I call it, has a short range, but can be useful. It fires really fast, and deals plenty of damage to infantry. Watch out for vehicles though, as the Gatling Gun just doesn't have the range or power needed to destroy armored vehicles. The armor is pretty light too.

Rocket Turret- the Atreides Rocket Turret is everything the Machinegun Post wants to be. It can fire on air units, deals plenty of damage to vehicles, has a much longer range...but isn't that good against infantry. Oh well. I would classify the armor as medium.

Hawk Strike- When you build the Atreides Palace, providing you have enough power, the hawk strike will start charging. View its progress in your vehicles building tab. You can fire it anywhere you can see on the map, and it causes all enemy units to flee for the map borders, never to be seen again if they cross it. This makes a great distraction for attacking someone's base, or for defensive purposes. Watch those suckers flee! ("We have to put the fear of GOD in them, men!")

Harkonnen Strategy

Coming soon (hopefully!)




Ordos Strategy

Coming soon (hopefully)

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