Tech Warfare Guide

Xah Lee (aka Xah Toll), 2007-06

This page is a guide to the game Tech Warfare in Second Life.

above: A 5-player vs 5-player long-distance team match in Tech Warefare.

This game is created by Eckhart Dillon, ~2006. As of 2007-08, arenas are available at the following locations: Banzai (44,136,22)↗. Ghum (34,80,55)↗. Seabourne (217,201,296)↗. Q (74,135,232)↗. Spindrift (218,196,27)↗.

There is also a inworld Tech Warfare group, called “Tech Warfare RTS” you can join for free.

YouTube video: Tech Warfare↗.

GENERAL DESCRIPTION

This is a real-time stratedgy game. In this game, there are 2 opposing teams, colored Red and Blue. Each team can have 1 or more players. The game is played in a rectangular arena (usually 40 meters by 60 meters), with 1 Base of each color at the end sides of the arena, and structures called Generators in the arena for each team. Each player can create (drop/rez) robots (bots) into the arena. The bots are autonomous and will automatically attack nearby enemy bots, enemy Generator, or enemy player. If nothing is in range, it will head to the enemy base and attack the base. The goal of the game is to destroy the enemy's base.

There are a total of 14 different bots a player can drop. Each bot has a different firing range, speed, and armor. The bot will be rezzed at the location where the player is at in the arena that is not within 10 meters radius of enemy base.

The bots will automatically attack nearby enemy bots, or enemy Generators, or enemy player, that is in the particular bot's firing range. If none is in range, the bot will head towards enemy base.

Each bot has a cost. Each player starts with 30 energy points in the beginning of the game. The arena has a structure called Generator. In the standard setup, there are 2 Generators for each team. The Generators will periodically add bonus energy to the players of the same color. Generators, can be attacked by bots. Each Generator has a health meter. When the health meter reaches 0, it changes color as to becomes enemy's Generator.

Each player also has a health meter. Bots will attack nearby enemy players in range. When a player's health is 0, he will “die”, meaning that he will no longer be able to rez bots, effectively putting him out of the game play. A player's health will recover gradually.

The Base also has a health meter, shown as a floating text above the Base. When the Base's health is 0, that team looses, and the game ends. If all the players in the team are killed, the game immediately ends in a draw.

Player Rule: When playing TW, you must not fly, and no jump, and must stay in the arena at all times. You can however, run. (in the menu “World‣Always run”)

Generator Configurations and Game Variations

Generators are located at pre-defined positions in the Arena. Usually, there are 1 Generators per team. However, there can be 2 or more Generators per team, depending on how the game owner set up the game. There is also a variation where the Generators are moving in circles like a merry-go-around.

Normally, Players can roam freely in the arena. There is a variation of play called Long Distance (LD), where, players must remain in their team's Base area.

In this Tech War strategy guide, we assume there are 2 generators per team, and the game play is regular (not Long Distance). However, almost all tips are still applicable.

GUIDE TO FIRST TIME PLAYERS

If you have not played this game before, here is what to do:

  1. Pay $1 linden to the red or blue board.
  2. Click the GET HUD, then wear it.
  3. Click READY.
  4. When the game begin, click round buttons on the HUD to spawn bots.
  5. When being attacked, run away.

That's it! One game will usually take about 5 to 10 minutes.

Don't ask any questions, just do it. It is far easier simply to play a game first.

AFTER you have played a game, then ask questions.

GUIDE TO BEGINNERS

The following are some tried and true tips for beginners. Simply follow these tips, and your play will immediately beat any other beginner or even intermediate players.

1 vs 1 Games

Team Play

If you are a beginner and in a team play, the following strategies will maximize your play for the team's chance of winning. You can pick one of the following and stick to it in the beginning 2 minutes of the game.

  1. Run to a enemy's Generator and drop a Saw Bot. KEEP DOING THIS.
  2. Whenever you see a Gunner, run into it and drop a Saw Bot on it.
  3. Pick a strong enemy player, then follow him and drop whatever he drops.
  4. Pick a strong enemy player, then follow him and keep dropping Scorpions. (You need to stand as close to him as possible)
  5. Follow one of your team's experienced player, and whenever he drops something, you drop one of Gunner, Scorpion, or Marauder.

GUIDE TO INTEMEDIATE PLAYERS

The following are some tips for intermediate players, roughly listed in the order of importance. All pro players know them by heart.

• In the beginning of the game, your priority is to fight for the Generators. Periodically, each generator of your color will give your team 10 extra energy points.

• You must know which bots that target air only, ground only, or both, and their relative fire power, firing range, and armor of each bot. Knowing them by heart is critical to advance your play skill.

• The bots will target the nearest enemy bot or generator. You need to be precise about where you drop them.

• A Generator's health is indicated in the floating text above it. When choosing a Generator to attack, pick the Generator that has low health.

• When attacking a Generator that has a low health (for example below 30%), you do not necessarily want to drop a Saw. Saw is expensive, and basically becomes useless after it is used on the Generator. You may just drop a Gun Tower. Or, drop 1 or 2 Marauders, or a Gunner, so that they will move on to attack enemy base.

• A player's health is indicated above him. If you see a player with low health, rez a Scorpion or Marauders to kill him off.

• Do not drop bots in the open. Always drop a bot with a purpose, attacking a particular target you have in mind.

• In 1 vs 1 game, you must always know where your enemy is, and what he is doing.

• When there are a concentration of enemy bots around a Generator, for example, 2 Saw Bots, you may not want to fight it. You will expend a lot energy with risky outcome. Instead, find other Generator to attack.

SOME NOTES ABOUT TEAM PLAY

General priciples for 1v1 play also applies to team play. However, in team play, there are a few things one must know, especially when there are 3 or more players per team. The following are most applicable when there are 3 or more players per team.

• In team play, you must periodically check what's going on in the whole war, to see what needs be done where.

• In team play, remember that concentration of fire power is important. Suppose each team will rez 3 factories in total. The team with all 3 factories in one location will be stronger than the team with 3 factories spread out in 3 locations.

• A planned, surprising blaze attack on enemy base from a single location, can often be successful if the enemy is not prepared. This is however a risky strategy, because, in order to have a blaze attack, you need a accumulated amount of energy; while you accumulate energy, your team mates are fighting a majority. By the time you have accumulated enough energy for a blaze attack, your team's situation may be bad already. So, if your blaze attack failed, you team will lose the game. To be safe, consider blaze attack only if there are 4 or more players.

• Choose a strongest enemy player, then player-kill him. Have team members follow him and rez Scorpion or Marauder on him. This can be successful if done quickly. For example, in the beginning, have all team members suddenly come to him and rez Scorpions.

• Have the team agree on 2 particular Generators the top priority. (so that fire power in Generator fight is more focused)

• One weak team player, can focus on defense. For example, if you are a inexperienced player and want to play defense, then a good play is to rez 1 or 2 Gun Turrets or Cannon Turrets placed about 6 meters to Generators. Keep doing this until your team have more Generators than enemy. Then, go rez a factory behind the base.

GENERAL PRINCIPLES OF TECH WARFARE

• Fighting for Generators is the most important in the beginning of the game.

• Always keep a eye on attack on your base. In particular, watch out blaze attacks.

• Don't get killed. When your health is low, keep a distance from any enemy bot.

• When in a dogfight, one most important concept is that 2 bots created at the same time will beat the same 2 bots that came one after another. This is because, the combined firepower will shorten the first bot's life span.

This means, when in a dogfight with another player, concentrate your firepower on one enemy bot at a time, to eliminate it quickly.

For example, if 2 Gunners are coming towards you in parallel, side by side about 1 meter apart, and you are going to rez 2 Gunners to face it. If you rez 2 Gunners together to the side of one of the incoming Gunner, then your 2 Gunners will destroy your enemy's 2 Gunners one by one. If you made 1 second delay in rezing the second Gunner, your enemy's Gunners destroys yours one by one. If your 2 Gunners are also in parallel 1 meters apart, then all Gunners will be destroyed.

• You must know the relative strengths and weaknesses of the different bots.

If both players know perfectly the strengths and weakness of all bots, the winner will be the one who has better precision in location and timing of rezing bots. (assuming there's no blaze attack on the base or Player Kill or other surprises)


Tech Warfare Bot Info

It is essentiall that you know the strengths and weakness of each bot by heart, if you want to be a top player.

Each bot has a cost, a firing power, a firing range, speed of movement, armor, and whether they target land based bots, airborne bots, or both. You must at some point read the Bot Info that details these specifications for each bot. This Bot Info is available as a notecard in the game panel. The following describes some common tried and true uses of the bots, as well as each bot's complete spec.

Marauder

Target: all
Cost: 13
Armor: 150
Damage: 50
Range: 4.5
Move:  2

Marauder are the cheapest bot. They are in general a good bot.

Uses

Marauder is a cheap way to defeat Scorpions. Scorpion won't target Marauder, but Marauder will target Scorpion. When a enemy Scorpion is attacking your bots, drop one or more Marauder on it.

Marauder is a cheap way to defeat Mega Cannons. Run to a enemy Mega Cannon and drop a Marauder. The Mega Cannon will be destroyed within 2 seconds.

Marauder is a good wingman for Saw Bots. (however, note that Saw Bots are in general useless if it has to travel)

Marauder is good in numbers, especially in team play when there are 6 or more of them together. Because, if a enemy player runs to them to drop Saw Bots, he is likely to be killed.

Weaknesses

Marauder has weak fire power. For the same costs, a number of Marauders will lose to Gun Turrets or Cannon Turrets or Gunners.

To kill a Marauder, put 2 Marauders on it. To kill a group of Marauders, put some Gun Turrets, or Gunners, or Saw Bots onto them.

• 2 Marauder < 1 Saw Bot
• 3 Marauder > 1 Saw Bot

• 3 Marauder > 1 Cannon turret. 1 Marauder will survive.
• 3 Marauder > 1 Gun Turret. 2 Marauder will survive.
• 2 Marauder < 1 Gun Turret.

• 2 Marauder > 1 Mega Cannon

Saw Bot

Target: Land only.
Cost: 30
Armor: 400
Damage: 150
Range: 1
Move:  1

Saw Bot got the strongest fire power, but the shortest range, and moves most slowly.

When using Saw, you need to drop it right on the enemy bot. The precision in location is very important.

Never not drop Saws out in the open, unless in a team play, you and or your team mates can together drop 5 or more saws together at one time.

Uses

Saw bots are the most effective bot in attacking Generators. Run to a enemy Generator and drop a Saw Bot on it. Likewise, when your Generator is attacked by a Saw, drop a Saw on the enemy Saw.

Weaknesses

To kill Saw, drop a Saw and a Marauder on it. Or, drop 2 Saws on it. Or, drop a Gunner 5 meters away.

When a Saw is near your Generator and is about to head towards it, you can lead it away, by standing close to it and gradually move away from your Generator towards you base. Once the Saw is about 2 meters away from your Generator, it will then head toward your base instead, which generally means it'll die by your base's Gun Turrets.

• 1 Saw < Gunner

• 1 Saw > Gun Tower

Scorpion

Target: Everything except Land bots.
Cost: 30
Armor: 350
Damage: 125
Range: 7
Move:  4

Scorpion got the longest range, and moves the fastest. Scorpion will target player as its priority, and is the most effective in Player-Kill. However, its fire power on other bots is relative weak.

Uses

Scorpions, Marauders, and Shockers and Missile Towers, are the best weapons for player-kill, and Scorpion is the king among them by far. You can sneak in 3 Scorpions on a player and the player will likely die if made a few second delays in running.

Scorpion is also good for attacking a group of Cannon Turrets, since Cannot Turrets only target ground bots.

Scorpion is also most effective for eliminating any pack of Jets, UFOs, Nano bots created by factories.

Weaknesses

Scorpion will not target Marauders, while Marauders will target Scorpions. While Scorpion is fixed attacking a target, rez some Marauders under it to kill it.

Scorpion has weak fire power and weak armor. So, Scorpion will lose to Gunner one on one.

• 1 Gun Turret > 1 Scorpion
• 1 missile < Scorpion
• 2 missiles > Scorpion

• 3 missiles > 2 Scorpion. 1 missile left.
• 3 Gun Turret vs 2 Scorpion.
  If the Scorpion happens to stop out of range of gun, Scorpion wins
    unharmed. Otherwise, gun wins with 2 left.

Gunner

Target: all
Cost: 30
Armor: 350
Damage: 75
Range: 6
Move: 2

Gunner is a all-around general purpose attacker. No war will win without Gunners.

Uses

Gunner is in general good for everything. It is good for attacking Marauders, Tower turrets, factories, Saw Bots, Scorpions, anything. It doesn't have particular special use or special weakness, and is needed in every fight.

Weaknesses

Gunner cost 30 points, so is among the expensive ones. To kill Gunners, drop Saw on it. Or, a Gunner plus a Marauder.

• 3 Cannon Turrets > 2 Gunners
• 3 Gun Turrets > 2 Gunners
• 3 Marauders > 1 Gunner (1 or 2 will survive)

Mega Cannon

Target: Land only.
Cost: 30
Armor: 100
Damage: 100
Range: 8
Move: 0.5

Mega Cannon is a ground attacker that's got the longest fire range. However, it moves the slowest, slower than Saw Bot, and has the weakest armor.

Uses

Mega Cannon is particular good in zapping out enemy towers. No enemy tower can stand it, since they all have a shorter range. A Mega Cannon will wipe out a entire set of Towers if left alone.

Mega Cannon is extremely vulnerable to attack. Any bot that target it will kill it instantly. So, in general you need to protect your Mega Cannons. Here are some ways to protect it:

This means, Mega Cannons are good in your base area for defense, because enemy cannot rez bots within 10 meters of your base.

Mega Cannons are also good when surrounded by Mini Cannons created by Cannon Factory.

Another way to use Mega Cannons is to baby sit them. Meaning, stand where they are and keep guarding them. When a enemy comes close, he will likely drop a Marauder or Gunner or Saw. You will respond with the same, so your Mega Cannon don't get killed. And you can add to it periodically. Mega Cannons are powerful in numbers.

Weaknesses

Mega Cannon is extremely vunerable to attack. A single Marauder will kill it within 2 seconds. If there is a pack of Mega Cannons, one can drop a number of Marauders, or a few Saws.

Turret Towers

Turret Towers are used in general for defensive purposes. As such, they are more cost effective than moving bots.

Gun Turrets and Cannon Turrets

gun turret cannon turret
NAME: Gun Tower
Target: all
Cost: 20
Armor: 600
Damage: 80
Range: 6
NAME: Cannon Tower.
Target: Land only.
Cost: 20
Armor: 500
Damage: 70
Range: 7

Both Gun and Cannon turrets are the primary general purpose turrets. Gun Turrets have a short range and stronger fire power than Cannon Turrets. When mutually in range, Gun will take out Cannon turrets, but when they are 7 meters apart, Cannon turret will take out Gun Turrets while unharmed.

Shock and Missile Turrets

shock turret missile turret
NAME: Shock Tower
Target: all
Cost: 20
Armor: 450
Damage: 50
Range: 8
NAME: Missile Tower
Target: Air bots and players only.
Cost: 20
Armor: 500
Damage: 80
Range: 7

Shock and Missile Turrets both have long range but weak power.

In general, these are not that much useful. Some top player never use them. They may have some advantage in team play where there are a number of them.

Here are some relative powers of the turrets:

• 1 Gun Turret > Cannon turret. (if within each other's range)

• 1 missile will zap 4 jets before it got destroyed.
• 1 Shock Turret will zap 4 jets before it got destroyed.
• 1 Gun Turret will zap 5 jets before it got destroyed.

• 1 Shock Turret will zap 6 tanks before it got destroyed. 
• 1 Cannon turret will zap 7 tanks before it got destroyed. 
• 1 Gun Turret will zap 0 tanks before it got destroyed.
• 1 Mega Cannon > 1 Shock Turret

Factories

Factories, once rezzed, will periodically spawn mini bots by themselves. Here are a general principle about factories:

NAME: UFO Factory
Target: all
Factory Cost: 40
Armor: 100
Damage: 45
Range: 4
Move: 3
NAME: Soldier Factory
Target: all
Factory Cost: 45
Armor: 140
Damage: 35
Range: 4
Move: 2
NAME: Nano Factory
Target: all
Factory Cost: 40
Armor: 130
Damage: 35
Range: 0
Move: 2
NAME: Cannon Factory
Target: Land only
Factory Cost: 45
Armor: 40
Damage: 55
Range: 7
Move: 1
NAME: Jet Fighter Factory;
Target: All except Land bots
Factory Cost: 45
Armor: 100
Damage: 50
Range: 6
Move: 3

Among the factories, Cannon Factory and Fighter factory are considered the most powerful, but not in any absolute sense.

When one on one, Fighter factory will destroy any other airbone mini bots created by other factories (They are: nanos, UFO). However, the Jets created by Fighter Factory does not target land bots, so, soldiers created by soldier factory will destroy all jets.

Cannon Factory will create mini cannons, that will take out Soldiers, and is considered the strongest land support among all factories. However, UFOs will clean out Cannons.

Here's some general info about factory vs factory:

• Cannon > soldiers
• 5 UFO < 3 jets (takes maybe 5 min)
• UFO < Soldier
• UFO > Nano
• 2 Nano >? 5 Cannon
• 1 Nano < 5 Cannon (Almost Draw. Mini cannon won't target nano, but
nano will target mini cannons. The mini cannons are too numerous and
will destroy the Nano factory, while the existing nanos will zap all
mini cannons and eventually destroy the Cannon Factory.

Note: Jets only attack air targets and turrets and Generators and base. It does not attack other ground forces such as Marauders, Mega Cannons, or Mini Cannons.

Acknowledgement

Various people have helped me learning the stratedgy of the game. Mostly, thanks to Pono Proudhon for patiently teaching, and also thanks for Tata Witte for support. Also thanks to Outy Banjo, and many regular players (Jag Lioncourt, Straitjacket Overlord, Dex Tones, Itchy Stiglitz any few others) for the fantastic games.


Page created: 2007-06.
© 2007 by Xah Lee.
Xah Signet