Tag Archives: manual

Vashp micro and skirmishing

Godde's strategy guide

This time about leading the anti-ground forces. More in Great Godde’s NOTA Strategy Guide!

Broadsiding with ships

Godde's strategy guide

Some ships tricks this time. See more in Great Godde’s NOTA Strategy Guide!

Using radar and radar shadows

Godde's strategy guide

First from series of Godde’s video manuals, part of the Great Godde’s NOTA Strategy Guide!

Early vehicle harassment

Jeffy and Weasel micro

Jeffy and weasel got enough LoS to avoid enemy units if you pay attention to them. They can harass outlying mexes and relay the position of the enemy comtower for a cheap price. Their slope tolerance is higher than other vehicles so they can go on places where other vehicles can’t go. If you keep microing them you can force the defending player to tie up his forces defending rather than harassing you.

Jeffy - Fast Attack Vehicle Weasel - Scout

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Manual terminology

Counter – this is a unit, tactic, unitcombo, or strategy that beats another unit, tactic, unitcombo or strategy. Fighters counter Vashp for example.

For cost – When I say that Flash can kill Peewees for cost it means that a force consisting of Flashes can beat a Peewee force that cost more. This does not neccessarily mean that Flash is a counter to Peewees even though they might be a counter under some circumstances like on a flat map for example.

Overrun – I use this term as to when a more costly force can rush an enemy to which they normally wouldn’t make cost but because of their speed and size they can still kill more enemies in cost than they lose.

Outmaneuver – this is outmaneuvering another force or type of unit as means of overrunning the enemy or attack where the enemy can’t defend. Typically, Stumpies and Raiders can outmaneuver Rockos and Storms and then overrun them even though they technically wouldn’t make cost straight up.

Kiting – kiting is using faster units that have longer range than the enemy and keeping them out of range without the enemy being able to return fire. Typically, Flash and Instigators can kite Peewees and AK’s, Greyhounds(Tech 2 Antiarmor-Skirmish tank) can kite Goliath(Tech 2 Heavy Assault Tank).

Outranging – is when you are outranging the enemy but doesn’t have enough speed to kite the enemy. You typically wanna outrange the opponent for as long as possible. If the enemy is trying to overrun your Hammers with Peewees you typically wanna move away from the incoming enemy Peewees so that your Hammers outrange the Peewees for as long possible to give your Hammers more time to deal damage to the Peewees before they deal damage to the Hammers.

Kiting with speed – units lead their target in NOTA because units with slow projectile velocity have a very hard time hitting moving units otherwise. When a unit are on the edge of the range of a weapon and the unit is moving away from the weapon, that weapon would have to lead out of it’s range to hit the enemy. However since that the weapon would have to aim somewhere out of range it won’t fire. This gives the person moving back an important advantage when Hammers fight Hammers for example. Even though they both have the same range and speed the retreating Hammers can kite with speed.

Skirmishing – Skirmishing is the act of outranging or kiting the enemy. Skirmishes between Hammers and Thuds are frequent in NOTA and you have to consider Kiting with speed before you push against similar ranged units in a skirmish.

Cake’s icon table is on the web

NOTA unit icons cut

Digging in old NOTA archives and discussions sometimes brings some nice materials from the Founding Fathers of NOTA. Today we add the icon list made by Cake (Smartie) in april 2007.

How to Download and Play

How to run game for newbies by Plumm.