Datguy wrote:I'm playing UEF beach spot on Seton. I'm late getting navy up. I know he's got t2 navy already. My fleet is half his size. I got 1 destroyer and a half dozen frigates. I know he has at least 2 destroyers, 2 cruisers, too many frigate. I build torp bombers and hover. What else can I do?
T2 arty? Will that work?
T3 ravenger?
Given that you are playing vs. an equal rated opponent. It would be hoped that you have an economic advantage in going late navy. The trouble is however that getting into the water can be really difficult if you're landlocked. Fortunately, UEF has some good tools for getting into the water and stands a better chance of mounting a coastal defence.
Firstly, continue with the naval fight for as long as you can. Keep your ships close to the shore. The closer the battle takes place to your base, the closer will be the reclaim field, and the more quickly you can build up a navy when you get back into the water. The naval battle must be fought even if you will eventually loose. Because, this battle will give you time to come up with a suitable coastal defence.
The best form of defence will come from a combination of Riptides and Storks (T2 amphibious tanks and torpedo bombers). So spam these units like their is no tomorrow. If you are quick about it, you may even save your navy.
The next line of defence is Ravagers, Klink Hammers, and Shield Generators. Followed by batteries of TML for dealing with Battleships. If you face missile bombardment be sure to make TMD. The purpose of Klink Hammers is to fend off the Destroyers and force the transition to T3 navy. The purpose of Ravagers is to stop the ships coming in close and raking your shipyard. You only want 2 or 3 ravagers. The rest should be Klink Hammers. But, this form of defence is inferior to making units - and they are no help at all once you're trying to get back in the water... This defence is inferior to T3 navy and will eventually loose; but it will be some time before the enemy can field the required number of T3 ships to break your turtle. The best you can do is fend him off your coastline, and divert your eco into some other project. At this point in the game, you are really just buying time for your team to come through with a win.
After this you may want to consider T3 land units and experimental units. The Demolisher + mobile shield combo is more versatile than a battery of Klink Hammers, and the Fatboy is the equivalent of a land battleship. If you put these units under a stealth field generator they will have much better survivability and will be a real headache for your opponent.
After this. I would suggest you make the transition to T3 air. Help your air player by making ASF, and then spam Broadswords. A large wing of Broadswords will win vs. navy. Then you want to get back into the water quickly with a Broadsword + Atlantis combo.