ForumsGame Walkthroughs[Colony] How to win at Dogfight

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dudemanthing
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dudemanthing
6 posts
Nomad

So, I've been playing a lot of Dogfight, and I've noticed that there are a lot of people who don't really know a good build order. I will post what has been working for me, and it lets me build infinitely sustainable Scouts.

Note: Dogfight is the game mode where only air units are allowed. The way that these are won is with mass Scout camping/rushes.

Steps:
0) Choose Fascists!
1) Build a Bank.
2) Upgrade Bank to Treasury.
3) Build a Generator.
4) Build a Forge.
4a) DO NOT WASTE TIME/MONEY UPGRADING FORGE.
5) Turn on Rally Point.
6) Auto-build Scouts.
7) Once you hit 50 cash while building Scouts, upgrade Generator.
8) Once you hit another 50 Cash, build another Generator, and upgrade it at your leisure.

Micromanagement:
Set your Scouts to Hold right outside range of their base gun, which will let you kill each of the enemy's Scouts as they spawn. When you amass another 10-20 Scouts, send them up and put them on Hold with the rest of your scouts. When you have 50-60 Scouts, send them all to attack the base. You will take out the base in 5 seconds.

True story: I've been accused of hacking for microing like this. "How do you get my Scouts to die once they spawn? Hacker." Priceless.

Hope this helps.

  • 36 Replies
PurplePursuit
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PurplePursuit
521 posts
Nomad

this tactic isn't good if they decided to rush for blockade

thisisnotanalt
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thisisnotanalt
9,821 posts
Farmer

Purple, this IS just a slight variation of a blockade strategy >.>

This is nice, though there really isn't much different from standard pro dogfight strategy. Of course, caps is better than fascists for this to ensure resources and sustainability, though either way works very well.

Bronze
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Bronze
2,417 posts
Shepherd

I wouldn't waste the time going for the treasury, they could of already of sent a successful blockade by that time.


Of course it is adviced to go into a dogfight already knowing what your partner is doing. If your partner plans to carry out a rush and attempts to stall the enemy, then you can tech up a little.

jyscal
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jyscal
1 posts
Nomad

I'd build a forge before upgrading treasury. Then build generator then another forge. Doubles the production rate of your units. And forges can be used to make energy so when you run out you just set it to make more.

firetail_madness
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firetail_madness
20,591 posts
Blacksmith

This is what I would do

1) Build a bank
2) Build a forge, than make scouts until you run out of energy. Than set on salvage. Keep scouts as light defense.
3) Build generator
4) Upgrade to treasury, so you can get more money to tech up a bit quicker
5) Build another generator
6) At this point, if the enemy hasn't attacked you should start building more scouts
7) Whenever there's an opening, upgrade both generators. You should be able to autobuild now.

Of course, an attack could change this anytime.

shinyshin
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shinyshin
16 posts
Nomad

Where do you do this? under what section

dudemanthing
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dudemanthing
6 posts
Nomad

Here's a screenshot of my strategy:

[img=http://www.freeimagehosting.net/uploads/b0349e7767.png]

Yes, I agree that if your opponent(s) decide to set up an early camp, the strategy should change from the 1st Generator to a Forge, and get both you and your ally's Forges to auto-build Scouts. However, if not this should work, as you can see from the pic.

Note that the enemies that I am pwning have really weird building setups: this is because they originally both had Forges, then tried to switch to BQs and Saints. BQs still died in one hit from the Scouts, though.

dudemanthing
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dudemanthing
6 posts
Nomad

Whoops, made a mistake, here's the image:

http://www.freeimagehosting.net/uploads/b0349e7767.png

Ephemeral
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Ephemeral
88 posts
Peasant

First off, there is no way to sustain infinite scouts as Fascist; I'm pretty sure even 2 generators + natural increase is not enough to sustain Scout required energy because of the increased Fascist build speed.

Okay, now your build is totally slow and will totally fail to a blockade.

THIS is what you do for Dogfight: PICK CAPITALIST

1. There are 2 roles, the former being build Forge first, all the scouts you can, then quietly tech up to a bank, treasury, then 2 solar grids. The latter is to build a treasury, a solar grid, a forge (and maintain scout production at all times), and then finally a solar grid.

2. Infinite scouts for both partners.

3. ???????????

4. Win

5. Profit?

Ephemeral
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Ephemeral
88 posts
Peasant

I forgot to mention the major role of both partners in the beginning: all built scouts are to be placed a little further than the half way point to destroy the enemy's scouts (if they decide to build some). They are not to be used as an attack force until both partners can safely infinite.

nozo_ito
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nozo_ito
266 posts
Farmer

Be capitalist

bank
forge -> build as many scouts as possible, wall-in the enemy if they didn't built anything yet.
Armory -> energy, continue to build scouts, you should wall-in most opponents now if your ally is any good. Keep the mass big enough (about 30~40)
outpost -> manpower, upgrade to arsenal and build queens, use their missiles to destroy the enemy base.
If you think you got enough cash, destroy the bank for another armory.

The scouts should never come into range of the enemy base.

ImBetterThanY0u
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ImBetterThanY0u
2 posts
Nomad

i do 1. generator, 2. forge, 3. 5 scouts and send to block their scouts. keep adding to the wall.

2014631
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2014631
1,855 posts
Nomad

Sorry man but this doesn't work. They always rush.

2014631
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2014631
1,855 posts
Nomad

Ummm you mispelled my username and no this is not a good tactic. People rush. You don't have enough time to do a bank then upgrade then do forge before they have either made a big team and attacked or they just attacked as soon as they could.

2014631
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2014631
1,855 posts
Nomad

Lol yeah that one might work. No prob

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