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· · · ·

STRATEGIES

· · · ·


DUNE 2000 STRATEGIES


This is the Dune 2000 strategies that we can currently present you with.



Submitted by:

darkphoenix

If you are really desperate and have only a few men left,send any kind of infantry(cheaper is better)and surround the enemys base and move them aroundfrom time to time.This will distract the sandworms towared their direction andwhen they try to launch a strike the sand worms will take out some of their units,which will make them weaker.


Submitted by:

Sabre25

Just a little thing that i think most of the experienced Dune2k playersknow of.

When you attack a base with two or more entrances. Build up two armies. One consisting of your favourite slaugther troops (that is devastators, missile tanks, combat tanks etc.) and one consisting solely of trikes and troopers. Because they are cheap, produce them in mass numbers. Then first use your troopers to take out the turrets, if the opponent tries to run them over, usethe x key to scatter them. When the turrets are taken out, hopefully you willhave some of your troopers left to start firing on any unit/structure, while doing this, bring in your trikes/raiders and start doing the same. When youropponent notices this, he will try to take out your troops as quickly aspossible. Therefore using all the defensive troops in his base. Then pull in thesecond army through the second entrance, and start slaughtering. There are twothings that may occure now:

If you are playing against the AI, he will concentrate on taking out your cheap army first and then turn on your bigger one. Leaving you more time to take out strategical structures.
Or if you are playing against a fellow Dune enthusiast, he will probably go for the second army. Leaving your trikes free to do whatever you want. But he might split up his forces and give your second army resistance aswell. Hopefully he does not, but if he does, lets look on the bright side, you get lesserresistance than if you were simply going for the Massproduction-go in and slaughter-strategy.

This is just a simple strategy that most players know of, but not all, therefore i am putting it up here.


Submitted by:

pantface

When attacking an enemy base always use faster units and engineers. Thencapture any building(repair pad is usualy your best bet) your engineers caneasily reach. Then build a repair pad(if you captured a repair pad this is notneeded). Now tell your more powerful units to repair at the new repair pad, ifyou have enough carryalls you'll soon have a fresh force inside the enemy base. Devastators are obviously the best unit for this this tactic as it offsets it'sincredibly slow movement rate and quickly brings their power to a somewhatsurprised opponent.


Submitted by:

JesTa

There is a chance none of this will work but it's worth a shot....

It all depends on how many turrets there are. If they have like a string of 10...this is going to be hard. If they have less than 6 turrets..that's cause they are still building them..hehe. Ok forget about it. If they have as littleas 2 turrets or as high as 20 in a straight line..there is a way around everything..

What this really depends on is how the base is setup. If they are completely walled up and there isn't any space for you to get even a single trike into the base, there is a different strategyfor you to try. If they leave space for an exit, than there is a differentstrategy.

This part is for all Houses:If your opponent has completely walled up his base and doesn't even have an exitwhich means all he is doing is having his carryalls take his harvesters aroundand back, then it's obvious what you do. Attack the harvesters and carryalls. Ifthere is a string of them to attack, that is even better. Just take a couplemissle tanks and kill them all..and go for the carryalls to. If your opponentsees you before you attack the harvesters and sends the harvester back to hisbase, keep your tanks next to the spice so that he knows that the only way forhim to get anymore spice is to get rid of your tanks, thus assuring you thatthere WILL be an exit to his base but he might just wall it back up after hesends his attack at your tanks.

Your goal is to show him how stupid he is for making a complete wall and to show him how much time he is wasting. Preventing him from getting spice will be bad for him and better for you. He will probably open up his base to protect the harvesters/carryalls, so you will have a chance to get into his base.

If you're playing someone who has rocket turrets in a complete circle around his base, there are ways to stop this, but some of the methods are house specific.

If your opponent just completely stops sending out his harvesters and just keeps his defense up, you are in a bit of trouble if you are Ordos. Luckily, Atreides and Harkonnen have special attacks which come in handy.

The FED2K site has a link to a site on information on attacking rocket turrets and gun turrets. According to the site, there are certain positions where youcan put a missle tank against a missle turret where the missle turret will not be able to reach themissle tank while the missle tank will be able to reach the missle turret. Thesite also shows you where to put missle tanks against gun turrets and there iseven a position where you can put SIEGE tanks without worrying about the turretbeing able to shoot back. But siege tanks do not have a longer range than missleturrets so you can forget about that.

Enough rambling. So..in general..when you take out a missle turret, you have to hope that you can move the missle tank into one of those certain positions where the missle turret will not be able to fire back. One thing the site doesn't say is what to do if there are multiple turrets..or turrets in a circle which could be the case. I don't know for sure, but I bet there is at least one corner where only one missle turret can reach..and you will have to use that corner todestroy the missle turrets. Of course, your opponent might just keep making moreturrets after you get rid of them, but this costs money and it will take alittle while to do so.

Basiclly, getting past the missle turret wall is to be done with missle tanks..but a massive siege tank attack will work too because the siege tanks are good at taking out the turrets..but if he has over 10 turrets you better bring A LOT of tanks. It's a pain in the ass, but yes, it can be done.

Tons of troopers (infantry with rocket launchers) can take out turrets quick but if they have siege tanks like you were saying..forget about them. You'll have to use a different and specfic method..

Now for House specific tips:

If you are Atreides..you have several options.

The Airstrike. If your opponent doesn't have missle turrets in EVERY SINGLE walled area but locked himself in with wall, then have your units waiting near by, bomb open an area of wall and send them in. Also, strike his wind traps if you can get your ornophoters into the base in one piece. With low power, missle turrets are screwed. You can sit there and attack his turrets making a big entrance to his base, and also costing him money. You just better have enough force to fight his units. However, If he does have turrets IN every possible position, forget the Airstrike method for now...

Fremen. You are in trouble if your opponent just sets up siege tanks with missle turrets like you said, but if he an entrance to his base, send a ton of Fremenin and get rid of the wind traps or you can try to get rid of the siege tanks or just take out something more important all together. The problem with this is if he he infantry guarding the entrance if you have a lot of Fremen (over 16) than you most likely won't have many problems killing off the infantry. But if he keeps making more after he sees you send them in, you will have to get rid ofthe barracks..or you can just forget about the barracks and go straight for thewind traps after you get rid of the units. If he starts moving his tanks aroundto crush your Fremen by luck, either you put them onto an area where onlyinfantry can stand on, or put them between buildings or just RUN. Your opponentcould be smart enough to try to run over your Fremen and have a siege tank sitthere and shoot the area where only infan!try can stand on, but Fremen can kill siege tanks very fast so it shouldn't bemuch of a problem.

If he is walled up everywhere..go attack his harvesters and have the Fremen waiting for your opponent to open up a part of the wall and then sneak theFremen in quick because he might just build a wall and not place down, sell thewall he wants to get rid of, and then when he sends the units out, he puts thealready built wall onto the ground. Just be quick.

Fremen and Airstrike combo. When you have a lot of Fremen and an airstrike which is ready, try getting the Fremen in and destroying multiple wind traps..and then using the ornophoters (airstrike) to bomb the unpowered missle turrets.

In most cases, simply using the Fremen and Airstrike will not get you satisfied. After you break off missle turrets, send in a full attack because this may be your only chance because most players will learn from their mistakes and beready to stop the next Fremen/Airstrike assault.

Sonic tanks. Even though they are slow..don't worry. If you have a bunch of these to waste, send them in. They can't attack a missle turret from a range where the missle turret won't be able to fire back like the missle tank can, but they will be able to do a giant amount of damage as long as you attack in groups of them. The sound waves have a long range and several used together will work fine. The problem is that you are going to most likely LOSE every single sonic tank you send which is a big waste of spice. If you think you have enough spice and you don't care if you lose over 11 of them, go for it. I would only use this method as a last resort.

Harkonnen shouldn't have much trouble with walls of missle turrets.

Death Hand missle. Destroy his wind traps. You might think it would be better to get rid of the wall of turrets, but if your opponent has a circle of turrets on his base, sure, you might open up a portion of space, but you won't even touch the other turrets. Most people stick there wind traps in clusters where they are all right next to each other. I used to do this until I figured out it's astupid move. If you see an area where there are 2 or more wind traps next toeach other, bomb it. Bye bye missle turrets.

If you know how to use the missle, you already know that the missle neverstrikes EXACTLY where you tell it to..it tends to strike towards the lowertowards right of where you clicked. Keep this in mind. Before I ever knew this,I would try and nuke a wall of turrets, and it would land far under the turretsand would barely damage the missle turrets. You can bomb the missle turrets ifyour opponent doesn't have them EVERYWHERE..but if he does then go for the windtraps. You can even bomb up some wall to get in, but I wouldn't waste somethingthat takes 15 minutes to charge up on simple wall.

Devastator tank. Here's something you can try but almost always never works.It's a big waste of spice and overall stupid, but if you have a few devastatorsto spare..then go for it. They are TERRIBLY slow. This lets the missle turretseat them up. The plasma attack doesn't do as much damage to the turret as thesound wave of the sonic tank does..so I don't think you should try this.However..you can TRY to send in like 6 or more devastators, charge them up forsuicide, and see if they can explode before the turrets get them, but this is aBIG waste of spice and I would save the devastators. Only do this if you areswimming with spice and are at last resort.

Devastator tank and death hand missle combo. This usually will work well. See, when you nuke the wind traps, there is a chance that the opponent has a ton of wind traps and that lossing 2 and damaging a 3rd will make him go into lowpower, but when he repairs the 3rd one which was nearly destroyed, he goes backinto full power. So, you would nuke the wind traps, and then suicide adevastator or two to clear up the turrets. If your opponent has a ton of windtraps and they are all scattered and lossing 2 or 3 won't even make themanywhere near low power, this presents a problem and you'll have to try one ofthe general methods of getting past the turrets.

Ordos has he most problems with walls of turrets. They can't build missle tanks and have to order them via starport, and the Saboteur isn't always cloaked like the Fremen are. The cloaked must be activated and only lasts for 10 seconds. The only special weapon you can use against the turrets would be the Saboteurbecause deviators obviously can't do anything to a structure. Even if you use asaboteurs to blow up a turret..it only eliminates one turret and won't be worthit. You could wait till you have a giant amount of them and blow up the turrets,but your opponent will most likely have wall in front of the turrets so you arescrewed in that case. I'd rather go for the construction yard if possible thenthe wind traps, but if that isn't quite possible, just go for the wind traps. Ifthe base is walled up you'll obviously have to use some units to blow up thewall before you can even get in..and if they have turrets EVERYWHERE..this is abig problem. This is why I think getti!ng past a wall of missle turrets with Ordos is hardest because the Saboteurscan't go through walls and if you've got turrets blocking entrances and such andyou keep lossing tanks just to break into the base..this becomes a big waste ofmoney.

That all about does it for getting past walls of missle turrets.


Submitted by:

Mumy

With a deviator and for more security 3tanks go deviate the harvester. Take the deviate harvester to your refinery and keepthem close to your defense. My friend hate me when I do this.


Submitted by:

taff

This trick works best with slow powerful units like devastators. Simplycapture an enemy building with an engineer and quickly build a repair pad. Nowtell your devastators to repair, your carryalls will then transport them intothe heart of the enemy base. This is a useful way to ofset the slow harkonnenunits.


Submitted by:

M4768

I mamaged to wipe out a force that was about a 1/3 bigger than mine which consisited soley of Combat Tanks. I built about 4 deviators and about 6 missile tanks with my combat tanks so Diversity in your units IS the key.


Submitted by:

JesTa

Sonic Tanks. Slow moving pains in the ass when against you, especially inlarge numbers. The sound waves they project go very far and makes it easy for asonic tank to take out tanks that are near each other. This is bad for you whenyou are against them. They are slow and their rate of fire which is nearly a 5second pause is pretty bad. This is good for you when you are against them.

Sonic tanks have trouble taking out combat tanks, especially the Harkonnencombat tanks. Sonic tanks can take out almost any other unit with 3 sound wavesor less. However, they are SLOW which means it's going to take a while for themto turn around to attack the next tank, and it's going to take a while torecharge the attack (about 5 seconds). So, your best bet against them is toscatter your units and make sure your units are spaced out when attacking themso that the sound wave only hits one tank at a time. Missles take out the sonictank quickly and so do combat tanks, so when you see a group of sonic tankscoming near, make sure you can out number them.

Most players with sonic tanks will take out missle tanks first since they do the most damage to the sonic tank, so keep this into mind. Against one sonic tank, you could send 2 missle tanks and 2 combat tanks, spread them out, and thatwould work fine.

Trikes/raiders are less effective against them since sonic tanks can take them out in 2 waves and they barely damage the tank. Quads can attack very quickly, but the sonic tanks can take them out in 2 waves also, so you can use quads, but make sure you bring many against one sonic tank. Forget about attacking with quads against more than 3.If you are against someone with over 6 sonic tanks, it's going to be hard tofight them but you could get them to destroy each other if you surround them.

The only infantry you might have a chance with is with Fremen. If you can get like 12 fremen and SPREAD THEM FAR APART, you might have a chance. You could attack, with all of them, than run away and cloak. Attack..cloak..attack..etc. This could work but the player might be smart enough to control click and attack randomly and he could get your cloaked Fremen by luck.

Sonic tanks vs sonic tanks is simple. All you have to do is make sure you have MORE sonic tanks or that you surround there tanks so that you can get the tanks to try and attack themselves..but most likely, the person who will win the fight is the one whos tanks have more health, whoever attacks first, and whoever has more tanks.

Deviators are OK against sonic tanks but if someone has 6 of more sonic tanks, you better have like 12 deviators because all the player has to do is use one sonic attack against a group of deviated sonic tanks, and he'll have them back instantly cause sonic waves do a lot of damage to sonic tanks. I never really do to well against sonic tanks with deviators but that's usually because I neverhad twice as many deviators as sonic tanks. What sucks about using deviatedsonic tanks is that since they are really slow and since the gas wears off aftera while, you don't really get a chance to use them. You could keep 2 or 3deviators around the sonic tank to deviate it when the gas wears off, but youcould end of losing the deviators if you don't do this quickly. Usually, when Iget a deviated sonic tank, I suicide it, or after a battle, I just kill it tomake sure the player never gets it back.

Devatstators vs sonic tanks is tough. If the player has a group of sonic tanks, you could just suicide a devastator. Actually, you'd be better off if you'd just attack, because as slow as sonic tanks are, it takes at least 7 seconds before the devastator blows up, and the sonic tanks could get far enough from the devatstator to barely take any damage. It's pretty bad if they have more sonic tanks than you have of devastators which is usually the case, becausedevastators are even slower than those damn sonic tanks and devastators have avery short range. If the player with sonic tanks keeps moving them around whileattacking your devastators, he can get rid of your devastators quickly. It's apretty hard battle, because devastators and sonic tanks do nearly the samedamage to one another but sonic tanks don't have the same type of armor. Thenagain, devastators are slower. I would use another tank with the devastatorslike missle tanks because devastators are expensive and are! useful in more ways than one.

Siege tanks suck against sonic tanks. Forget about them.

That just about does it for going against sonic tanks. Whenever you are against them just make sure you: out number them, spread out your units, and attack with mixed groups.


Submitted by:

JesTa

When playing against the AI, either in single player or with an ally in multiplayer or just in practice, for some dumb reason, destroying 1 of the AI's harvesters or nearly destroying one causes the AI to completely STOP what it's doing and send EVERYTHING its got at you. Not only does it send it at the units attacking the harvester, but also to your base. The AI takes every single unit and sends it leaving its base empty besides maybe a few turrets. If you playwith an ally against the AI or more than one AI, use this strategy wisely. Oneof you should get enough defense to stop anything the AI sends and attacking the harvester, and when the AI does the massive suicide attack, have the otherfinish its base or maybe just send in engineers. So remember that attacking anAI harvester=AI responds with a massive suicide attack which you will counter if your defense is setup well, or if you just outnumber the AI.


Submitted by:

JesTa

When playing against the AI, either in single player or with an ally in multiplayer or just in practice, for some dumb reason, destroying 1 of the AI's harvesters or nearly destroying one causes the AI to completely STOP what it's doing and send EVERYTHING its got at you. Not only does it send it at the units attacking the harvester, but also to your base. The AI takes every single unit and sends it leaving its base empty besides maybe a few turrets. If you playwith an ally against the AI or more than one AI, use this strategy wisely. Oneof you should get enough defense to stop anything the AI sends and attacking the harvester, and when the AI does the massive suicide attack, have the otherfinish its base or maybe just send in engineers. So remember that attacking anAI harvester=AI responds with a massive suicide attack which you will counter if your defense is setup well, or if you just outnumber the AI.


Submitted by:

Aviad vortman

Many pepole think the devitor is not good .i think he is one of the best units in dune 2000 , here what you can do with him:

1 . you can shoot every thing ,he is 100% hits the target
2 . just shoot a devastaror and blow it up
3 . great hint - shoot a harvester and then a carryall will pick it an bring itto your base , then you can take the spice and kill thr harvester , greatinternet !


Submitted by:

Demonicnerd

If you need to move units between your bases quickly build repair pads in each base then select the units you want to move. Place them in the pad you want them to be in and your Carry-alls will pick up the units and quickly move them to your base. This works great when your pad is placed behind your defenses for quick re-inforcements. Or if you want to attack from both bases and need to split up you units safely.


Submitted by:

Malcolm Lim

Many players don't seem to like the Sonic Tank because it's slow movingand not that useful on units. Why not?It works best on infantry, trikes, quads & especially weak structures such as the windtrap, refinery etc. A group of 6-8 sonic tanks can take down structures easily from far range.Use them wisely!


Submitted by:

Malcolm Lim

Another AI Strategy:

Attack the AI's harvester with 6 trikes, try to kill it if possible.If the AI's units are shooting your trikes, retreat to your base and let your turrets + big forces handle them.Use the harvester as a bait !


Submitted by:

Malcolm Lim

This strategy applies to the AI mostly, works on human as well dependingon your luck. As i have mentioned in my previous strategy, to find out which unitis being attacked by your opponent. Click on the attacked unit, bring it somewhere within the range of the opponent and use the "x" key to scatter theunit.By scattering the unit, you will get less damage and take a long time forthe enemy to destroy that unit.You could also do a "timing-based" scatter where you time yourself between the tanks (only tanks) shoot.


Submitted by:

Malcolm Lim

This strategy works on the AI only, so don't try it on humans though:

When you are shooting an enemy unit, tank/trike/raider/devastator etc, find out which unit the enemy is shooting. Say you have 3 tanks, and one of them is being shot by 1 tank, move the tank away from your other 2 tanks to divert attention, the enemy tank will eventually try to shoot that particular tank only which allows you to save your other two tanks from scratches! This works best if your enemy is shooting your trike or infantry.


Submitted by:

4thTimeRound

Mission 8 for House Atreides

Build and upgrade your Barracks A.S.A.P. Send 3 Engineers + 5 or six light infantry to the north west corner. Place the infantry beside the windtraps and refineries and the soldiers by the mercenaries. Capture the buildings and place the soldiers on guard to kill the mercenaries. Don't sell anything. You'll make more money keeping the buildings. The Ordos should leave you alone as long as you don't fortify the base.


Submitted by:

WildCard

Try this the next time.

Build your refinaries close to the entrance of your base.

When you've climbed the tech tree and are able to build Deviators, churn out about 2 or 3 and send them, with a couple of backup units to search for enemy harvesters. The Deviators will let you take control of the harvesters and you can command them to collect spice for you. When they get back to your base and deposit the spice, you can always kill them there. Granted, this is abit cheesy but it irritates no end!


Submitted by:

JesTa

This is what I think the official "Zerg Rush" is for Dune 2000 and how to get it going.

Here is a step by step list of how to pull this off. These steps must be done quickly:

Oh by the way, this rush is based on the fact that you will be playing a game with at least 3 starting units (you know, the switch for setting the number of units you start with..from 0 to 10). If this is not the base, forget about this rush. It requires you to have at least one vehicle which with you can scout with while you build. Playing with 0 starting units is in my opinion more difficult and fun, but most people don't like to, so I designed a rush to piss them off. When I finish rushing them and win, I tell them, "you shouldn't have used any starting units." Actually, I think having 1 - 3 units at the beginning is OK, but with anything more, rush. The truth is, I have never finished a game with this rush, because most players quit in the middle of it.

Anyway, now onto the rush. When the game begins, you must do two things. Quickly turn get your construction yard going, and get ready to build. As the MCV is turning into the construction yard send your trike/raider looking for your opponent's base. While it is moving to the location, make sure you begin building the concrete and wind trap as listed below. As soon you find it make a hot key on his area so you can quickly move back to it since you won't have enough time to make an outpost and rush. Make sure you see the ENTIRE space so that you can see what he is building.

During the process of finding the base, you should and must be building.

Build in this order:
1. Build a slab of concrete (do not upgrade your construction yard to get the big concrete cause it will waste time for the rush, and time is what you lack).
2. Build another one below or above this one but make sure it's touching. 3. Make a wind trap on the concrete.4. Repeat steps 1 & 2 (not step 3).
5. Make a barracks (that's right, we are skipping the refinery, which is supposidly what your opponent is making now.)
6. Upgrade the barracks.

Now guess what you do. That's right. Pump out as many engineers as you can. Be aware of the fact that won't have much right now so make a good number of engineers according to what you see he has. Your opponent will most likely only have a small amount of structures, like 4 - 6 (a construction yard, wind trap, refinery, maybe an extra wind trap or two and a barracks.)Make sure that while you are making the engineers, that you constantly use your hot key and check out your opponent's base. If you have been doing this fast enough, he should have just recently completed his refinery, or has had it for a small duration of time. As long as he doesn't have a light factory or heavy factory, you should be in good hands. Also, if you gave him enough time to get an outpost, you can forget about the rush.

The next part is obvious. You have to send everything in. Depending on the map you are playing and where your opponent is. There are one of two methods you can try.

The first method is if there are two entrances to your opponent's base (i.e., the left side and the right side). Send your engineers to the side where the harvester is not mining. Send everything else at his harvester and attack it. This is the diversion.

He should be dumb enough to send everything at you to save his little harvester which he doesn't realize can be replaced shortly. If he is smart enough to realize that, than attack his refinery or simply attack his units. However, you must make sure that you draw them out of the base so your engineers can come into effect. But remember, he's sending everything he's got at your units save his base, when he doesn't realize that he is actually about to lose it.

The other method is the most difficult to pull off. You do this if there is only one possible entrance to the base. You have to some how attack his units AND get the engineers in. I have never actually played a level where there wasn't at least 2 ways to get into the base, but if you ever do, your objective is to get rid of his siege tank and then trike/raider as these units kill infantry the fastest. Next, you want to kill any unit that can run over the infantry such as combat tanks and missle tanks. I am going under the impression that you have already been smart enough to run over his light infantry when attacking him. He should only have missle units left (troopers and quads), which do least damage to infantry but can be devastating to your tanks. As long as you can get rid of units that will easily kill your engineers (the siege tank and trike/raider..and of course the combat tank and missle tank), you should be able to get the engineers in easily. If your opponent alread!
y has a barracks or light factory before you have attacked, than you didn't rush at the right time. He may build one while you are attacking, so get rid of them quick. I forgot to mention that while you are attacking, you should make sure that the engineers are close behind, but not directly involved in the battle. If you can some how sneak the engineers in while you are attacking (which I doubt because any wise player will eliminate them as soon as he sees them especially at such an early time), than go for it. You should try anything you can. My method is probably the easiest.

Keep in mind that you have that barracks you made, and that you should be spitting out massive amounts of light infantry (gun men) and troopers (men with rocket launchers) while you are attacking. Or, you might want to get a refinery going in case you lack spice. But don't do too much, because you must concentrate on the rush. It is much easier to simlpy click on the picture of a unit while you are attacking then to build something and then go back to your base and place it down. So what this means is, JUST PUMP OUT INFANTRY WHILE YOU ARE ATTACKING. To be even more specific, keep clicking the picture of the guy with the gun and the guy with the rocket launcher while you are attacking. The reason for this is in case your opponent decides to counter rush you back. With the right number of infantry at your base, you'll stop his rush. And, you should have a good amount of money, no matter how low this number was set to during the game setup.

When the battle is getting really intense (it reaches the point where you notice that he is ONLY paying attention to his units and the objective of killing yours), send in the engineers and, GET THE DAMN CONSTRUCTION YARD. As long as you get the construction yard, you have just made it nearly impossible for your opponent to win.

Make sure with the engineers that you get anything else you can after the construction yard. The less he has, the better off you are. Your next priority would probably be the refinery and then any structures for producing units. If it's too hard to get the structures that are producing units, go for the wind traps as this will make the production of units much slower. Depending on what has happened between the battle, you should have at least stolen his construction yard and eliminated the strong units he had (combat tank, missle launcher, siege tank, etc.).

Just to let you know the statistics of my history of rushing, let me inform you that eight out of ten times, the player will leave the game when you steal his construction yard.

I haven't tested this rush against more than one player due to the lag on Westwood Chat (which will supposidly be "fixed" with the patch), but I don't think it will be effective against more than one opponent.

I hope "my" rush method will be as successful for you as it has been for me. It WILL get you a bad reputation, but if you want to win, it will work just fine.


Submitted by:

Ian Smithers

Hi ThereJust thought I would give you my 2 cents worth: I have finished the game with the Atreides and the whole way through the easiest way to remove any opposition from the map is to group engineers with your attack force. Take over key buildings in this order:

1) Construction yard. (stops bulding components back)
2) Barracks. (men are very cheap and can issue damage in numbers)
3) Light Vechile Factory.(Trikes and quads are cheap fast and powerful)
4) Heavy Vechile Factory.

Also if many turrets are causing you problems then produce squads of 5 Troopers. These units can take out 3-5 turrets before even one man dies. The game has very much been turned into a paper-scissors-stone game. Each unit has strenghts and weaknesses. It is a good idea to make a group of 5-8 quads (group2) and 5-8 trikes (group1) thses can be use as hit and run squads on harvesters and ungaurded targets. That many trikes eat infantry alive and all those quads make short work of even the most heavily armoured targets. Don't be shy to use fremen. A group of 5 of these is a force to be reckoned with. Take five into an enemy base and attack buildings. their rate of fire is a little slow for attacking units unless in huge number (14-20) Also use them toprotect your base from saboteurs. Put them in groups of 2's aound ALL your buildings and ask them to guard ('g' key) if anyone comes near they will uncloak and attack. They can see cloaked infantry such as other Fremen andSaboteurs. Thats all for now...
hope this helps Afterlife


Submitted by:

Smoke Jaguar

In the nineth mission for House Atreides, choose the top right territory. This will bring your two bases within a manageable distance of each other. There are five different ways into the Atreidean perimeter, and outnumbered andundermanned you have no hope of defending it all, so wall it all off, and build as many gun turrets and rocket turrets as you can... Then, order your harvesters(have you built more than three?) to harvest to the south predominantly out of harms way. With walls and a field of fire at least two turrets deep, you canspend time building more fortifications further into the base for later on whenyou're attacked on more than one front. The ultimate slap in the Harkonnen's face is using their own technology against them, so in the southwest sector of your base, stage a sizable force to push east to the first Harkonnen outpost. ATTACK IT FROM THE SOUTH, and don't forget engineers. You'll want them to takeover the Heavy Factory. Once you have that, build Devastators by the bushel. Then, make your move west to the second Harkonnen outpost and north to victory. The Devastator is your best means of victory, since almost until the end you'll be outnumbered, but once you have Devastators, you won't be outgunned.


Submitted by:

Csipi

Make alot of soldier or vehicles or launchers and attack the enemy from all sides.


Submitted by:

Insidious

For those of you who can't seem to get started on the 9th (last) Atreides mission here's what I did. You start with two bases, one in the far corner (base a) and another in a vulnerable situation containing the construction yard and refinery (base b). First things first, you need to ensure the health of base b to begin with. Erect some turret etc with units for basic defence. Build another refinery back at base a. Slowly as you gain more solaris, replace every building located in base b to base a. That is, sell them and rebuild them. This means you will eventually need to build a heavy factory and repair pad to get an MCV. After base b is no more, you can concentrate soley on base a. It took me about 2 or 3 tried to master this, it may take you more or less, in the long run it makes the level far easier in defence.


Submitted by:

Skillit

One more idea for a rush strategy. At the very beginning deploy your MCV quickly, build a wind trap WITHOUT building any concrete, build a refinery (without the concrete) and place it as near as you can to the spice, build a barrack (without the concrete), upgrade it and make an engineer. while you were building all this you found out exactly where your oponent is, right? So, all you have to do is to maneuver your engineer quickly to your targets mainbuilding and capture it. This strategy could be more effective if you have more than 3000 spice at the beginning, so you wouldn't have to build a refinery.


Submitted by:

~NoCtUrN@L~

If your enemy loves gunturrets or missile turrets , and they're wiping out your attacks , then simply wait until you've got lots of freemen (15-20) and set them out side his base, and start attacking with missile tanks . When the oponent sends his defenses to kill these tanks, start attacking his turrets with your fremen. They will hardly get damaged and they kill turrets better than most units, plus they're stealth! Once he's starts attacking your missile tanks then simply bring in you main attack comprised of whatever you want!! His turrets will be too busy with your fremen and his tanks too busy with your missile tanks, so you can kill his base and even take some engineers in! becareful that your fremen don't get squished by his tanks and always spread them out. If you follow these instructions, you should kill the enemy easily.


Submitted by:

Jack9

There are three stages to every successful assault in Dun2k. The beginning, of course, consists of amassing an army and overtly attempting to removing the enemy's defensive towers and expensive units while doing collateral damage...all in an attempt to advance to the second stage: gaining a foothold in his base (usually a couple units firing away at structures while reinforcements come-a-runnin' and your oppenent hurridely builds more defensive structures and more units). Lastly you start in for the kill having broken his tech tree (by killing a basic structure like a barrack), and you whittle him to nothing.

Unfortunately that stage 2 is really tough, given he has instant access to reinforcements, and has more time to make them (yours have a massive delay due to travel), AND the defensive structures do pretty good damage...

They key is the engineer. Getting him to the center or even to a crucial structure is not usually feasible (unless you get lucky or your opponent doesn't notice or whatever). What you want to do is come in with a large force and kill the defensive within a localized area near a near-worthless wind-trap or spice silo or what-have-you. Then (at the cost of all the units you can muster ) get that engineer into that structure. Of course the structure is going to die, (well it should, unless your opponent is not actually playing the game)...but the trick is that the engineer made all the surrounding CONCRETE yours. You should immediately start expanding it (what's your opponent going to do about it?). Start building walls and amassing a second force out in the desert. After your opponent is either busy destroying your walls, or not caring...bring that force (hopefully lots of siege and rocket-tanks) up behind that wall and start putting down towers. Viola. You advance to the second stage of the game, and you are pretty much going to keep a foothold no matter what...Sell your barrax (that's right, sell it), and put a new one down behind your new defense line, where you can pump out those engineers closer to the target :p
This is my only old-school tactic from when Dune first came out.


Submitted by:

Malcolm Lim

If you have selected the option to have sandworms in practise game, use the thumper infantry wisely, they can draw the sandworms attention to your enemy's base and eat (especially the harvester) anything within it's path, it will not eat the thumper infantry however.Just bring the thumper infantry to your enemy base, and click on it twice to activate the thumper.


Submitted by:

Disruptor

Here's a quick way to finish off your opponent if you're using House Ordos. Built as many raiders as possible and start sending in if you have about 6 of them. Find the enemy's base and start wackin' them. Keep sending your raiders and you'll win the battle less than 20 minutes!
It's similar to Starcraft's RUSH strategy!


Submitted by:

Snowboyz

If you place one troop of your own infront of their Barrack, light Factory or Heavy Factory, their troops won't come out of the factory, if they finished producing.


Submitted by:

PisceanTQJ

Before you do anything in single player missions, go to game settings and set the speed to slowest! This will give you enough time to group units, build, and explore at the same time.
At the beginning of the game, building normal turrets are better than missile ones. They cost less and work without power.
Instead of using tonnes of trikes to kill infantry, try using 1 or 2 combat tanks to simply crush them. Manoeuvre them manually instead of force-clicking on enemy units cos it's better. Just watch those bloody stains left behind in a few seconds!

After you have a heavy factory, don't just build tanks. Upgrade it quickly and get a repair bay. They ARE very useful!
Set up a circumference of turrets around your base and try and put missile tanks behind them. At entrances, put 1 or 2 sonic tanks or siege tanks for anti-infantry for every entrance. Have your repair bay relatively near any entrance for convenience. Your base is impregnable!

Saboteurs only disappear when trikes and SOME units approach him. They will not become invisible when it comes to sonic tanks or turrets! They also disappear when they near their 'target' but reappear again before it explodes.... so put a decent amount of light infantry around crucial buildings when fighting Ordos! But it's totally different case when it comes to Atreides' Ornithorpters!
One more thing: If 'Silos Needed' is announced and you don't have time to build one or u simply don't want, a quick way of avioding spice lost is to order from starport which INSTANTLY deducts your $$$! Cool isn't it?


Submitted by:

DuneWanderer

Here's a quick we to turn the tides in a game where the enemy isn't much protected. Send trikes to scout his base and spot important buildings. Build a sufficent force to attempt an attack. Train 3+ engineers and bring them with your attack force. Use your attack force to wipe any enemy units approaching from your enineers and capture as many buildings you can. As soon as the buildings are capture, sell them! This some dirty trick, and if your timing is right, it should hurt your enemy A LOT!


Submitted by:

yadayada

I've found that rocket launchers lined up behind a sold wall work more effectivelythan rocket turrets. Line up 3 together one siege tank for anti-personelle, and you'll find yourself not having to click on 'repair' every five seconds.


Submitted by:

Crash sys

The best solution to destroy the infantry is to build lot's of trike/raiders. Theseare the best defense/offensive units to destroy all the infantry/troopers.

Combat tanks don't do anything but waste money. Quads are the best thing for taking out the cannon/rocket turrets. Send about 4 or 5 to one turret and it will be gonein about 3-4 shots each. Excellent...

Or the Best way to crush the computer isto take all the spice you can, build as many havesters as possible. The current game i'm playing I have over 100000 credits and still collecting spice. I also have 7 bases setup around the enemy. Way Cool..


Submitted by:

Bejugel

When you get ready to attack the enemy base, send out a few trikes to uncover it. If there is a backdoor, that is less defended circle your troops around and go for it..The order i take out their base is usually Construction yard, heavy factory, radar outpost, spice refineries, then what ever is left.

I like to attack the base from two directions..It gets hairy sometimes, but remember they will be dazed and confused... If you plan on attacking from both sides, you should space out the attack, have one go in to lure all the troops, then have the other attack go in with full force on the buildings.


Submitted by:

Bejugel

The best defense for your base are guns, and rocket turrents, as soon as you can build them. Build a wall of them, i usually have 20-30 guns on my base. Of course you will need tons more windtraps, but it is worth it.

When you build either a builing or a unit, the more facilities you have building it, the faster it goes. You can build 2 or 3 heavy factories, and the tanks get built a lot faster. You can build more construcion yards, and your buildings will fly by too.


Submitted by:

DuneWanderer

The most important thing to do first is to protect your base and to have a good spice harvesting speed. I usually make two spice refineries at my first base and then expand and build another. Also try to build at least one carryall per harvester. This will help to harvest spice more quickly. At the beginning of the game build enough trikes and infantry units to overcome any attacks. Keep some combat tanks at your base so you can crush aproaching infantry units with ease. Be sure that you diverse your attack squads. Use trikes, sonic tanks, combat tanks and seige tanks to destroy infantry units and light vehicles. Use combat tanks, troopers and missile tanks to destroy heavy tanks(like the harkonen devastators). Use Thopters to destroy wind traps or to attack barracks. One last thing about construction: don't forget that constructing more than one barrack, construction yard, or anything that let you build something doubles the build speed. If you have two barracks, you'll! make infantry units twice as fast. The same applies to the construction yard, light and heavy factory, etc.


Submitted by:

Dread

For multiplayer or practice games against the computer, in normal difficulty, I go with this build order; very cheesy but still cool. Starting off with only the center or whatever it's called, set concrete for windtrap, while upgrading the center at the same time. The build 'trap, lay ground for barraks. Build barracks, and upgrade it.Lay ground for refinery and start making it. Once your racks is upgraded, train an engineer, then start out an attack. Here you have 2 choices; use the engineer to draw all the fire, giving your tanks+stuff time to attack, or make an attack and put your engineer in through another side. Go for their center, and you win if you get it.

Note: This strategy is only viable if the map isn't too big, because 1 engineer costs as much as 8 marines, so you have to pump the engineer out as soon as possible. Also there must be a starting army for this strat of course.


Submitted by:

PJKlimt

It seems like you tend to get rushed at the begining of every level. I used to try to get some big weapons built up to help me out, but all of my time and resources were spent building the Heavy Factory and what not. Now, I build a ton of Troops and Light Infantry. They are pretty cheap and will destroy almost anything if you have enough of them hanging around. They are not so effective against an armada of motorized attack vehicles, but they will save your butt early on in the game if you are initially taking a defensive posture and free up your spice to finance those things that bring in cash.


Submitted by:

StarK

Beginning any level, providing you have a construction yard build two Spice refineries, which subsequently accelerate your collection of spice, and stead you well against any upcoming attacks from enemy forces, and also leaving you well established.


Submitted by:

Valen

Use a wide varietey of units. In previous Westwood RTS games, you could rule the land with some Mammoths and some support tanks. Not so. Due to the diversity of weapons, you need some trikes, quads, combat tanks, and more to effectively attack an opponents army.
Also, the siege tanks are ineffective against ALL units except for a large mass of troops. Keep the siege tanks way back until you penetrate into the enemy base, then bring the siegers up to level buildings quickly.


Submitted by:

Cuthbert

Hey, just thought you'll want to know that if you're atreides and you don't attack the smugglers they'll help you fight later on! If you attack'em the computer says - "Smugglers are now hostile" and start attacking you. But if you leave'em alone, you'll might see'em attacking harkonnen sometimes... very cool. You can also harvest in the same area they do, if you didn't atttack'em. They'll simply leave you alone, of course you can allways kick their ass just for the heck of it.
ps: Im not sure smugglers will help you against ordos,it seems they only hate harkonnen.



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