The following is Rimfire's Strategies page. He left MK for good before finishing it and as I knew he had this in the works, I finally got around to getting it from him to share with you all. I've left the entire index so you can see what he would have done had he done more, but I've removed all the links to stuff that he didn't actually write and prettied up the formatting a bit. The words are all his.
            -Mokona


Rimfire's Strategies

  1. Opening
    1. Analysis
      1. Map/Game pace
      2. Opponents
    2. Placement
      1. When
      2. Where
    3. Peace Treaty
      1. When
      2. Who
      3. What
      4. Blocking
    4. Expansion
      1. Purpose
        1. Defense
        2. $
        3. Attack Range
      2. Investment (Spend it all)
      3. 'Waves'
  2. Midgame
    1. Mil. Factories
      1. When
      2. Where
        1. Offense
        2. Defense
    2. $ (Expenses)
      1. Value
      2. Accounting
      3. Selling
      4. Buying
    3. Cities
      1. Metros
      2. Taxes
    4. Mines
      1. Dozing
      2. Harvesting
        1. Assignment
        2. Manually (Truck, Trucks, Truck in Cargo)
      3. Factories
        1. When
        2. Where
    5. Tech
      1. What
      2. When
      3. Where
      4. Use of prototypes
    6. Counting
      1. Moves
      2. $
      3. Units
  3. Endgame
    1. Intelligence
      1. Radar
      2. War Report
      3. Statistics
    2. Offense
      1. Breaking Peace
      2. the Clean Kill
        1. Pace
        2. Enemy porcs
      3. Siege
        1. Pace
        2. Techniques
        3. Base assualt
          1. When
          2. What
            1. Nuke
            2. Scorpions
            3. Artillery
            4. Tigers
            5. M-31s
            6. Clean-up
          3. How
            1. Getting There
            2. Surround
            3. Counting the Living
            4. Counting the dead
      4. Defense
        1. Base
          1. Porcs
          2. Porcs
          3. More porcs
        2. Perimeter
          1. What
          2. How
          3. Nuke Defense
  4. Misc.
    1. Turn Taking
      1. Doubles
        1. By Luck
        2. By Design
      2. Last
      3. First
    2. Intelligence
      1. Know thine enemy
        1. When
        2. Pace
        3. Porcing
    3. Exceptions
      1. Maps
      2. Wrecks
      3. Players
    4. Tips
      1. Turn Planning
      2. Movement
      3. Bugs
  5. Appendix
    1. Units
      1. Ground
        1. Porc
        2. Soldier
        3. Transport
        4. Flag
        5. Dozer
        6. Alpha
        7. Panther
        8. Elf
        9. M-31
        10. Commando
        11. Striker
        12. Tiger
        13. Grizzli
        14. Patriot
        15. Artillery
        16. Air Freedom
        17. Scorp
        18. Scud
        19. MK
      2. Sea
        1. Cargo
        2. Scout
        3. Destroyer
        4. Shark
        5. Shooter
        6. Captain
      3. Air
        1. Hawkeye
        2. Predator
        3. Herc
        4. Apache
        5. Eagle
        6. Falcon
        7. Furtif
        8. Nuke

I.  Opening
    D.  Expansion
        1. Purpose
            a.  Defense

The best defense against crowding is strong turn0 expansion. Use the terrain, and your units to keep the enemy away, and plug up all holes in your empire. With my $200, I often send out expansion units, drop flags, and sell units, just to completely prevent someone from blocking me. On several ocean maps, I can completely take a large wreck-filled lake leaving NO chance of any enemy waterfront presence, with only $200. Sure, I lose some cash in the crowding defense, but the peace of mind is worth it :) If you expand leaving a large vulnerable hole in your defense, someone will take advantage. Always expect, and plan for, the worst.
           b. $
Expansion is an investment in everysense. You spend money on units which take cities, mines, and wrecks, which give you more money over time. And let me tell you, the payoff time is very short. Consider only city income for a moment. Using tax strategies outlined below, a city yields on average $6 each turn, or $6 per city/turn (CT). Let's say you have a transport and soldier combo that takes 'x' cities each turn. The transport + soldier costs $51, or 8.5 CT. The first turn of expansion, your units take x cities. Turn1 sees you with x CT income. You take x more cities, so Turn2 income is x + x CT. Generally, TurnN = Nx CT. But that $ is just for that turn. If you sum all the money from all the turns, that infantry has earned you a recursive progression: Turn0->Turn1 = xCT, Turn0->Turn2 = 3x CT, Turn0->Turn3 = 6x CT, Turn0->Turn4 = 10x CT, and so on. So if x = 3 (taking 3 cities a turn), by Turn4 you've got 30 CT, or an over three-fold return on your investment! Invest $500 in expansion, and with this simple example, you will achieve on the order of $1500 back 4 turns later! I hope this gives you some idea of the value of a strong expansion. Mines work similarly, and even more profitably. Because of the progressive nature of these developments, it's better to doze as many mines as you can, as early as you can. The resource will build up; there's plenty of time to harvest it with trucks, so spend those precious $s getting new mines. Buy trucks later when your money is worth less (see Midgame/$/Value below). Exception: As usual, there's an exception. But I leave that to your own discovery.
           c. Attack Range
The third objective of expansion is to race to your opponents before they reach you. If you are in kill range of their base (the magic 14), they are far from yours, and all other things are equal, you will win.
        3. 'Waves'
Push those initial units out as far as they can go. Don't worry about getting cities close to your base - those can easily be taken later. I cannot emphasize planning enough. Turn0 sets the pace of your game. Look ahead, and send out transports and cargos to give you explosive expansion the next turn. If there's a fork in the road up ahead, send out 2 transports even if the second one won't take any new cities this turn. You'll have another expansion arm next turn. With experience, you'll be able to instantly see where your units will be 2-3 turns ahead, and what you need to buy now to get there.

II. Midgame
    C. Cities
        1. Metros

Here is yet another case where understanding the pace of a game is vital. It takes at least until turn8 to get a metro - if the game won't last that long (and on most modern maps they shouldn't), there's no need for them! The only time I ever make metros I use 2 of them for the 4 air advances between herc and nuke. The reason I only ever use 2, is that herc and nuke are key tech levels; I want the herc ASAP (well before turn8) , but the adv. air units are useless until the nuke. You might as well wait for metros to save you $676. If you are making a metro set it's tax to 0% and keep it there until it'll break 5k in population. Cases: fast game: None!; Slow nuke game: 2; Non-nuke game: None!
        2. Taxes
My tax strategy is based on the concept that money is worth more in the beginning of the game. (See Midgame/$/Value) So squeezing every dollar out of your cities in the beginning will lead to better expansion, which leads to more $ in the long run. I only use 5 tax rates: 100%, 88%, 75%, 63%, 50%. I set each city to the highest rate it can take without going below 1000 pop, or being overtaxed. Once a city will starve, drop it below 1k pop., and keep it there. When a game is over on turn5 or 6 (like Lakeside), you want your money FAST. The advantage to reducing a city's pop in this manner is you don't need to buy costly farms, and you average $6+ a city for the first 3-4 turns. Exceptions are very slow maps with farms. Then you can safely build population, by alternating between a very high rate (80-100), and 0%. This is a better strategy for the long haul on sparse maps.
   D. Mines
        2. Harvesting
            a. Assignment

Only assign a truck to a mine or group of mines with no cities in reach. If a truck can load and sell a resource in the same turn, NEVER assign it. That $12 from selling the truck multiplied by all your trucks gives a big help when you are attacking a base, and need every dollar.
        3. Factories
            a. When

Never. Think about it: on the fifth turn after buying the factory, you break even. But since $50 on turn0 is worth a helluva lot more than $50 on turn5, you are really sinking a lot of cash into a non-paying investment. The only exception to this I can think of is a map like Airwar, where your expansion is severely limited. Money is worth more early because of how you can expand with it. Take away the expansion possibilities, and factories look better. Use your judgment (and your calculator!) on such non-standard maps.
            b. Where
See above. If you still have to ask, then build them right in my path so I can take all your cash.

III. Endgame
    B. Offense
        3. Siege
            c. Base assualt
                c. How
                    iii. Counting the Living

Careful use of radar is a must. If I have plenty of time, I count every enemy unit using radar, also noting every occurance of 3+ units in a square. Subtract the visible units total from the Total units on the F10 Player Stats, and you have the number of units hidden in those squares containing 3+ units. If it's safe, log out and back in, and look at those 3+ squares. Repeat a few times, and you'll see different units there. Use this knowledge, and a little judgment, and you can determine a reasonable maximum of porcs in the enemy base.
                    iv. Counting the dead
I always keep a notebook by the computer to record the porcupines I've killed. For each unit's attack, I write the number of porc (or other unit) scraps left. Once your attacks hit a porc with less than the full 8 scraps, you know exactly how many porcs remain, and their status as well. Now you can apply the minimum force necessary to take the base, saving yourself money. (There may be other units besides porcs in the base, such as flags, but they will usually be so weak as to not be significant). When you are taking 2 or 3 bases in one turn, efficient attacking becomes crucial. Recording exactly what's left in the base makes this possible.
        4. Defense
            1. Base
                a. Porcs

The porc is your best base defense unit. No other will do, you should rely only on the porcupine. They will never fail you. The rule of porcing is always have 1 more porcupine than the enemy can kill. Since it's impossible to know the enemy's exact capabilities, pack that base with porcs. A good rule of thumb is when the enemy is 2 turns from your base, fill it with 2x the number you think he can kill. I've seen several players who flag around their base, then move them in the next turn, and repeat. I love it when they do this :). With a 200% surround, which I get 99% of the time for base attacks, a soldier takes out a flag most of the time. It takes 20 soldiers to remove 14 flags. Since I use soldiers for surround anyway, it makes my life easy.
                b. Porcs
It has been a very long time since I've encountered a player who adequately porcs up. I regularly kill 20 porcs a turn, on a double, up to 60. On maps with lots of $, I've done even more than that. I've killed good players who are shocked at their death, because they thought they had enough, then added more, and I still broke their defenses. Lesson: porc up, porc up, then add some more. You can't lose if there's still porcs in your base.
                c. More porcs
If you think you have more than enough porcs, add more. I cannot stress this enough; underporcing is the single biggest error modern (as opposed to OldSchool :) players make.

IV. Misc.
    A. Turn Taking
        1. Doubles

Double turns are the most powerful attack in the game. Consider a regular turn income of $1000. On a base attack, you buy $1000 worth of offense and attack. Enter the second turn. Now you've got another $1k to spend, plus attacking with all the first turn's weaponry! That's the equivalent of a 3 turn ($3k) attack and the enemy has no chance to respond! Another method is using the first turn to buy the killing factory, then porcing it the second turn, leaving the enemy no chance to take it back. The caveat to both is that you open yourself up to a double in return...
            a. By Luck
I know it's hard to resist that big green 'GO', but if your schedule permits it, it's often wise to delay your turn taking. The advantage is you put the game on your own terms. The only ways to get doubles are to play last, wait, and hope the doublee doesn't beat you in; or play second to last and camp out the game. The latter is great for your game, but often bad for your life (and temper when the server drops you at the worst time).
            b. By Design
Use Player Search! One of my favorite kills was a double on then Metal-Knight Chris. Taking note of his ridiculous 2 hour turns :), I watched his other games. One was Topologies, and you all know how long those turns can last. I just waited for him to enter that one, and entered our game. A speedy first turn attack, a half hour wait... another dead MK. He thought I was just lucky :) Player search can be a great tool for achieving and preventing doubles. If a player logs in often, but doesn't play, odds are he's going for a double on you. If he logs in infrequently or regularly, you know when to plan your double.
        2. Last
If you're ahead in a game, by all means play last every turn. There are two reasons for this: You *cannot* be doubled, and you get the chance to double whenever you like. If when playing last you appraise the field and decide it's time for attack, you can attempt to enter first at the turn flip. If by chance that other player beats you in, then play last again and try for a double the next time. I like to imagine the frustration and panic a player feels scrambling to enter first every turn, wondering if I'm doubling them yet. But then, I'm cruel.
        3. First
If you can somehow manage to play first every turn of a game (and remain sane), you're in the best position. You are effectively one turn ahead and all players must react to you. I'll often try and play first on the non-lethal first 3 turns of a game to push my border out to the enemy, and not vice versa. Also of paramount importance is to enter first on wreck-heavy maps. I try to stay away from these turn dependant maps. It should be noted, that practicing this technique requires a lot of online time, and is the best way to burn out.
    B. Intelligence
        1. Know thine enemy
            a. When

It is to your advantage to know when a player takes his turns. This info allows for double turn planning, and preventing. If he played at 6am the last 2 days, odds are he'll do it again. It is also sometimes useful to know how long a player takes. It's not crucial, but use this knowledge any way you can. This is another area the Player Search comes in handy.
            b. Pace
As you play someone often, you will learn how aggresive they are, and in return, how aggresive you must be.
            c. Porcing
Also learn the enemy's pattern of defense. If they porc up well, you can plan on a longer game, and more tech investment. If they take risks or have poor defense, plan your attack to be earlier.
    D. Tips
        1. Turn Planning

When you first enter a game, try cycling through all your units with the 'n' key, or observe the map with the 'u' key, so that you are reminded where your troops are, where they are going, and what you'll be doing with them. This will save you time and $ by preventing mistakes. Next, look around at the map. Study what your opponents have done (all of them), especially your nearest neighbors. Then move your trucks, collecting all mine income. This allows you to know exactly how much you've got to spend. Plan your general strategy for that turn, then do it. This all becomes automatic with practice and experience. When your turn is over, look at the map and decide when you'll need to get in the next turn. If you're vulnerable to a double, note that, and remember to beat the other guy in if you can. If you need a double, plan your turn accordingly. Finally, if you use 'k'eep at all, look at the unit section of the ManLab, and sort on moves. Any kept units will be revealed, to move or sell. Before you exit, using the ManLab, set your cities tax rates. Leave the game, go to sleep, and hope they don't have nukes!
        2. Movement
Don't neglect the ability to buy farms to increase movement. When you've got plenty of extra money, buying farms at each city allows that panther to reach the nuked base from farther away. If you have a flag or porc in a transport (hint hint), use their movement/undo to detect invisible enemy units. Since neither can attack, if you move a flag or porc onto a hidden commando or furtif, you'll get a msgbox saying "That unit can't attack!". If there's nothing there, movement occurs as normal, and you can U)ndo it. This tactic is important for not blowing your precious herc-loads on a hasty advance.
        3. Bugs
If you really get in a jam, use the insta-death cheat on your enemies. Foolproof.

V. Appendix
    A. Units
        1. Ground
            a. Porc

See the section on Porcs and Defense above. BUY THESE. Buy them on turn3. Don't tempt fate with that empty base, unless you like losing to far flung commandos. Also great for base attack surrounds - after you kill him, use your surround to protect your new empire. You were going to buy them anyway,right?
            b. Soldier

A great unit, underused IMO. 2 of these are more cost effective than a panther if you're bringing a transport/herc along. Great for surround, as can take out flags. Also good for testing cities for fortifications. I hardly ever use commandos: 4 soldiers cost less than 1 commando, sacrificing them to a couple forts is no big deal.
            d. Flag
Use that Zone of Control, baby. This is the unit to keep that swine out of your territory. Drop em well, but drop em frugally. $6 can really add up. Study the situation, see if you can't get by with 2 flags instead of 3. However, if you're at war, and you need to stifle an enemy unit, be generous, make him sell the trapped unit.
            q. Scorp
Great unit for heavy base assault. Stop your ground research here. With a decent surround, these will kill a porc just about every time.
            r. Scud
Never research them. These have great range, but cost too much to research and build. Every $ spent on this is a $ less for a scorpion.
            s. MK
Never research them. These monsters are overkill in large numbers. Only use them if you've captured this tech from an enemy, and you need to bust one or two solitary porcs. You don't need any surround with these babies, but for any major assault (bases), you're going to have it anyway - so don't bother.
        2. Sea
            b. Scout
Good for long range blocking, flag killing, and first turn bushwhacking. But that's it.
        3. Air
            b. Predator
Best thing I can say about these is you get $66 when you sell the prototype.
            d. Apache
Useless. Sell.
            e. Eagle
Useless. Sell.
            g. Furtif
Useless waste of $. Only a stopover on way to nuke. Never buy them, unless you're playing on a ridiculously rich map with money to burn, and you want to surprise the enemy hercs when they run into these :)
            h. Nuke
Ah, the wonderful nuclear unit. Gotta love these. If you can, GET THEM. Great on offense and defense alike. Nukes are the great equalizer, and often the only hope for an outsized player. If you've got 'em, count on your opponent having them as well...

© 1999 by Rimfire


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