Fallen Haven
It's rumored that
Bubba Einstein, Albert's lesser known brother, established his
own theory of relativity while Al was vacationing in the Bronx.
It goes something like this: "Strength and Power are equally
but no more effective than the Speed and Distance opposing them
if both are used correctly in Fallen Haven." Unfortunately,
Bubba's sad demise at the hands of an early cotton candy machine
leaves no credible witness to verify his theory. Nevertheless,
it's been proven time and time again during game play.
The Taurans, daunting alien warriors with enough firepower to
turn the strongest Earthling vehicle into sautéed seaweed,
aren't nearly as overpowering as it first may seem. The Humans,
weaker than nasal spray but quicker than a Maalox moment, do have
some advantages over these celestial powerhouses. Whichever side
you're playing, the prudent advice to "exploit enemy
weaknesses, reinforce allied strengths" rings true.
Rush delivery: avoiding complacency
If there's any single point to remember when playing Fallen
Haven, let it be this: keep moving and strike fast. If at any
time there arises within you a warm, gooey feeling of coziness
and a sense that everything's under control, relish in it. Why?
Because you'll need the happy memories to sustain your spirits
after the loser's screen pops up several turns later.
Nothing in Fallen Haven can be safely tucked away out of harm's
reach. Setting it apart from other games, where established front
lines and minimal reinforcement of flank areas works effectively,
Fallen Haven forces players to constantly monitor every province.
Believe it or not, before the first turn ever takes place, start
picturing the end game stages. Be thinking of how to best protect
your capitol, because almost assuredly it will be attacked
(numerous times) before the game is over. It's crucial to
capitalize on every dormant turn to expand, expand, and expand.
There are typically two schools of thought where tactics are
concerned. "Reinforce and Overwhelm," or "Blitz
and Beleaguer." Only the latter works in this game, because
holding back to gather enough troops for a decisive victory in
one province will leave two unconquered provinces that the
computer now owns. The tide of battle doesn't easily sway, so
once you're behind it's extremely difficult, if not impossible,
to recover.
Location, location, location
When provinces are conquered and under your control, begin
building up rapidly with whatever appropriate structures need
building. Many times, existing structures will survive unscathed
or lightly scathed from battle. This savings equates to more
available cash for purchasing troops, defenses, and structures.
It's also incentive to avoid damaging structures as much as
possible during the invasion.
Look very carefully at each neighboring province, reviewing their
potential benefits to your fast-rising empire. This may seem
obvious, but place structures where they can be most effective.
If reconnaissance shows an energy poor province, don't waste your
bucks building power plants. Instead, use the cash to either
draft troops for use in invasions, or build structures that tap
the province's potential for any of the three necessary
commodities. Remember: one mining station in a rich province
out-produces as many as ten mining stations in a poor one.
Provinces with special missions add a little extra incentive to
invade them, but only do so if they won't detract from the
ultimate goal of victory over the enemy. These special missions
can be just as distracting as they are helpful.
Finally, at the beginning of the game, don't trust the computer
to modify your technology settings. Defy Mother Goose by putting
all your eggs in one basket, building up a single technology at a
time. One technology advantage available in a few turns easily
beats out several technology gains unavailable for many turns. On
the human side, focus on increasing the amount of damage you can
inflict on "ALF and Company." This compliments the
inherent advantage of greater range. Taurans can benefit from any
technology gains, but do best when beefing up their rate of fire.
Think of it as two decimating attacks for the price of one.
Legos and Lincoln Logs: the art of fortress design
One of the pure joys in the game lies in the ability to create
and tailor fortresses however you choose. While some of the more
conventional methods apply to fortress design, there are a few
lesser known rules of thumb to consider.
First, some provinces are ringed in by natural obstructions or
map edges. A battle with four fronts leans far more to the
attacker than the same battle with one or two fronts to defend.
Utilize the terrain to keep the battles focused on a single
front, and with the right equipment many assaults can be repelled
with minimal loss.
Second, utilize the cheap equipment for maximum effect. Towers
are always a decent payoff, and en masse can blunt an assault
tremendously before any troop to troop combat takes place. And on
the subject of troops....
Thirdly, in gridiron terms, don't ask your nose tackle to run a
post route for the end zone. In other words, certain troop types
have powerful abilities depending on their combat situation. It's
suicidal to place a human squad into the open air beyond the
fortress gates. Place one behind the walls, though, and woe to
the tank that tromps too close beside that wall, only to be
dissolved like a salted slug from the squad's mortar. On the
other hand, a Tauran Mega-Tank loses its effectiveness in a
defensive posture when it could net far more deadly results as an
offensive assault vehicle.
Lastly, as a contingency plan, make the inside of the fort as
treacherous for the enemy from within as the initial attack on
its outside walls. Never leave a large enough gap between
structures for a dropship to land right behind your fortified
walls. Doing so negates any tactical advantage beyond
"frenetic backpedaling," as well as stifles the local
tourism industry (let's face it; trying to explain these
disastrous matters to street-side body piercing vendors can be a
chilling experience). Merely placing a single wall section
between two buildings offers enough insurance against unwelcome
visitors, and it's well worth its asking price in the end.
The big picture: strategic thoughts and pondering
If you're not conquering provinces equally as fast as the enemy,
you're losing. Period. Carefully watch how fast the computer
expands its territory. Better yet, start a fake game, do nothing
for a few turns, and watch the rate of expansion (since the game
lacks any random modifiers, the pattern you see when surveying
the AI's movements will be consistent game to game at the same
difficulty level).
See how the computer tries to eat up a province a turn? That's as
subtle a clue as a Dear John letter etched onto your bifocals
(the magnified half). The tightrope to be walked in this
situation divides victory from defeat. Without jeopardizing the
defense of any of your currently owned provinces, a sizable army
(with enough brute force to conquer a province) must be enlisted
in order to continue expansion. It's extremely difficult to avoid
the pitfall of building up four or five turns, going on the
attack with a comfortably equipped force, and repeating as
necessary. It's also fatal.
With that in mind, the focus suddenly turns from massive military
domination for achieving victory to a smaller, well-trained
force. Coordinate as many unit types that work together well as
possible. On the human side, snipers are extremely valuable for
long range attacks. This contrasts the Taurans, whose Flyers can
feint an attack from one front, allowing your other units to
attack from a different position once the defensive forces
mobilize against the initial Flyer attack.
At the early stages of the game, it's a good idea to keep the
front provinces well defended. As soon as you think the enemy's
technology allows for orbital assaults (about when first contact
is made,) immediately produce or ferry troops to every province
to balance out defenses among them all.
The killing fields
Troops will be lost: nothing will stop casualties in Fallen
Haven. The not-so-magic trick here lies in minimizing these
losses while maximizing enemy losses. The remnants of a surviving
force gain experience, which directly equates to better accuracy
and less whining among the ranks for better toilet tissue at the
army exchange.
Combined arms tactics almost always overpower an equal force of a
single troop type. Why? The effectiveness of balancing out one
troop's weaknesses with another troop's strengths can't be
underestimated. Artillery units weaken, sniper units mop up,
heavy armored units advance, and the 14th Snuggles battalion
remains in the flank to clean bugs off the dropship's windshield
from summer hyperspace travel.
Imagine an envelope around your forces, a protective layer
wherein each unit can rely on the firepower of others to protect
it. Stretch a unit too far out of the envelope, and most likely
it's missile meat during the enemy's turn.
Above all else, speed is the key. Maintain or surpass the
expansion of the enemy, and your victories will be the stuff of
military legends and lore. Lag behind or hesitate too much, and
you'll saluting an empty Pez dispenser come demotion time.
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