Ground Control Operation Genesis Walkthrough

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Walkthrough
Duration: 4:34:01
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---------------------------------------------- USEFUL TIMESTAMPS ----------------------------------------------

0:00 - Intro
1:37 - 01: Communications Relay
8:09 - 02: The Defector
14:46 - 03: At The Source
29:05 - 04: Iron Shield
41:00 - 05: Acquisition
50:15 - 06: Neighbours At The Door
1:09:41 - 07: The Satellite
1:19:43 - 08: No Win Situation
1:28:45 - 09: Jungle Purification
1:50:26 - 10: Anti-Air Raid
2:29:53 - 11: Simple Escort Duty
2:58:05 - 12: Take & Control
3:21:23 - 13: Under The Field
3:44:15 - 14: Behind Enemy Lines
4:02:11 - 15: Show Of Force

----------------------------------------------HYPERLINKS----------------------------------------------

Game Download: http://download.cnet.com/Ground-Control/3000-2119_4-10044418.html

Gound Control - Final Retaliation Walkthrough: https://www.youtube.com/watch?v=uvyqtcJCON0


Livestream Channel: https://www.youtube.com/channel/UCEspWHr0j27p3Y-cMNjme1w

Discord Server: https://discord.gg/b6HAZN4

----------------------------------------------DESCRIPTION----------------------------------------------

Ground Control doesn’t come up much in conversation and appears to have flown relatively under the radar, and it’s nothing less than a travesty. With it now being free, if you have even an inkling of strategic blood in your body, I cannot recommend it enough. It’s quite an old game however, so expect to spend sometime in key bindings as the traditional bindings are…well…wank.

With ground control, the strike forces you start with at the beginning is all you get for the mission, so you really have to micromanage your forces well. No spamming units to overwhelm the enemy here, especially in the later missions where you tend to be heavily outnumbered. Units that survive multiple missions will level up and get stronger to incentivise you further to keep as many units alive as possible. Expect to swap around your units and strike force frequently to match the specific missions. On the harder difficulties, your units will suffer friendly fire. It’s one of the few games where ‘Hold fire’ mode and formations are damn essential. Unlike in conventional base building games where the earlier scout type units get eclipsed once the tier levels increase, every single unit has its strengths in weaknesses, and every single special weapon or equipment every unit has also has its perks and cons.

The first half of the game sees you playing as Major Sarah Parker for the Cravyen Corporation through the genesis campaign. For such an old game, it utilises terrain amazingly. The Cravyen forces use conventional tanks or ‘Terradynes’. These lie closer to the ground than the orders Hoverdynes, making them harder to hit. They tend to be slower to compensate. The biggest threat the Order has against you are their Templar torpedo infantry, which like to hide in mountainous terrain, making them hard to spot and even harder to hit. Thankfully your specialised infantry, the Jaeger units are natural counters. I recommend putting them into Recon mode prior to a mission start so they can traverse and keep up with the Templars more easily. Dealing with them becomes much easier once you get the grizzly tanks (whose armour is tough enough that they will only take damage if hit in the sides and rear) and attack aerodynes (who cannot be targeted by them and will shit on them from the sky). Your APC can heal other units but not itself. If you can, I highly recommend fielding a wolf unit with a repair module.

Scouts units are faster and have great perception ranges, allowing you to spot enemies form a distance which is vital for picking targets out for artillery. Your conventional tanks have very short visions ranges and if you don’t utilise scouts, you could send your tanks straight into Tier 7 Guana turrets and watch them get ripped apart in seconds. The strike forces and strategies I used are not necessarily the fastest or the most optimal, but simply that which worked for me. Whilst I didn’t use every unit or equipment type, that does not mean they are not useful, but just did not fall into the strategies that I found best. I tended to prefer the basic quick heal and medikits equipment as they are ‘get out of fail’ free cards. When you send a unit into an unfavourable matchup, three heals can be damn useful in getting them back into formation without losing units.

All Cravyen Aerodynes are equipped with anti-missiles systems which I would highly recommend taking. They last 30 seconds and have the same cooldown. If you time it right, you can make your aerodynes immune to missiles for 90 seconds, more than enough time to wreak some havoc. They are still vulnerable to light gun fire however. Bombers, being slower and larger than other Aerodynes, can still be shot down quite easily. If the enemy are fielding Light hoverdynes, it may be prudent to choose attack Aerodynes instead, who fare much better at surviving such attacks.







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