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http://www.reconinforce.com http://www.reconinforce.com/dir A turn-based strategy game for iOS Wed, 07 Mar 2018 08:07:43 +0000 en-US hourly 1 https://wordpress.org/?v=4.9.5 RiF (Version 2.0.2) Release Notes! http://www.reconinforce.com/dir/rif-version-2-0-2-release-notes/ http://www.reconinforce.com/dir/rif-version-2-0-2-release-notes/#respond Wed, 13 Jan 2016 05:16:24 +0000 http://www.reconinforce.com/?p=874 The latest update to ReconInForce contains two new fan-created maps plus bug fixes for iOS9 users. Read on for the details and happy gaming! New maps in version 2.0.2, created by fans like you: Corner: Only the patient strategist will emerge victorious on this one. Corner is an extremely large map with an intense amount of […]

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The latest update to ReconInForce contains two new fan-created maps plus bug fixes for iOS9 users. Read on for the details and happy gaming!

New maps in version 2.0.2, created by fans like you:

  • Corner: Only the patient strategist will emerge victorious on this one. Corner is an extremely large map with an intense amount of cover and plenty of defensive turrets. The result will surely be a slugfest where players will have to plan several turns in advance and maintain a constant stream of troops to the front line. Player’s bases reside in the far corners of the maps, meaning the fight must be taken all the way to the enemy’s doorstep!

cornerPreview

  • Lit: A map so tiny that a Scout could cross end to end in just one turn. The only cover is a small stretch right at mid-field, almost exactly a turn and a half in from the deploy zone for your infantry units. To complicate matters a pair of defensive river run through the center like trenches, creating an open sightline for the savvy defender. The tight space should ensure immediate action as early as turn 2 and the limited cover will make the battles extremely cutthroat. Great job to the fan that designed this map and best of luck to the players who are charged with fighting across this battlefield!

litPreview

Bug Fixes

  • Addressed a top bug which has been causing crashes during rocket attacks since iOS9
  • Fixed the flamethrower animations which have not been appearing on some iOS9 devices

Download the update now by going to: http://apple.co/1IiYYYi

RiF App Store Link

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RiF (Version 2.0.1) Release Notes! http://www.reconinforce.com/dir/rif-version-2-0-1-release-notes/ http://www.reconinforce.com/dir/rif-version-2-0-1-release-notes/#respond Mon, 12 Oct 2015 18:38:26 +0000 http://www.reconinforce.com/?p=766 Version 2.0 has been live for a few weeks now and the Mapmaker is in full swing. Fan-created maps are rolling in and this update features the top four so far! Read on for the details and don’t forget to follow me on Twitter or like the Facebook Page. New maps in version 2.0.1, all created by fans like you! The […]

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Version 2.0 has been live for a few weeks now and the Mapmaker is in full swing. Fan-created maps are rolling in and this update features the top four so far! Read on for the details and don’t forget to follow me on Twitter or like the Facebook Page.

New maps in version 2.0.1, all created by fans like you!

  • The Rock: A fan created map about attack and defense. The Tan player clearly has a very defendable position on this map; but can they manage to break out across the land bridge and bear the barrage by the Green player?

theRockPreview

  • The River Styx: A classic river battlefield. This fan did a great job capturing a quaint riverside town for the setting of the battle. While a lot of action will occur in the center, the battle will probably be won or lost on the flank

styxPreview

  • The Eastern Front: History fans of “Operation Barbarossa” will love this map. The Green player takes on the role of the Russian with a defense-in-depth strategy. The Tan player fields a massive army…but as the battle draws out will it be enough? In-map spawn points will ensure that the battle stays fresh even as players fight a tug-of-war across the defensive lines.

easternFrontPreview

  • London: This RiF fan clearly knows their way around London! Recognize any landmarks? The house-to-house fighting on this map will surely present it’s own set of challenges. Taking potshots across the Thames will surely make for a good fight!

londonPreview

A special thank you to all the fans that submitted their custom maps for review! Would you like to see your map released on the App Store for the world to see? Just click the “Submit” button on Mapmaker menu and we’ll have a look.

Download the update now by going to: http://apple.co/1IiYYYi

RiF App Store Link

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RiF (Version 2.0) Release Notes! http://www.reconinforce.com/dir/rif-version-2-0-release-notes/ http://www.reconinforce.com/dir/rif-version-2-0-release-notes/#respond Sat, 19 Sep 2015 05:30:30 +0000 http://www.reconinforce.com/?p=744 After upgrading to iOS9, try out ReconInForce Version 2.0, just released to the App Store! This update contains the all-new Mapmaker feature, allowing you to create your very own custom battlefields. Fans seeking a challenge can also try the three new scenario maps modeled after real historical engagements. Keep in mind that you will need to have […]

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After upgrading to iOS9, try out ReconInForce Version 2.0, just released to the App Store! This update contains the all-new Mapmaker feature, allowing you to create your very own custom battlefields. Fans seeking a challenge can also try the three new scenario maps modeled after real historical engagements.

mapmaker small map

Keep in mind that you will need to have iOS9 installed before you can download the update. Read on for the details and don’t forget to follow me on Twitter or like the Facebook Page!

Content Additions

  • iOS9 Support
  • Mapmaker!
  • New Scenario Map: Battle for Normandy. Hold the beachhead and plunge through the hedgerows in this oceanfront battlefield

ddayPreview

  • New Scenario Map: Battle for Kursk. Fight to keep the supply lines open as your forces are surrounded by a massive pincer attack

kurskPreview

  • New Scenario Map: Battle for Arnhem. Use your paratroopers to secure the bridges so your armor can make their drive to the enemy base!

marketGardenPreview

Balance Changes

  • Mechanized Mongrels: Deployment cost of “Engineer” increased from 275pts to 300pts
  • Mechanized Mongrels: Deployment cost of “Rocket Artillery” increased from 225pts to 250pts
  • The Iron Raiders: Removed the “Captain” unit and added the “Mortar Carrier” unit

 

Bug Fixes

  • Added a recovery for a crash that occured while ending a turn in multiplayer

After upgrading to iOS9 any old versions of ReconInForce you have installed will not work. Just upgrade to Version 2.0 to keep playing ReconInForce! Download the update now by going to: http://apple.co/1IiYYYi

RiF App Store Link

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ReconInForce to receive a Mapmaker! http://www.reconinforce.com/dir/reconinforce-to-receive-a-mapmaker/ http://www.reconinforce.com/dir/reconinforce-to-receive-a-mapmaker/#comments Tue, 15 Sep 2015 03:27:50 +0000 http://www.reconinforce.com/?p=716 The next version of ReconInForce is so big, I’m calling it version 2.0! Introducing the Mapmaker, where players can create their own battlefields and then wage war against the computer or their friends. The Mapmaker will allow players to create a battlefield as small as 15×15 tiles, or as large as 40×40 tiles. Players can populate the map […]

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The next version of ReconInForce is so big, I’m calling it version 2.0! Introducing the Mapmaker, where players can create their own battlefields and then wage war against the computer or their friends.

mapmaker menu

I should have let the community make my maps from the start! 😛

The Mapmaker will allow players to create a battlefield as small as 15×15 tiles, or as large as 40×40 tiles. Players can populate the map with all the terrain found in ReconInForce, including roads, forests, rivers and open water.

mapmaker small map

Small maps, big maps… you choose!

Players can also decide where to place the bases, flags, and deployment zones.

mapmaker bases

What the heck, put the bases right next to each other!

The basic units of the 17th Guards can also be placed onto the map, allowing players to create custom scenarios or re-create historical battles!

mapmaker scenario

Create custom scenarios or historical battles.

Players will then be able to try their map against a computer player or with a friend in local multiplayer. If you think your map is good enough for the big leagues, email it to the developer for consideration to be included with the next public release of ReconInForce!

Due to iOS 9 incompatibility issues, players with any previous versions of ReconInForce will not be able to play after upgrading to iOS 9. ReconInForce version 2.0 will only be available to users that have upgraded to iOS 9. So after you upgrade to iOS 9 this Wednesday, keep a close eye on the App Store for version 2.0 of ReconInForce.

To stay updated you can also watch the Facebook page or follow on Twitter.

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This Week in RiF: 50% off the 501st Bulldogs http://www.reconinforce.com/dir/this-week-in-rif-50-off-the-501st-bulldogs/ http://www.reconinforce.com/dir/this-week-in-rif-50-off-the-501st-bulldogs/#comments Thu, 23 Jul 2015 03:46:24 +0000 http://www.reconinforce.com/?p=651 Last call for cheap ReconInForce commanders! This is the final week in the 50% off sale for ReconInForce. Last week, fans could read the strategy guide for the long-ranged Royal Battery. For our last hoorah we’re going to look at the the heart and soul of any military engagement: the infantryman and his rifle in the […]

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Last call for cheap ReconInForce commanders! This is the final week in the 50% off sale for ReconInForce. Last week, fans could read the strategy guide for the long-ranged Royal Battery. For our last hoorah we’re going to look at the the heart and soul of any military engagement: the infantryman and his rifle in the 501st ‘Bulldogs’.

501st Emblem

Read on for developer tips on how to use the 501st. Then start up ReconInForce to purchase the commander for only $0.99. For the latest ReconInForce news be sure to like the Facebook Page or follow on Twitter!

RiF App Store Link

The 501st ‘Bulldogs’ is a great commander to try out on your first time playing ReconInForce. Their overall strategy is straightforward and their tactics are easy to understand. They fight at a controlled pace and can withstand quite a beating. When playing with the 501st it can sometimes feel like you’re taking insurmountable losses and yet every turn you gain a little ground: shoot, move a little, then shoot again. It can be really fun to claw your way across the battlefield in Bulldog style.

The Bulldogs like to make the fight close and personal. Their units excel at fighting across rough terrain and often find themselves in a tile-to-tile slugfest through some thick forest or city. All of their units move at a decent pace through any terrain: forests, cities and even rivers. They don’t have any quality scouts, but they make up for that with strength in numbers that allows uniform coverage of the battlefield.

Here is the unit manifest for the 501st ‘Bulldogs’

infPreviewGreen infPreviewTan Grunts A cheap, effective, well-rounded addition to any army
lightPreviewGreen lightPreviewTan LAV An armored unit that is able to enter forests. Best at performing quick strikes to the enemy’s flank
flamePreviewGreen flamePreviewTan Flamethrower Best used against enemy infantry units at close range
medicPreviewGreen medicPreviewTan Medic Can increase the health of nearby soldiers
javPreviewGreen javPreviewTan Javelin Can destroy enemy tanks from behind cover
mortarHTGreen mortarHTTan Mortar Carrier Provides short range indirect fire to soften the enemy before an infantry assault

The 501st in Dev Stage

Looking back, the Bulldogs received the most tweaks and changes throughout the project even though the vision always remained the same. The goal for the 501st was strength in numbers and a steadfast resilience. Several of the original units were stripped for placement elsewhere: the Sniper was moved to the Six O’ Six, the Engineer was re-assined to the Mechanized Mongrels, and the Javelin was traded back and forth for the AT Gun. In the end, though, the units settled into place and formed a tough, cohesive pack.

501st in dev stage picture

The theme today is: INFANTRY

The emblem for the 501st went through several iterations as well! Rick, the artist for the emblems in ReconInForce, did a great job taking feedback and a barrage of suggestions to get everything just right. Of all the art in the game, the emblem for the Bulldogs received the most iterations.

501st Bulldogs in Progress

The emblem for the 501st: inspiration, rough draft, and final draft

I still can’t figure out how Rick managed to get such a cool fabric look into all those insignias!

How the Dev plays the 501st ‘Bulldogs’

I reserve the 501st ‘Bulldogs’ for the toughest of maps, the ones that no tanks would dare try to fight across. Two great examples are “Operation Delta” and “Operation Oppidan” which are thick with forests, cities, rivers, and chokepoints. My opening army is actually very light, usually only two or three LAV’s. Since the infantry is so slow, I save up my deployment points for the units that I will call in on the next turn.

On the second turn, my LAV’s run straight for the helipads. Another great thing about the 501st is that almost every one of their core units can be deployed from a helipad, right up on the front line. This speeds up the deployment of other infantry and gets them a few tiles closer to the enemy base than if I had brought them in from the original deployment zones on turn one.

As the battle progresses, I usually end up forming a solid line of troops that march their way across the battlefield. I try to keep the flow of troops up the front steady to plug the holes in the line that appear with the inevitable artillery strikes. My tactics aren’t too fancy; I use Mortar Carrier to soften up the enemy, flank with LAV’s, and mop up with Grunts and Flamethrowers.

A typical 'Bulldogs' front line

A typical ‘Bulldogs’ front line

Often enough, when I start approaching an enemy controlled helipad or deployment area, my strategy turns into taking that tile at all costs. If successful, a horde of reinforcements can be spawned right on the spot, suddenly transforming the area into the strongpoint of your front line. If I capture a helipad or call-in zone near the enemy base I spam Javelins for the win!

Lots of Javelins to finish the base. Cheating? Probably not.

Lots of Javelins to finish the base. Cheating? Naw.

Keep at least one Medic close but covered, and be sure to heal any troops that have taken damage. If you need to cross an open area, make it quick and use smoke from your Mortar Carrier. Otherwise, just take your time, have patience, and try to advance one or two tiles each turn until you’re at the enemy base.

How to counter the 501st ‘Bulldogs’

I have to shake my head when I wind up fighting some poor 501st player on open maps like “Operation Citadel” or “Operation Windbreak.” There’s just no chance their infantry will survive long enough to get within range to return fire. Really, the only weakness of the ‘Bulldogs’ is their short range. A Flamethrower can shoot 2 tiles, a Grunt can shoot 3 tiles, an LAV and Javelin 4 tiles, and a Mortar Carrier 5 tiles. So every other commander in the game has at least one unit than can outrange the 501st.

Artillery is just the perfect antidote to the ‘Bulldogs’, provided you can find them in the thick forests and cities. Not only does artillery usually do a lot of damage to infantry, but it will take them several moves and a few turns just to get close enough to shoot back! Few things are as demoralizing to the 501st as trudging through a constant hail of Heavy Artillery shells. So turn on the Barrage!

This is just a brief insight into the possible strategies and counter strategies of the 501st ‘Bulldogs’. I hope you get a chance to grab the 501st at only $0.99 and enjoy the last sale for ReconInForce.

How do you play the 501st ‘Bulldogs’? Share your infantry-based strategies in the comments or forums. Happy Gaming!

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This Week in RiF: 50% off the Royal Battery http://www.reconinforce.com/dir/this-week-in-rif-50-off-the-royal-battery/ http://www.reconinforce.com/dir/this-week-in-rif-50-off-the-royal-battery/#comments Thu, 16 Jul 2015 04:14:20 +0000 http://www.reconinforce.com/?p=622 Only two more weeks of sales and strategy guides for ReconInForce! Last week fans could read the developer’s strategy guide for the highly trained Six O’ Six. Now it’s time to dig into the firepower and ranged combat of the Royal Battery. Continue on for developer tips and tricks for playing as the Royal Battery. […]

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Only two more weeks of sales and strategy guides for ReconInForce! Last week fans could read the developer’s strategy guide for the highly trained Six O’ Six. Now it’s time to dig into the firepower and ranged combat of the Royal Battery.

Royal Battery Emblem

Continue on for developer tips and tricks for playing as the Royal Battery. Then crack open ReconInForce to purchase the commander for only $0.99. For the latest ReconInForce news be sure to like the Facebook Page or follow on Twitter!

RiF App Store Link

For those players who like to turtle, the Royal Battery is the commander for you. Specializing in fighting from behind cover and from far away, the Royal Battery is perfectly content with dragging the game into an attrition war that they are sure to win. They are the only commander that can sustain itself even when faced with a deployment point disadvantage for multiple turns. Once they begin taking moderate casualties, however, it’s game over!

The units of the Royal Battery are intertwined and compliment each other very well! Their flagship unit, the Heavy Artillery, does tremendous damage to enemy infantry and makes a dent in enemy tanks. The attack power can be further boosted by the Spotter’s “Fire Control” ability, which increases the damage received by enemy units. If some unlucky enemy survives a barrage from the Heavy Artillery, an MLRS is always on stand-by to mop up the survivors. Finally, any targets you don’t want to deal with next turn can be effectively immobilized by your Machine Gunners, making them juicy targets for your next assault!

Here’s the unit manifest for the Royal Battery:

spotterPreviewGreen spotterPreviewTan Spotter Can locate and track enemy targets for artillery to destroy
mgPreviewGreen mgPreviewTan Machine Gunners Removes enemy Action Points and slows their assault
atGunPreviewGreen atGunPreviewTan AT Gun Best used to ambush enemy tanks from across an open field
artPreviewGreen artPreviewTan MLRS Unleashes a devastating rocket strike. Is effective at long range against enemy soldiers
hArtPreviewGreen hArtPreviewTan Heavy Artillery Quickly destroys enemy infantry with tremendous firepower

The Royal Battery in Dev Stage

On the drawing board, the Royal Battery was meant to have an advantage of power and range with the price of vulnerability and low mobility. Almost every unit survived from the initial brainstorming session with the exception of the Javelin, which was swapped with the 501st’s AT Gun for balance purposes.

Royal Battery in Development

Back then the Royal Battery was just called “Support”

Lacking an indirect anti-tank solution further exposed the Royal Battery to it’s weakness versus armored units and forced the player to master both indirect and direct fire strategies within the same match.

Surprisingly, most of the unit abilities survived the entire way through the development process, including the concept of the Machine Gunner removing action points from the enemy. One mechanic that did get cut however, was the Heavy Artillery’s splash damage, which injured enemy units that were also adjacent to the target. It was decided that splash damage added too much complexity to the game and was removed. Looking back, though, it was a cool concept and might have to be added back in sometime!

How the Dev plays the Royal Battery

I usually choose the Royal Battery on smaller maps that have limited line-of-sight corridors and medium density. Operation Shellshock is an obvious choice for the Royal Battery because it allows the player to position their battery of artillery within striking distance of their opponent’s base while making it very difficult for direct-fire units to shoot back. If the map allows your artillery to spend a lot of time shooting and has tons of things to hide behind, why not take the Royal Battery for a spin?

My usual opening contains a pair of Spotters, one or two Machine Gunners, and at least one Heavy Artillery. If I’m playing second, I will deploy an AT Gun and maybe another Heavy Artillery. From that point on I always deploy at least one Heavy Artillery every turn, slowly building up a “critical mass” of Heavy Artillery firepower. If my indirect-fire units don’t have anything to shoot at I will slowly move them towards the enemy base. When moving your artillery, try to keep them spaced out to increase map coverage and prevent a devastating “wipeout” if an enemy tank breaks through. In the end, however, that idea never works out well as my artillery is always moving around in one giant wrecking ball of firepower!

Right away I give up any hope of controlling the majority of the flags. Instead, when playing the Royal Battery I focus on a slow and steady forward “creeping-barrage” towards the enemy base. My focus is on protecting the Heavy Artillery at all costs and adding one more Heavy Artillery each turn. To protect my indirect-firing swarm I try and maintain a line of Machine Gunners and AT Guns to soak up enemy Action Points and prevent a breakthrough. If the enemy slips by, a blitz at my Heavy Artillery always spells game over.

A few more pointers:

  • The MLRS is good for mop-up. Don’t waste a Heavy Artillery shot on anything with less than a few hundred hit points. Use the MLRS instead!
  • Use the Spotter’s “Fire Control” ability on every enemy tank you see. It increases the damage your target will receive and is critical for efficiently wiping our your enemy. “Fire Control” also works on the enemy base!
Use Fire Control to increase the damage your AT Guns do against enemy tanks

The Spotter used Fire Control to increase the damage the AT Guns will do against the tank

  • Machine Gunner’s can slow down the enemy by removing an Action Point every time they fire. No point in shooting at enemies that have zero Action Points remaining. They can’t do anything next turn anyways!

I usually win after getting a Spotter close enough to the enemy base to use “Fire Control” against it. Then you only need about four Heavy Artillery in range to completely wipe out the base. The best part is that you can usually do this from over halfway across the map, so take it steady and keep your eye on the prize.

How to counter the Royal Battery

The Royal Battery can be a tough nut to crack, but keep a few things in mind when playing against them and your fight will be much easier:

1. A weakness against armor: The Royal Battery hates tanks because armor moves quickly and can take a lot of punishment. Blitzkrieg tactics work great against the Royal Battery because closing the gap eliminates their primary advantage of range. The Royal Battery’s hard counter to armor, the AT Gun, requires good positioning and line of sight. Only a skilled player will have the forethought to properly position their AT Guns to shut down a tank rush.

2. They’re slow to rise: It should be easy to get the point advantage over a Royal Battery opponent, since their battlefield presence is usually very weak. The Royal Battery needs to invest a lot of deployment points into units that don’t go anywhere near the frontline. Knowing this; use the early game to grab as much of the map as possible and maintain pressure throughout the match.

3. Artillery is vulnerable to a flank: Once you get within shooting range of the enemy’s artillery it’s game over. All of the Royal Battery’s workhorse units have paper thin armor and fall in one or two hits. It’s so satisfying to see a few of your Medium Tanks demolish a blob of Heavy Artillery in one game-changing turn.

It's going to be a bad day for those Heavy Artillery

It’s going to be a bad day for those Heavy Artillery

This is just a brief insight into the possible strategies and counter strategies of the Royal Battery. I hope you get a chance to grab the Royal Battery while it is on sale this week and can use some of the tips in this guide to jump-start your strategy.

How do you play the Royal Battery? Share your long-range strategies in the comments or forums. Happy Gaming!

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This Week in RiF: 50% off the Six O’ Six http://www.reconinforce.com/dir/this-week-in-rif-50-off-the-six-o-six/ http://www.reconinforce.com/dir/this-week-in-rif-50-off-the-six-o-six/#comments Thu, 09 Jul 2015 04:23:09 +0000 http://www.reconinforce.com/?p=587 This is week five in the seven week sale featuring the many commanders and gameplay styles in ReconInForce. Last week fans could read the developer’s strategy guide for the techie Mechanized Mongrels. This time we’re going to explore the special forces’ tactics of the Six O’ Six. Keep reading for some background, strategies, and tips on the Six O’ Six. Then open […]

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This is week five in the seven week sale featuring the many commanders and gameplay styles in ReconInForce. Last week fans could read the developer’s strategy guide for the techie Mechanized Mongrels. This time we’re going to explore the special forces’ tactics of the Six O’ Six.

Six O' Six Emblem

Keep reading for some background, strategies, and tips on the Six O’ Six. Then open up ReconInForce to purchase the commander for only $0.99. To keep up with the deals and happenings of ReconInForce don’t forget to check me out on Facebook and Twitter!

app-store-badge

The Six O’ Six excel in battlefield surveillance and performing precision strikes. Their troops are basically specialized versions of each of their counterparts in the game. The “Drone” is a Scout with better mobility and sight range. The “Rangers” are a sneaky and more adaptable version of Grunts. The SF Tank has an additional action point, and the Observer is the longest range artillery unit in the game. So doesn’t the Six O’ Six outright dominate in ReconInForce?

The extra polish and effectiveness of the Six O’ Six units gives them an inflated price, leaving the player starved for deployment points and working with inferior numbers against their opponent. To adapt, a Six O’ Six player needs to focus their soldiers into tight but effective groups that are constantly mobile and alert to keep from getting overrun. Just like a real special forces brigade, the soldiers of the Six O’ Six are very good at what they do but can’t take on the entire enemy army at the same time!

dronePreviewGreen dronePreviewTan Drone Uses exceptional mobility and sight range to track your opponent’s movements
paraPreviewGreen paraPreviewTan Rangers A better trained version of the Grunts. Forms the core of a Special Forces attack
obsPreviewGreen obsPreviewTan Fire Coordinator Able to call in artillery support from nearby battlefields. Provides indirect fire support at extreme range
sfTankPreviewGreen sfTankPreviewTan SF Tank A more effective version of it’s less-elite cousin. Has one additional Action Point to always finish the job
sniperPreviewGreen sniperPreviewTan Sniper Team Effective against infantry and can remove action points from critical enemy units

The Six O’ Six in Development Stage

One of the original five commanders conceived in January of 2014, the Six O’ Six was supposed to be a paratrooper-like unit, with aerial troops dropping from the sky behind enemy lines. The goal was to create something that embodied convergence and firepower, but whose soldiers’ were expensive and overall lacked a strong presence on the battlefield.

The 606 on paper. Even early on the special forces essence shows through

The 606 on paper. Even early on the special forces essence shows through

Even through prototyping stage, the Rangers were essentially paratroopers that could be deployed almost anywhere and acted independently. The even had a “TOW Missile” ability that allowed them to inflict major damage to enemy tanks for 2 Action Points. Ultimately, the deploy anywhere aspect had to be removed for balance reasons. And the TOW Missile had to be scratched to maintain the ambiance of the commander.

The prototype of ReconInForce had paratroopers

The prototype of ReconInForce had paratroopers

The Six O’ Six also had a sixth unit, even in Beta phase. The final unit was an Anti-Tank team to round out the commander and give the Six O’ Six a hard counter to armor. But through testing it was discovered that the commander was a lot more fun to play if it lacked a solid answer to tanks.

How the Dev Plays the Six O’ Six

I usually roll Six O’ Six on maps with a decent amount of cover to keep the Rangers and Snipers hidden as they sneak across the battlefield. Many of the units of the Six O’ Six have great mobility, so things like dense forests should not be shied away from. I choose two attack paths and split my forces equally down each pincer. A good mix of Rangers, SF Tanks, Drones, and Snipers does the trick. I keep a small battery of Observers in the way back to deal with emergency situations that pop up.

Don't forget that the Drone can fly over any terrain, including water

Don’t forget that the Drone can fly over any terrain, including water

Rangers and Snipers shoot without revealing themselves. Once they fire, they can move on without being tracked by the enemy. This is extremely frustrating for the enemy if you manage to finish off all nearby enemies because your opponent will have no way to confirm the position of your units before launching their counter-attack.

Rangers don't reveal themselves when they attack

Rangers don’t reveal themselves when they attack

The Drone has a great ability called “Tracking” that I think is really under-utilized. It adds a radar icon onto the enemy and reveals them through the fog of war for the next two turns. This is great if you spot a unit that you want to hit with artillery but have run out of Action Points. Just throw “Tracking” onto them and they will be visible, juicy artillery targets next turn even if they’ve moved deeper into the fog of war.

The "Tracking" ability seems to be one of the more under-used. Try it out!

The “Tracking” ability seems to be one of the more under-used. Try it out!

Finally, don’t forget that your Snipers have a great ability called “Incapacitate.” For two Action Points your Sniper can remove one Action Point from another enemy unit. This works great for tough armor targets like Heavy Tanks where just one Action Point can make a huge difference. Always use “Incapacitate” when aiming at a tank, as a Sniper’s normal attack does basically zero damage.

How to Counter the Six O’ Six

When playing against the Six O’ Six, keep in mind their three weaknesses:

1. They have no hard counters to armored units. When faced with tanks, the Six O’ Six must choose to counter with the extremely expensive SF Tanks or by disabling the tanks using Snipers, which is an inefficient use of Action Points.

2. They don’t have the ability to deploy smoke. Force the Six O’ Six to cross open areas as they have no way to create artificial cover. When caught out in the open they won’t be able to recover from taking significant losses

3. They can’t control the entire map all at once! When given an equal amount of Deployment Points, the Six O’ Six will not be able to maintain the same amount of field presence as the other commanders. Attack in all directions, forcing the Six O’ Six to spread themselves thin, then pick them off one at a time.

How do you play the Six O’ Six? Share your unique strategies in the forums or comments below!

Happy Gaming!

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RiF (Version 1.2) Release Notes! http://www.reconinforce.com/dir/rif-version-1-2-release-notes/ http://www.reconinforce.com/dir/rif-version-1-2-release-notes/#respond Tue, 07 Jul 2015 03:21:50 +0000 http://www.reconinforce.com/?p=575 Try out ReconInForce Version 1.2, just release to the App Store today! This update contains three more maps and social media support so you can tweet and post about your battlefield victories. Read on for the details and don’t forget to follow me on Twitter or like the Facebook Page! Content Additions Added social media […]

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Try out ReconInForce Version 1.2, just release to the App Store today! This update contains three more maps and social media support so you can tweet and post about your battlefield victories.

Version 1.2 Screenshot

Read on for the details and don’t forget to follow me on Twitter or like the Facebook Page!

Content Additions

  • Added social media support
  • New Map: Operation Hammer

Version 1.2 Operation Hammer

  • New Map: Operation Talon

Version 1.2 Operation Talon

  • New Map: Operation Shellshock

Version 1.2 Operation Shellshock

Gameplay and User Interface

  • The AI makes better choices about which units to deploy, especially on higher difficulty levels
Player’s Commander Royal Battery Iron Raiders 17th Guards
Player Deploys: 4 x Heavy Artillery
1 x MLRS
3 x Heavy Tank
1 x Armored Scout
6 x Grunts
3 x Anti Tank
2 x MLRS
Version 1.1 Computer Deploys: 6 x Grunts
5 x Medium Tank
3 x Anti Tank
1 x MLRS
2 x Captain
1 x Scout
7 x Grunts
5 x Medium Tank
3 x Anti Tank
1 x MLRS
2 x Captain
6 x Grunts
5 x Medium Tank
3 x Anti Tank
1 x MLRS
2 x Captain
1 x Scout
Version 1.2 Computer Deploys: 5 x Grunts
7 x Medium Tank
1 x Anti Tank
1 x MLRS
1 x Captain
5 x Grunts
3 x Medium Tank
9 x Anti Tank
1 x MLRS
2 x Captain
5 x Grunts
7 x Medium Tank
2 x Anti Tank
1 x MLRS
2 x Captain
  • Unit now have a dashed minimum range circle for visual clarity on minimum range
  • Tapping the “news” icon now brings you to the last unread article instead of reconinforce.com

Performance Improvements

  • Turn Timeouts now grant a victory for the last player who played
  • Resolved a crash that occurred when a player rapidly started then exited a new game
  • Resolved a crash that occurred as the Win/Lose screen appeared
  • Fixed a bug that was causing some players to not receive the achievement for beating the tutorial

Download the update now by going to: http://apple.co/1IiYYYi

app-store-badge

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This Week in RiF: 50% off the Mechanized Mongrels http://www.reconinforce.com/dir/this-week-in-rif-50-off-the-mechanized-mongrels/ http://www.reconinforce.com/dir/this-week-in-rif-50-off-the-mechanized-mongrels/#comments Thu, 02 Jul 2015 02:43:05 +0000 http://www.reconinforce.com/?p=552 This is the fourth week in a seven week sale featuring the many commanders and gameplay styles in ReconInForce. Last week fans could read the developer’s strategy guide for the deceptive and tricky Phantom Brigade. This time we’re going to dive into the strengths of a group of misfits: the Mechanized Mongrels. Keep reading to learn what unites the Mechanized Mongrels into a powerful […]

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This is the fourth week in a seven week sale featuring the many commanders and gameplay styles in ReconInForce. Last week fans could read the developer’s strategy guide for the deceptive and tricky Phantom Brigade. This time we’re going to dive into the strengths of a group of misfits: the Mechanized Mongrels.

Mechanized Mongrels Emblem

Keep reading to learn what unites the Mechanized Mongrels into a powerful commander from a hodgepodge mixture of quirky soldiers. Then open up ReconInForce to purchase the commander for only $0.99!

app-store-badge

The Mechanized Mongrels derive their name from the nerdy bunch of oddballs that they are. The “mechanized” portion comes from their high-tech prototype units like Robots and Stealth Tanks. The “mongrels” part of their name is because they’re really a bunch of mutts: not a single one of their units can easily mix with the units of another army. In fact, the units of the Mechanized Mongrels really don’t even seem to match with each other! How’s a player supposed to make a strategy that combines Stealth Tanks and Flame Tanks, anyways?

One of the best parts about the Mechanized Mongrels is that when you play against them, you never know what to expect. Is your opponent going to throw 1200 points worth of robots down your left flank? Or are they going to sit back and build a city of Turrets and then wear you down with Rocket Artillery? A great quote from the notebook of Soviet Jr. Lieutenant describing United State’s military doctrine really embodies the strategies used by the Mechanized Mongrels:

One of the serious problems in planning the fight against American doctrine, is that the Americans do not read their manuals, nor do they feel any obligation to follow their doctrine…” 

-Soviet Junior Lt’s Notebook

Sort of describes the Mechanized Mongrels as well, doesn’t it? Let’s look at the units in the Mongrels and see if some unit cohesion pops out:

robotPreviewGreen robotPreviewTan Robot Cheap and disposable. Packs a punch but is easily destroyed
engPreviewGreen engPreviewTan Engineer Unarmed but able to populate the battlefield with defenses
stealthPreviewGreen stealthPreviewTan Stealth Tank Can enter forests and shoot without revealing itself. Weaker than it’s Medium Tank counterpart
flameTankPreviewGreen flameTankPreviewTan Flame Tank Excels at extremely close range attacks against infantry
stukaPreviewGreen stukaPreviewTan Rocket Artillery Great at locating the enemy. Provides highly mobile indirect fire support

The Mechanized Mongrels in Development Stage

The idea for the Phantom Brigade came from reading an article about the Polish PL-01, a real-life Stealth Tank. Okay, so it’s not truly invisible, it just has a really low thermal signature. But, hey, how badass does this tank look? Does it remind you of anything that you’ve seen in the game? *wink*

OMG! A real-life Stealth Tank! RUN! Photo Credit: FUNKER530.com

From there the development team started imagining an army full of prototype units. Gadgets that were experimental and way ahead of their time, but ultimately fragile and lacked real-world battlefield testing.

One item originally slated for the Mechanized Mongrels was the “Bulldozer”. The unit was supposed to be a heavily armored but unarmed tank that slogged around soaking up damage and transforming grass tiles into roads.

dozer_green (2)

The Bulldozer never made it into the Mechanized Mongrels

Sadly, the “Bulldozer” just didn’t seem to be fun to play with and didn’t make the cut. ReconInForce 2? (Just kidding.)

How the Dev Plays the Mechanized Mongrels

I’ll be totally honest here: there’s really no correct way to play the Mechanized Mongrels. Every game I seem to change it up a bit; trying to dial in the right opening combination of units. Sometimes I deploy more Robots, other times I build an army of Engineers. The beauty of this approach is that every game is fresh and fun! I play to the strengths of the individual units and keep my opponent guessing.

I usually select the Mechanized Mongrels on a map that has a good mixture of open fields and cover. The cover is for hiding Stealth Tanks. The open fields are for shooting the advancing enemy at range as they try and close in on my Stealth Tanks! A great map is “Operation Blackout” with patches of heavy forest surrounded by open grass avenues. Keep in mind that the Mongrels don’t have many units that can cross rivers, to avoid selecting them on maps with lots of water.

This Stealth Tank has a great sightline down the road. Perfect for an ambush!

This Stealth Tank has a great sightline down the road. Perfect for an ambush!

When I enter the match I split the map into two halves: the “attack” side and the “defend” side. I’ll send an engineer over to the defend half of the map and begin building Turrets. Down the attack half I will send a handful of Robots and a Rocket Artillery. With my remaining points I’ll deploy some Stealth Tanks right up the center.

As the game progresses I will use my Engineer to build a city of Turrets on the side of the map I’m defending. Using the Robots I’ll attack up the other side. Robots inflict just as much damage as a Grunts but are extremely fragile, so before the turn is over I will deploy some smoke to try and increase their survivability. Keeping the Stealth Tanks in the center means they can respond to either side of the map quickly. Each match usually ends with a battery of Rocket Artillery finishing off the enemy base.

The endgame battery of Rocket Artillery

The endgame battery of Rocket Artillery

How to Counter the Mechanized Mongrels

It’s hard to suggest a counter to a strategy to the unpredictability of the Mongrels. A few truths will always remain against the them, however. Remember that the Mongrels cannot win an attrition war. Target their more expensive units and always try to finish them off. The Mongrels don’t have any hard counters to armor or artillery. Just a few Medium Tanks or Heavy Artillery will force the Mechanized Mongrels into deploying more and more Stealth Tanks; bleeding their deployment points dry.

When hunting Stealth Tanks, watch the smoke trails. It’s a dead giveaway to the position of the Stealth Tanks. A few Barrages from your artillery can wipe them out, even without visual confirmation that they’re there.

Follow the smoke trail back to the Stealth Tank

Follow the smoke trail back to the Stealth Tank

Also, when given the choice, always kill the Engineers first. If you let them live until the next turn they will undoubtably spawn a Turret which just leads to a headache!

This is just a brief insight into the possible strategies and counter strategies of the Mechanized Mongrels. I hope you get a chance to grab the Mongrels while they are on sale this week and can use some of the tips in this guide to jump-start your strategy.

How do you play the Mechanized Mongrels? Share your unique strategies in the forums or comments below!

Happy Gaming!

The post This Week in RiF: 50% off the Mechanized Mongrels appeared first on http://www.reconinforce.com.

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This Week in RiF: 50% off the Phantom Brigade http://www.reconinforce.com/dir/this-week-in-rif-50-off-the-phantom-brigade/ http://www.reconinforce.com/dir/this-week-in-rif-50-off-the-phantom-brigade/#comments Thu, 25 Jun 2015 03:10:48 +0000 http://www.reconinforce.com/?p=524 This is the third week in a seven week sale featuring the many commanders and gameplay styles in ReconInForce. Last week fans could read the developer’s strategy guide for using guerrilla tactics as the Resistance Commander. This time we’re going to uncover the mysteries of the Phantom Brigade. Keep reading to learn what makes the Phantom Brigade one of […]

The post This Week in RiF: 50% off the Phantom Brigade appeared first on http://www.reconinforce.com.

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This is the third week in a seven week sale featuring the many commanders and gameplay styles in ReconInForce. Last week fans could read the developer’s strategy guide for using guerrilla tactics as the Resistance Commander. This time we’re going to uncover the mysteries of the Phantom Brigade.

Phantom Brigade Emblem

Keep reading to learn what makes the Phantom Brigade one of the developer’s favorite factions and then open up ReconInForce to purchase the commander at half-price for $0.99.

app-store-badge

The Phantom Brigade is the faction that puts the “Deception” in RiF’s tagline: “Ambush. Deception. Tactics.” The commander’s claim to fame are its two decoy units, harmless soldiers or tanks meant to distract your enemy. Disguised as a Grunt and a Medium Tank, these two decoy units are less than half the price of their genuine counterparts but appear like the real thing to your enemy.

On the left: what you see. On the right: what your enemy sees

On the left: what you see. On the right: what your enemy sees

A swarm of decoy units can surprise and overwhelm the enemy, leading them on a strategic goose chase away from your main attack. Better yet, a healthy mix of real units embedded into a pack of decoys can create some hilarious confusion and disrupt your opponent’s plans. The Phantom Brigade’s unit loadout is quite similar to the 17th Guards for a good reason: it keeps your opponent guessing which commander you’ve chosen right up to the moment your first decoy unit is unveiled. Designing the Phantom Brigade to appear identical to another commander further compliments its deceptive nature and gives players more strategic options.

infPreviewGreen infPreviewTan Grunts A cheap, effective, well-rounded addition to any army
units38Tan units38Green Decoy Grunt To your opponent it will appear as Grunts, allowing you to stage a fake attack and distract the enemy
tankPreviewGreen tankPreviewTan Medium Tank Provides an extra punch to an infantry assault. Great at moving along roads but cannot enter forests
units39Green units39Tan Decoy Tank To your opponent it will appear as a Medium Tank, allowing you to stage a fake attack and distract the enemy
 scoutPreviewGreen  scoutPreviewTan  Scout Great speed and sight range makes it the perfect choice for locating the enemy
 artPreviewGreen  artPreviewTan  MLRS Unleashes a devastating rocket strike. Is effective at long range against enemy soldiers

The Phantom Brigade in Development Stage

The Phantom Brigade was the last commander to make the roster but still arrived in time to undergo plenty of tweaking during Beta. The commander is inspired by the real “Ghost Army” of the Second World War: a dedicated team of 1,100 crafty soldiers that used every possible trick to appear many times their size and intimate/deceive the enemy.

A Decoy Tank in Real Life

The artist, Nick Carlton, did a fantastic job taking the original unit design and proposing some variations that were made to look like “cardboard cutouts.” Originally the Phantom Brigade was meant to have Snipers and Stealth Tanks to compliment the “Phantom” part of the name. But towards the end of Beta it was decided that the most devilish approach would be to keep the commander almost identical to the 17th Guards to further throw off the enemy.

How the Dev Plays the Phantom Brigade

The first thing to remember when playing as the Phantom Brigade is that your opponent must fall for a trap in order for you to win. Only select the Phantom Brigade on maps where the enemy will be able to see your forces approaching and react. One great map for the Phantom Brigade is “Operation Windbreak” which offers two major avenues of assault. As the player you can launch a completely fake assault down the left side for example, while maintaining the primary attack on the right side. Your opponent will need to split his forces to counter, allowing you to engage their army as two smaller parts of a whole.

I’ll open with two scouts and a mix of real and decoy units. When positioning decoy units it’s important to treat them as real units. Hide the decoy infantry in cities and forests, but make sure your opponent is watching as you do this. Charging your decoy infantry directly at the enemy is a sure giveaway that they are decoys. Shooting with your real units is also a dead giveaway that they are genuine! Mix up the placement when moving your units, putting decoys in the front of some attacks and in the back of others. The decoy units can be used to soak up the enemy action points and preserve the real units. 

Some real tanks approach the enemy's base disguised as decoys

Some real tanks approach the enemy’s base disguised as decoys

There’s something sinisterly satisfying about sneaking some real units through to your enemy’s base when playing as the Phantom Brigade. Sometimes my units won’t need to fire a single shot until they’ve slipped through the lines and are staring at the enemy base.

How to Counter the Phantom Brigade

The hardest part about playing against the Phantom Brigade is telling which enemies are real and which are fake. A savvy player will be able to spot the difference based on how their other player chooses to move their troops. Other players will need to fire one test shot at each enemy soldier to unveil the decoys.

When watching your opponent play as the Phantom Brigade, keep a close eye on their action points. Decoy Tanks move like Grunts. That is, a Decoy Tank can only move two spaces along a road while a real tank can move four. A smart Phantom Brigade player will slow down their real tanks to match the speed of the decoys. But a poor Phantom Brigade player will rush their genuine tanks ahead giving away their identity. And, of course, if you see a tank crossing a river or moving through a forest then it must be a decoy.

This decoy tank could cross the river but a real tank cannot.

This decoy tank could cross the river but a real tank cannot. A tank crossing a river is a dead giveaway for a decoy

If all else fails, resort to groups of cheap or fast-shooting units to mow through enemy swarms of decoys and determine which units are real. A great combination is the Armored Scout and Heavy Tank. With four action points each turn, an Armored Scout can attack four enemies and quickly reveal which are decoys. The remaining enemy soldiers are easy targets for the Heavy Tank. When playing as the Resistance, the Technical is another great unit to filter through the fake targets. Once you’ve identified the real enemies you can focus your firepower where it counts.

This is just a brief insight into the possible strategies and counter strategies of the Phantom Brigade. I hope you get a chance to grab the Phantom Brigade while it is on sale this week and can use some of the tips in this guide to jump-start your strategy.

How do you play the Phantom Brigade? Share your deceptive strategies in the forums.

Happy Gaming!

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