Main Page

From Line War Wiki
Jump to navigation Jump to search

Welcome to the Line War Wiki

With the exception of the offline sandbox mode where you can play around as much as you want, Line War is currently a PvP multiplayer-only RTS game. This wiki will grow over time and act as the official manual for the game. The developers will contribute with confirmed official information, and the community is welcome to update this Wiki and add content and new sections to help out new as well as experienced players.

Game Start Sequence

Learn more about the process to analyze and Select World the initial Picking Phase that starts off every match.

Units

This section describes the units found in Line War, where they are produced, and their properties such as health, speed, cost, energy consumption, weapons damage, and conquering efficiency. their stealth.

The Stealth column indicates whether a unit has a stealthy profile, i.e. even where the fog-of-war has cleared the unit may remain undetected by the enemy unless they have accumulated enough sight through multiple units or through recon units.

The Recon column indicates whether a unit has increased sight which may clear the fog-of-war and if the unit contributes to the sight so that stealthy units are more easily discovered.

A unit (u) is a measurement of distance in the game. For reference, the world map is approximately 200 units wide and 140 units tall.

Land Units

Unit Produced By Health Speed
(u/sec)
Fatigue time
(sec)
Production Upkeep Damage Damage Efficiency Conquer Efficiency Stealth Recon
(HP) (HP/cap) normal hasted time to 50% HP Land Sea Air Land Sea Air
Infantry Barracks 90 5.3 0.39 0.51 79 Cost: 17.0 cap
Time: 34.0 s
Cost: 1.2 cap/min
Energy: 0.0 /min
Rifle: 3.6 HP/s
Range: 1.5 u
Rifle: 2.9 HP/s
Range: 1.5 u
Rifle1: 3.0 HP/s
Range: 1.5 u
21.2% 17.0% 17.6%1 Rifle: 2.5 HP/s
Efficiency: 14.9%
No No
Commando Barracks 80 2.67 0.44 0.57 71 Cost: 30.0 cap
Time: 60.0 s
Cost: 2.1 cap/min
Energy: 0.0 /min
Rifle: 6.0 HP/s
Range: 1.5 u
Rifle: 4.8 HP/s
Range: 1.5 u
Rifle1: 3.0 HP/s
Range: 1.5 u
20.0% 16.0% 10.0%1 Rifle: 4.2 HP/s
Efficiency: 14.0%
Yes Yes
Artillery Factory 80 2.22 0.33 0.43 71 Cost: 36.0 cap
Time: 51.4 s
Cost: 2.5 cap/min
Energy: 0.0 /min
Grenade: 3.4 HP/s
Range: 5.0 u
Grenade: 3.0 HP/s
Range: 5.0 u
Grenade1: 3.0 HP/s
Range: 1.5 u
9.4% 8.3% 8.3%1 Grenade: 3.0 HP/s
Efficiency: 8.3%
No No
Tank Factory 210 4.2 0.60 0.78 N/A Cost: 50.0 cap
Time: 71.4 s
Cost: 3.5 cap/min
Energy: 4.2 /min
(hasted:7.1 /min)
Eff.: 8.6 (6.6) u/E
Projectile: 8.4 HP/s
Range: 1.5 u
Projectile: 7.0 HP/s
Range: 1.5 u
Projectile1: 3.0 HP/s
Range: 1.5 u
16.8% 14.0% 6.0%1 Projectile: 7.0 HP/s
Efficiency: 14.0%
No No
SAM Factory 100 2.08 0.33 0.43 88 Cost: 48.0 cap
Time: 68.6 s
Cost: 3.4 cap/min
Energy: 0.0 /min
Cannon: 3.0 HP/s
Range: 2.5 u
Cannon: 3.0 HP/s
Range: 2.5 u
Missile: 20.0 HP/hit
Range: 9.0 u
Rate: 1 round/4s

Cannon1: 9.0 HP/s
Range: 4.0 u
6.25% 6.25% 10.4%



18.75%1
Cannon: 3.0 HP/s
Efficiency: 6.25%
No No

1) Except Bombers

Landunits receive an additional defensive bonus while in a defensive line in rough terrain:
Current maximum bonus is 40% damage reduction in mountain terrain, which leads to: 1/(1-0,4)=1,666 times as much effective health at the cost of being immobile (june 2022).

Landunits receive a speed penalty in rough terrain:

Land unit speed penalty in rough terrain
Land unit speed penalty in rough terrain








Air Units

Unit Produced by Health Speed Range Production Upkeep Damage Energy Eff. Stealth Recon
total Eff. normal hasted Surface (Land and Sea) Air normal hasted
(HP) (HP/cap) (u/sec) (u) Weapons Dmg./trip Eff. Weapons Dmg./trip Eff. u/E
Helicopter Airport 125 2.08 1.40 1.82 45 u Cost: 60 cap
Time: 85.7 s
Cost: 4.2 cap/min
Energy: 5.4 /min
(hasted: 9.2 /min)
Missile: 10.0 (8.5)2 HP/hit
Range: 5.0 u
6 rounds/trip

Cannon: 8.0 HP/hit
Range: 3.0 u
6 rounds/trip
108
(99)2
1.8
(1.65)2
Missile: 10.0 HP/hit
Range: 8.0 u
2 rounds/trip
20 0.33 15.6 11.9 No No
Interceptor Airport 135 2.25 2.50 3.25 60 u Cost: 60 cap
Time: 85.7 s
Cost: 4.2 cap/min
Energy: 5.4 /min
(hasted: 9.2 /min)
Cannon: 10.0 HP/hit
Range: 3.5 u
6 rounds/trip u
60 1.0 Missile: 18.0 HP/hit
Range: 8.0 u
4 rounds/trip

Cannon: 8.0 HP/hit
Range: 3.5 u
8 rounds/trip
136 2.26 27.8 21.2 No Yes
Striker Airport 135 2.25 2.20 2.86 60 u Cost: 60 cap
Time: 85.7 s
Cost: 4.2 cap/min
Energy: 5.4 /min
(hasted: 9.2 /min)
Missile: 17.0 (14.5)2 HP/hit
Range: 7.0 u
4 rounds/trip

Cannon: 12.0 HP/hit
Range: 3.5 u
6 rounds/trip
140
(130)2
2.33
(2.17)2
Cannon: 8.0 HP/hit
Range: 3.0
6 rounds/trip u
48 0.8 24.4 18.7 No No
Bomber Airport 150 2.08 2.10 2.73 75 u Cost: 72 cap
Time: 102.9 s
Cost: 5.0 cap/min
Energy: 6.5 /min
(hasted: 11.1 /min)
Bomb: 28.0 HP/hit
Range: 4.0 u
8 rounds/trip
224 3.11 N/A 19.4 14.8 No No
Transport Jet Airport 135 2.25 1.70 2.21 75 u Cost: 60 cap
Time: 85.7 s
Cost: 4.2 cap/min
Energy: 5.4 /min
(hasted: 9.2 /min)
N/A 18.9 14.4 No No
Rocket Launch Pad 270 0.54 4.00 N/A Min: 20 u
Max: 60 u
Cost: 500 cap
Time: 209.8 s
Cost: 35 cap/min
Energy: 20.0 /launch
600 HP epicenter3
Blast Radius: 15 u
1.0-3.0 N/A No4 No

2) Against riflemen (infantry and commandos) strikers and helicopters deal 15% less damage with their missiles only. Cannon damage is unaffected.
3) The epicenter delivers maximum damage. The gradient of the target projection area indicates damage fall off. The rocket is the only unit that delivers splash damage.
4) Airborne rockets are easier to spot than normal units/structures

Sea Units

Unit Produced By Health Speed Production Upkeep Damage Conquer Efficiency Energy Eff. Stealth Recon
Total Eff. normal hasted Land Sea Air normal hasted
(HP) (HP/cap) (u/sec) Weapons avg.
(HP/s)
Eff. Weapons avg.
(HP/s)
Eff. Weapons avg.
(HP/s)
Eff. (u/E)
Submarine Subpen 135 2.25 0.65 0.85 Cost: 60 cap
Time: 85.7 s
Cost: 4.2 cap/min
Energy: 5.0 /min
(hasted: 8.5 /min)
Torpedo5: 25.0 HP/hit
Range: 5.0 u
Rate: 1 round/6s
4.16 6.9% Torpedo5: 25.0 HP/hit
Range: 5.0 u
Rate: 1 round/6s
4.16 6.9% N/A Torpedo: 6.0 HP/s
Efficiency: 10.0%
7.8 6.0 Yes No
Destroyer Shipyard 150 2.5 0.90 1.17 Cost: 60 cap
Time: 85.7 s
Cost: 4.2 cap/min
Energy: 5.0 /min
(hasted: 8.5 /min)
Grenade: 3.5 HP/s
Range: 4.0 u
3.5 5.8% Depthcharge6: 11.0 HP/hit
Range: 4.0
Rate: 1 round/2s

Grenade: 3.5 HP/s
Range: 4.0 u
5.56



3.5
9.2%6



5.8%
Cannon1: 5.0 HP/s
Range: 2.0 u
5.01 8.3%1 Grenade: 6.0 HP/s
Efficiency: 10.0%
10.8 8.3 No Yes
Missile Ship Shipyard 150 2.5 0.80 1.04 Cost: 60 cap
Time: 85.7 s
Cost: 4.2 cap/min
Energy: 5.0 /min
(hasted: 8.5 /min)
Grenade: 3.0 HP/s
Range: 4.0 u
3.0 5.0% Grenade: 3.0 HP/s
Range: 4.0 u
3.0 5.0% Missile: 20.0 HP/hit
Range: 9.0 u
Rate: 1 round/4s

Cannon1: 9 HP/s
Range: 4.0 u
5.0



9.01
8.3%



15.0%1
Grenade: 6.0 HP/s
Efficiency: 10.0%
9.6 7.3 No No
Cruiser Shipyard 270 2.81 0.70 0.91 Cost: 96 cap
Time: 137.1 s
Cost: 6.7 cap/min
Energy: 8.0 /min
(hasted: 13.6 /min)
Grenade: 6.0 HP/s
Range: 5.0 u
6.0 6.25% Grenade: 6.0 HP/s
Range: 5.0 u
6.0 6.25% Cannon1: 8.0 HP/s
Range: 2.0 u
8.01 8.3%1 Grenade: 10.0 HP/s
Efficiency: 10.4%
5.25 4.0 No No
Landing Craft Shipyard 110 2.29 0.80 1.04 Cost: 48 cap
Time: 68.6 s
Cost: 3.4 cap/min
Energy: 4.0 /min
(hasted: 6.8 /min)
Cannon: 2.0 HP/s
Range: 2.0 u
2.0 4.2% Cannon: 2.0 HP/s
Range: 2.0 u
2.0 4.2% Cannon1: 3.0 HP/s
Range: 2.0 u
3.01 6.25%1 Cannon: 3.0 HP/s
Efficiency: 6.25%
12.0 9.2 No No
Merchant Ship Port 120 2.5 0.60 0.78 Cost: 48 cap
Time: 96.0 s
Cost: 3.4 cap/min
Energy: 0.0 /min
N/A N/A N/A N/A No No

1) Except Bombers
5) Submarines can attack any sea unit, Shipyards, Subpens, Ports and Refineries at sea.
6) Destroyer's depthcharge attack can only target Submarines.

Structures

Unit Production Structures

Building Cost Health
(HP)
Build time
[if terrain
flat/rough]
(seconds)
Upkeep
(cap/min)
Costs from Production
(cap/min on average)
Overall Expenses
(cap/min on average)
Conquer Efficiency
of Units produced
Energy Usage
of Units produced
(energy/min)
Additional Notes
Barracks 220 250 48 / 72 9 30 39 14.9%-14.0% 0 Production strength is proportional to build cost.
7 barracks cost/produce as much as 5 factories:
building cost: 220 x 7 = 308 x 5 = 1540 (capital)
30 x 7 = 42 x 5 = 210 (cap/min)
Factory 308 350 67 / 100.5 12 42 54 14%-8.3%-6.3% 0.0-4.2
(hasted:
~7.1)
1 Refinery (+24 E/min) can supply about:
5 to 6 unhasted Tanks (-21 to -25.2 E/min)
or 3 to 4 hasted ones (-21.4 to -28.6 E/min).
Airport 308 450 67 / 100.5 12 42 54
(75-79 when full)7
(33-37 when full
and not producing)6
N/A 5.4-6.5
(hasted:
~9.2-11.1)
1 Refinery (+24 E/min) can supply about:
4 to 5 unhasted aircraft (-21.6 to 27 E/min)
or 3 to 4 unhasted bombers (-19.5 to -26 E/min)
or 3 hasted transport planes (-27.5 E/min)
Airstrip 220 320 48 / 72 9 N/A 9
(30-34 when full)7
N/A N/A stealthed
cannot produce units
Shipyard 308 450 67 / 100.5 12 42 54 10.4%-10.0%-6.3% 8.0-5.0-4.0
(hasted:
~13.6-8.5-6.8)
1 Refinery (+24 E/min) can supply about:
3 unhasted cruisers (-24 E/min)
or 2 hasted cruisers (-27.2 E/min),
4 to 5 unhasted MS/destros. (-20 to -25 E/min)
or 3 hasted ones (-25.5)
and 6 unhasted transport boats (-24 E/min)
or 4 hasted ones (-26.4 E/min).
Subpen 308 350 67 / 101.5 12 42 54 10.0% 5.0
(hasted:
8.5)
stealthed
1 Refinery (+24 E/min) can supply about:
4 to 5 unhasted submarines (-20 to -25 E/min)
or 3 hasted ones (-25.5)
Launchpad 500 500 144 / 216 20 143 163
(55 when full)8
N/A 20 per launch stealthed

7) a full airport/airstrip of 5 planes will cost additional 21 (25 with bombers) cap/min in Upkeep
8) a finished rocket costs 35 cap/min in Upkeep

Energy Production and Storage Structures

Building Cost Health
(HP)
Build time
[if terrain
flat/rough]
(seconds)
Upkeep
(cap/min)
Energy
Production (E/min)
Energy
Capacity
Additonal Notes
Refinery 264 300 58 / 87 11 24 30 "anti-stealthed" (still stealthed when built in forests or mountains)
can only be build on special locations (energy wells)
Power Plant 264 300 58 / 87 11 8 30 only 1/3 as efficient as a refinery, while same cost and upkeep
Depot 193 300 48 / 72 7.7 N/A 120 must be connected to energy production buildings via pipelines to store energy
Pipeline 25 N/A instant N/A N/A N/A Range: 45 u (like the range of a helicopter)
Refineries and Powerplants can only have 2 pipelines connected to them.
Depots can have 4 connections.

Economy Structures

Building Cost Health
(HP)
Build time
(seconds)
Capital
Production
Territory
Equivalents
Production
Efficiency
Break even time
(minutes)
Additonal Notes
when prebuilt flat terrain rough terrain (cap/min) (1 min of prod./cost) (cost/terr. eq.) when prebuilt flat terrain rough terrain
Industry 150 200 0 60 90 22 1.83 14.67 % 81.97 6.82 7.82 8.32 After prebuilt capital is spend: eco structure with lowest break even time
Town 300 400 0 150 225 45 3.75 15.00% 80.00 6.67 9.17 10.42 "anti-stealthed" (still stealthed when built in forests or mountains)
When build with prebuilt capital: eco structure with 2nd lowest break even time
Port 250 300 0 120 N/A 38 3.17 15.20% 78.95 6.58 8.58 N/A "anti-stealthed"
Most efficient eco structure (but also most risky one10)
City 450
(+60-202.5)9
900 80/120
(+60/90)9
180
(+135)9
270
(+202.5)9
120
(75 more)
10
(6.25 more)
14.7%/
12.8%/
11.5%9
81.6/
93.6/
104.49
8.13/9.20 10.80 13.20 "anti-stealthed" (still stealthed when built in forests or mountains)
While the city is under construction, the former town is not producing capital.
Most inefficient eco structure, but also quite hard to kill once finished.
Town + Port 550 40010 0 270 345 83 6.92 15.09 % 79.52 6.63 10.04 11.29 When build with prebuilt capital: eco structure combination with lowest break even time
City + 3 x Industry 1200
(+60-202.5)9
900/200 80/120
(+60/90)9
330
(+135)9
495
(+202.5)9
186 15.5 14.8%/
13.9%/
13.3%9
81.3/
86.1/
90.59
7.31/7.74 10.35 12.31 The overall efficiency and break even time is slightly better than for the city in isolation.
2 x (Town + Port)
(Trade Route)
1100 40010/300 50 270 345 166 13.83 15.09 % 79.52 6.82 10.04 11.29 Just the structures without the cost of merchant ships and income of the trade route
192 120 96 per ship per port.
~210 for all 411
~12012 ~1012 ~60%12 ~2012 ~5.5 mins after ports build
(~after 3 ships unloaded)
Just the merchant ships (usually 4 needed per trade route, depending on its length)
1292 ~260 ~480 ~555 ~28612 ~23.812 ~22%12 ~5412 ~6.9 ~10.3 ~11.5 Overall trade route. Most efficient eco "structure", but also very vulnerable.

9) plus hidden costs dependent on built-time, because the former town is not producing capital. See built time rows for respective amounts of effective lost capital.
10) If the town is destroyed, then the port is destroyed as well.
11) Construction of the second set of merchant ships will be delayed during first unloading (mooring time 40 secs)
12) Estimated average value. It may vary depending on length of the trade route and jams at the ports.

Old table for buildings (Break even times for eco structures are incorrect there):

Line War building costs and building upkeep and income








Picking Phase

At the start of the game you can spent some time to pick your first zone. If your opponent picked his first zone nearby the zones will cancel out (red lines).
Then you pick another starting zone. Pay attention because a countdowntimer may start every moment in which case you have to select the other zones that you want.
They should be directly connected to another zone. You can select up to 6 starting zones and that is almost always the best choice.
Starting with less zones grants you 200 extra capital, but it is in general best to start with the largest income and the largest starting army. The larger your starting army, the faster you will conquer more zones and gain even more economy later on.

Tips for the picking fase:

1. The first zone you pick should be somewhere in the middle of all income sources, but also close enough to oil, since oil is so much cheaper then solar panels.

2. Be careful about picking zones in the corners of the map, your opponent can put you in lockdown. This is also, why the middle is a strong starting point.

3. Be careful about picking zones in the corners or borders of islands or larger continents. Your opponent may zone you out from conquering the rest of the island/continent.

4. Pay attention to the countdown timer, keep clicking until you have maxed out on the zones you can select. It was already stated, but you can simply lose the game by not picking the zones you need.

5. If your opponent owns the zone you clicked on, it flashes and you can't pick it. You now know that your opponent started close nearby.

6. If you know for sure where your opponent is going to start, you can try to counter that, but it is risky. More on that later.

7. You can click through a waterzone and select a landzone on the other side of the water. It comes at a cost of 4 infantry, that will not be placed. Make sure the waterzone is connected with a large enough boundary or it may not work.

8. On landmaps: conquering zones is probably better. On watermaps it may be better to start close to industry, villages and cities, since there aren't as much landzones to conquer.

9. Try to pick zones such that they are close to each other rather then a chain of 6 zones. Otherwise you risk that some of your starting zones can be easily attacked by your opponent with overwhelming force.

Why are starting spots so important?
The nearest neighbor principle shows us who has a better sphere of influence on the map.

At the start of the game both players pick their starting points. From a mathematical standpoint

there is a logical way to determine which starting point is better. Here is the picture of the nearest neighbor principle:

Map seed 9 with drawing of perpendicular bisector.jpg

Here is an explanation of what you can do to estimate which starting point was better:

1. First you draw both starting points on the map

2. Then you estimate the middle point of the starting zones of each player

3. Then you draw line between middle points

4. Go to the middle of that line and draw a line on a 90 degree angle.

5. This line is just as far as from player 1 as from player 2.

6. Theory: by using this line you can immediately see, which player has a better starting point from a conquering perspective.

This has a large influence on who gets the best economy in mid-game, when both players conquered almost all neutral zones on the map. You can spot it from the start, but you can change the outcome by changing producer placement on the map, which shifts the balance of power.

Strategies

Longterm tip for studying the game:

Use Sandbox to test every unit under multiple conditions from tiny battles to larger battles. The reason is to find small hidden gems like: 2 infantry actually take out 1 unprotected artillery in the open field without losing a single infantry. The same is the case for infantry vs SAM.
Both situations are very profitable, but completely different stories at a larger scale ofcourse. Another interesting thing is to test all potential starting builds against eachother on multiple types of maps.

You should usually start with 6 zones with 4 infantry in each zone. There are some exceptions on watermaps if you like to pick a water zone for either oil or clicking through towards another island.

Tips for the first minutes of the game:

1. If one of your opponent's zones are directly linked to 2 or more zones of you, without any backup nearby, make sure to attack with 8 vs 4 infantry (or better 12 vs 4).
Kill them with overwhelming force and grab the zone (-12 income for your opponent and +12 income for you as well as an advantage in infantry numbers).
If you are on the unlucky side of such exchange, make sure you don't lose your starting infantry to overwhelming force, you wil lose that specific zone anyway.
2. Immediately make your buildings in the first 10 seconds. The quicker you build them the more you will be ahead in production. There is no way to scout and counter your opponent right now, unless you want to miss minutes of production.
3. If you don't know what to do on a land map, but you expect your opponent to be somewhat close: build 3 factories first (with 1000 instant build budget) and some barracks followed by an oil refinery ASAP. Then follow up with some tanks, maybe some defensive SAMs to defend your oil. It is hard to lose with that in the early game on land maps.
4. If you don't know what to do on water maps it is usually a good idea to make an airfield with some strikers and a shipyard with 1 troopship and missileships, unless there is a real chance your opponent started on the same large island as you, then ships may not help as much. You can choose any producer as your third building.
5. Usually don't start with tanks on water maps, they can not be shipped in troopships, unless you own a zone at the other side of the water. Sometimes an early tank-surprise on water maps can not be beaten though.
6. Always start conquering as soon as possible with your starting infantry.
7. Use your infantry for conquering zones and your other units to defend your base or to attack.
8. The most likely way to lose in the early game is against tanks or strikers if they start popping unprotected buildings. Best way to defend against both strategies is to take out your opponents oil refinery.
You can also take down the airfield with tanks and kill the strikers in the proces. You need 2 flights with a striker to kill 1 tank (tank hp: 210, striker damage per flight: 140).
And tanks build faster then strikers, so you have more of tanks than can be shot down in one flight. This means that it is hard to shoot down the tanks before they drive into the base and start shooting down buildings. Currently the sweet spot seems to be 6 tanks driving towards your opponent's base around the 2:30 minute mark.
If your opponent uses all of his infantry to defend his base, that is also perfect for you, because your infantry is still conquering zones, which will put you ahead.
9. The quickest way to demolish your opponent's oil refinery on any given map and starting distance is probably the commando airdrop instant build: 2 barracks-commando + airfield-transport-jet.
It takes 87 seconds until you are able to fly towards the goal and most often it can not be countered, because it only takes 30 seconds to shoot down the refinery with 2 commando's.
Risk: 2x30 + 60= 120 capital and potential reward: 264 and oil starvation of your opponent as well as infinite annoyance and rage quit potential.
10. Starting with too many economic buildings can be very unsafe.
11. Try to find the best spots on the map to build a second or third base. It gives more map control than having one single big base.

Tips for the mid game:
Mid-game happens around the time that both players are about to conquer the entire map. This is the moment where you should ask yourself the following questions:
1. Do i keep attacking or am i better of defending and wait while planning my next attack? There are situations inwhich attacking is just to risky and the same may be the case for your opponent.
2. Do i need to boom my economy with cities villages, harbours etc? Sometimes you can win the game right away by pushing your advantages.
Why wait and spent 2400 on 2 cities first, while you already have 500 cashflow per minute and are on the winning hand? In such case making more military buildings or a rocket can be much better.
3. Do i need a rocket? This 1000+ capital question is really important, because it can be the pathway to victory. For instance if your opponent build 5 buildings to close to each other.
In such case you should always think about using a rocket, especially if there are good second and third targets as well. Rockets are also great for cleaning up the beach before starting your landing with troopships.
4. Where would my opponent build a rocket if he was going for one? Where should you scout with an interceptor? You can do as if you build a rocket on your opponent's beach,just to look for the most optimal and safe locations for him to put his rocket as well as the range of the rocket and which places he could potentially attack.
5. Where are the weakest points in my defense right now? A good defense can be more profitable than attacking. Focus especially on SAM placements.

How to land on your opponent's side of the water in mid to late game:
1. You should own the water or at least be reasonably safe with your fleet at the spot where you want to land.
2. You should have enough troopships. The longer the distance, the more troopships you need, Somewhere between 4 and 8 should be decent.
3. You should have a large army ready to be moved.
4. You should have a lot of energy and energy income and a decent amount of capital to quickly build multiple military buildings on the other side of the water.
5. Rockets are perfect for destroying your opponent's defenses before starting your landing. Drop the rocket slightly before their army, or risk losing the rocket to AA.
6. After the rocket, follow up with your air units and push your cruisers towards the beach where you are going to land.
7. Make sure to move SAMs and missile ships to defend your landing troops and troopships.
8. Often it is a good idea to do multiple attacks on other places on the map at the same time. For instance some annoying commando drops to keep the enemy busy.
9. Watch out for counter attacks. Your opponent could try to shoot down a city with commando's while you aren't paying attention, make sure to watch the entire map.
10. The ultimate defense your opponent could use is a rocket. To shoot down your landing troops and troopships. Often it is best to land a lot of your SAMs first.