Airstrip
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[edit] Introduction
The Airstrip a.k.a AS, Air, ... Is Nod's weapon factory. Well actually it's not a weapon factory as one might have seen, but a small airfield actually. The place where Nod's tanks are delivered after purchase. If you need info about this building, browse ahead.
[edit] A few important notes
Even tough this topic will have lot's of information about the Airstrip, it is impossible to put in everything that is known about tricks, structural, attacking and defending of the AS. As of this i ask that if one knows something which isn't added in this topic, please feel free to write it down.
Also feel free to brows the other Structural guides of buildings in Renegade.
[edit] Building Functions
The functions of the Airstrip of Nod are actually the same as that of HON. Except instead of dealing with infantry, we are dealing with tanks. This building does not only provide battle tanks for the Brotherhood, but also provides the much needed Harvy!
It is important that one keeps this building alive. Especially on maps where there are base defenses! For try to destroy an enemy base of which the AGT is still online when you only have infantry! Something wich many persons forget or don't even know is that when the Airstrip is dead, the enemy has a great advantage in credits. Now one can say "what does the Airstrip have to do with our income?". Simple, the Harvy is created when the Ref and Airstrip are alive, now if the Airstrip is killed, the harvy can't be "bought". The result is that Nod' won't have an extra boost every now and then.
This can become very annoying when you just needed that extra 50 credits. So try to keep the airstrip alive as long as you can. And if you do loose it try to get as much good tanks as you can to defend the base properly. And perhaps an escort for the harvy is needed but this is optional.
[edit] Structural Design
The Airstrip is of a simple design, in my eyes the most simple of them all to explain actually!
[edit] On non-Flying maps
The Airstrip is the only building in the game which really has 2 separate buildings. One is the landing strip, the other is the control tower.
The landing strip is a long strip which goes smaller as you head to the end of the strip. Which will mount in a sort of circle with an arrow on it for the aircraft to land on. Do not under any circumstance stand near or on the circle when an airplane is coming. For the aircraft will crush really anything dumb enough to stand on it!
The control tower, is 100% free from the Airstrip. It is also the only building (part of it) which can changes place on every map. A normal control tower, will be at the right side of the airstrip (if facing towards the landing circle) with the door towards you. But on other maps, it has been seen to be on the left side with the door facing away from the Airstrip (Glacier, Field) and in all other kinds of stances.
But back to the topic. If we are facing the door of the Control tower, we will see that this is the smallest building of them all. It has 2 floors, a ground floor and 1 lvl up (wich can only be accessed on flying maps or special maps) Once you go inside the control tower, you will see a PT in front of you (at your left) and one directly right of you!... We walk a little further until we could go right, this is the room wich normallt has an elevator to the "real" control room. But the elevator is only on some maps (most of them are CP2 maps)... Els it will just be an extra room where one can stay to repair.
We go a little further, and we will see the MCT. As we know, repair this to be sure you can hold the building alive!
[edit] Flying maps
Nothing really changes on flying maps, except that there is a ramp at this time attached to the Controltower. One can now access the roof of this building, and easily oversee the entire structure! but the ramp also gives the possibility for GDI to ion the roof! and since it is such a small roof, the enemy could use one orca to attack all the enemies trying to get on the rooftop.
[edit] Defending and Attacking
[edit] Defending
Because the Airstrip is big and small at the same time, it is the hardest to defend. The big Airstrip itself is a very large target and a MLRS can therefore be able to hit it pretty easy! Even noobs will not have difficulty to hit this large thing. Therefor one must always have a tank or 2 (or heavy infantry) nearby to defend the airstrip.
The Control tower is harder to defend, for if one hits the Control tower, the changes of being damaged once inside is more then 85%! So one can understand that in case GDI gets to this tower with tanks, it will be hard to repair it. Tough the small extra room can provide some cover but in a long siege, that will not be enough. In order to keep the control tower safe, one could try to put an APC or 2 in front of the attacked wall in order to intercept the attack.
For mining it is rather easy! Place mines in the extra room (1 or 2) a few at the door and one or 2 at the MCT. The paths are so small that one will get hit or you will buy some time with the enemy trying to diffuse the mines!
[edit] Attacking
I would rather like attack the Airstrip rather then defending it! Like said above, the landing strip is very easy to attack cause of size, use this to your advantage! If you place an Ion on the other side of the airstrip and the enemy needs to come from the other side, that will give you some needed time! Especially if you are outnumbered! An Ion on the black of the airstrip is very very hard to find. If you cant APC rush with engineers and you don't want to beacon the strip it self, put it in front of the MCT then go inside the little useless room in the center. Techies and engineers will have to go past you to get to the beacon, which you can then blow to pieces with a Ramjet rifle of whatever.
One can also if attacking the airstrip wait at the end of it, and attack any newly created tank. or attack the enemy Nod trooper trying desperately to reach his tank in time.
If you wish to attack the control tower, fire at the part where the MCT is! It should be the small wall ich isn't round but flat. Fire upon this, and Nod will have a very very hard time to repair it's building, they will either loose hit points because of them refilling or because they die and almost none will try to be killed!
Another tactic is that an MLRS or other tank fires inside the of the control tower. Since only one GDI unit needs to be at the door to keep it open, while the other's fire inside of it, killing anything which is still alive inside it's walls.


