Standard bombers in Beyond All Reason have a specific role. Knowing when to use them saves metal and prevents wasted air time.
Tags: beyond all reason · air control · bombers · carpet bombers · liche · T2 bombers · strategy
Carpet bombers excel against static structures. They struggle against moving units for two reasons: long recharge time between runs and delayed payload delivery. By the time the bombs land, mobile units have often repositioned.
If you want to hammer defensive lines, artillery positions, or base structures, carpet bombers are exactly what you need. Against a moving army on the march, keep your bombers elsewhere.
Armada has the T2 Liche, which works differently. Precision targeting gives it flexibility that standard bombers lack. It is typically the main airstrike unit commanders reach for when they need surgical air pressure rather than blanket coverage.
T2 bombers in general carry more punch than T1 versions and reward players who invest in proper escort and timing.
Bombing runs are extremely effective at halting Starlight or sniper pushes. Dropping a heavy payload on a concentrated push can break momentum entirely. T3 pushes and other high-value unit clusters also become priority bombing targets.
The key is timing. A bomber that arrives after a push has already scattered is far less useful than one that hits while units remain grouped.
Knowing when to commit air resources comes from experience and from teammates who share what they see. Creed of Champions creates the kind of environment where that knowledge spreads naturally. Players who communicate and coordinate do better, period.
[Crd] I love being able to communicate with my team, getting and sharing tips and constructive feedback on gameplay, and having a good spirited community.
Better teammates. Better games.