EMP武器的使用
遭遇战
在KW中胜出的一个关键就是在一场激烈的遭遇战中瘫痪敌人的部队,这样可以让你干掉敌人最棘手的主攻单位,在敌人最棘手的主攻单位瘫痪的时候你可以尽可能多的消灭大量敌军,这样就给你足够的时间来获得对敌优势。
在与敌遭遇战中,主要有两类单位是你EMP武器或能力的首选目标:
炮兵——拥有强大打击能力炮兵单位的大规模战斗群,比如神像和幽魂,他们可以待在敌方大部队的后面对你造成巨大伤害。所以,在你可以突破敌军防线之前,炮兵单位很可能已经对你的部队造成了严重的伤害。因此,用一个EMP单位瘫痪它们可以使你能够赢取足够时间在避免炮兵单位伤害的前提下攻击敌军阵线。

再一个就是敌人的重型单位。在许多遭遇战中,你敌人军队的主力是那些皮糙肉厚火力强大的重装甲部队(比如游戏后期的圣灵,三脚,猛犸)而让它们退出战斗,哪怕只是一小会时间,也将意味着你可以更集中火力对付敌人,并遭受更少的伤害。
KW的特点之一是火力最强大的单位(比如炮兵)通常装甲最薄弱。因此玩家通常把他们藏在皮糙肉厚的单位后面。你可以用EMP武器瘫痪敌人的肉盾单位,然后从侧翼包抄一举干掉敌人脆弱的炮兵(最小射程是你可以利用另一个关键特征)。
干掉电厂
基地防御是大部分军队的祸害。三级基地防御仍然可以瞬间消灭大量单位,而现在升级后的防空防御可以撕碎大量空军部队。不过它们有一个最大的弱点——他们需要电力。阻断敌人的电力供应他们将不能使用这些防御。
这也是可以利用EMP武器的地方,它们拥有暂时瘫痪敌人电力供应的能力,因此用它们可以为你打开一个缺口,让你进行迅速的空袭轰炸或攻击敌军而不用顾虑基地防御。
在你使用EMP攻击的时候,关键是把握时机——大多数高手玩家会设法让基地恢复电力(通过停掉一些建筑)并且他们会首先干掉那些会EMP攻击的单位。
因此,你需要选择适当的位置,并且在实施攻击后要迅速撤离。在用EMP攻击为空袭开路时,使用计划模式也是不错的方式。

要得到最好的结果,你应该在实施第一波EMP打击后,紧跟着进行更多的打击,以便拥有更大的机会。不过,不论你用什么方式来进行EMP打击,你要知道你的敌人将会做好准备抵抗你的下一轮打击。所以如果你用锤头+EMP手雷兵来实施第一波打击的话——要想到在你第二次攻击的时候可能会有大量的防空武器在等着你。这就是为什么多样的战术变化是非常重要的,如果你想保持成功的话,就要记得运用灵活多变的战术。这个给个提示:你可以先用一般性攻击打击敌人,紧随其后用不能被打断或者隐形的方法(例如:冲击波炮击,EMP控制中心/隐形四驱车)进行EMP打击。
关键不仅是要混合使用EMP攻击的类型,而且要注意方法和时机。如果你可以有效的牵制敌人——你的攻击将有更大的机会成功。
附:英文原文:
Uses of EMP Weapons
Skirmishes
One of the key ways to come out on top in Kane's Wrath is powering down your opponent's army in the middle of an intense skirmish which can enable you to knock out your enemy's hardest hitting units and thus giving you enough time to take advantage of the situation by knocking large chunks out of your enemy's army while his hardest hitting units are disabled.
There are 2 main classes of units that you should aim to target with EMP powers or abilities in a skirmish:
Artillery - Most battle-groups employ hard hitting artillery units such as the Juggernaut and Specter to deal huge damage while staying behind much more durable units. As a result by the time you are able to cut through the enemy lines the artillery units are likely to have delivered serious damage to your army. Hence knocking them out with an EMP weapon can enable you to buy enough time to attack your enemy's lines without taking damage from the artillery units raining rounds on you.
Next will be your opponents heaviest units. In many skirmishes, the backbone of your enemy's fleet will be the tough hard hitting armored units (such as Avatars, Tripods and Mammoth Tanks in the late game) so knocking them out of commission for even a short period of time will mean that you will have less units to focus on and take less damage from what would be the core of your enemy's army.
One of the mechanics of Kane's Wrath is that the hardest hitting units (like artillery) have the weakest armor. Hence players will hide them behind tougher ones. Thus you can use the EMP weapon to disable your opponents meat-shield units, flank around and decimate your opponents fragile artillery (minimum range is another key attribute to use to your advantage)
Knocking Down Power
Base defenses are often the bane of most armies. Tier 3 base defenses are still capable of ripping huge chunks out of your army and now upgraded AA defenses are capable of shredding most aerial fleets. They have one big weakness - they require power. Knock down your opponent's power supply and they won't have the advantage of these defenses.
This is where EMP weapons come into play, they have the ability to temporarily knock out your opponents power supply, thus opening a window of opportunity to deliver a swift bombing strike or attack your enemy without having to worry about base defenses.
The key is timing as when you have delivered your EMP attack - most skilled players will take measures to get the base online (by disabling power hungry structures) and more importantly to kill your units that are delivering the attack.
As a result you will need to be in position and move very quickly when you deliver the attack. Even planning mode can be used when coordinating an air strike with an EMP attack under the correct situation.
To reap the best results you should aim to follow up your first EMP assault with further strikes to have a larger window of opportunity. However, no matter what approach you use to deliver an EMP strike, you can be sure that your opponent will be ready to counter it next time round. So if you use a Hammerhead + EMP Grenadiers to deliver your first punch - expect to see an AA weapon blowing your gunship to shreds if you try it again. This is why variation is very important if you wish to successfully extend your window of opportunity. A general hint would be to deliver a unit based attack for your first assault and then follow it up with an assault that can either can not be stopped or with a stealthier method (IE: Shockwave Artillery, EMP Control Center / Stealthed Raiders).
The key is to not only mix up the style of EMP assaults, but also the method and timings. If you can orchestrate an effective diversion - you have an even better chance of succeeding with your assault.