Interesting Opening Game Commander Strats
Leader
Join Date: 2004-10-08 Member: 32157Members
<div class="IPBDescription">These are some experimental strats I've been playing with</div>Many of you probably know me as 'Exanimous' in game, I just wanted to share some opening strats that differ from the typical setup.
Both strats are designed for expedient Hive elimination, and not focusing on that task when the means are available will most likely result in a loss, as these strategies don't really hold well into the endgame if the aliens are allowed to hold onto to 2 or more hives.
The biggest downside is that tech/phase gate becomes secondary, and tech only happens later.
I'm sure many commanders/players are already aware of these, but for the intermediate players this is a good way to become acclimated with the commander environment and become comfortable with not relying on tech/phase gates.
Arc Rush/Mac Weld|Build:
<b>Phase One:</b>
Armory, Mines if skulks are aggressive, and Second IP if initial RES rush is repelled. Often times I will get out of the chair to build the second IP myself while marines are acquiring nodes.
<b>Phase Two:</b>
After acquiring at least 3-4 nodes, build a robotics factory, then build a Mac. This mac will build structures/nodes while marines are holding nodes/putting constant pressure on aliens.
Like typical Robotics-based games, turrets can help hold down the base and discourage skulk rushes on nodes and marines trying to hold a sector.
Make sure to get an observatory during this phase, as scanning can help marines deal with the lack of upgrades if they see what is coming (pseudo-motion tracking).
Researching shotguns may be necessary if fades are becoming a problem.
<b>Phase Three:</b>
Upgrading the robotics factory to an arc factory. After this is complete, immediately start churning out arcs. Also try to build an arms lab at this point, preferably between the building of arcs, so that as each arc is building, the res is available to upgrade tech. But always build arcs whenever possible. This is a rush, and so the focus has to be on the arcs.
<b>Phase Four:</b>
Rush their closest hive after at least 5 arcs are built, and have at least one upgrade being researched, either armor 1 or weapons 1 depending on team strength (high casualties, get armor, high damage and kill rate, get weapons) always read your teammates; games are dynamic and so are players, and you have to be wary of what your team's best style is.
Make sure to nano whatever arcs are being most attacked as they are on their way.
you MUST kill the first hive. This is a rush strategy, and so without a quick victory here, the strategy won't work, as all the res would have been wasted. Use the momentum, (plus the other arcs you have been building during the assault) to push the last hive, and hopefully by this point arcs and upgrades are going, and if the second hive isn't killed, hopefully enough momentum has been gathered that the mid-game has been a success and all that is needed is end-game upgrades and res superiority/jet packs to win the game.
Jetpack Rush:
<b>Phase One:</b>
Like the arc rush, get an armory, Mines if skulks are aggressive, and Second IP if initial RES rush is repelled.
Also like the arc rush, focus on res gathering.
Get an obs to help with scanning for marines to help them pre-shoot aliens.
<b>Phase two:</b>
After at least 3 res towers, upgrade the armory, and then focus on building an arms lab while this progresses. Keep scanning, and use this to compensate for lack of upgrades.
<b>Phase three:</b>
After armory if upgraded, simply get a protolab and research jetpacks. Of the three weapons, listen to your team's requests as to what weapons they desire, if no consensus is given, I recommend flamethrowers as you can easily draw the flame and do AoE damage more easily than the projectile weapons. So flying and flaming is more effective.
Kill the hive, and use mobility to establish a firm late-game if the second hive cannot be killed. Focus on upgrades and weapon upgrades, so that marines can fly around and do whatever damage they please to whatever alien or structure.
As I briefly said in the introduction, I'm sure the jetpack strategy is an old favorite, and for many seasoned veterans this is nothing new, but I haven't really seen these strategies used often enough, and I feel they should add some nice variety to matches.
Good luck and good hunting!
Both strats are designed for expedient Hive elimination, and not focusing on that task when the means are available will most likely result in a loss, as these strategies don't really hold well into the endgame if the aliens are allowed to hold onto to 2 or more hives.
The biggest downside is that tech/phase gate becomes secondary, and tech only happens later.
I'm sure many commanders/players are already aware of these, but for the intermediate players this is a good way to become acclimated with the commander environment and become comfortable with not relying on tech/phase gates.
Arc Rush/Mac Weld|Build:
<b>Phase One:</b>
Armory, Mines if skulks are aggressive, and Second IP if initial RES rush is repelled. Often times I will get out of the chair to build the second IP myself while marines are acquiring nodes.
<b>Phase Two:</b>
After acquiring at least 3-4 nodes, build a robotics factory, then build a Mac. This mac will build structures/nodes while marines are holding nodes/putting constant pressure on aliens.
Like typical Robotics-based games, turrets can help hold down the base and discourage skulk rushes on nodes and marines trying to hold a sector.
Make sure to get an observatory during this phase, as scanning can help marines deal with the lack of upgrades if they see what is coming (pseudo-motion tracking).
Researching shotguns may be necessary if fades are becoming a problem.
<b>Phase Three:</b>
Upgrading the robotics factory to an arc factory. After this is complete, immediately start churning out arcs. Also try to build an arms lab at this point, preferably between the building of arcs, so that as each arc is building, the res is available to upgrade tech. But always build arcs whenever possible. This is a rush, and so the focus has to be on the arcs.
<b>Phase Four:</b>
Rush their closest hive after at least 5 arcs are built, and have at least one upgrade being researched, either armor 1 or weapons 1 depending on team strength (high casualties, get armor, high damage and kill rate, get weapons) always read your teammates; games are dynamic and so are players, and you have to be wary of what your team's best style is.
Make sure to nano whatever arcs are being most attacked as they are on their way.
you MUST kill the first hive. This is a rush strategy, and so without a quick victory here, the strategy won't work, as all the res would have been wasted. Use the momentum, (plus the other arcs you have been building during the assault) to push the last hive, and hopefully by this point arcs and upgrades are going, and if the second hive isn't killed, hopefully enough momentum has been gathered that the mid-game has been a success and all that is needed is end-game upgrades and res superiority/jet packs to win the game.
Jetpack Rush:
<b>Phase One:</b>
Like the arc rush, get an armory, Mines if skulks are aggressive, and Second IP if initial RES rush is repelled.
Also like the arc rush, focus on res gathering.
Get an obs to help with scanning for marines to help them pre-shoot aliens.
<b>Phase two:</b>
After at least 3 res towers, upgrade the armory, and then focus on building an arms lab while this progresses. Keep scanning, and use this to compensate for lack of upgrades.
<b>Phase three:</b>
After armory if upgraded, simply get a protolab and research jetpacks. Of the three weapons, listen to your team's requests as to what weapons they desire, if no consensus is given, I recommend flamethrowers as you can easily draw the flame and do AoE damage more easily than the projectile weapons. So flying and flaming is more effective.
Kill the hive, and use mobility to establish a firm late-game if the second hive cannot be killed. Focus on upgrades and weapon upgrades, so that marines can fly around and do whatever damage they please to whatever alien or structure.
As I briefly said in the introduction, I'm sure the jetpack strategy is an old favorite, and for many seasoned veterans this is nothing new, but I haven't really seen these strategies used often enough, and I feel they should add some nice variety to matches.
Good luck and good hunting!
Comments
I only command when forced to...but its good to recognize these plans while they are being formed.