Strategy Plan #997

tommy14tommy14 Join Date: 2002-11-15 Member: 8839Members
edited November 2002 in Frontiersmen Strategy
<div class="IPBDescription">everyone has their own.</div> My strategy for marines:

spawn x1
turret fac & armory - of course.
1-2 loadouts of mines for base
2-3 turrets to cover base and 1 turret BY THE CC.

next depends on team size:
if 1-3 marines they ALL move out in group build team. the boss will have to hop out of CC once in while to build up base.
if 3-5 marines one stays in base, rest move out in group team. CC stays in chair, base marine does buiding/repair/defense.
if more than 5, one for base, up to 4 in group, the rest rambo/scout/harrass/die with minor support.

the team gets 1-2 loadouts of mines to CARRY & a WELDER.

<b>team goal 1</b>
go to any vent that connects to base and WELD IT SHUT.
<i>otherwise i always find things going to heck later</i>

<b>goal 2</b>
go to resource nearby, build resource, and GROUND mine it with the mines they have been carrying. no turret fac. instead spend the resources at base for a scanner & upgrade, and then scan the Hive that is your #3-4 goal to see if it is empty. also build a backup spawn in base. <i>while moving from resource to resource the team should keep welding them vents shut!</i>

<b>goal 3</b>
go to next resource, hopefully by an unoccupied HIVE and build the resource. this is one you turret fac x 3-4 turrets. if a hive, drop a armory and begin to turn into a second base....time for arms lab & prototype lab and portals between the 2 bases. do not forget to make spawns in the hive base#2! also upgrade turrets facs for seiges so bases do not get blocked in.

<b>goal 4</b>
if #3 was not the hive, then this time you GOTTA get the hive. prepare for Fade attacks. now the game will get interesting. now the strategy has to be 100% flexible.

<b>goal 5</b>
repeat #2-4 until you reach hive #2, probably gotta fight for it. building is LOW priority, but grab resources if you have excess resources. raid and pillage to hive #2. then turret up with siege & armory for a fun fight.
if you have rambos, try to call them in for backup to that fight. heavy losses expected.
do not forget researching arms lab and prototypes!

<b>goal 6</b>
mop up. minimal build, try to fight into last hive, then do search and destroy until last alien is gone.

<b>7</b>
not a goal, but if things go bad, do not give up! and think once in a while, <i>"what is the worst thing likely to happen now, and how can i prepare to aviod it?"</i> invest a bit and then in worse case backups!

<b>warnings! & notes:</b><i>
if a rambo finds an open resource off your path, don't split your effort. split effort = no effort. and he will probably die just as you spend the vital res on the fac or turrets, wasting up to 50+ res early in the game when they are key. meanwhile your main team is wasting time waiting, waiting......meat targets!
(HOWEVER, if a rambo finds an empty hive, feel free to switch all your efforts there if your team is having a hard go. flexibility is one key.)

don't be afraid to listen to advice, but don't be afraid to ignore it either. everyone has good and bad ideas.

if noobs or a bunch of friends kick ya from command in mid game, don't sweat it. they are noobs or idiots and they deserve what they will get, defeat. it is HARD to take over someone elses plan in the middle.

be CAREFUL about initial placements, esp of the spawn, turret fac & armory in the base. if CC is not covered, you should mine it instead, along with the doorways. an extra second here may save time/resources later.

if you CANNOT get to vent by base due to enemy action, be careful of placements, so that armorys and spawns are out of Line-of-sight (LOS) of the vent. prepare for snipers and gass attacks at base. and it is even MORE important to relocate the base to a HIVE ASAP.</i>


well, i am sure you have better versions, but that is the best strat i have gotten working vs GOOD aliens.
you need a good team though.

Comments

Sign In or Register to comment.