Another Marine Strategy
XandoX
Join Date: 2003-08-19 Member: 19957Members, Reinforced - Gold
Hi there...
I made my thoughts about this strategy and before I could try it, I saw it while I was playing.
Then I tried it myself and it worked again...so check this out!
I hate buildorders because every map needs another tactic, but even if I relocate I build these things first:
1 IP / 1 Armory / 1 Obsevatory
Tell your marines that all but one have to move to Doubleres, and one marine goes to the hive next to the base to check out if its their main hive. If it isnt their main hive, tell him to stay there and wait. If it is their main hive, tell him to move to another hive and stay there and wait. Just put a RT there.
Now your marines arrived at double res...
build 1 TF in a corner if possible, then build the 1st RT, put as much turrets as you can build for your current ress amount around the TF, at least as far away as the turrets can reach the 2nd RT(to kill those skulks).
Now build the 2nd RT....while you have been doing this, you should have researched Phase Tech.
Drop a Phase Gate at the DoubleRes and at the hive your marine is staying.
Build a TF in a corner and put turrets around it.
Wait till you have some ress and put more turrets at both places(or not thats your decision)
When you think its secure, move with your marines to the next RT, you should have enough ress to electrify it immediately. Get as much RTs as you find in the early game. I had 6 RTs at the beginning....the non-secured ones were electrified. Later you can build a TF there...
What now?
When its needed build a TF in base. I think it IS.
Build Armslab, upgrade Armory, build Protolab, research Motion-Tracking, research HA.
At Armslab, upgrade while your marines at fighting. They have to defend DoubleRes and the hive until they'll get HA.
Save res, you might have lost 2-3 of your RTs...if one is next to the base. Get it back and secure it.
And from now on: SAVE RES!
Once you have enough: drop HAs, HMGs/Shottys and Welders. Give at least one of your rines a GL, two are better. They'll keep onos away from attacking if you spam before your rines are getting in somewhere.
but: TELL YOUR MARINES TO STAY TOGETHER...WHATEVER HAPPENS...!
Its just crap when some of your rines walk alone and die.
Build RTs where your marines come along on their way to a HIVE. Dont secure it.
From now on you can command like you want.
I prefer searching a good position where I can siege a hive. Drop TF->upgrade, PG, as much turrets as I can drop. Some sieges and an Armory.
Once 2nd hive is down, secure it, and move fast to the next(you can recycle the Armory next to the hive now). Do it the same way.
And if a secure area is attacked, tell your rines that they shall USE PHASEGATE and defend immediately.
If you bear all these things in mind you cant lose. The main thing is: KEEP YOUR RINES TOGETHER!
Have fun with it.
/commander logout
I made my thoughts about this strategy and before I could try it, I saw it while I was playing.
Then I tried it myself and it worked again...so check this out!
I hate buildorders because every map needs another tactic, but even if I relocate I build these things first:
1 IP / 1 Armory / 1 Obsevatory
Tell your marines that all but one have to move to Doubleres, and one marine goes to the hive next to the base to check out if its their main hive. If it isnt their main hive, tell him to stay there and wait. If it is their main hive, tell him to move to another hive and stay there and wait. Just put a RT there.
Now your marines arrived at double res...
build 1 TF in a corner if possible, then build the 1st RT, put as much turrets as you can build for your current ress amount around the TF, at least as far away as the turrets can reach the 2nd RT(to kill those skulks).
Now build the 2nd RT....while you have been doing this, you should have researched Phase Tech.
Drop a Phase Gate at the DoubleRes and at the hive your marine is staying.
Build a TF in a corner and put turrets around it.
Wait till you have some ress and put more turrets at both places(or not thats your decision)
When you think its secure, move with your marines to the next RT, you should have enough ress to electrify it immediately. Get as much RTs as you find in the early game. I had 6 RTs at the beginning....the non-secured ones were electrified. Later you can build a TF there...
What now?
When its needed build a TF in base. I think it IS.
Build Armslab, upgrade Armory, build Protolab, research Motion-Tracking, research HA.
At Armslab, upgrade while your marines at fighting. They have to defend DoubleRes and the hive until they'll get HA.
Save res, you might have lost 2-3 of your RTs...if one is next to the base. Get it back and secure it.
And from now on: SAVE RES!
Once you have enough: drop HAs, HMGs/Shottys and Welders. Give at least one of your rines a GL, two are better. They'll keep onos away from attacking if you spam before your rines are getting in somewhere.
but: TELL YOUR MARINES TO STAY TOGETHER...WHATEVER HAPPENS...!
Its just crap when some of your rines walk alone and die.
Build RTs where your marines come along on their way to a HIVE. Dont secure it.
From now on you can command like you want.
I prefer searching a good position where I can siege a hive. Drop TF->upgrade, PG, as much turrets as I can drop. Some sieges and an Armory.
Once 2nd hive is down, secure it, and move fast to the next(you can recycle the Armory next to the hive now). Do it the same way.
And if a secure area is attacked, tell your rines that they shall USE PHASEGATE and defend immediately.
If you bear all these things in mind you cant lose. The main thing is: KEEP YOUR RINES TOGETHER!
Have fun with it.
/commander logout
Comments
On all maps, one skulk can do this in a matter of seconds. Thus you better be a fast and effective builder, otherwise your Tfac goes down, and you lose dbl res. The res you've spent on a tfac, turrets, and medspam is all wasted, and the plan goes to tatters. Once that first skulk spots you, the whole lot will pour in.
Not me alone used this tactic...there were some more successful commanders...
The problem with a dbl rush is that its EXPECTED, and you're so far from base that you're sending rines to their death. Skulks can be across the map in seconds, and while they're ripping the marines apart the gorges are putting up OC and suchlike. And if the gorge dies, well the OC stays there, heals itself, even builds itself. Not so for marine structures.
I think you should only rush dbl res when you have the capacity to successfully hold it, and most of the time thats mid to end game.
From there its a walk in the park...
The key is to tell ur marines to DEFEND WHAT YOU HAVE.. not rush out to give the aliens RFK
~Jason
It doesnt get you anything if you have some RTs on the map...they get rushed even faster than doubleres...
its easier to hold doubleres than other RTs on the map....you would have to drop a PG oder build a TF at every RT. Thats it not worth. The skulks kill every RT which isnt secured...
my opinion is getting dres and defend it...you can manage that, but you cant manage defending every single RT you have.. Thats the truth...
Its win win apart from for the 2 rines if they die. Of course it seems a little over the top sticking up 20 turrets and 2 tf's etc for 2 res nodes, i prefer ones around the map
To be honest, holding up 2 skulks for a minute doesn't sound close to a strategic gain, and neither does recycling RTs.