The Kharaa Strategy

K_e_r_b_e_r_o_sK_e_r_b_e_r_o_s Join Date: 2003-02-01 Member: 12966Members
edited October 2003 in Kharaa Strategy
<div class="IPBDescription">Slash'n'Burn, Squad and other Strategies</div> Hello,

Its been a <i>LONG</i>, long while since I've posted to these forums; but I carry strategies that are more then effective against the TSA Frontiersmen. These strategies have been either witnessed by me and recorded, or worked out by a few Clansmen and wrote down.

Will address our "<u>Kharaa Koncerns</u>" in order from <i>most</i> annoying to <b>least</b> <u>understood</u>.

=============---------=============

<span style='font-size:14pt;line-height:100%'>Slash'n'Burn [Counter] </span>

=============---------=============

For some ungodly reason, this old tactic has surfaced again and this time; not only is it known by sheer presence but by sheer, and sudden effectiveness.

Until now, one of the simplest ways to wear down a marine team commiting to this sort was a quick rush to their starting point to divert resources. A good commander would've been prepared for this and already had a team secure either a hive, vent, or an area surrounded by nodes as a backup Main.

We call this also shielding; because a marine team who does this effectively has some of their team defend, and some of their team commit to the offense on a small "imaginary" boundary that keeps scouting skulks at bay.

Before I go, lets finish considering the variables for a Bad Commander and a Good Commander:

<span style='font-size:14pt;line-height:100%'>Bad Commander</span>

<ul>
*Rushes with the typical ResNode Capping "Slash'n'Burn"

*Does not consider the variable of early rushes

*In this case, he/she doe'snt preserve enough resources for a second Main or support weapons (Sentry, Armory) for those rushing node points or defending those captured

*Negates the fact a lone rush or a lone skulk could sneak in and parasite his troops to were they are visible

*Sends "Rambo" teams out to sweep deck levels for Skulks and secure Nodes

*Teams are easily distracted from lack of teamwork (Examples of)

*Teams only reassign or come together when structures are under attack

*Commander Reaction time is low; but quick enough to build systems to Level II

*Commander teams are able enough to keep Skulks at bay; but unable to readily secure areas already being pivoted by Offense Chambers

*With enough intel filtering where Skulk Attacks are coming from in the first half of the game and were their planning to hit in the second and third part of the game is enough to prepare the Commander for resource saving

*When skulks and fades begin to move onto ResNodes lightly secured by Sentries, and guarded by Shotgun and LMG Teams; Commander immediately devotes resources to Weapons upgrades, and supply

*Once resources have been timed and saved enough; he begins refitting his troops immediately in the field

*The Slash'n'Burn is almost complete--consider that though this is a bad commander he's already secured 1/2 of the nodes on the map and keeps a fourth of the remaining under constant attack or loss

*With resource pool's increasing it is more then obvious his teams are now getting ShockWeapons and armor

*The Kharaa with resources slowly depleting in the face of RamboTeams and increased aggressiveness of Commander order; are starting to slip on their grip

*The Kharaa, ready a second launch station if their first starting point fails

*Consider the Commander's secured by now, or earlier a hive. He may have lost it, but he keeps his forces equalized and in control of the most ResNodes.

*Commander fully gears his troops and begins to send wave after wave of troop crashing into scatter Skulk defenses and a confused resource pool.

*This is still half-way through the second half of the game

*Due to lack of secured nodes, and new teams surfacing; the Skulk attacks become disorganized and the front seems to stabilize on Kharaa Starting positions.

*The Kharaa will indefinately loose within five minutes of this occuring.
</ul>

<span style='font-size:14pt;line-height:100%'>Good Commander</span>

<ul>

*Stages teams and keeps effective communication in check at the start of any game

*Sets waypoints a few ResNodes ahead, but were he can readily supply them in the field

*Sets new staged teams to secure and defend, and secure and patrol

*"Slashes" accross the map to the upper right, or upperleft hand corner which puts the Kharaa equiliberium off balance

*Teams begin to work on ResNodes toward the center of the map

*Teams concentrate on NodeConstruction; leftover's help defend turned backs

*Kharaa send scouts ahead; while Gorge Wars start and resources deplete.

*The Kharaa try to secure a middle ResNode but realize the first two ResNodes bearing a little in the center of the map are guarded and up

*Marine Commander begins to devote further resources for supply in the field and ResNode Capping

*Marine Commander, realizing the possibility of early rushes and the fact the Kharaa might try to put the commander on unequal footing; immediately sets out for the FlankNodes.

*Marine Commander keeping his Marines well supplied begins to set offensive and defensive teams

*Offensive Teams number more, defensive teams number less but move in squads to secure and defend nodes

*With resource pool increasing; he is able to upgrade his troops and begin to choke the the Kharaa resource pool

*He launches quick attacks on Gorge's using well played out tactics on Nodes thought to be in Kharaa hands; once the front slips out of this it then IMMEDIATELY stabilizes in all three hive locations.

*Marines pooling with resources are able to out enforce skulks with firepower and punctual attack

*Five or Ten Minutes, the last few shots will be heard and infestation destroyed

</ul>

Sounds simple doe'snt it? They both work EXACTLY like this; heres how to counter it.

Well...first, look in the mirrior. The rule of a mirrior is anything you can do, I can do better. Keep in that in mind as we bear down to counter the "Slash'N'Burn" Tactic.

<span style='font-size:14pt;line-height:100%'>Kharaa Kounter!</span>

Teams=12vs12

-1st half start!-

Consider now, the Kharaa starting an even match like this lends you Pro's: A Balance between Hive (Defensive) Teams, and Offensive Teams.

1st Objective (vs Bad,Good Commander): Secure as much valuable terroritory as possible. This would include areas that give you height advantages, or area's that force the marines to face down a direction their not usually used to fighting over.

(Before proceeding with this, scout out, but have forces in positions ready to secure or hold points)

You must use Parasite to catch Marines as they go to patrol; this gives you a rough idea were the Marines plan to defend or were their objectives are.

HINT FOR OBJECTIVE ONE: Parasited marines fail to realize it in large groups; if a mass of forces seems to stop or move quickly over a linear part of the map, its best to assume a waypoint or ResNode is being prepared for Capturing. If a team seems to loose its players or they draw in too close; its best to assume this is the assault team meant to detract resources.

To counter this, move a larger number of forces to attack these marines and defeat them. A gorge moving out for offense should build OC's and Sensory Chamber's right were the Offense took place; or were the first marine teams passed by. This will leave a Kharaa Kare Gift for anyone who comes their, and doe'snt devote as much "mobile" Kharaa power as it would previously.

2nd Objective. Once Teams have been split and Gorges split by two and two (One Hive, One Offense) we then begin by building immediate structure "obstructions" in chokepoints not obvious to the marine Movement. ^See above hint

But before we build our obstructions, we must make sure we have the most terroritory under attack or secured by presence. We build Nodes then OBSTRUCTIONS.

We must assume once our first or second Nodes are up, the TSA Commander has Nodes of his own. Like he will do, turn your Nodes into forefronts of launching Attacking or Defending Campaigns. Turn each Node into a fortress of good reaction times and well placed structures to keep the Marines at bay.

Distance your defenses into area's the marines must come through to attack; this leaves you time to setup a second line, and attack with skulks should the marines "punch it through".

3rd Objective: Since we've now got ResPoints that secure our lower left and right hand corners, and one that reinforces either of our flanks; it is time we let resources pool and our scouters to due their infectious work.

By this time, the Marines are turning the hallways into small fortresses or stopping points were Skulks might showup. Large attacks at areas weakly watched into the Main will scare the marine presence back.

HINT: ALWAYS! ALWAYS! BRING FORCES INTO AREAS THAT ARE BEHIND ENEMY LINES; LAUNCH ATTACKS AT THE WEAKEST POINTS OF THE MARINE STRATEGY, RETREAT, THEN AMBUSH THE ENEMY.

This works especially good to divert Marine thinking (especially if you attack the far right flanks at center to the Map) to force themselves onto structuring on a flank that pins them down, divides their forces, or gives them the idea your not present in the center of the map. Set an obstruction point (OC's and Sensory) at Center if possible.

Split your Skulk teams (2 teams, 5 skulks each) into (three skulks scout and distract) (two scouts hang back around forward nodes or obstruction points to propose reinforcements to attacked points on the map).

Objective Four: Begin to secure a broad area in the center of the map that forces the marines the idea to launch attacks at your far right and left ResNodes; pinning them against walls or "tunneling" their forces make them easier to destroy.

-End of First Half-

-Second Half Start-

Objective One (Second Half!)

Your right flank is probably going to fall first off, then your center, but never your left.
Why? Method of Attack and Reinforce.

This is'int going to happen persay; but the marines will pull these extremes. Theirs always a case scenario were they don't know, or ignore a point under your control. Always make sure your scouting parties are'nt ramboing themselves, and have these points that are left alone focusing points for launching deep attacks into the heart of the enemy weapons and supply. Have them (Skulks) move in packs; but at distances were Marine engagements do not damage structures.

Thats your objective, moving Marine attacks to the sides and bulging up through the center. This makes it vunerable to easy attacks; but with enough pools and well timed attacks, the Marine teams, though grouped, are scattered and will never exactly meet at one point at one time. Considering our obstructions theirs bound to be damaged amungst them or one or two casualties (if we backed up our structure sets).

Make SURE you set Obstructions through the center-most accessways. Once the marines attack your bulge; there going to spawn and take the shortest route to you.

Objective Two:The marine commander realizing now he should've suppressed the center, now tries to take the main-half of center. Your obstructions will fall under heavy attacks; so balance them with skulks and backup structures to be sure.

If he attacks well, let him have some of the center; but don't wait for him to attack. Rush as soon as he forces move out again--to detect this, you'll need to watch or predict his movements. Try attacking AS SOON as his forces have left to regroup, or have all left one point. Tear up whats their, then use this force to attack his others.

This will buy up time for defending skulks to prepare; and gorges to secure Nodes behind or alongside enemy lines.

Objective Three: Logistically the marines have more territorial control by both presence and structure; but the commander is going to be weak left and strong right (by his viewpoint) Setup left; and put into motion what some of us Clansmen have called a "Cyclone".

Once his forces move, your forces move. You should have fades now, take into call we would have at least celerity and various other usefull plays that would stealth us or allow us into the mind of the commander.

You should also have fades are preparing to manufacture Onos's. This far into the game; and the marines should have Shotguns, HMG's and Heavy Armor. Launching Fade and Skulk raids onto attack parties is not a good idea unless you force them to look back. Begin following the Marine forces and attacking anything they leave behind. Then, once they run into your obstructions, they're now pinned.

This will drain Resources for the Commander, but its not like he was'nt prepared for this. At main he will have a weapons cache. Move in and secure it or outside of it with structures defended by part of your defensive team. A coordinated offensive and you have his forces distracted; (if you run into turret farms, his ability to attack will be lower) and now pooled into a long conga-line of death. By both busying his forces by feigning attacks (something I meant to add in the first half) and by selectively assualting points of interest or attack teams; you've forced them to a point were thier cutoff from their resnodes. Gorges, turn to Fades and begin bombardment of points were ResNodes exist. The Marines are'nt always going to fall with one blow; so theirs bound to be stragglers. Consider our new Commander Friend has those evil satellites up and those uber transporters up and running for a counterattack; with good scouting, I did'nt mention this because it could easily be intercepted. Our obstructions should've slowed their advancement to obvious points of interest.

Our new obstruction points should slow them down. Once the ResNodes of the marines and their structures are slowly pushed down to yellow health; our attack forces should pool to surround and annex the marines main points.

If by then the Commander has'nt setup a second Main or secured a hive (which we will go about next with) you've forced the Marines into a point were their resources, though high are depleted; and despite his attempt to slash accross the map and move on, you've intercepted it with good teamwork, obstruction, and well played out assaults that forced him to turnplay his game.

Considering the commander was more used to having large pools of resources; he will more likely waste smaller numbers of such quicker. Now its only a matter of chasing stragglers. REMEMBER timing IS EVERYTHING. STRATEGY IS EVERYTHING. BARRICADE EVERYTHING AND ASSAULT FROM THOSE POINTS. BLITZKHARAA!

--if--

The Commander setup a second main; equalize your defense and offense, and keep pressure were you feel he will devote his manpower and resources. Also attack his spawn points early in quick rushes to prevent this happening. A secured hive can be broken just like a Main Point. Crack it like an egg in this matter.

--also--

Observing Commanders and how they play is also a way to "play the game".

MIRRIORING aspects of Commanders, but putting opposite line of were the Commander Sets up is also called "Cycloning". Depletes more of their resources then yours.

So we finish ONE TYPE of countering the "Slash'N'Burn". I will add others submitted by other Clansmate of the [DF] Clan and the [TKoR-11] Unit.

I will be adding more in here in terms of countering squads or "collective" thinking.

Comments

  • gekigariongekigarion Join Date: 2003-08-24 Member: 20172Members
    HOLY MOLY you most've been thinking about this for some time!!!

    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> Sounds fun, I'll be sure to do this if the situations ever arises.

    Very well written!

    /me wants more!!!

    w00t!!!!111!

    (insert random noises of happiness here)
  • K_e_r_b_e_r_o_sK_e_r_b_e_r_o_s Join Date: 2003-02-01 Member: 12966Members
    I know that may have been confusing--but one must consider a Commander in the Slash'N'Burn tactics will move from his position into one of the corners.

    He will not however slash down one side of the map entirely;then he will be backed up against more reinforcements that he cares to realize.

    Lets explain some Kharaa Formations; what they counter; and how they should move to Counter TSA Squads.

    ========---------========

    <span style='font-size:14pt;line-height:100%'>Kharaa Info</span>

    ========---------========

    Alright,

    When assembling formations one must consider the effectiveness of each species using which upgrade. You can choose the upgrade; but without them, this is how each formation should be like and how each species should be positioned to move:

    Scouting Party+Hive Maintenance+Border Defense+Secure and Occupy

    First Half

    16 Players: Two Teams (8 per team) (2 Teams with 2 Groups)

    *Group 1 (A): Scouting (Four Players)(Three Skulk, one Gorge)
    *Group 1 (B): Hive Main. (Four Players)(Three Skulk, One Gorge)

    *Group 2 (A): Border Defense (Four Players)(Four Skulk)
    *Group 2 (B): Secure and Occupy (Four Players)(Four Skulk)

    Objective: Group 1 A (Scouting)

    With three Skulks and one Gorge, this unit should focus on finding ResNodes in the corners of the map; or center left and right of any map. These would also scout out locations to lay down Obstructions in hallways or doors to prevent mass movement of marine personel. Once the Gorge no longer needs escourt beyond a point, the Skulks move out to patrol the latest Obstructions or react to the nearest conflict. They usually must cover the Gorge in times of conflict; so they stay nearby.

    Objective: Group 1 B (Hive Maint.)

    With three Skulks and one Gorge, it is imperative Hive ResNodes are captured and close obstructions set to entrance ways of Hive. The Skulks never leave the Gorge is what obstructions are laid down by the Scouting Party, the Gorge must maintain and build behind it aswell. This unit is also a unit that secures hives; but hives must be defended before capture, so its usually in this case the Skulks around the Gorge do "search and annoy" missions to make sure the paths are clear.

    Objective: Group 2 A (Border Defense)

    An imaginary line centers right were each obstruction connects; like the first Group 1 A Scout, this unit will maintain frontline defense and counter-attack actions. This unit will however never stray to far from defending objectives and will move in close packs to ambush marines. These units should use the cielings for transportation, and not the ground.

    Group 1 A usually maintains "inner-border" security, and do not move to frontlines unless a frontline unit fails and structures are in danger of immediate expulsion.

    Objective: Group 2 B (Secure and Occupy)

    The scouting parties only scout out ResNode and Obstruction points that block critical movements toward your single most important hive(S).

    This group moves aggressively; following behind the Defensive to counter Marine attacks and to assault lightly defended squads or structures.

    Mid-Game

    Group 1 A (Secure and Occupy) (Three Skulks, One Fade)
    Group 1 B (Inner Border Maint.) (One Fade, Two Skulks, One Gorge)

    Group 2 A (Hive/Border Maintence) (One Fade, Two Skulks, One Gorge)
    Group 2 B (Secure and Occupy-Escourt/Skirmish Clear) (Two Fades, One Lerk, One Skulk)

    Group 1 A Objectives:

    Storm enemy "light" positions with Skulks in-first and fades in second. This Group 1 A always moves with Group 2 B--this is so select areas can be secured; occupied, webbed and so-on. With this group of forces, these two units can either attack indepedently or help with points. Because their large number, and their help with Inner Border Maintence, Areas can be quickly secured before Marine Teams move out.

    Group 1 B Objectives: Builds obstruction's or ResNodes as soon as they're fielding is ripped from Marine hands.

    Group 2 A Objectives: This unit does checks around Start hive, and improves defensive measures around InnerResNodes and OuterResNodes to make sure threats do not penetrate.

    Group 2 B Objectives: Move out for immediate skirmish's against enemy positions and enemy units on the move. This force will always be attacking random locations in tandom with selected groups. If a group is asked to a point; then another adjacent unactive group is asked to pull in.

    As of this point--the game can go anywhere. It is best now to advance in a wideline that covers more then an arc of an area. Build as you go to secure hallways is a very good idea; and it is preferred only if you have enough of a resource pool.

    The Reason I grouped Fades at lower numbers is because Fades at higher numbers means lower resources for Gorges and team.
    I also assigned one Fade per group (usually) as support. This was incase of heavy marine attacks; consider your engagements to occur onsight of structure; so fades and skulks can pummel they attackers as soon as they hit a point of heavy defense.

    Intercept Formations

    Column:

    FADE: X
    SKULK: S
    LERK: F

    LMG: T
    HMG: U
    SHT: D
    JP: P
    HA: HA

    -------------------S------S-----------------------

    ------------------------x--------------------------
    ---------------------f-----f-----------------------

    X Formation ^

    -------------------S-------S--------------------
    ------------F---------X--------------------------

    Slide Left ^

    ------S-------S---------S

    ----------X-------F

    Lamp ^

    ---------F---------S-------S
    ------X---------X

    Pistol Tip ^

    Each formation utilizes a Fade either forward or center; this is so an equaliberium of fire can be distributed at closer or longer ranges; while skulks rush and Lerk's cast Umbra.

    Lerks add support fire to Fades--Skulks divert enemy gunfire from Lerks and Fades, to just Skulks.

    These engagement formations work best against small skirmishes, hallway clearing, or defense. Major formations will be explained later--but those are good for midgame to try to maintain. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Sign In or Register to comment.