macuser wrote:How bout builds when you start with a base?
lol, doesn't count.
perhaps change topic title to "Build orders!" and replace instances of "builds" with "build orders." i will refer to them as build orders.
now onto the meat. let me provide you with a few examples of build orders which i employ to success regularly. double line break indicates a time interval.
Versatile:
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two trucks to start
two trucks begin on factory 1
factory 1 finishes and begins producing three trucks
two trucks begin on factory 2
factory 1 finishes, factory 2 produces truck
three trucks begin on lab 1
factory 2 begins producing two trucks
lab 1 finishes and begins researching machinegun->bullets->AP I->twin mg->AP II ->hmg
three trucks begin on lab 2
factory 1 produces truck, factory 2 produces truck
two (new) trucks go out and take distant oil, doubling back to take nearby oil afterwards
lab 2 finishes and begins researching engineering -> half track
three trucks begin on cc
factory 1 produces truck, factory 2 produces truck
two (new) trucks take base oil
CC finishes
factories 1 & 2 begin producing machinegun viper wheels
Notes: for this to be effective your force with multipliers simply needs to be greater than that of your opponent. by corollary this build order asks for close attention to detail and rapid decision making. after power mod, this is best continued into T1 with either 4-5 facs producing vipers or 5 labs with 2+ modules researching supported by some T2 and T3 facs. if you take the viper route, you will eventually need tracks for viper tracks and mg damage/ROF upgrades for assault gun viper tracks later. if you take the lab route you will want either cannons, rockets, or flamers to complement your cobras - cobra trax hmg + mrp is a nice combo, for instance, but don't limit yourself. adapt to what your opponent is doing.
beat down your opponent with smart decisions and dynamic tactical play.
Tech to rockets:
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two trucks to start
two trucks begin on lab 1
lab 1 finishes and begins researching engineering->engine->mini-rocket pod->HE rockets-> ...
two trucks begin on factory 1
factory 1 finishes and begins producing trucks
two trucks begin on factory 2
then lab 2, cc, power, fac 3, produce mrp viper wheels/HT and so forth...
Notes: produce just enough
MRP units to hit-and-run snipe MG units and take a derrick or two. use a few mg viper
half tracks to take hits as you transition into T1. do not overproduce units,
do not research machinegun past hardened. tech straight to
MRA. MRA cobra hovers can handle moderate amounts of vipers and cyborgs, but don't produce more than you can micromanage by hand. flamer tech is cheap and will let you handle cyborgs, but don't expect it to work on cobra mass. cannon tech won't help you handle cyborgs until
assault cannon but
hpv scorpion tracks provides an excellent counter to HMG cobra halftrack mass as you move into T2. just don't lose your MRAs before then, they are your lifeblood and quite costly! if you face viper HMG spam, put your MRA and MRP behind mg half tracks and hope for the best. if you encounter tracks of any sort, you will want lancer hovers.
the better micro you have, the fewer alloys you need to research and the fewer units you need to produce, but don't neglect them nor your units.