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Colony Strategy

Posted Dec 16, '11 at 5:10pm

fission12

fission12

63 posts

Sorry for double-posting but as a note... play like a cpu.  Rush quick and fast.  Different combos of units are better than just one type.

 

Posted Dec 17, '11 at 5:38am

inflict

inflict

384 posts

Be Fascist.
Bank
Forge
rush out about 5-7 scout and maybe 1 roman to center. If opponent makes a lot of marines, send one scout in front of rest to soak the marines attacks then kill them. This is good for influence gain and wasting opponents resources.
Make a generator (Unless you lost center or need AA in which case make an armory instead)
Create Solar grid and make Mod sakata and rush romans until base is destroyed. (If scouts were destroyed and none left and went for armory then go for manufactory then create AA and phantoms then either go for solar grid or upgrade again for standard spiders.)
I used to use this all of the time and rarely lost a game...but there are quite a few counters for it nowa days.:l

Believe it or not, this strategy is still pretty popular :)
Probably the best gov to counter this with would be monarchy
most of 1v1 monarchy builds can counter this if done right
If your opponent uses this strategy also, the winner usually leads to player with better micro and adaptation

fiss u jokeing me. forge owns opps.

if they go bank forge opps. you have your fore first + more energy so can pin with scouts.

the you roman rush them forceing them to defend... and this also get influ and gen only costs money so you make a mod. if they make opps just in time then watch out for missile by pinning with mod and keeping 1 scout infrount ogf mod while you rush romans.

if they got bank opps forge its slightly more tricky. cause you have the pin, u have more micro time. bacicaly forget about scouts and just keep roman rushing. opps is really weak to roman rush. they will probs pinbreak with a team or two. so just keep romaning wile you build up a gen. by now they might build a forge. so if you have enought upgrade and make 2 pantoms and a couple of scouts. if not just scouts. then the classic roman + a mod if you have enough.

 

Posted Dec 17, '11 at 2:12pm

JGC12

JGC12

1 post

This is what I do.

Be a Facist

Bank
Upgrade to Treasury
forge (defend if you have to)
Generator
Upgrade to Solar Grid
Armory making energy
Upgrade forge completely

When you are finished these steps, you should have enough energy to get a lot of Sakata MK2's and Sakata Spiders.

 

Posted Dec 17, '11 at 2:23pm

CelticIron

CelticIron

1 post

thsnks

 

Posted Dec 17, '11 at 2:47pm

inflict

inflict

384 posts

Be a Facist

Bank
Upgrade to Treasury
forge (defend if you have to)
Generator
Upgrade to Solar Grid
Armory making energy
Upgrade forge completely

this is a yos build i belive

 

Posted Dec 17, '11 at 3:07pm

soccerdude2

soccerdude2

1,587 posts

Wow that's what I do

 

Posted Dec 17, '11 at 4:20pm

kevin8ye

kevin8ye

514 posts

very long but useful information..

 

Posted Dec 17, '11 at 7:01pm

fission12

fission12

63 posts

Be a Facist

Bank
Upgrade to Treasury
forge (defend if you have to)
Generator
Upgrade to Solar Grid
Armory making energy
Upgrade forge completely

this is a yos build i belive

haha that made my day.

and yes ops owns forge.  Any decent player can tell you that combatting right side ops with forge is hard to say the least.  Capi is much easier.  Why? Well, most of the time, you are playing by the fact that thir gov is unknown.  If you try to pin with 2-3 scouts and they turn out o be capi or delayed fasc you are in trouble.

 

Posted Dec 18, '11 at 5:14am

inflict

inflict

384 posts

and yes ops owns forge.  Any decent player can tell you that combatting right side ops with forge is hard to say the least.  Capi is much easier.  Why? Well, most of the time, you are playing by the fact that thir gov is unknown.  If you try to pin with 2-3 scouts and they turn out o be capi or delayed fasc you are in trouble.

sorry bit confused.   what did that mean.....

 

Posted Dec 19, '11 at 8:35am

DracoTheDragon

DracoTheDragon

103 posts

and yes ops owns forge.

last i check fasci forge owns ops. Its very similar to what inflict was saying. if its against a bank post you have to use bank forge gen(2 scouts rest romans). Against eveything else you use a bank forge post(2 tanks 3 scouts X romans). Against bank post you have to apply a constant unwavering pressure that will slowly kill the monarch while against everything else you have to play it like a capi and out resource them. The reason why this works against post is because the pressure you put with romans is too dangerous to be ignored. If you use tanks, you waste your eco because the scouts kill them off. If you call in marines, my romans come in before your tanks can kill them due to the quantity and early field. As for stuff like bank forge, they can be  countered because as a fasci, you will always win an air fight and get the pin. However, your opponent threatens a pinbreak by using ops. This forces you to adapt using post 3rd. With that you can squeeze 2 tanks for a pin, while you still have romans knocking at their door. This forces a premature pinbreak. The monarch cannot missile due to the energy spent by the forge. Your prides will not survive due to divisive fire from scouts and tanks. your spec forces would not survive due to divisive fire from your romans and tanks. Im not even going into detail about far snipers. Even if you add in units like scouts, your key units(pride/special forces) would be long gone.

If you try to pin with 2-3 scouts and they turn out o be capi or delayed fasc you are in trouble.

well first of all capi is very easy to spot, assuming they are using meta game (bank post). capitalists bank always clocks at 4 seconds. If they do not use bank post, they would be screwed against a good player. Furthermore, their post and your forge would be built at the same time. There wouldnt even be the chance of spamming those units. if its a delayed capi, you can treat it as a delayed fascist.

As for delayed fascist, this is also not a problem. A fascist who loses field advantage and economy is losing their only advantage. True they can attempt a pinbreak however if you retreat to the second influence zone you will basically be a napoleon and drain them of influence. However lets add a bit of operator error. If you screw up when they pinbreak, you can start a dual build. Due to the addition of marines and tanks, you opponent has no chance to survive. The current situation is that your opponent would have easier micro and a wide macro choice. However you have an influence advantage, field advantage, a resource advantage(energy), and quantity of units, and varity of unit advantage. its like fighting yourself, only that one of you is restrained.

Any decent player can tell you that combatting right side ops with forge is hard to say the least.

The matter of difficulty only comes with experience. In an rts, all that matters is whether you can do it or not. Just hours of proper repitition and reflection will make you a better player and decrease your chances of derping.

 
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