ForumsGame WalkthroughsPost Colony Strategy's Here

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monkeysateme
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monkeysateme
98 posts
Nomad

I'm not good at the game and I don't really have a strategy but if anyone wants to share there strategies here that would be awesome.

  • 58 Replies
soccerdude2
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soccerdude2
1,673 posts
Shepherd

I go fascist:

Build armory, another armory,(get money) and a generator if they aren't rushing and a forge if they are. Upgrade Gen or get one. Then get a forge of upgrade your Gen. Upgrade forge and send out some units.
Wait and upgrade, and then send out a combination of spiders, sakata mk 2's, glads, or others. Change one armory to energy. Have your parter try to fight against hoverz, which added with BQ's, beats this build.

If you can beat opposing Hoverz, then send your aa to kill any air units and then mass some spiders. I find this strategy very effective.

40P2P
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40P2P
161 posts
Nomad

The key to a good strategy is communication. If u ar air make aa quick, if ur ground focus on winning thr ground war. If ur partner is ops be either fprge or use a dual build.

nozo_ito
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nozo_ito
266 posts
Farmer

I give you my flexible capitalist build:

Be capitalist
Armory > Cash
Forge > Energy

Now you got a lot of options, look at the enemy to see what they are doing. If the enemy
1: Outpost > make a few tanks if they had romans already out
2: Armory > energy if they are not planning a rush
3: Upgrade the Forge if they make lots of scouts or tanks

The above three need to be completed with build order depends on the enemy actions. Now you have access to every unit counter in the game.

Use the right units to defeat anything the enemy try to throw at you. When you controlling the battlefield at that point, build mix of MK2/Chronites/Phantoms with autoroman push is almost impossible to stop. Be sure to micro your phantoms to attack enemy hovers or retreat from MK2s, or take out enemy air forces with your own MK2s, and retreat/standground while pushing with the rest of your army.

40P2P
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40P2P
161 posts
Nomad

That strat is super weak to any good rush

nozo_ito
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nozo_ito
266 posts
Farmer

Sorry it is the other way around, it is extremely strong against any enemy who try to rush.

Any fast rush can only consist of mainly one or two types of units, which is easily beaten by their respective counters. Once the material advantage surfaced it is nearly impossible to come back, because rushing push them behind in tech that is required to beat phantoms. If they managed to pull out MK2 they will be owned by ground forces due to resource/buildtime deficiency, as phantoms/romans are easy to replace and they are out of options as your 3~4 MK2s standing behind your army completely shut down any air units.

If they camp, just hit and run with your unit counters, once material advantage is gained, push it that is pretty much gameover.

soccerdude2
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soccerdude2
1,673 posts
Shepherd

That is a good strategy but it relies on the enemy rushing.

If they a build up a strong enough army they will pwn you.

ZeroComp
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ZeroComp
383 posts
Nomad

Agreed but sometimes you can break through with minimum troops but that rarely happens

soccerdude2
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soccerdude2
1,673 posts
Shepherd

Too true it has happened to me many times when I used to suck at the game

nozo_ito
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nozo_ito
266 posts
Farmer

I've yet to see camping works, while I keep harrassing with phantoms/mk2/tanks depending on what they are massing. I blow up those few units with minimal loss all the time before I got critical mass to push. The only thing that prevent me to win is glitching.

In fact, this strategy is as cheesy as my old build for dogfight. I developed and use it just to prove that Capitalists is still way overpowered.

chessmaster102
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chessmaster102
656 posts
Peasant

im pretty sure u mean cheesey?

Vebian
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Vebian
21 posts
Nomad

1.make 2-3 black queen
2.make some sniper(if enemy have sakatas)
3.make lot of hover tanks
4.If enemy have phantoms/scout ask your friend to make sakatas(if he forge)

Vebian
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Vebian
21 posts
Nomad

List of some units weaknes


gladiator are weak againts air
sakatas is weak againts sniper(except mod-sakata)
hover tank is weak againts phantom
all air unit is weak again sakata-MKII
Sniper weak againts non-chronite armor units
horde of scouts weak againts groditz
sphinx and medic weak againts roman
roman weak againts all tannk
lot of sakata weak agints missile
prides weak agints tank
all chronite armor unit weak againts sniper
far sniper waeak againt taks and air unit
sakata(except AA-gun)weak againts black queen



hope it help.

Vebian
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Vebian
21 posts
Nomad

List of some units weaknes

gladiator are weak againts air
sakatas is weak againts sniper(except mod-sakata)
hover tank is weak againts phantom
all air unit is weak again sakata-MKII
Sniper weak againts non-chronite armor units
horde of scouts weak againts groditz
sphinx and medic weak againts roman
roman weak againts all tannk
lot of sakata weak agints missile
prides weak agints tank
all chronite armor unit weak againts sniper
far sniper waeak againt taks and air unit
sakata(except AA-gun)weak againts black queen

hope it help.

40P2P
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40P2P
161 posts
Nomad

To be honest. All good builds can be destroyed by a good rush w/ ops. Yes there are builds that can counter but chances are they won't be able to do much once they realise what's gonna happen.

Fasty
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Fasty
300 posts
Nomad

VEBIAN YOU SUCK, my ss is the database of all in colony, and WHY THE F ARE GLADS WEAK AGAINST AIR OR FAR SNIPERS WEAK AGAINST TANKS? They are excellent agains tanks, but bad against ROMANS because mass romans cant be killed by micro far snipers, although by micro hovers.

https://spreadsheets.google.com/pub?key=0AuVihy7fiRZVdGR5LUJSMFJlTUxmdU03aURKOS1FMmc&hl=de&gid=0

^ my Spreadsheet, take a look. Fuck vebian.

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