ForumsGame WalkthroughsColony - unit counters

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firetail_madness
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firetail_madness
20,591 posts
Blacksmith

This is simply a guide on how to counter a specific type of unit, if you don't know the best ways.

Feel free to object or add something.

Romans
Missles own these guys (black queens included) If it's early in the game, break out air units, preferably phantoms. Tanks also do a good job. (Romans have weak range and low unit damage)

Scouts
Sakata MII wipe them easily. Marines also do a good job in masses.

Phantoms
Sakata MII, or scouts/black queens. Missles work too.

Sakata MII
Any ground unit will take care of it, hover tanks are the best.

Sakata Spider
Massed tanks can kill it before it gets in range, air units also do a good job.

Gladiators
Hover tanks. Period.

Marines
Tanks are best for this job. Black Queens and missles are also fine.

Chronite Tank
Any air unit will kill this, because they are so slow. Missles will take them out too.

Snipers
Get any stronger unit within range and that'll do it. Missles work just fine as well.

Groditz
Missles, tanks, phantoms are also stronger than groditz in forms of machine gun fire.

Hover tanks

Phantoms work wonder here.

Black Queens

Strongest counter is probably Sakata MII or Gladiators.


Misc Tips -


1. Missles will kill the following in one hit: Romans, scouts, phantoms, sakata spiders, marines, chronite tanks, snipers and groditz.

2. Don't use forge/forge.

3. Armories are actually cheaper resource structures than banks and generators because it doesn't require upgrading. (and provide more than tier-1 resource structures)

  • 65 Replies
giavanni6
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giavanni6
234 posts
Peasant

good job but can u add a strategy?

Jikek
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Jikek
1,186 posts
Nomad

nice basic counters. these everyone should learn if they want to not look noobish. though strat counters and missle counters would be a nice addition for the veteran players.

firetail_madness
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firetail_madness
20,591 posts
Blacksmith

A strategy for what?

giavanni6
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giavanni6
234 posts
Peasant

heres manual on krinlabs it may help




Colony Game Manual

Because you are ask too much in lobby chat, Colony's incomplete game manual.

Here is a quick run down of the game. When you start you can choose three governments. The only difference between them is the resource income you get. Here is what you get from each race every 5 seconds and the bonuses:

Capitalist: 5 Money, 3 Manpower, 2 Energy, extra resources for every resource building.
Fascist: 4 Money, 2 Manpower, 4 Energy, kills net you cash.
Communist: 3 Money, 5 Manpower. 2 Energy, 35% faster build apparently.

The game is set up for 2v2. You will control four bases, either on the left side or the right side of the field. You select a base and choose what to build.

You have four resources. Money, Manpower, Energy and the Purple thing, I think it stands for POWER! (its actually called influence but that doesn't sound as cool).

POWER! caps at 100, or so I heard, and you get it from building units and killing the dudes on the other side.

PROTIP: If you hold "Shift" when you select an option to build, the option is automatically put into auto-build mode, meaning that as soon as the order is finished, it will do it again if it has the resources. If it doesn't, it cancels the order. You can also cancel it manually at any time.

PROTIP: You can select your units on the field and give them orders, to Advance, Charge, Hold, or Fall Back. If you want to win, unit micro-management is key.

PROTIP: Use 'X' to toggle the rally point on or off.

PROTIP: Hotkeys are 1, 2, 3, 4 for the top row and Q, W, E, R for the bottom row.

Unit Tech Tree
Buildings

Arms Branch (Outpost/Barracks/Arsenal)
Military building, units from this branch are usually human based and vehicle based. You can build Marines, Chronite Tanks, Medics, Snipers, Groditz, and Black Queens from this branch. Upgrading from Barracks to Arsenal requires that you have an Armoury though.

Robotics Branch (Forge/Manufactory/Mechanics Terminal)
Military building, units from this branch include andriods and fliers. You can build Romans, Scouts, Sakata Spiders, Sakata Mk II, Phantoms, and also create clones to boost your manpower. Upgrading from Manufactory to Mechanics Terminal requires that you have an Armoury though.

Hospital
You need this building to make Meditecs. You can also boost your manpower by treating the ill. You can also summon 10 medics when you have enough POWER!

Bank (Can upgrade to Treasury)
Make money.

Generator (Can upgrade to Solar Grid)
Generates energy. The Solar Grid allows you to build a modded Sakatas from maximum POWER!

Armoury
Requirement for Tier 3 building upgrades, and several units. Can be used to boost any resource, but at a slower rate and less in quantity than the Tier 2 resource buildings. It also builds a modded Phantoms from maximum POWER!

Special Operations
You can launch missiles from here. You can also summon a squad of 2 SpecOps, 4 Snipers and 2 Medics when you reach maximum POWER!

Units

Marine
Built from: Outpost / Barracks / Arsenal
Armour: Light
Normal single damage against ground targets. Carry a shitload of stingers up their asses and can pwn most air units that don't pwn them first.

SpecOps
Built from: Hospital
Armour: Much better than the Marines at least.
Same as the Marines but tougher. Probably trained by RUSSEL CROWE! Now isn't that scary?

Chronite Tank
Built from: Outpost / Barracks / Arsenal
Armour: Heavy
AoE damage against ground targets only. Great against groups of lightly armoured infantry. Will WTF PWN infantry that come in range.

Medic (Requires Hospital)
Built from: Hospital
Armour: Light
Can heal any friendly ground unit from a range. Has no attack!

Sniper
Built from: Barracks / Arsenal
Armour: Light
Long range, armour-piercing attack, to both ground and air. Good as defence or support offence. Can out-range enemy base defences as well.

Groditz Walker (Requires Armoury, or Arsenal)
Built from: Barracks / Arsenal
Armour: Heavy
Rapid machine guns. Decent against all kinds of units.

Hover Tank
Built from: Arsenal
Armour: Medium
Fires deadly single-target armour piercing shells. Good against ground armour. No air weapons. Bastard child of a Sniper and a Chronite Tank.

Black Queen
Built from: Arsenal
Armour: Heavy
Air Unit. Has strong singular anti-air missiles. Can drop a massive AoE anti-surface bomb from long range. Bombs has long reload time (10 seconds). Nukes will scratch the paint.

Roman
Built from: Forge / Manufactory / Mechanics Terminal
Armour: Medium
Decent ground attack rifle, with a minor splash radius. Cannot attack air. More durable than Marines, but less range.

Scout
Built from: Forge / Manufactory / Mechanics Terminal
Armour: Medium
Fast air unit. It has anti-armour weapons, for both ground and air, but does moderate damage. Medium rate of fire. Marines will rape them.

Phantom
Built from: Manufactory / Mechanics Terminal
Armour: Medium
Spams bullets on to the surface, doing some AoE damage on ground targets. Best used against infantry. Cannot defend itself against other air units.

Modded Phantom
Built from: Armoury
Armour: Medium
Spams more damaging bullets and has more health. Great anti-surface unit. Does not have air defences though.

Sakata Spider
Built from: Manufactory / Mechanics Terminal
Armour: Heavy
Fast, heavily armoured androids. Single target weapon. Self-healing technology. Cannot attack air. Low health though.

Modded Sakata
Built from: Solar Grid
Armour: Heavy
A better, tougher, damage-ier Sakata that fires explosive rounds. Oh yeah.

Sakata Mk II
Built from Mechanics Terminal
Armour: Heavy
Same body as the Sakata Spider, except it has different weapons. It has anti-air cannons, but now cannot attack ground units.

Gladiator RUSSEL CROWE
Built from Mechanics Terminal
Armour: Heavy
The ultimate ground unit. NUKES CANNOT KILL RUSSEL CROWE! They don't even scratch him!


- SS

firetail_madness
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firetail_madness
20,591 posts
Blacksmith

Meh.
That completely kills my guide.

giavanni6
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giavanni6
234 posts
Peasant

does it really? i just cop+pasted from krinlabs lol

firetail_madness
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firetail_madness
20,591 posts
Blacksmith

At least mine has BB code.
I win

dudeguy45
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dudeguy45
2,917 posts
Peasant

Why no forge?

rafterman
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rafterman
600 posts
Nomad

Without a forge you can't make phantoms(there for no defense against hover tanks) and you can't make sakatas MII(There for no defense agains queens)
Also treasures are better then armories, treasures make 12 dollors every 9 seconds(4 every 3 seconds), armories only make 10, solar grids make 12 energy every 9 seconds(4 every 3 seconds)armories only make 10.
Armories provide as much as a tier 1 resource structure(you said more), not as much as a tier 2.

Dandraer
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Dandraer
191 posts
Nomad

u can kill black queens with enough scouts easily
and armorys make every 10 seconds 9manpower/energy/money but its the best way to get man power
and treasurie and solar grid are tier 3 buildings O.o

firetail_madness
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firetail_madness
20,591 posts
Blacksmith

Rafter. Let me correct you.
Bank & Generator give 3 resources every 5 seconds, which is 6 every 10.
Armory gives 9 every 10, and is only 10$ more expensive (and a bit of energy and manpower) It takes another 50$ to upgrade.

u can kill black queens with enough scouts easily


And enough scouts will be killed by Sakata M2 easily.
Dandraer
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Dandraer
191 posts
Nomad

bq too

firetail_madness
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firetail_madness
20,591 posts
Blacksmith

BQ?
Big queens aren't that good against groups of air.

Dandraer
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Dandraer
191 posts
Nomad

i mean they get killed bye aa sakata

firetail_madness
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firetail_madness
20,591 posts
Blacksmith

And gladiators. Pretty good anti-air too.

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