But it is a great source of recources and is therefore useful to everyone.
No it isnt. By far it is not useful for resources. We both know a armory costs 60 25 25 0 (standard order). Armory Offers 9 of a resource every 10 seconds.Mathematically That means it takes over a full mintue to get a surplus from
Money Alone. This is not counting for Your manpower loss and energy loss which will also slow down your tempo.
I have fought many battles where the first or second thing someone gets is the armory.
The sad part is that theres only a handful of people who are amazing at this game. Nearly none of them use armories in 2vs2 or 1on1.
Though there are many strategies that work well, they still lose to stratagies who do not use armory constantly.
Theory: why armory
-Extra resource gain
-Flexible resource gain
-Access to tier 3 post and forge
Logic: Why not
-Deep debt- 60 25 25 0 is a huge debt. Thats about the cost of approxiately 5 units. Less units typically mean theres a lower chance to maintain field control, which means less surplus of influence. Your 60 money is put to better use on upgradess such as sanctum or solar grid
-Do not need flexibility- You do not use all 4 resources. You mainly use money, influence, then ether manpower or energy. A bank, generator, or hospital sustains that better than an armory
-Tier 3 post and forge die to micro- Proper micro of influence units slaughters Bqs, Hovers, Sakatas, and gladiators. If it cant kill that unit it definately kill the base before the unit is created. Ex saint-kills all, mod spider kills base, special forces kills base
-Special operations- Though it is true ops cost much more than an armory, it has 1 difference. Operations kill faster than tier 3. An upgrade to tier 3 post cost 110 money and 50 energy. You would definately get ops sooner than tier 3 and spawn atleast a 2 influence units. Special forces kill base, prides set up a rush, and far snipers prevent pinbreaks.
personally the first thing i get is the bank to insure that i have enough money to support the war effort.
That is a good idea. Rushes and pins from the first buiding usually do not work against high tier players(unless you have tthe micro). But even then turbo games dont turn that well if the defender gains tempo
just misc. info there are a few builds that work decently(though not the best) that does follow the armory and turbo concept
Specs first- Tends to go with pride or special forces force. The purpose is to hold a pin with a superior range unit and eventually develop into a saint or roman rush
Fasci Forge first- Goes with a combo of a scout and roman pin. Designed to give novice post players and issue. Develops with generator second for a roman rush. If needed as sakata rush
Commi anti mon- Hosp first. Goes for medic influence grab, Retreats with the first threat(tanks, romans, or mod phant). Develops into post 2nd then goes for a slight air defense and a overwhelming number of tanks and medics. The medics allow for eventual development into saints
DTD build(monarchy)- This builds was used to counter a
majority of tdh build. Goes bank forge arm ops then tech as high as possible or demo bank for hosp. Start off with romans to stall your opponents tanks and earn influence. Use armory's mod phant to destroy opposing tanks. Use ops for a pride pin anf missile defense. Ether tech up forge for anti air and get prides or demo your bank for hospital for a medicated pride and far snipers. This can also be changed sightly to counter fascist. Simply go ops 3rd.