Hello fans of armorgames! This is for discussion in strategies in colony. Add anything you think might be useful. Thanks!
Special Operations (Make sure you are a Capitalist for this. It is easier to come by money than energy.) 1. Make sure your partner is ready to defend you, because you won't be ready for a while. 2. Build a Bank. 3. Build another Bank. 4. Build a generator (you'll be finding you won't have that 15 energy for missiles if you don't have this). 5. Build a Special Opertaions. (From here on out, you can launch missiles if you are in a desperate situation, but preferably you should wait until you are done upgrading your resources.) 6. Upgrade Bank into Treasury. 7. Upgrade another Bank into Treasury. 8. Upgrade Generator into Solar Grid. 9. Destroy the opposition, using missiles sparingly.
Forge (Be either a capitalist or a fascist. I don't know which one works better.) 1. Build a Bank. 2. Build a Forge. (Begin repeat-salvage energy) 3. Build an Armory (repeat-build money) 4. Build a Generator. 5. Upgrade the Generator into Solar Grid. 6. Destroy the Bank and build a generator, later upgrading it. 7. Make Armory make energy. 8. Deploy forces (scout rush works well, and so does romans with meditecs. throw in a few phantoms, sakatas, and gladiators if you want, but dont make them your army's focus.)
thats y u destroy the armory and build a hospital then get the 10 medics destroy the hospital build the armory it quite simple. i do that process with missles
Hey ppls. This is a strategy when the setting is Earthquake.
1. Be a Capitalist or a Fascist. 2. Build a Bank. 3. Build an Armory, and make it gather money. 4. Build an Outpost, and start recruiting. 5. Build another Armory, and make it gather money. 6. Upgrade your Bank to a Treasury. 7. Upgrade your Outpost into a Barracks. 8. From here, you have two options, and make sure you do one and your partner does the other. Path 1: Make both Armories make manpower, and only spawn Snipers, and do it as often as possible. You can stand in the middle of the field with a fair amount of Snipers to destroy whatever the opponent spawns, but make sure you have tank cover from your partner. Once you feel ready, destroy the base. Path 2: Make Armories make resources as needed for Hover and Chronite tanks. Use them to defend your partner's snipers, and make a wall in front of them. This path is mainly to protect your partner so they can pwn!
Cold War Strategy (two positions, you take one and your partner takes one. i dont know if this works against special operations) Position 1: 1. Build an Armory, and make money. 2. Build a Forge and Salvage Energy. 3. Build two generators, and upgrade both. 4. Upgrade your Forge. 5. Make armory produce energy. 6. Spam anti-air sakatas. 7. (optional) If the opposition doesn't have that many air, then make romans and gladiators. Position 2: 1. Build a Bank. 2. Build an Armory to make money. 3. Build an Outpost, and recruit ppl. 4. Build another Armory to make money. 5. Upgrade Outpost all the way to Arsenal. 6. Keep around 10 Hover Tanks (to kill anti-air sakatas) on the field at all times, but don't cancel Black Queen spawns 7. Spawn Black Queens (advance to launch missiles, but retreat immediately after to avoid the shots of anti-air sakatas, unless you already have a better army) hope this helps!
Err, phantoms are 23 money and 10 misc stuff, and a sakata MKII is...20 energy.
Very little difference, a phantom spammer could just do 2 treasury 1 armory and not run out, as a capitalist 1 solar grid, 1 armory, 1 treasury makes me drown in resources...
Plus there's the fact 10 sakata MKII will annhilate any amount of phantoms you send...
Oh, not to mention gladiator is an awful anti-ground (it's actually awful either way), and romans get owned by missles/black queens/hovers which I'm pretty sure you'll see late game.