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Article View: comp.sys.ibm.pc.games.strategic
Article #710053

Re: Supreme Commander Strategies?

#710053
From: Madoc Owain
Date: Sat, 24 Mar 2007 12:56
87 lines
4630 bytes
A lot of the old TA build strategies still hold in the new game. Build 
an extractor first, then 3 power units, and if there's another extractor 
or two in easy reach of the commander, build there too. Then build the 
factory, afterwards send the commander out to get the nearby metal 
patches I mean mass extraction locations. :-)

Meanwhile, crank out 2 engineers from your land factory, then start on 5 
light attack bots, 5 air defense units, and maybe some heavier assault 
bots or artillery, depending on your situation.

One engineer is out getting the remaining mass points, or building 
minimal defenses around the nearby mass points. The other engineer is 
building on the local geothermal oops hydrocarbon deposit. He is then 
building defenses around that, then heading back to your base to build a 
radar installation and additional defenses as needed.

By now, your commander should be back at your base, and you should have 
been upgrading at least one mass extractor to level 2. Once it's 
upgraded, start upgrading your land factory to Level 2, and build 
additional power generators.

It's KEY to make sure you establish enough air defenses around your base 
to deter any enemy assault. If you're feeling REALLY creative, establish 
a 'Safe Place' for your commander, with turrets and LOTS of flak 
emplacements. Don't forget to guard the approaches to your base with a 
couple of anti-air, just in case they send some transports over to mess 
with you.

Hope that helps,

M.O.
http://www.madocowain.com
http://www.playmaille.com


John Doe wrote:
> Cecil Sharpe <nobody@this.com> wrote:
> 
>> I am slow on developing strategies of my own. Would anyone mind
>> giving some of thier own ideas?
> 
> As you mentioned below, artillery can hurt. Seems to me that most
> players do not understand the usefulness of artillery. I think level
> to artillery is the way to go if you are trying to encroach. Looks
> like mobile artillery stinks. 
> 
> I just played a first online game, two versus two. After the initial
> build order I didn't know what to do, partly because as a rookie I
> lack the idea of how long there is to do things. Level 2 artillery
> was useful as I expected, but they sent a few gunships at my
> partners commander in his undefended base and my aircraft weren't
> able to assist. If I'm not mistaken, when your commander is being
> attacked by gunships, you can just serpentine because there is a
> whole lot of lag between the time the gunship fires and the time it
> reaches the commander. If your commander changes course every few
> seconds, I think it will evade the gunship (or "dumbship") fire that
> is not laser guided or anything. If true, that would be a useful
> strategy since I have seen gunships go after a commander several
> times in replays. You would just right-click to cancel all orders
> and then hold shift and right-click in several other zigzag
> locations. The length of the zigzag might be important. 
> 
> Well... I was going to test the gunship versus zigzagging commander
> thing, but apparently the game won't let me target my own commander.
> I'm pretty sure it works, and there probably will be plenty of times
> to test the theory. 
> 
>> I am still trying to figure out some sort of build sequence for
>> skirmish games. 
> 
> I think without prebuilt units, there is a suggestion in the readme
> file for a build order. I think you build enough metal extractor and
> power units in order to build a land factory and produce an
> engineer. Then either immediately produce some military units after
> the engineer or have the engineer produce some point defenses. 
> 
> 
> 
> 
> 
> 
> 
> 
> 
>> Have fun.
>>
> 
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From: Madoc Owain <nospam@madocowain.com>
Newsgroups: comp.sys.ibm.pc.games.strategic
Subject: Re: Supreme Commander Strategies?
Date: Sat, 24 Mar 2007 08:56:31 -0400
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