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Article View: comp.sys.ibm.pc.games.strategic
Article #710054

Re: Supreme Commander Strategies?

#710054
From: Christian Fleischhacker
Date: Mon, 26 Mar 2007 11:16
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Madoc Owain schrieb:
> 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.
Hmm, I disagree, building ground defenses in that mass just hinders you 
to spit
out lots of units; What I have seen is, that almost no good player 
builds any ground defenses in the beginning (or tier 1 turrets at all). 
I think its better to build combat units instead, since they are mobile, 
and you could split your forces and flank an incoming army from two 
sides; If you build ground defenses i recomend that you back them up 
with ground units too, like 4 tanks for each tier 2 canon for example;
> 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. 
True, but a perimeter of 20 - 30 fighters are better; Just let them 
patrol the outskirts of your base; tier 2 and tier3 SAMS are ok, but as 
an addition, especially if your opponent is UEF, since the tier 3 
gunship still packs quite a punch and is better than the ambassador bomber;

A general good approach is to build a factory as quick as possible and 
then let it autobuild 1 scout, 3 tanks , 1 mobile AAA and one arty (you 
can skip the AAA and the arty if these are gonna be your "defensive" force)
>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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Date: Mon, 26 Mar 2007 13:16:21 +0200
From: Christian Fleischhacker <smoerland@inode.at>
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Subject: Re: Supreme Commander Strategies?
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