Article View: comp.sys.ibm.pc.games.strategic
Article #710054Re: Supreme Commander Strategies?
From: Christian Fleischhacker
Date: Mon, 26 Mar 2007 11:16
Date: Mon, 26 Mar 2007 11:16
100 lines
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5914 bytes
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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Path: mbox-mo1.pugleaf.net!number1.nntp.dca.giganews.com!border1.nntp.dca.giganews.com!nntp.giganews.com!newsfeed00.sul.t-online.de!t-online.de!newsfeed.freenet.de!newsfeed01.chello.at!newsfeed02.chello.at!news.inode.at.POSTED!not-for-mail Date: Mon, 26 Mar 2007 13:16:21 +0200 From: Christian Fleischhacker <smoerland@inode.at> Reply-To: smoerland.SPAM@inode.at User-Agent: Thunderbird 1.5.0.10 (Windows/20070221) MIME-Version: 1.0 Newsgroups: comp.sys.ibm.pc.games.strategic Subject: Re: Supreme Commander Strategies? References: <Xns98F6B4778C4DCnobodythiscom@63.240.76.16> <oz%Mh.1166$YL5.437@newssvr29.news.prodigy.net> <eu375t020ts@news1.newsguy.com> In-Reply-To: <eu375t020ts@news1.newsguy.com> Message-ID: <9edee$4607ab88$51df6512$3594@news.inode.at> X-Complaints-To: abuse@inode.at Lines: 100 NNTP-Posting-Host: 81.223.101.18 (81.223.101.18) NNTP-Posting-Date: Mon, 26 Mar 2007 13:16:24 +0200 X-Trace: 9edee4607ab88f47ac0b703594 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit