The Scrap Race

The scrap race is the most critical point in the game, right at the beginning, anc usually deterimnes the victor within the first ten minutes of the game. The only way to win a scrap race is to be aggressive and keep pushing harder into the enemy extractors forcing them away from yours. Co-operation and skill will win this as this is the most important time to have a skilled pilot and commander. When you start playing commander this is what you practice and this is what you perfect. Winning the scrap race does not always mean total victory, because the medgame can change the tide, but it is definately a determining factor, if not the strongest.

The scrap race (my term) is defined by the time between the start of the game and when all scrap pools are secured by either turrets or gun towers/spires and there is a period of detente and non-agression between the two warring parties as they build up with their gathered scrap. Make a not of the number of scrap pools at the beginning of each game, on that particular map, and know their locations. If there's seven pools, you know you need 4 or more to win the race. If there is an even number (6 usually) then you know it will be tough to take more than 3 pools. Once you know where they are, order your pilot to scout them out (if he's there) and drop a nav at all of the pools he can find. A little nav on your minimap is very helpful for quick reference especially if you haven't played that map before!  I will describe fully, the anguish and terror experienced by a commander during this time and the importance of completing his tasks without fail.

Learn to master the turrets. A turret is a basic unit, among the cheapest armed units you can make, and are designed to hold a position and fire centrally from a point. You can order them to deploy at navs, which is easier, so pilots can sometimes place navs at reccomended turret placement sites.  A turret has a targetting method you should be familiar with. The turret will lock on to the first target it sees and will fire on that target within its weapon's range (about 150m) and when the target moves out of its radar range (about 200m) then the turret will de-target and find another target. If while it is locked on to one target, turrets can be engaged by another target. Although it sounds confusing, it reall is quite simple. While the turret is looking at you, it will either kill you or target someone else. Keep in mind even if you are within the turrets radar range and NOT it's fire range, then it will still target another ship if it is closer. The scion turret and ISDF turret are exactly the same in effectiveness. The Scion Ion Gun II shots do more damage, but it fires slower and misses its intended target more because the shot travels slower. The ISDF Minigun shots are almost instantaneous, making the turret strike almost unerringly every time.

The turrets are basically the same in that respect and by no means can a single scout go face-to-face with one. A Tank, maybe, but not a Scout or Mortar Bike or Sentry, anything.  The turrets take a while to deploy as well, so they are not effective in the heat of battle. Avoid letting them follow you into a raging battle, as often they are fired upon while they are undeployed and moving. Do not deploy them in battle unless you have your pilots in the front lines defending them at all costs. Turrets are easily desroyed this way, and be sure to use this to your advantage as you see a turret flying to its destination. Try to kill them before they deploy, and you dont need to deal with them.
The Scion Turrets cost 45 scrap, where the ISDF Turrets cost 40 scrap (totally unbalancing) so the scions must wait longer to get their turrets. This cost difference can mean more time to gather enough scrap, which can turn a game if minute enough.  The only real use for a turret is to secure a Scrap Pool after you begin extracting from it.  Turrets have many weaknesses that can overcome their intense firepower. Never make, under any circumstances, more than 5 of these in a game. The cost becomes too great to make more and if they destroy the turrets repedetively then you know they can do it again, don't bother.  In some cases, you may want to skip turrets if the enemy is a veteran and knows many nastry tricks to remove them. If you are worried about securing Scrap Pools in mid-game or late-game with these dont even think about it. Anything greater than a Tank can take on a turret making turrets useless after about 15 minutes into the game. Check my Nasty Strategy section to learn some neat ways to take on turrets while in scouts.

Turrets must be placed with the best angle-of-attack to the enemy, avoiding corners (FAF cornering) avoiding being placed on low ground (Solar Flare Dropping), and DO put it in places where their line of sight will reach the enemy before they are able to fire upon it (Long Corridors or valleys).  Strategic placement ot turrets can allow a Turret to outsmart a Pilot, even with all the cheap methods usable to kill turrets!  Use the few that you do make wisely and DO NOT worry about covering both sides of an extractor. Don't be afraid if an enemy kills an extractor, because they cost 20 scrap and way easier to replace than turrets. Enemies can sneak behind extractors to shoot them, but even if they kill them, the turret behind them will have free range on them and be able to kill their craft before it escapes.
One last thing about turrets. They can be sniped easily, but ONLY while they are deploying/moving. Stealing a turret can eliminate enemy defense (sometimes without them knowing it) and allow you to add it to your defense (or recycle it to your scrap pile).

Learn to master the Scavengers.  There are many ways to arrange your scavengers, but the most effective for me is to do it myself.  You can tell your pilots to do it, too, which there is nothing wrong with, and might be easier, but I dont like to :).  Scavengers are, of course, the basic unit upon which your Bio-Metal empire will be based.  It is important to know the location of the scrap pools and the scrap balls on the map before you play it, which gives a significant edge when it comes to quick deployment of scavengers. Your first two units from the Matriarch/Recycler should be scavs (but you knew that already, right?) and if it is a map where there is NO loose scrap to start with, then deploy them both. Otherwise deploy one and send the other out to scavenge, in any order. After you begin to make your first scrap, either by scavenging or by pooling, make more scavengers until you cover the majority of the map with them. Know how many pools there are, and cover MORE than your enemy. This requires that you not build turrets right off the bat, because you have to wait too long for them. Don't build turrets until you have at least two or three scavs deployed and then you can easily afford them. At this point you will be busy (If you are the commander) making turrets (if you need them), placing them, then bang you have enough scrap for a new one. After you have take a majority, begin placing your turrets at your scav pools one by one (or letting your pilots do it) until you have made NO MORE than 5 Turrets, alternatively, you can skip turrets and build a base instead at this point. If there is a pool in the middle of the map, you may want to put two turrets there, because usually that is the last place the enemy goes for a scrap pool, making it a hotzone for enemy annoyance. As the commander, don't expect to sail around without meeting an enemy. Be ready for combat, and be good at it! If you are a commander and you suck at pilotting, you should BE A PILOT to learn that instead. Once you have secured every scrap pool you have with at least one turret, have your pilots search out undefended scavengers and destroy them while they are! If you can free up more Scrap Pools, remember to drop a scavenger off at each pool you "liberate". Dont bother defending them with turrets, though. If you have defended all your other pools, you can simply order your pilot to guard that pool if they engage it. It is ok if you lose Scrap Pools after you own more than the majority of the map, because as the enemy focusses on getting the pools back, you can focus on the Mid-Game strategy. Some may worry about defending the recycler, but if the recycler is under attack, the recycler can take large amounts of damage, enough time for you and your pilot to run home and kill any opposition that may be annoying you at that time. Attacking the enemy recycler is not a good idea, as many times, the enemy will rush home to destroy you promptly. Unless you have all the pilots and the commander attacking, (which is a bad idea for the commander anyways) or a really good pilot who can take on two targets (or three), then you shouldn't attack the recycler until you have units better armed than the Scout.

Service is a slightly important issue for commanders to watch out for. Service pods should only be made UPON REQUEST, because an enemy can stray into them and grab the precious ammo, and therefore unload it on your recycler.

Advice to Pilots: This is a crucial part so you cant screw up. Remember that you will cost the base scrap if you die and you dont get your ultra-cheap Solar Flare or FAF to take out turrets. Also remember that your sniper rifle is useful for killing deploying turrets (if you're desperate for a ride) or stupid enemy pilots who sit still while firing. Always strafe around when attacking an unarmed target, as sometimes snipers may be around and it is all too easy to snipe you while you are siting still. Make an important deal to destroy the enemy's initial scouts. It is always helpful when the enemy scouts dont have FAFs or Solar Flares and must stick with Empty Scouts instead.  Whenever you are told to guard a target, DO it, and take special care to retreat when you are outnumbered. Avoid losing that scout at all costs, and if bad turns to worse, don't die or you'll lose that oh-so-valuable sniper rifle. Ask for service ahead of time (in case your commander doesn't notice you've been hurt) and dont hesitate to blow up the enemy turrets as cheaply as you can >:).

Click the Nuke to go home

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