|
Allied
Coming soon
Coming soon
Coming soon
Soviet
Coming soon
Coming soon
Soviet build
Soviet Build
Chapter 1: 1:1 1:2 1:3 1:4 1:5 1:6 1:7 1:8
Chapter 2: 2:1 2:2 2:3 2:4 2:5 2:6 2:7 2:8 2:9 2:10 2:11
Chapeter 3: 3:1 3:2 3:3 3:4 3:5 3:6 3:7 3:8 3:9 3:10
Chapter 4: 4:1 4:2 4:3 4:4 4:5 4:6 4:7 4:8 4:9 4:10 4:11 4:12 4:13 4:14 4:15 4:16 4:17
Chapter 5: 5:1 5:2 5:3 5:4 5:5 5:6 5:7 5:8 5:9 5:10 5:11 5:12 5:13 5:14 5:15 5:16 5:17
1:1. The biggest difference between
allied and soviet miners is that allied miners can help make up for your
build mistakes by chronoshifting back to a refinery after
collecting ore. Soviet miners can not do this and if you make a build
mistake as a soviet the impact on your cash can be increasingly more
crippling on your funds to a much worse degree then if you are playing as
allies. Soviet miners NEED to have a refinery at the patch they are
gathering ore from or the resulting mid game trips to and from a second
and third ore patch will leave you with insufficient funds for most of
the game. When you take into consideration that the soviet game is based
primarily on a sharp build up of tanks as fast as possible, it then makes
sense that you need your miners to take the shortest possible trip from
the refinery to the ore and back. For example, on heck freezes over you
would most likely not win from any position against a good player unless
you can AT LEAST build over your respective side of the cliff. That's
where the money is, that's where your mid game survival is. If you don't
get a refinery down there, your soviet miners will take unacceptably long
trips around the cliffs to the ore and back. Your subsequent lack of
funds will mean the game. I used that map as an example because of how
bad your game goes right in the toilet if you CANT get over the cliff. As
a soviet you can not be making mistakes like that and on any map, as your
miner trips get longer your funds get shorter. If you are a soviet
playing an ally, it may look as if though you have the upper hand in a
game but if neither of you stretch your bases to your second and third
ore patches, the ally will still make more cash. Why? because the allied
miner trip is 50% shorter then the soviet miner trip. When gathering ore
from distant patches (keeping in mind the allied miner only drives one
way) if your opponent stops you from placing refineries next to distant
ore patches or you simply don't do it, you probably aren't going to win
even if your opponent also did not build properly. Half of the soviet
game against any good player is in securing your rights to your
respective second and third ore patches. And as you get better, securing
your rights to your OPPONENTS respective second and third ore pathes.
1:2. On any given map the idea is the
same. First of all, know the map your playing. Second of all, know where
the first (or best) patch of ore is. Deploy conyard by
hitting the "N" key then the "D" key and start your
power plant. Before your power plant is done have your mouse over the
spot you want to drop it, the second its ready hit the "Q" key,
left click and place it, begin building barracks. When your barracks is
ready place it the same as you did with the power plant and begin build a
refinery and two dogs. Already you are building faster then 90% of
players.
1:3. Scout properly and watch the
progress of your refinery. do not lose a second in production. Again have your mouse over the spot you want your refinery to
be BEFORE its ready. The second its done, "Q" key, left click,
begin building a war factory. It should take no more then one half of one
second to place a structure and begin another one.
1:4. Now that your war
factory is building Think about where you are in the game because you
most likely just got done making a huge tactical error. The following is
The best tip I can give you at this point in the game and its a little
thing that no one mentions and ive never seen two people talk about. I
have also never seen any reference to it made any other guide. I have
only seen about 50 or so players actually do it do yet I believe that
anyone who has ever finished in the top ten honestly, knows about and
employs this method.
"The shortest possible trip"
____________________________
1:5. As soon as you place your refinery
you will start building your war factory and continue scouting, right?
are you sure there's nothing you forgot? I'll show you what you forgot and what you probably didn't even know. This is essential
if you are a soviet looking to be a top player. When you place your
refinery watch your miner for a second. Notice what it did? or is it not
strange to you that they tend to drive over the ore that's right in front
of them to go gather ore from the same patch but from farther away? Well,
that's what they do if left to do whatever they want. I know of people
who played this game for years and NEVER put any emphasis on countering
this problem. I think people don't understand how big this really because
99% of the time I know this is the reason I get accused of having cash
hack. If you have not figured it out yet, I will spell it out for you.
1:6. When you place your refinery,
immediately select the miner and order it to the CLOSEST
POSSIBLE section of ore at that patch. Get it? Tell it to pick up the ore
that is just at the edge of the patch and right next to your refinery.
Your miner wont drive all over the patch for ore and you only have to
give the order once, from then on it will keep going to the closest
possible ore each time it returns to the patch. You will do this with
each miner you produce wheather it comes from a refinery or a war
factory. Order it to the closest possible ore and continue on with your
build. I have this method totally mastered. All my miners move to a new
patch of ore at the same time and when they get to it they cut a near
perfect half moon shape into it. they do NOT make patchwork of the ore as
your miners probably often do. Practice this in every game you play. See
if you can remember to do it every time. It will give you a substantial
production advantage if done properly.
1:7. The implications of this are
unlimited. For example, if you are playing against another soviet. You can produce more of any given unit then your opponent
can before running low on funds. this advantage will only become more one
sided in your favor as the game progresses because each miner your
opponent produces is one more miner that is taking longer trips on the
average when compared to any given miner of yours. So when each of you
has five miners on the map, the cash gap can between two players can be
like night and day. On the average, your opponents five miners are all
making trips that are longer then your five miners. One miner, small
advantage, five miners, large advantage.
1:8. Here comes some simple math. On
country swing for example, you and your opponent may both have four
miners collecting ore from both of your respective first patches. If your opponent does not direct his miners as I have
explained and you do, you would be able to support two war factories with
with four miners while if your opponent then tried to match your build
rate with his own four miners he would have insufficient funds up to
twice as often as you do. Because his miners are not making the shortest
possible trip to and from the ore and yours are, for the time being this
difference can make your miners one to two times more valuable then his
as yours are dropping off cash more often on the average. You will almost
ALWAYS be able to afford two three or four warfacs faster then your
opponent but with the same number of miners. This will often cause your
opponent to follow your build because he will feel that if he does not
match your number of war factories he will fall behind and be out
produced. In his attempt to match your level of production his funds will
screech to a halt when he builds a second warfac and he will be out
produced. You, with an equal number of miners may be able to put down
your second warfac and constantly produce tanks while building your next
structure. By using this in combination with the "pause" method
(seen 1/20) you will refine your build as a soviet so that you are never
broke, never NOT building, and your opponent goes broke trying to keep
up.
Continued from 1:4. ___________________
2:1. Picking up from where I left off,
You have just placed your initial refinery and begun production of your
war factory. Scout the rest of the map, I use two dogs
because fewer is better but if one gets killed I DO replace him. You want
to scout the map but at the same time you have to spend every penny of
your starting cash with some thought behind it. DO NOT produce five dogs
for scouting, that's 1000 cash gone. too much to spend that early if you
don't have to.
2:2. When your war factory is ready, place
it just as you did with all your other structures, have your mouse over
the area it is to be placed and when its ready, "Q" key, left
click, begin a second refinery and begin producing one
miner. By now you should at least be able to see some of your opponents
base. The most important structure to uncover is the war factory, mainly
so you can see how many miners your opponent produces.
"The law of miner production"
_____________________________
2:3. It makes no difference what map
your on, one thing is always true. If your build is swift you can ALWAYS
produce one more miner then your opponent. This is part of the reason its
so important to uncover your opponents war factory. If he
goes straight to tanks, you produce one miner. If he goes one miner you
go two. If he goes two you go three. After three I recommend switching to
tanks regardless of what your opponent does. You may think, "if I
produce one miner and my opponent goes straight to tanks, he can rush me
with greater numbers". No he cant.
2:4. Here some more simple math, If you
build one miner from your war factory and your opponent goes straight to
tanks, he can not produce any more then two tanks before your
first miner is done and you begin production on your own tanks. we will
then say he produces five more tanks and tries to rush. At this exact
moment you will have five tanks to his seven and one extra miner. When
you see the rush coming, produce two dogs and get a sentry gun ready to
place but do not place it. Keeping your dogs in front of your tanks you
position yourself to defend the rush and as soon as your opponents units
come into range you place the sentry between your units and his while you
counter rush.
2:5. What about the two tank
disadvantage? By the time his rush gets to you, you have built two tanks
to compensate (one on small maps but the sentry gun makes up for that and
a one tank disadvantage, seven to six, is nothing to worry about) This is why you can ALWAYS build one more miner then your opponent.
At this point in the game (should it develop this way) you have the
advantage by a miner. Your opponent will either pull back his rush or
press on with the understanding that he will most likely not beat you if
the rush fails.
2:6. However, a player of superior
control CAN go straight to tanks and win with a disadvantage of one
miner. Make sure you practice good tank control so as not to let that
happen.
Continued from 2:2. ___________________
2:7. While your second
refinery and first miner are producing there's not much to be done other
then continue to scout out the map. Keep in mind what there is around you
to work with and think ahead. Where will you be in five minutes? where's
the second patch of ore? are you stretching your base in that direction?
When playing against another soviet, you should also get a sentry gun
ready at this point incase your opponent plans on droning you. You can
always cancel the sentry gun if your opponent does not try.
2:8. Your first miner will be ready
before your second refinery, if you see no tanks come out of your
opponents war factory it means he has produced or is still producing a
miner, you will begin a second miner and your second refinery will be
ready shortly after. When your second refinery is ready,
place it in the most advantageous spot possible. In other words, place it
more on top of the ore then your first one was placed IF you can. Once
your second refinery is placed, you will sell on of them. Keep whichever
one you believe is in a better position. Before selling off one of your
two refineries, begin producing a third refinery, then sell either
refinery "A" or refinery "B". Place, Build, Sell is
faster then Place, sell, build.
2:9. You want to continue
along these lines until one of two things happens. A; Your opponent
indicates his intent to get violent. or B; you have either four miners on
a small map or five miners on a large one. Whatever the case may be, any
and all additional structures you build should be placed to reach toward
your mid and late game ore.
2:10. At the point of mid game (both
sides are producing offensing units) you will produce a steady stream of
tanks as well as the additional structures you may need before putting
down a second war factory. If you are planning on a three
minute rush I do not recommend building radar, go straight for a second
war factory as soon as you have the four miners to support it. Some
people wait until they have five miners. I recommend that only if you
have low confidence. If you are unsure of your abilities then build a
third refinery making your total number of miners five (two from the
warfac and three from refineries) place your second war factory after
your third refinery.
2:11. When it comes to building a
additional war factories, some players put down a second when they have
four miners, some put down a second when they have five miners. Whatever
your preference one thing is certain. You can not support three war
factories with five miners if you also intend to keep
producing structures. You will need six miners.
"The pause method" __________________
3:1. Let us set up a hypothetical
scenario. You are on country swing (any position) You have just placed
your second war factory. You now have five miners one
refinery and two war factories. If at this point you don't see a clear
and definite wavering in the abilities of your opponent, you are probably
going to need to out produce him. The reason many soviets blow the game
while playing a skilled opponent is that they think six miners equals
freedom to build everything at once. In other words. You have six miners
and your opponent has six miners. You both have two war factories. You
build tanks, a tesla coil. desolators, and a battle lab. Your opponent
builds tanks and a third war factory. Who wins? your opponent does. Why?
because you could not realistically produce on all four of your tabs
(structures, defense, units, infantry) as a soviet unless you had about
ten or so miners because no matter how many miners you have, they still
have to physically travel to and from the refinery. In fact you will
notice that even while building only tanks and another structure (2 tabs)
you may still have insufficient funds some of the time EVEN if you have
four miners or so. Remember the following, its a basic rule of thumb.
3:2. 3 miners 1 war factory = 1 tab steady,
2 using the pause method 4 miners 1 war factory = 1 tab steady, 2 using
the pause method 5 miners 2 war factories = 2 tabs steady,
3 using the pause method 6 miners 2 war factories = 2 tabs steady, 3 or 4
using the pause method 7 miners 3 war factories = 2 tabs 3 steady at
times or 4 using the pausing method 8 miners 3 war factories = 2 to 3
tabs steady at times or 4 using the pausing method 9 or more miners 3 war
factories = All 4 tabs while pausing any given tab at times.
3:3. any one of the above can be changed
in one very simple way. Assuming you are building a steady stream of
tanks, take away one tab for every extra war factory you
add. for example..
3:4. 5 miners 2 war factories = 2 tabs
steady, 3 using the pause method BUT 5 miners 3 war factories = 1 tab
steady (tanks) 2 using the pause method (extra refinery while pausing
tanks if cash gets low or extra tanks while pausing refinery
if cash gets low, get it?) 5 miners 4 war factories = 0 tabs steady. You
will at some point begin to have insufficient funds even if you build
only tanks and all five of your miners are on the same ore patch. It
would take six miners (five for gems)
3:5. I basically just described what
pausing is but I will now explain exactly how to do it. The trick to
pausing a tab correctly is to do it while you still have cash. In doing
so, you will avoid having to cancel that tab. Here's an example of what I
mean. You have four miners and two war factories. You are
building rhino tanks at a steady pace while building a refinery for a
fifth miner. As your cash begins to run low you have 2 options. Pause the
refinery or pause your tanks. You should pause one or the other when your
cash goes below 500 or so. By pausing one tab you slow down your rate of
spend thus allowing another tab to continue producing while your miners
bring back cash, you then resume building on two tabs. Pause one so the
other can continue until cash is dropped off at which point you resume
both. pausing a tab for as little as 6 or 7 seconds at a time can be more
then sufficient. The point is that if you DID NOT pause a tab your funds
would be insufficient and you would not be able to build anything until
cash was dropped off. You should NEVER allow this to happen.
3:6. Because I have good control, I will
almost always pause my tanks in order to allow a structure to finish.
This is good to do if you want your next refinery to finish without a hitch. It also works the other way for those of you who would
rather not pause your tanks, even for a second. You may notice your funds
running low, see that your miners are still collecting ore, and pause
your structure for several seconds so that your tank production will not
be halted. Once cash is dropped off you will then resume construction of
and complete your structure. If you DID NOT pause either tab, you would
run out of cash and have to wait for your miners before you could
continue building anything at all. One, then the other, is better then
waiting for both.
3:7. pausing is mainly for the earlier
stages of the game to compensate for lack of miners. But it can be done
at any stage of the game and for any reason. By pausing what you believe
to be the less necessary of two tabs, you allow what you
believe is the more necessary of two tabs to continue producing until
cash is dropped off.
3:8. Fortunately RA2 is user friendly.
When you hear "insufficient funds" DO SOMETHING ABOUT IT. Don't
just ACKNOWLEDGE it. Lets say you have 0 cash. you have
five tanks producing, one of them is half way done. You also have a
refinery producing, it is also half way done. You Have four miners out
collecting. How do you fix your situation? You cancel the refinery and
immediately start it again. In doing so you put 1000 cash in the bank and
that should definitely be enough for you to continue your tanks, start
the refinery again and produce on both tabs until cash arrives. By
pausing make sure you NEVER have insufficient funds. By canceling you
make a big mistake smaller.
3:9. Pausing, if you ever do it at all,
should never have to be done but during the early game. It should never
be done more then two or three times and never for more then ten seconds
at a time. If you need to pause a tab numerous times to
avoid insufficient funds it probably means you made a build mistake or
your miners are driving all over the ore patch.
3:10. After using this method regularly
you will become more familiar with how much you can and can
not build and when. You will become so good with cash that you will
eventually learn pausing is not even necessary. Maybe once or twice is
all. You will learn when to NOT build even though you have to cash to do
so, because you will remember, "last time this made me go
broke" and you will wait seven or eight seconds first. I prefer to
let people learn from experience and so I will leave this where it.
practice pausing and practice avoiding the need to pause or even cancel
tabs. They entire purpose of the pause method is to ensure that you NEVER
have insufficient funds. If you ever have insufficient funds, you either
made a build mistake or you are pausing tabs too late.
Continued from 2:11.
____________________
4:1. By now you are producing tanks at a
steady pace. If you do not have radar yet, you should
build it and you should most DEFINITELY build it if your opponent has it.
Once you have radar do you begin building desolators? no. Why? Because of
everything I just got done talking about. At this point you are producing
tanks but you are not yet done producing structures. Build desolators
only if your opponent both has them and you believe he is intends to rush
soon. If not you can counter with a few drones for the time being while
you continue on with your base and rush build up.
4:2. When your first patch of ore is
almost dead you MUST have a refinery ready to be place right next to your
second patch of ore. neglecting to do so will cost you the game many
times. When you place your refinery next to the new patch
you will order each of your miners to the new ore patch one at a time
after they drop off a last load at the old patch. Once all miners have
made the transition to the new patch, sell the one or two refineries you
had ad the old patch and then build, place and KEEP a second refinery
next to the new patch. Having followed this section correctly up to this
point, you should already have a large number of tanks. At the point you
refine the second ore patch and abandon the old one your cash will
skyrocket. now is the time to stop producing everything but offensive
units. No more structures, no more sentry guns, no more nothing but tanks
and desolators. If however, your opponent has more war factories then you
do, you should even it up if you don't believe you can win with what you
have.
4:3. Although you are now producing
tanks like a madman and think you will never go broke, you should still
know where your next ore patch is. Now that you aren't producing
structures, there's no reason you can not move your
conyard to the next patch and cover it with your rush. most times that's
exactly what may will do. If repacks are not on, the best way to stretch
long distances is with barracks. And trust me, you can build up or down
most any cliff on any map, don't let those get in your way. When your
second patch of ore is running low get that refinery built and make the
transition the same way you did from the first patch to the second.
4:4. Lots of cash, lots of tanks, lots
of desolators, four war factories, but still your opponent
is keeping up and the ore is almost totally gone? That's your fault not
mine. No build can substitute good control. Only though many games
combined with reading and comprehending the later sections of this guide
will you understand what to do with what a good build provides.
Building Vs Allies __________________
4:5. The main difference to your build
will be that you are probably going to need anti air of some type, at
some point. You want to have as little as possible anti air while whatever ally your playing (if he's good) wants to force you to
build as much anti air as possible. Your build will be generally the same
but if you know for a fact that your opponent is producing racketeers on
a large scale, you are going to need one to several flack cannons. The
reason for this is that even though you may have plenty of flack tracks,
your opponent will stick you in your base with the rocketeers because as
soon as you leave your base, the rocketeers will destroy it and if you
leave your flack at your base the rocketeers will attack your tanks. You
need both flack tracks and flack cannons.
4:6. The best way to get it done if you
know your opponent is going to be hostile from the air is by producing
flack tracks early. A skilled ally will most definitely
attack you with either his first rocketeer or a small group of them very
fast. What he's trying to do is not win the game, but force you to build
a flack or flack tracks. He will then get his rocketeer(s) home before
you kill them if he can. What he just did was force you to spend cash on
something OTHER then tanks, in doing so the build up of your rush is
hindered. It is better to use flack tracks to cover the air early for two
reasons. The first being that you are going to need flack tracks later on
anyway. The second reason being that you may then get a flack cannon
ready at your own behest, rather then using a flack cannon to cover at a
higher price and risking that the rocketeers will simply attack any other
interests you may have on the map. The best anti air is mobile anti air.
4:7. Once you have a flack cannon ready,
do not place it until you can no longer cover your base with flack tracks
alone. Once your base is too large to cover it all with flack tracks you
will place the flack cannon at one side of your base,
protect your tanks and the other side of your base with your flack
tracks, and get another flack cannon ready at your next earliest
convenience. The reason for this is that in the event of an air attack by
harriers or eagles, you will pull your flack tracks back to flack cannon
"A" and place flack cannon "B" in the flight path of
the enemy planes as they com into range (most likely they are pursuing
the flack tracks if your opponent is Korea)
4:8. You should now fully understand how
to use Flack tracks and flack cannons in combination. When
your eventual attack is ready to go, make sure every square inch of your
base is covered with flack cannons as you will be bringing all your flack
tracks in with your tanks.
4:9. If your enemy has a large
amount of rocketeers I recommend at least two more power plants then you
need to support the flack cannons. This will give you time to decide
wheather or not you will need to make a few flack tracks at your base if
the situation gets starts to get thick.
4:10. All of the above have one true
thing in common. You don't want to have to do any of them. Flack slows
down your rush build up and forces you to spend cash on what you can not
fight with. Building flack cannons can also disrupt your build order badly if your playing an ally who really knows how to turn the
pressure up from the air.
4:11. Tip; In times of surplus, you may
fill your flack tracks with flack troops. This works especially well if
your playing Korea. A good Korean player can and will attack
and kill as many as ten or more flack tracks at once without taking more
then a loss or two at most. You may fill your flack tracks with anywhere
between two and five flack troops a piece and act none the wiser when an
you see six eagles headed toward your six flack tracks. Select the flack
tracks, hit that "D" key and watch what happens.
"MCV sell" __________
4:12. If you have to win games like this
your in serious trouble as far as skill goes but I will give you the best
order I know of. Deploy conyard, Power, Barracks,
Refinery, War factory. Some people will go straight to tanks, I believe
this is a mistake because you will only have two miners to sustain your
rush. The key to winning like this is a sharp, sustained rush.
4:13. After you lay down your war factory, start another refinery and produce one miner,
then tanks. when your second refinery is done, place it, sell it, sell
your MCV, produce a few dogs and start the engineer you got from selling
your mcv running toward your opponents base some players will make a
flack track for the engineer and the several conscripts though I don't
think that's a good idea, producing a flack track defeats the purpose of
what your trying to do which is have more tanks then your opponent.
4:14. You now have three miners,
one refinery, one war factory and your cash is not going to run out until
the patch of ore you are collecting from is dead because you are only
building steady on one tab.
4:15. The "do's" of this are
as follows. Do, remember to bring every conscript and dog
you have. If the rush doesn't work your dead, don't go off half cocked.
Do, confront all enemy units directly. Screwing around, trying to jockey
for position against enemy tanks, trying to lure in enemy fodder and kill
it, forget all that, that's what you do in a regular game. You are
confronting a force that can not possibly match yours at this point. Move
in, get your units together and go straight in fodder first. Your only
tactical move should be the possible need to flank sentry guns. Do, go
for the miners. After you have killed all enemy units, go straight for
your opponents miners if you don't have more then five or six tanks.
Sentry guns and drones or pillboxes and rocketeers are bad news for a
smaller group of rhinos. If your unsure of your ability to finish off a
base with the number of tanks you have left after confrontation, go
straight for the miners, get as many as you can. Your second wave will
surely finish the job.
4:16. The "do not's" of this
are as follows. Do not, build a second war factory. As
much as I wish you could it just is not realistic. try as you may you
will have insufficient funds any way you slice it. The only way to build
a second war factory is to go, Deploy conyard, power, barracks, refinery,
war factory, one miner, war factory, sell MCV. If you do that your funds
will not run out initially yet you will only have one build up before your
cash hits 0 and when your cash hits 0 during an MCV sell/rush, your dead.
From then on it will be, two tanks "insufficient funds" two
tanks "insufficient funds" two tanks "insufficient
funds". You need a steady stream of tanks. Do not, Build radar. Once
again, it would be nice but building it throws a monkey wrench in the
works. Plus, the only reason you would build radar is to produce
desolators. Tanks and desolators? impossible. Do not, waste your
engineer. You get one free engineer out of this, make it count. If you
can get him to your opponents base it can mean the game. Your opponent
will have to confront a stronger force AND stop an engineer.
4:17. Countering an MCV sell is childs
play. Deploy conyard, power, barracks, refinery, war factory, one miner,
refinery, sell, couple of dogs, sentry gun ready, then STOP. Produce only
tanks right along with your opponent and ride out the
rush. You will stop the rush because you have the advantage of base
defense. Because you stopped producing structures you will have the cash
to keep covering your defending force with sentry gun after sentry gun.
Your opponent will soon swing himself out. Resume building, finish the
game.
"Actual Build orders"
_____________________
5:1. Small map (2) example, Little big lake
(TOP) Deploy conyard Power Barracks (scout, sentry gun, sell if not
needed) Refinery (order miner to gems) War factory (Miner,
order to gems, tanks, flack?) Refinery (sell, order miner to gems)
Refinery (sell, transition to ore when all miners are done with gems)
Power Radar Battle lab Naval yard Dreadnaught at about five minutes
5:2. "Once you take control of the
water you will be rushed. Get a sentry gun ready and maybe
two or three desolators if you can afford them. The game rarely goes past
this point but if it does and you need to switch to another ore patch, I
recommend moving the the ore patch located southwest of your conyard. It
is more easily accessible and you can counter a rush on your miners most
effectively from that location.
5:3. Little big lake (BOTTOM) Deploy
conyard PowerBarracks (scout, sentry gun, sell if not needed) Refinery
(next to gems) War factory (close to gems, miner, tanks,
flack?) Refinery (next to gems, sell) Refinery (next to the ore patch on
your right. Keep two refineries for the time being, you still have gems
at this point) Power (move the three miners you have at the gems one by
one to the ore patch on your right as the drop off the last gems) Sell
refinery at the gems Radar Battle lab Naval yard Dreadnaught at about five
minutes
5:4. "Again, in taking control of
the water you will most definitely be rushed. Ready a sentry gun and maybe some desolators. your opponent will most likely try to
come straight down on you from the north which is what you want. If the
game goes deeper and you need to move to another patch of ore, the patch
to the northeast (other side of lake) is meant to be taken by bottom.
With either of these two build orders, your opponent may not necessarily
even try to compete over the water but build a second war factory
instead. Practice good control and practice this map. In time you will
learn how to incorporate a second war factory AND naval yard with battle
lab when using these build orders. As I described, its all about pausing
tabs. If your good you will figure this out.
5:5. Tips for Little big lake; When you
begin your dreadnaught, pause ANY tabs that may hinder its
progress (preferably tanks if you can) If you decide to build a second
war factory, do so only after taking control of the water. You will need
either to build another power plant or sell your battle lab. I sell the
lab. Be especially attentive to your miners if you are on the bottom and
they have to refine the northeast patch. This position is the most easily
accessible to your opponent. Beware of your opponent (north) sending a
splinter group of rhinos east then south.
5:6. Medium map (4) example, Country swing (TOP) Deploy conyard Power Barracks (scout,
sentry gun, sell if not needed) Refinery War factory (two miners, tanks,
flack?) Refinery (sell garrison a house?) Refinery (sell garrison again?)
Refinery (keep) Power (towards second patch of ore) Radar (towards second
patch of ore) Power (towards second patch of ore) War factory (still
reaching toward second patch if you need to) War factory War factory
Refinery (second patch, sell one at first patch) Refinery (second patch,
sell remaining refinery at first patch when ore is gone and move all
miners to the second patch
You may then stop everything and go...
Power War factory (at which point you
have eight miners and five war factories) War factory (necessary? or
would battle lab, kiore be better?)
5:7. You may also move
your conyard to the cliff on your respective side and build, barracks
then a refinery in the crevasse for gems. Some people go for the gems
early which I do not recommend but if you are intent on doing it, its
easiest from bottom left.
5:8. Country swing (BOTTOM) Deploy
conyard Power Barracks (scout, sentry gun, sell if not needed) Refinery
War factory (two miners, tanks, flack?) Refinery (sell, garrison a
house?) Refinery (sell, garrison?) Refinery (keep)
5:9. If you are bottom left you may then stretch north to the cliff and place a refinery in
the crevasse faster then if you started from any other position. If you
decide to do this, I recommend placing your fourth refinery in the
crevasse rather then building another one specifically for that purpose.
If you did build another one, by the time you placed two refineries on
your second patch of ore (located to the east) you would have nine
miners. Nine is too many.
Power (towards second patch of ore)
Radar (towards second patch of ore) Power (towards second patch of ore)
War factory (still reaching toward second patch if you need to) War
factory War factory Refinery (second patch, sell one at first patch)
Refinery (second patch, sell remaining refinery at first patch when ore
is gone and move all miners to the second patch
But first...
5:10. "can you also get the gems on
the other side of the river in the crevasse? sell the refinery and move
the miner to your second ore patch if you do not believe your opponent
will allow it"
5:11. The more war
factories you can put down in a row the better but if you are not
confident enough to wait so long as these builds require, try this instead.
5:12. Country swing (TOP or BOTTOM)
Deploy conyard Power Barracks (scout Refinery (two miners, tanks, flack?) War factory Refinery (sell) Refinery (keep) Power War
factory
5:13. You may then stop everything but
tank production (flack when needed) Wait about 15 seconds and begin
building toward the second patch of ore. You wait because when you have
five miners two refineries and two warfacs, your cash
will increase as long as you build only tanks. After 10-15 seconds or so,
Multiple ore drop offs will allow you to resume steady production of both
tanks and structures (pausing has also been avoided) It is less expensive
but more dangerous to simply move your conyard to the second patch of ore
after laying down your second war factory. Do so only if you have scouted
well. In any case, your next goal is to place two refineries at the new
patch of ore, move your original five miners to the new patch of ore when
the first patch is dead, and sell the two refineries at the first patch
of ore.
You may then go...
Power Radar War factory War factory, for
a total of two refineries, seven miners and four war factories. Halt all
production but that of offensive units.
5:14. Tips for Country swing; If you
aren't building toward the cliff or your second patch of your, you should
be building toward the middle. An attack from either the left or right
should be all but impossible and the one who reaches the
middle with tanks, desolators and a sentry gun will have a clear
offensive advantage. From this position, try to eye ball the minimum safe
firing distance for a v3. You may be able to reach structures from where
you can not be hit back. Similarly, a v3 may be used to knock out a
refinery placed into the crevasse by your opponent. If you DO decide to
tech up and bring out a kirov, build two not one. At the point in the
game your enemies base is spread wide and you should have at least three
war factories. Two kirovs can be produced very fast and you can split
them up making your opponent scramble to cover two sides of his base. He
may also attack the second your first kirov is produced. If he does,
cancel the second Kirov and go back to tanks.
5:15. Large map (6-8) example, heck
freezes over (TOP RIGHT). Deploy conyard Power Barracks (scout, sentry
gun, sell if not needed) Refinery (next to gems/ore, get gems) War
factory (close to gems/ore, miner get gems, tanks, flack?) Refinery (next to gems/ore, sell) Refinery (again next to the gems/ore but
building downward)
After you get the gems the ore is in a
strip doing downward and there is a tree that may get in the way of your
placing, kill the tree ahead of time as it DOES have a tendency to be
right where you want your refinery to go. you then go...
Power (directly under conyard) Barracks
(directly under the power plant you just placed and right on the edge of
the cliff)
Your first patch of ore still have some
left and your cash is good so...
Radar (placed over the edge of the
cliff, a few desolators if there is pressure) Refinery (also over the
side of the cliff, right next to the ore)
Right about this time your miners should
be finishing off the first patch of ore. As they drop off the last of the
cash send them to the next ore patch you just refined by sending them
around the cliff south east. don't let them go west then south, it takes
longer and they do it sometimes.
War factory (Now building toward the
east to get to the last level of cliff)
5:16. You should now not have any
trouble going over the last level of cliff by building off your second
war factory to the south east. Power plant, barracks, barracks over the
cliff. Barracks, barracks, barracks over the cliff,
whatever you prefer. Its what you do once you GET down there that counts.
If you manage to build right up to the gems and place a refinery, do not
send all your miners to the gems, it will cause a terrible lapse in cash.
watch your miners (the ones collecting ore from the second level) and
send them down one by one as they drop off cash.
You now have six miners and they will all
be on the gems within a minute. Make sure your power will suffice and...
War factory War factory War factory
5:17. Tips for heck freezes over; Heck
freezes over has more good potentially good build orders then any other
map, from the middle you can build anywhere you want. What direction you
got to the middle from makes no difference. Once your there you can build north, south, east or west, back up the cliff to the
second level opposite the side you came from. Infact, I once observed a
very good game in which one player built from bottom left to top right.
He went down to the second level, down to the gems, continued building
toward top right, back up to the second level, back up to the top level
using the same path you would use to get to the gems from top right. Part
of the key to being a good heck player is understanding there is ALWAYS
more cash. You don't stop just because you got the middle.
"Submitted build orders"
________________________
-Submitted by Aeg1gtank Medium map (4)
example, Montana Dmz (BOTTOM RIGHT)
Deploy conyard Power Barracks (2 dogs, 1
engineer (get Para drop) or what ever takes ur fancy Refinery at gems
below MCV War factory (below port if you got it, build miner drone then
tanks) Refinery (at gems below war factory) Refinery (at the big patch of
gems) Send your miners from the gem patch at your base to the big gem
patch Power War factory (above Para drop) war factory (to the left of the
previous one) Now you can fit another war factory in with no money
trouble, but build a refinery and then you have five miners on the gems.
Take the game from there, if u lose ur a newb
More build orders to be added. Soviet
section two to come.
Writen by: T.B
Edited by: Law-less
|