![]() Once all of the 1-5 War Bears have been trained, start making around 10 Flak Troopers. This allows you to scout out the enemy immediately as well as create flak troopers, which will be one of the two key units in this build.However, all of the units built are useful later on and the fact that a Barracks has to be created at the beginning allows for scouting and the ability to change tactics if the opponent is doing something unusual. The biggest problem with this strategy is that it takes quite a long time to complete, so getting scouted very early or suspected by the opponent can prove fatal, especially against air superiority fighters. Having air so early can be of great benefit to the Soviet player, as it forces the opponent to make a counter to Twinblades, which can divert money away from their original game plan and place the momentum into Soviet hands. The so called "Flakblades" build order has several advantages as a starting build order, mainly an extremely fast tier 2, which unlocks most of the better Soviet units for the mid-game, along with a devastating blow to your opponent if successful. ![]() In short: The Fast Naval build order is an uncommon build order which is most successful against inexperienced opponents who won't be able to adjust their strategy, or in team games where the Stingrays can be supported by land based units.Įffectiveness Vs. If you don't think you will have time to destroy the walls and Ore Collector, attack either his tier 1 units or Power Plants. Stingrays, unlike Tesla Tanks in RA2, cannot shoot over walls, but they can destroy wall segments in four shots. In this situation you need to have more Stingrays than the enemy has drones, or be quick enough with your Stingrays so you can reach the base before drones freeze them. Stingrays kill drones in one shot, but the range of the drones means that your Stingray will not be able to fire at the drone. Things to watch out for are Terror Drones on secondary mode. This build order is not as safe as the land based build orders, but it can be very effective if you can catch your opponent off guard with the Stingrays. The advantage of an early Barracks is that you can scout to see points of weakness, and if the map is small it will also prevent your opponent from scouting your build order and being able to prepare for a naval attack before it comes. You can do a Fast Naval build order with a Barracks first (Barracks, Power, Refinery, Naval) however this slows your Stingrays down so your opponent will be more advanced in his build order. If you build a Barracks before the Super Reactor however, you will need two Reactors to provide enough power. You may need a Barracks at some stage during this BO to protect yourself against mass infantry. If you're under pressure then get an Airfield before the third Refinery. Use your naval superiority to advantage and expand to the seas rather than land. Only make Akulas if your opponent is trying to expand to the water. Very important as this will give you many options, Akulas, Tesla Coils, and air units.įrom this point, the best option is to build an Airfield for Twinblades and MiGs.You may need to build more to use defensively if you think you may be harassed early. Once completed, build 2 or 3 Stingrays and send them straight to the enemy base. Try and build it as close to your opponent as possible without having to move MCV.Remember to wall your Ore Collector in.This will provide enough ground control to fit a Naval Yard. The placement is important here, if you cannot fit a naval yard on the water from your initial starting point, build the power on, or as close to, the water.It is also useful on maps where naval superiority offers a big advantage as this build order enables you to get tier 2 naval units, like Akula Subs, very quickly and gain the naval superiority. The Stingray build is best used against Soviets and Empire, on maps where starting Ore Mines are close to, or on, the water. This build order is too risky to use against Allies because Vindicators kill them with 4 bombs. Against masses of infantry they are weak, and air units are especially effective against them. They do have weaknesses though they have light armor and are slow on land. Stingrays are capable of destroying Ore Collectors in only a few shots, they one hit kill infantry, and they beat any tier 1 vehicle one-on-one. The main premise of this build order is fast Stingrays to harass your opponent’s base.
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