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SWR Productions Forum _ USA Strategies _ USA Armor General: Basics of Base Building

Posted by: Stinger 5 Sep 2009, 4:01

Video with annotations.

This is by no means a definitive guide to play as the Armor General, but it should help new players get the basics down.

Double click for a larger view.


Posted by: Pal 5 Sep 2009, 4:03

Nice guide.

Posted by: Pickysaurus 5 Sep 2009, 4:15

Pretty good, but I would never play like that...

Posted by: Erik 5 Sep 2009, 13:33

Not that it would matter much since Armor is a free win for everyone that knows how to build Bradleys and the Tow upgrade. Anyways its well done but one can also purchase and place the global hawk before selling the CC to scout the enemies faction and build order, which can be important if facing a skilled opponent (if not your Bradleys will reduce him to dust anyway tongue.gif ).

Posted by: Stinger 5 Sep 2009, 23:54

QUOTE (Erik @ 5 Sep 2009, 10:33) *
Anyways its well done but one can also purchase and place the global hawk before selling the CC to scout the enemies faction and build order, which can be important if facing a skilled opponent (if not your Bradleys will reduce him to dust anyway tongue.gif ).


I'm thinking of this from a 0.96 perspective, with the armies showing on the loading screen.

My aim was to make this guide timeless so it will be useful for new players present and future.

Posted by: KamuiK 6 Sep 2009, 0:19

Why should you sell the CC at the beginning? Else interesting video.

Posted by: Gen.Kenobi 6 Sep 2009, 2:02

Yeah, i see no point of selling the CC, since you'll need it to have radar...

Posted by: Kaihime 6 Sep 2009, 2:05

QUOTE (KamuiK @ 5 Sep 2009, 21:19) *
Why should you sell the CC at the beginning? Else interesting video.



I don't sell my CC unless I'm GLA, I just don't like risking my dozers over 1k. But apparently it has its advantages.

Also I noticed a new cameo for the mammoth? I8.gif

Posted by: Pickysaurus 6 Sep 2009, 3:14

QUOTE (Gen.Kenobi @ 5 Sep 2009, 23:02) *
Yeah, i see no point of selling the CC, since you'll need it to have radar...


Incorrect.

The armour General needs a radar station for radar, not the Command Centre.
It is only useful to have access to Generals powers.

Posted by: Alias 6 Sep 2009, 3:58

QUOTE (KamuiK @ 6 Sep 2009, 6:19) *
Why should you sell the CC at the beginning? Else interesting video.
In competitive play the extra $1000 you gain from selling the Command Centre can make the difference between a win and a loss. Since this is a strategy guide, Stinger is giving you the 'most' effective starting competitive 1v1 build order for US Armour to use on Tournament Desert (the default competitive 1v1 map).

QUOTE (Gen.Kenobi @ 6 Sep 2009, 8:02) *
Yeah, i see no point of selling the CC, since you'll need it to have radar...
Even though Armour doesn't need the Command Centre for Radar, it is still a normal thing to do for the China generals and the USA ones that need it for radar. The extra $1000 is worth sacrificing radar as a good competitive player will use bookmarks (Ctrl F1-F8, I think, haven't played in ages) and the spacebar (centres on the last radar event even if you don't have radar) which is more often than not just as effective.

Posted by: Erik 6 Sep 2009, 14:50

An alternative to using bookmarks that i prefer is raising the scroll speed a bit and using the right klick scroll to zap around. Its just more intuitive than bookmarks especially on small maps like TD.
Also CC sell is an option as soon as you're good enough to protect your dozers\ to risk loosing them. For casual games it doesn't really make sense because they dont use the money as effective anyways.

Posted by: KamuiK 6 Sep 2009, 14:50

I do not play online, only against AI, and I need my Command Center. Also Stinger wrote 'optional'. Apart from that, your explanation is ok.

Posted by: IonCharge 6 Sep 2009, 15:28

I usually sell my command center at the beginning so i can build more units and supply gatherers, then i rebuild it late game...of course to counter CC Sell is to hunt down their dozers 8llaniflip.gif

Posted by: Pickysaurus 6 Sep 2009, 15:32

No CC give you an advantage over China in late-game, when they have Sat Hack I

Posted by: Erik 6 Sep 2009, 15:51

No one builds that and even when they make it you will need a CC for genpowers.

Posted by: JJ 6 Sep 2009, 17:29

Let me make a statement here, offline AI compstomping is very, very different from competitive online matches. I am saying this as a player who spent years spamming 8Ip.png AI matches before getting into competitive play about a year ago. For example, ROTR is just broken for online, but it works just fine for your offline needs.

Posted by: Zhao 12 Sep 2009, 1:44

Yep :|

Posted by: Sharpnessism 12 Sep 2009, 2:44

pretty good guide stinger

QUOTE
I don't sell my CC unless I'm GLA, I just don't like risking my dozers over 1k. But apparently it has its advantages.


its possible to 100% protect 1 dozer if you box it in as USA, as china you could pseudo box your dozer with mines, of course the dozer could always still die but in most games if you are aware of what's happening, it'll live

Posted by: Zhao 13 Sep 2009, 22:06

This actully works against AI and Humans , Its just the fact that most compstompers play with OVER 49999! Dollers instead of 10000$

Posted by: Destiny 13 Sep 2009, 22:31

Hmm...so where the entrance/exit of the Supply Centre affects the speed of income. Being to close result in unecessary turns?

QUOTE (Zhao @ 14 Sep 2009, 2:06) *
This actully works against AI and Humans , Its just the fact that most compstompers play with OVER 49999! Dollers instead of 10000$

I don't really see what's wrong to start with $1,000,000.

Posted by: Stinger 13 Sep 2009, 22:38

QUOTE (Destiny @ 13 Sep 2009, 19:31) *
Hmm...so where the entrance/exit of the Supply Centre affects the speed of income. Being to close result in unecessary turns?


Yes.

QUOTE (Destiny @ 13 Sep 2009, 19:31) *
I don't really see what's wrong to start with $1,000,000.


It's not "wrong", but there is less focus on unit interaction. Single, individual units lose their significance because they can easily be replaced by 100 more. In a 10k game every unit counts so you have to make the most of them. There is a greater emphasis on ensuring the survivability of your units.

Playing with 50k removes critical decision making and breeds mindless button mashing and unit production from four factories. That's all fine and dandy if you like games with large armies, but that is the great thing about money choices - you play the game the way you want to play it.

Posted by: Anubis 14 Sep 2009, 1:30

Nice. A new icon for the mammoth and the missile pod upgrade ( for wraith and mammoth) has been moved to the warfactory . That's 2 new things we now know of 0.96 tongue.gif .

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