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Best soviets building order in the world(against any faction)!!!!!
hi im a real soviets fan and only play them. first, u build 1 rector. forget the crusher crane. then u build a ore mine, forget the barrcks. after the ore min, build a war factory and 2 small crawler things that look like sickles but can go inside enemy vehicles (forgot the name). Next, build ur other ore refinary. use the 2 crawler things 1 crwler thing with the special ability activated and 1 without, attck ur opponents ore collector quick before he attcks ur crawler things. While doing that, build about 3 sickles and send them to ur enemys base only if u have succeded in destroying the ore collector. build a super reactor, unpack and head to the closest ore mine. while doing that, build about 3 hammer tank and guard ur base. after building ur third ore refinary, build ur battle lab and either 2 v4 rocket things and 1 apocolypse tank or 1 v4 rocket thing and 1 apocolypse tank and 2 sickles( 4 infantry, depending on the situation) and attck fast. this should just about do it and ur opponent is a goner. the trick is speed. if ur first wave fails, just keep on hammering them with small wave after wave. (ur teammate should not help u) he might die in the process. Thank you.
Firstly, let me just say that this build order is not ideal for many situations. What if he goes for air or navy? Especially if the latter, you're screwed. For larger maps where exact timing makes less difference, you want to go crusher crane and defense with soviets, with air supplement and an aggressive expansion game. and if that first wave fails, then he knows exactly what your BO is, because that tactic is so predictable (and yes, it has been around since the game came out, so don't think you're origional). The metagame you discussed maybe not so much, but all he needs is a good retaliatory hit on you and you're ****ed.
Also, imagine this scenario: You go your build order, another sov player goes crane first, and a defensive build to start. you go reactor, ref, wf (in a total of 50 seconds) and make 2 terror drones (thats 10 seconds in all there), then about 20-ish seconds for the drones to get there depending on the size of the map. That totals to about 1:30 (which is fast, i will agree, but bear with me)
Meanwhile, your opponent made a crane, 2 reactors, and 2 refs (total of 50 seconds), but while he was doing that, he also made a sentry gun (or two) to defend his miners, and he walled in his refineries on either side to defend. your TDs are screwed, meaning a loss of 1200 $ if they died, or a useless 1200 $ just sitting there. You have spent about 6000$, and are making 250 per miner dump (which is fine, you still have 4000 left for other stuff). Your enemy has spent about 8000$ (accounting for the sentry and the cost of walls). But he has several advantages over you. Firstly, he isnt far behind. In the same 20 seconds you use to make your refinery, he can make his war factory to counter your TDs and sickles. While you will have 2000 credits more than him, he has been spending the last 30 seconds makign twice the amount of money that you made, and not to mention that he is now free to expand while making a super reactor at the same time.
Fleet Commander Worm's fleet report
Too bad the terran federation is now dead
Captain Obvious says: If you're not going to run your brain, then you shouldn't run your mouth.
Quote:
Originally Posted by Statalyzer
"I want to be a father because you can have the crappiest day imaginable, feel totally worthless, and then you come home to someone who thinks you can lift 5,000 pounds, beat up a hundred men at once, sprint all the way around the world in mere seconds, and shoot lightening bolts out your arse."
thats a lot of ifs, there no perfect strategy for every occasion, but that one is a pretty good one if you enemies dont see it coming.
then again, TDs going for harvies arent exactly that original considering everyone did it even in RA2 :S