More supcom notes
Hills and Artillery
Hills are both useful and a pain with regard to artillery. They're useful, because you can place important buildings or units in the lee of large hills to avoid long range artillery. They're a pain because if you're the one with artillery, you need to make sure you build away from hills you need to fire over, and of course your opponent can build in the lee.
This becomes particularly interesting in the desert 2v2 map, where tech2 artillery is of sufficient range to target between choke points, but insufficient to get over most of the hills. One possible tactic to deal with someone who is pinning down the chokes in this fashion is to build a tech2 tac nuke in the lee of the hill nearest. The tac nuke is a rocket so it doesn't have the hill problem and you may be able, with sufficient cunning, to temporarily push back an artillery crawl before they build tac defense (by which time hopefully you have done an artillery crawl of your own to wall them off).
Sacrificial Dual Role
A slightly more extreme version of the Dual Role strategy outlined below, after the offensive player has constructed enough base to produce engineers, the commander is slaved via assist to the econ players commander, providing an immediate and enormous construction bonus which should allow the econ player to tech both factories and extractors at high speed.
2v2 blockade buster
It appears, that in a 2v2 assassination game, the players lose only when both commanders are dead, they don't lose independently per commander. This needs to be confirmed. If it is the case, a Combomb returns as a blockade buster strategy, or as support for a Heavy Drop. It also permits the option of upgrading one commander into a mobile tac launcher or equivalent assault support without risking the entire game.
Forward tac station
A formalism of the anti-artillery strategy outlined above, the forward tac station, placed in the lee of the middle hill on the desert map, would (likely) provide reasonably heavy fire to both the chokes north and south, as well as the forward part of the enemy base choke. Equiped with tac nukes, one anti-tac plus t2 anti-air and radar, the tac station would be untouchable by anything short of overwhelming force or a very carefully executed drop.
It would be very effective in preventing an artillery crawl, as well as preventing staging of enemy units forward of the choke, causing longer travel times and reducing the enemies ability to perform ground assaults with the element of surprise. It can later be upgraded with point defense, t3 AA and omni as required.
Hills are both useful and a pain with regard to artillery. They're useful, because you can place important buildings or units in the lee of large hills to avoid long range artillery. They're a pain because if you're the one with artillery, you need to make sure you build away from hills you need to fire over, and of course your opponent can build in the lee.
This becomes particularly interesting in the desert 2v2 map, where tech2 artillery is of sufficient range to target between choke points, but insufficient to get over most of the hills. One possible tactic to deal with someone who is pinning down the chokes in this fashion is to build a tech2 tac nuke in the lee of the hill nearest. The tac nuke is a rocket so it doesn't have the hill problem and you may be able, with sufficient cunning, to temporarily push back an artillery crawl before they build tac defense (by which time hopefully you have done an artillery crawl of your own to wall them off).
Sacrificial Dual Role
A slightly more extreme version of the Dual Role strategy outlined below, after the offensive player has constructed enough base to produce engineers, the commander is slaved via assist to the econ players commander, providing an immediate and enormous construction bonus which should allow the econ player to tech both factories and extractors at high speed.
2v2 blockade buster
It appears, that in a 2v2 assassination game, the players lose only when both commanders are dead, they don't lose independently per commander. This needs to be confirmed. If it is the case, a Combomb returns as a blockade buster strategy, or as support for a Heavy Drop. It also permits the option of upgrading one commander into a mobile tac launcher or equivalent assault support without risking the entire game.
Forward tac station
A formalism of the anti-artillery strategy outlined above, the forward tac station, placed in the lee of the middle hill on the desert map, would (likely) provide reasonably heavy fire to both the chokes north and south, as well as the forward part of the enemy base choke. Equiped with tac nukes, one anti-tac plus t2 anti-air and radar, the tac station would be untouchable by anything short of overwhelming force or a very carefully executed drop.
It would be very effective in preventing an artillery crawl, as well as preventing staging of enemy units forward of the choke, causing longer travel times and reducing the enemies ability to perform ground assaults with the element of surprise. It can later be upgraded with point defense, t3 AA and omni as required.
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