So I've recently started playing Colony again and it has come to my attention that what really wins are the builds you use. In particular the "tdh" build seems to be an extremely effective build against pretty much any strat (except mirror in which case it's all up to micro).
So I'm making this thread for those of you who would like to post up your 1v1 strats and why you think they are viable/competitive. Despite the fact that in the past few days since I've been back the tdh build has not yet failed me in a 1v1, I don't want to just play a single strat...I'd like to know others and test them out for myself. So please post what gov you like to use, what buildings, what units, what you think it counters etc.
TDH PLAN: change goverment to captalist make a bank make an outpost make 5 marine and 3 tanks recuiet make a hospital click on manpower then upradge hospital make some tank then upradge bank inf tanks and then make a blackoperations and make monchary enjoy! ^^
TDH PLAN: change goverment to captalist make a bank make an outpost make 5 marine and 3 tanks recuiet make a hospital click on manpower then upradge hospital make some tank then upradge bank inf tanks and then make a blackoperations and make monchary enjoy! ^^
Sorry for long quote but I can't quite agree with all the steps in this personally. I've found it's far better to alter the build based on what your opponent builds, for example: your opponent builds bank post, there's no point making 5 marines, only 1 is necessary as first unit to gain early field control. Rest of manpower can be used for tanks to gain field control and get influence rolling. Adversely against a player that starts with bank forge I've found you may want to only make 1 or 2 tanks and a bunch of marines, ducking the marines behind the tanks whenever romans are advanced and getting shots off on scouts whenever possible.
I also have found that upgrading bank before hospital can lead to positive results. After hospital is built I find myself very rarely running out of manpower, and upgrading hospital at the start can put you behind on manpower when you need it to gain field control. Having an upgraded bank earlier will result in faster spec ops + upgraded hospital.
Not sure what you mean by "inf tanks" but I'm assuming you mean Sphinxes? If so I would argue that would be a very situational choice especially as a first influence unit that costs 80 influence.
That would make more sense. That leaves, however, the unanswered question of what to do with your influence? I've been using saints but I observed tdh using spec ops forces.
I've started using this build a bit recently- not sure if it would work against any real pros but I haven't lost with it yet.
Change to Fascist
Bank
Post- Make one or two marines, more if they go forge. These also could be used to draw opposing fire maybe. Try not to lose too much Manpower. I wouldn't try a pin yet due to low MP rate.
Forge- This is why you need the manpower, hopefully with Recruiting and your steady gain you can get enough quickly. Start making an army of scouts, try for a pin now. If they make an army of marines, kill them with your tanks, your scouts should kill their tanks. This is where the attack/retreat war comes in.
Then, I think I would either go Barracks or Generator/Solar Grid. The grid lets you get a modified sakata, (you should have a bit of influence if you get the pin) and also lets you get more energy. Barracks, however, is a cheap and efficient way to get more units, as the building time is way lower with fascist. I would usually go gen, and maybe get Barracks if I'm way high on money.
Meanwhile, I would make more scouts and tanks, and have a second army of each in case of missles. Once I get a grid and a modified sakata, I would have the sakata attack the base while I still have the pin, and then I think start making romans and/or marines. This forces them to probably make a Saint or missle, or even both, but that would be very resource demanding. Enough Scouts can kill a Saint, as I've seen in Dogfights, so make sure that you have enough. They might try a Sphinx here if they have enough influence. Sphinx's are weak to Romans and Marines though, and they cost a lot of influence. If they try missling you put your second army in place.
It might be better to make Forge first with this, I'm not really sure.
I have a colony 1 vs 1 build. Monarchy First build special aperations second deploy prides if opponent is outpost special teams if opponent is forge both if opponent is both outpost and forge third build hospital if opponent has an outpost forge if opponent does not have and outpost, build meditecs if you build hospital, romans if your opponent is forge.
uhh not to be a cenere, but there is already a 1v1 thread by Pendu http:/community/thread/7183039/colony-best-1v1-builds
anyways, bank post is one of the best 1v1 strats Mon toolbax is i think one of draco's creations that basically uses a mod phantom to out micro a post's marines and tanks to dominate the field then make what ever mon things you need ex: pride, saints, ect.
its very interesting that almost the only strat suggested is the tdh when there are many more... im not giving awa my strat because i dont feel like fightingtrolls today