ForumsGamesColony 1v1 Strategies

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Lifemaster
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Lifemaster
186 posts
Shepherd

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.

Cheerios,
-Life

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MAXIMUMBANNED
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MAXIMUMBANNED
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Nomad

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
anyway thnx for the posts.


Yippie! You created an account! Now you will recieve the glory to chat in the chat room in colony.

sniper/marine will win against double tier 1

I don't think so, romans defeat both snipers and marines.

L0rdDrag0
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L0rdDrag0
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Peasant

Yippie! You created an account! Now you will recieve the glory to chat in the chat room in colony.


Thank You
colony2
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colony2
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Nomad

this is the thread i ment to refer to earlier but it got tangled up in my paragraph





http:/community/thread/7183039/colony-best-1v1-builds

Lifemaster
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Lifemaster
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Shepherd

I don't think so, romans defeat both snipers and marines


True, but romans cost an exorbitant amount of energy, to the extent that you cannot make very many to overpower a group of snipers and marines if there is 1 or 2 tanks in that mix (as roman protection).
PowerOfSauce
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PowerOfSauce
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Peasant

but romans cost an exorbitant amount of energy, to the extent that you cannot make very many to overpower a group of snipers and marines if there is 1 or 2 tanks in that mix (as roman protection).


This.

Fascist seems to be underplayed from what I've seen lately, even though it's so good
Lifemaster
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Lifemaster
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Shepherd

Fascist seems to be underplayed from what I've seen lately, even though it's so good


This makes me feel definitively guilty. I haven't even tried it yet. I've tried tdh build, monarchy toolbox, commie tdh build, etc. but forge I just haven't brought myself to use in 1v1's yet.

Considering it's highly micro based, I really should check it out.
PowerOfSauce
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PowerOfSauce
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Peasant

It's not as micro based as people make it sound in my opinion.

There's little to no roman micro involved, since they're always either advancing or holding. It's just scouts, and even then you could still win tier 1 fights against some opponents even if your micro isn't very good.

L0rdDrag0
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L0rdDrag0
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Peasant

[quote]It's not as micro based as people make it sound in my opinion.
There's little to no roman micro involved, since they're always either advancing or holding. It's just scouts, and even then you could still win tier 1 fights against some opponents even if your micro isn't very good.

for the most part i agree but at high level play then you cant beat marines with scouts without extreme micro.

RUMMAKER
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RUMMAKER
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Peasant

Fasci, gen forge (the rummaker build) u should have enough energy to overwealm post, build 10 Romans then build scout/roman depending on situation. Just make sure u have enough scouts to combat saints and ur fine. This beats every mon build (ops first, saint rush.) and is ON PAR with the tdh build; unfortunately, bank forge scout pin beats this build (capi, fasci, commie, or mon).

Lifemaster
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Lifemaster
186 posts
Shepherd

Fasci, gen forge (the rummaker build) u should have enough energy to overwealm post, build 10 Romans then build scout/roman depending on situation. Just make sure u have enough scouts to combat saints and ur fine. This beats every mon build (ops first, saint rush.) and is ON PAR with the tdh build; unfortunately, bank forge scout pin beats this build (capi, fasci, commie, or mon).


I find much of this questionable...in fact, your build is just bad. You give far too much time for post to gain field control and pin you in your base. All it takes is 4+ marines standing behind 2-3 tanks and you're going to have a very tough time breaking out. Forge must rely on being first one out of the gates.

Start with 10 romans? Why? so you can deplete your energy and waste it against a poster that makes a couple tanks? Something to remember: Chronites have splash damage, which is highly damaging to romans. A few Chronites will kill a group of 10 romans just about as quickly as they will kill a group of 6 romans. Maybe one more shot, probably not. The point is, you do not kill tanks with romans, you kill tanks with the scouts. You protect the scouts from marine micro by charging romans and getting a shot off close enough to the marines that you splash damage them down in one go. This only requires 6 or so marines for 2 tanks. However, a good poster will back up his/her marines enough that your romans will die before they are in range of the marines. The forger must use this time to be killing the tanks with scouts. As soon as marines move back up, scouts must back off until more romans are available. Let's break it down:

Poster:
Marines: anti-air, large range, slow attack speed, splash damage. Weak vs. Romans
Tanks: anti-ground, medium range, slow attack speed, splash damage. Weak vs. Scouts

Forge:
Romans: anti-infantry, small range, fast attack speed, splash damage (against marines...a few roman shots kills more than a few marines.) Weak vs. Tanks.
Scouts: anti-tanks, large range, fast attack speed, no splash damage. Weak vs. Marines.

I think it's clearly evident that if played right, both sides can have an equal footing, as it all comes down to 2 things. Micro, and field control. Here's why:

Poster micro and plan for field control:
Keep tanks slightly in front of marines who are grouped up. Advance marines to get a shot off only when romans are not imminently threatening. Retreat marines and hold tanks while romans advance. Greater field control will allow more movement availability for marines, thus more ground to travel for romans, thus they die before reaching marines.

Forger micro and field control plan:
Push poster back as far as possible, granting as small an area to retreat as possible with marines. Charge romans close enough to hit marines, kill them, attack with scouts during this time, kill tanks, pin, profit. Micro wise, you should be able to gain field control earlier. Forge units (scouts+romans) both have fast build times (as fascist) and move quickly over terrain whereas tanks and marines move slower and in the case of the tanks, take more time to build. FORGE PLAYER MUST PLAY AGGRESSIVELY to SUCCESSFULLY beat a good poster. The more ground you give, the more the poster has the advantage over you. Both of his units are long range, you have the advantage of speed...use it to play aggressively.

So this post turned out being a "How to play each side" but I believe I have shown that it DOES require some serious macro to play forge. It's not as simple as one might imagine. To play the strategy successfully it does require both roman and scout micro. The poster only needs to control his marines to get shots off on scouts, and retreat when romans advance. Replace tanks if they die/get low hp. Advance slowly when given ground, or when opponent loses enough scouts to your attacks.

In short, Runmaker, no. PoS, I disagree. Drago...sure.
Lifemaster
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Lifemaster
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Shepherd

that it DOES require some serious macro to play forge

micro*

This only requires 6 or so marines for 2 tanks

romans*


Dur.
RUMMAKER
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RUMMAKER
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Peasant

I am noob at forums xD, the point of the 10 Romans is to force tanks because pure marines beat pure scouts. Also it's for rushing I case they are too noob to upgrade banks second.
Starting with 10 also because by going gen forge, u have 100 energy and no money so ur first unit can't be scouts. Also, it's not as bad (slow) as u think, post can't get marines and tanks out in time to pin the games I've had the post can,t get enough tanks to push me back, in fact the most they are going to get is mid field at the beginning. About wasting my energy, when u have 120something energy 50is not a big deal, especially when u have a generator already. + by sending Romans in layer, u minimize the damage they take from tanks. This is typed on an ipad sorry it's hard too read but I can,t be bothered to work with its time consuming interface xD

RUMMAKER
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RUMMAKER
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Peasant

Also, what usually end up happening is the poster is pushed all the way to his base. Tanks are slow moving, by the time I get forge up they have 3 tanks max and is no where close to pinning me. With proper positioning (layering Romans and sending in one scout to draw marine fire) u can dominate the post player early mid game.
What happens in a bank forge vs bank post game is forge get early game advantage but then gets pushed back, using gen forge the forger loses a little ground at early game but no where near getting pinned. Then mid game u should have a overwealming amounts of scouts and streams of Romans coming in, even with out scout support, the sheer amount of Romans u get mid game can easily destroy tanks.

zombinator2000
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zombinator2000
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Shepherd

Splash damage of tanks can destroy columns of romans, if you are doing an autoroman swarm snipers plus godritzs plus monarchy units will kill them.
For the scouts, just use a large amount of godritzes with medics along with sakatas.

Lifemaster
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Lifemaster
186 posts
Shepherd

Splash damage of tanks can destroy columns of romans, if you are doing an autoroman swarm snipers plus godritzs plus monarchy units will kill them.
For the scouts, just use a large amount of godritzes with medics along with sakatas.

... not gonna try to respond to this.

I am noob at forums xD, the point of the 10 Romans is to force tanks because pure marines beat pure scouts. Also it's for rushing I case they are too noob to upgrade banks second.
Starting with 10 also because by going gen forge, u have 100 energy and no money so ur first unit can't be scouts. Also, it's not as bad (slow) as u think, post can't get marines and tanks out in time to pin the games I've had the post can,t get enough tanks to push me back, in fact the most they are going to get is mid field at the beginning. About wasting my energy, when u have 120something energy 50is not a big deal, especially when u have a generator already. + by sending Romans in layer, u minimize the damage they take from tanks. This is typed on an ipad sorry it's hard too read but I can,t be bothered to work with its time consuming interface xD

Also, what usually end up happening is the poster is pushed all the way to his base. Tanks are slow moving, by the time I get forge up they have 3 tanks max and is no where close to pinning me. With proper positioning (layering Romans and sending in one scout to draw marine fire) u can dominate the post player early mid game.
What happens in a bank forge vs bank post game is forge get early game advantage but then gets pushed back, using gen forge the forger loses a little ground at early game but no where near getting pinned. Then mid game u should have a overwealming amounts of scouts and streams of Romans coming in, even with out scout support, the sheer amount of Romans u get mid game can easily destroy tanks.


So you seem to have displayed a relatively decent knowledge of how the game works and how the comp works, yet you are unfortunately not correct as to the timing of it all. Post works well because it can gain ground early and get enough influence to pump out a saint, which will easily counter scouts. The only difficulty of beating a forger is the early game, before you can get 50 influence, you have to survive based on tanks and marines. If you play by getting bank gen forge, you are giving them enough field advantage that they get at LEAST 2 influence per 5 seconds and even if not a pin, plenty of room to maneuver marines. 10 Romans really won't do anything against 3 tanks, even if you stagger them. Sending 1 scout slightly ahead of the others is a good strat, but only if the poster is distracted and not using any micro. All it takes is to charge your marines until they are in range of your main group of scouts, and you've wasted your time.
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