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.
no its NOT bank generator forge, its generator forge.
I can understand why u might think siants are the counter to my build; but in fact, with the games iv had, saints are no problems because you would have around 10-20 (kills saint in 5 seconds) scouts parked outside his base with streams of romans ensuring that he has to get tanks instead of marines. also, im not gona attack 10 romans into 3 tanks. by the time post has 3-4 tanks i should have 7-8 scouts with 10 + romans.
so basically u think this build gives too much influence to the post player but in reality i don't care if they have the influence because i can EASILY deal with the saint that come out (with my timing, the poster NOT have enaugh for a sphinx)
but i suppose theres really no way to prove it by talking so wer just gona have to 1v1 with u going capi bank post and me being fasci going gen forge
So you are denying that tank splash damage can destroy romans, that godritz LR MGs are capable of destroying an autoroman attack along with scouts, and AA sakatas can't destroy a scout swarm?
Generator forge is only going to beat the low-medium level players.
Like lifey said, post players will pin you completely before you even get your forge out. From there, it simply doesn't matter whether or not scouts can beat saints, because you won't be getting any reasonable number of scouts.
Tanks > romans. If the post player micros his marines, you won't be breaking out of any pins.
And of course if your opponent is fasc you will be scout pinned.
A good monarchist opponent would realize what you're doing and rush ops before shutting you down with an ops team.
Well, I take back what I said about it being on par with tdh build. Tdh build beats it but it can bring the tdh build down to around half health.
And pos, post won't have a pin on me but it is true that higher level players will hold their ground longer then lower level players but they still won't have pin on me; u are garenteed to be able to at least push back the post player to his base even if ur skill level is below your oppents.r
The tdh counter to my build as some one pro showed me (can't remember name D: sorry) is s-marines. And yes another weakness of the build is bank forge. But I still believe that I will be able to push a post player back even if the post player is MBA (not saying I can win) just saying this build is garenteed to be able to push the post back even if the poster is above u in skill level which all of u is skeptical of.
U should be 20 seconds away from ur forge completing when the post gets his post up, due to tanks SLOOOOW speed by the time my post is complete the poster will be at mid field at most not in a pin position at all.
Well ive had enough of just these few strats and i would like to present a strat of mine to you guys. Here's how it goes:
Be Monarchy
Bank Hospital Make Meds for influence(optional) Upgrade to War Sanctum/Outpost(depending on situation) If War Sanctum Make Saint then Outpost/Black ops then Black ops if Outpost either War Sanctum or make Marines and Tanks then Black ops.
This is a 2v2 based strat so dont come and rage at me for it not working in 1v1 if i dosent!
So you are denying that tank splash damage can destroy romans, that godritz LR MGs are capable of destroying an autoroman attack along with scouts, and AA sakatas can't destroy a scout swarm?
Really.
Tank splash damage can destroy romans. True. Groditz are capable of destroying an autoroman attack along with scouts. Not effectively. AA Sakata's can destroy a scout swarm. True. BUT WHY WOULD YOU HAVE TANKS, GRODITZ, AND AA SAKATAS IN A 1v1 STRATEGY TO COUNTER ROMANS AND SCOUTS, A TIER 1 RUSH STRAT.
That is why I said I wasn't going to bother responding to a strat that has absolutely no viability as a counter to fascist rush.
Generator forge is only going to beat the low-medium level players.
Like lifey said, post players will pin you completely before you even get your forge out. From there, it simply doesn't matter whether or not scouts can beat saints, because you won't be getting any reasonable number of scouts.
Tanks > romans. If the post player micros his marines, you won't be breaking out of any pins.
And of course if your opponent is fasc you will be scout pinned.
A good monarchist opponent would realize what you're doing and rush ops before shutting you down with an ops team.
Yes.
Additionally, RUMMAKER, the problem with generator forge strategy is that number one it's STILL slow, and since there is no building that has money coming in and you're playing fascist...you will gain virtually no money, as saints will consume any money you do have. With this limited number of saint production and limiting yourself at those two buildings, you basically only have strength in romans. ANY decent player who can micro bank post strat will have NO trouble with this.
If I personally saw this, I'd start by making approximately 7+ marines, followed by 2 tanks. The marines move quicker and establish position as well as gain initial influence. Your romans would clearly come out first, and the marines would be told to retreat, and would not get hit due to the fact that the 2 tanks would by this time be running up in time to kill the romans. You try to make scouts (of which you can't make many due to the money limitation) and the poster shifts marines back up to get shots off.
Mainly the issue is you have no advanceability in teching, whereas the poster will constantly be upgrading and reaching missiles, saints, spec ops teams, aa romans, or any number of other things that would counter tier 1 forge units.
Bank Hospital Make Meds for influence(optional) Upgrade to War Sanctum/Outpost(depending on situation) If War Sanctum Make Saint then Outpost/Black ops then Black ops if Outpost either War Sanctum or make Marines and Tanks then Black ops.
As you yourself say, this is not a 1v1 strategy, nor does it work as one. As a 2v2 strategy...I would say there are some weaknesses, but it could be strong with a partner who rushes and gains control while you produce medics to support him hold the line, gaining you high quantities of influence.
you will gain virtually no money, as saints will consume any money you do have. With this limited number of saint production and limiting yourself at those two buildings, you basically only have strength in romans.
With enough snipers, you can down a saint. It's not a very effective strategy unless you have marines however. And you would need at the very least 10 snipers. Once the saint approaches I'd also have marines spamming to get shots off as well as eat the saint's shots. That would be the most effective counter to Mon Saint rush when playing capi bank post. Eventually you'd want to get up your own saint or if you have enough influence, sphinx (if the guy is still making saints).