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.
I really am going to remember to look at this in a month cus I'm a new guy to colony but other games I'm pro like bad eggs and last castle etc ya well I'm mid lvl at most games exept last castle I'm lvl 84 ohhya
With enough snipers, you can down a saint. It's not a very effective strategy unless you have medics however
Ok cause i was about to come back with a game where my oppenent had 12 snipers ands i had 1 saint and i crushed his snipers but even with medics if the controller of the saint micros well he can still defeat this build exspecially because with my build you slso have the option of building a outpost instead of black ops.
This is the build; bank, FAKE ops, hospital war sanctum, saint (charge ur saint to gain influence, make sure to pay attention and pull back if u see ur opponent getting a saint or spec troops), get forge as soon as possible and make scouts, if ur opponent is doing standard tdh you should have 2 saints and 10 something scouts by the time they get spec troops out, if they go snipers they die if they make own saint u should have scouts and saint vs saint which is obvious who is gona win. Just make sure you kill them before they get sphinx tank which is entirely possible.
This is the build; bank, FAKE ops, hospital war sanctum, saint (charge ur saint to gain influence, make sure to pay attention and pull back if u see ur opponent getting a saint or spec troops), get forge as soon as possible and make scouts, if ur opponent is doing standard tdh you should have 2 saints and 10 something scouts by the time they get spec troops out, if they go snipers they die if they make own saint u should have scouts and saint vs saint which is obvious who is gona win. Just make sure you kill them before they get sphinx tank which is entirely possible.
Hmmmm... Well i play it out almost exactly like that but i go post instead of forge... Im gonna try forge for a little while!
well when you fake ops your opponent will 100% get a pin on you most likely with tanks, so its better to make scouts then tanks (but if your opponent goes forge then i MIGHT make marines instead, i don't do this build much xD and i havent figured out the best way yet)
Post is better for a saint rush. The hospital/war sanctum gives plenty of manpower for you to spam as many units as you would like. If they are forge, keep marines flowing. It will force their scouts to retreat and your saints can pick them off while hitting ground units. If they go post, spam tanks, use saints to kill their ground. Marines shouldn't be a problem due to your tank spamming. If they have a saint as well, you MUST gain the advantage in some way, such as getting a missile shot off, making a small group of snipers, etc. This will allow you to kill their saint while holding onto your own. Ideally you'll have 2 saints before they do though, so you can also just team up on theirs. For sphinxes, spam marines and if they have lots of medics, save enough money to fire 4 missiles and hit the sphinx with every unit you've got, saints included for that short period of time. It takes a while for the saint to die, and if it makes the difference between the sphinx dying and getting healed back up to full, you've just lost the game.
The REAL issue with saint rushing of course, is that pretty much any other build will get the early advantage resource wise, and know exactly what you're doing if they have any knowledge of builds. Therefore, not only will they get the same influence you do (field control) but they will have more units and more resources.
Bottom line, not recommended, but if you're gonna do it, do it well.
Gladiators are great units. I f'ing SWEAR by gladiators. Against all units, if you have enough gladiators, you WILL prevail.
Gladiators are bad. If you build them, you shall perish.
I haven't built a gladiator since the first month I played Colony, and then realized they were useless compared to other units. As anti-air they're good, but not as good or costly as a sakata, a tier 2 unit. As anti-ground they're shorter range than hovers, do virtually no damage to them, and their not even as good as an a-27 pride at taking missile damage.
They're extremely costly, and take a long time to get to let alone build, and why ANYONE would swear by them is beyond me. Try swearing AT them, maybe it'll work better for you.