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Supreme Commander

Poita_ vs Eshez

#1Poita_  Mar 29 2007, 09:55 AM -
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Tried out a new strategy. Turns out that it works well.

Maybe this will give people a reason to have a defensive ACU?

This post has been edited by Poita_: Mar 29 2007, 09:56 AM
#2SuperiorX  Mar 29 2007, 10:10 AM -
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very nice game and definitly a must watch i dont wanna spoil it but it will force people to do things a bit diferently on WD.

thumb.gif
#3cannyshammy  Mar 29 2007, 10:17 AM -
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AHAHAHAHAHAHAHA

Excellent Polita_ i love this biggrin.gif Its another of those do or die tactics again. If it hadnt of worked then you would of been pretty much screwed... i like it biggrin.gif nice one
#4Rienzilla  Mar 29 2007, 10:25 AM -
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Nice :-)

I doubt if you need a commander in your base to counter this though... Some artillery will probably kill the intruders before they have a point defense up.
#5Kormi  Mar 29 2007, 10:31 AM -
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Wow very nice, cool stuff Poita... smile.gif
#6Eshez  Mar 29 2007, 10:32 AM -
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So i've lost the same amount of games I lost in the whole retail this morning.

lost to bluescreen scaffy and poita.

supcom stinks biggrin.gif


I do think that having interceptors around should kill the transport, stupid that it takes them 10 seconds to get into a good firing angel.
wonder If I would manage drawing this game if I tried, I was too pissed to try and for some reason belived my commander can take those PDs down.


someone find a counter to this and let me know please smile.gif
This post has been edited by Eshez: Mar 29 2007, 10:38 AM
#7Poita_  Mar 29 2007, 10:39 AM -
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QUOTE
Some artillery will probably kill the intruders before they have a point defense up.


Maybe,

I takes just over 4 seconds for the 6 engineers to build the PD. By the time the artillery aims and the shell travels through the air I think the PD would be finished. You might still kill the engineers I guess.

The goal isn't to necessarily win but to get air superiority. I was hoping that my first couple of ints would've held down his air factory but they didn't; I was fortunate that the transport didn't get killed during the drop. If the PD is successfully built then you can pretty safely assume that he will lose his air factory and hydro plant giving you the leverage to win the air and cause all sorts of damage.

Thanks for the comments.
#8SuperiorX  Mar 29 2007, 10:42 AM -
Replays: 63 Game:
dude counter is simple put up a pd in ur base in area of high value and u are set, air drop is more likely in hccp area as its more value target so set it arround there t1 pd pwns engies and fast too.

this is if u can forsee the event.


thou below lunars advice is far better.
This post has been edited by SuperiorX: Mar 29 2007, 10:55 AM
#9Lunar_Wind  Mar 29 2007, 10:50 AM -
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QUOTE(Eshez @ Mar 29 2007, 06:32 AM) *
So i've lost the same amount of games I lost in the whole retail this morning.

lost to bluescreen scaffy and poita.

supcom stinks biggrin.gif


I do think that having interceptors around should kill the transport, stupid that it takes them 10 seconds to get into a good firing angel.
wonder If I would manage drawing this game if I tried, I was too pissed to try and for some reason belived my commander can take those PDs down.


someone find a counter to this and let me know please smile.gif


Leave 1 arty in your base. : P If UEF at least, 1 lobo will kill an entire dropship's dropped units the instant they touch down, before they can spread out. : P Or if Aeon, leave a ~3 auroras, their splash likewise will own a dropship group in one shot the instant it touches down.

Quick Edit: As a note, arty and tanks both will start firing before the units are offloaded, as the dropship counts as a 'land' unit for a few seconds before the units are released. And weather accidental or intentional, good work by Poita_ with the dropship micro, moving the Dship from a lower area to a higher area for the drop meant that it came in very low and dropped the units off within a couple seconds with the drop command, normally, the drop process can take a -long- time in a battlefield.

Oh, and Poita_ was lucky his Dship didn't do air crash damage, or his engies would've died. ; )
This post has been edited by Lunar_Wind: Mar 29 2007, 10:53 AM
#10Poita_  Mar 29 2007, 10:56 AM -
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QUOTE
Leave 1 arty in your base. : P If UEF at least, 1 lobo will kill an entire dropship's dropped units the instant they touch down, before they can spread out. : P Or if Aeon, leave a ~3 auroras, their splash likewise will own a dropship group in one shot the instant it touches down.


The purpose of my interceptors was 2 fold. They went there to hold down his air factory but at the same time I was scouting his base for a good drop-zone. I would not drop the engineers anywhere near enemy units.

It's all very easy to suggest counters in hind-sight but are you really going to leave units in your base at the start of every game just because this could happen? Every unit matters early game so if you go intentionally leaving things behind then you will lose if he decides to do something different.

[edit]

QUOTE
Oh, and Poita_ was lucky his Dship didn't do air crash damage, or his engies would've died. ; )


Transports don't do air crash damage.

Actually that crashed transport provided some handy mass for me to build more PDs with. It's probably a good idea to just let it die over you. If anyone tries to replicate this strategy then just remember that you need the resources to build those PDs quickly. PDs cost 250 mass each so make sure you have that much ready when you drop. A slow build will mean almost certain death. I had to pause a factory so that I could get the required mass.
This post has been edited by Poita_: Mar 29 2007, 10:59 AM
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