KingRaptor/Sandbox

Draft of CA guide. Pictures to come eventually.

Chapter 1: The Simple Stuff

Chapter 2: Unit Classes

Combat units in CA generally fall into one of several classes. Understanding these roles and knowing how best to use and combine them for maximum effect is the cornerstone of a victorious battle in CA.

Primary Classes

Raider

The raider personifies blitzkrieg tactics - sheer firepower and the speed needed to get it into the enemy's heartland. Raiders have the highest DPS per cost and speed of all the unit classes, but they also have the worst armor and range of the combat classes. The primary uses for raiders are harassment attacks to interfere with an enemy's economy, and brute-forcing a particularly weak point in the enemy's lines. They also come in handy for scouting, although a dedicated scout is better for the task.

Use for: Counter with:
Early game rush LLTs
Armed reconnaissance Antiswarm/riot units
Flanking maneuvers on skirmisher/support units Fast attack gunships
Rushing through breaches in enemy defense Crawling bombs (only against large swarm)
Fast response vs. other raiders Area bombers

Chapter 3: Basic Field Operations

Now that you know what the units do, it's time to play a game. Here's how to get rolling once your commander spawns:

1) You should be next to three or so metal spots. Start by placing a mex on the closest one.

2) Depending on the map, the other two spots should be within a few seconds of walking your commander; move over and mex those as well, placing two solars as you go. If the spots are too far away, skip to step 3 and mex those spots later.

3) Build your factory. While pros have ways to start with heavy facs (walker/tank) or air, newbies should stick to the light factories (bot and vehicle). The easiest fac to start with is the Logos vehicle plant; it has a lot of strength and doesn't have to rely on special options (unlike Nova, bots and especially Nova bots.)

Remember, only one factory at a time, and never leave it idle!

4) Your commander should have a little boost left; deploy an LLT to deter raiders. Place it in a spot where it can cover as much as your base as possible (a good trick is to stack it on a terraform block or two, which improves its defense and line of fire). It's also a good idea to make a radar tower; radar is essential to keeping track of enemy movements.

5) Put that factory to work. Start by making a constructor or two; use them to expand outwards, claiming mexes. Buy a pair of Weasels (or equivalent scout if you started another factory), and have them scout outwards. Remember that you can assist the factory with construction units (including the commander) to build stuff faster (give it a guard order on the fac). Now would be a good time to build a couple more solars.

6) Now buy 3-5 raiders (in this case, Instigators). This will be your mobile force; you can use it to raid the enemy, or establish a forward perimeter. Have the Weasels check on the enemy base; depending on what they run into, you might be able to conduct a surprise raid with your gators and damage some of his economy. When raiding, avoid LLTs and the enemy commander, and go for vulnerable economic targets (wind generators are best, mexes are great pickings as well).

7) Make another constructor. You're probably stalling metal by this stage, so have the constructor take over assisting the factory and move your commander forward towards the enemy, mexing any unclaimed mex spots. Remember, though: your commander is not Superman. If you send him into unfriendly territory alone, he will get his ass kicked. Have some mobile units or turrets nearby at all times.

8) Now it's time to consider what to do with your factory. The two standard options are:

  • More raiders: This gives you a fast-moving, powerful attack group that can cover wide areas of territory and hit weak points. A good choice on large maps.
    • 10-20 Glaives, AKs, Flashes or Instigators, with a few scouts
  • Skirmisher line: This option allows you to roll back enemy LLT expansions effectively, although it is not as mobile as a raider force. Works best when accompanied by a commander (to secure claimed territory with LLTs, and repair damaged units). A few riot units should be included to defend against raiders.
    • 4-6 Rockos, 2 Warriors
    • 4-6 Storms, 2 Outlaws or 4-8 Thuds
    • 4-6 Januses/Samsons, 6 Flashes
    • 4-6 Slashers, 3 Levelers

Depending on map size, you should be encountering your enemy's expansion around this time. Use appropriate methods to roll him back or delay his buildup. Deploy radar towers and a few defense structures as you advance. Don't forget to construct more solars to support your increased metal throughput.

9) Keep making units and expanding your economy. Skirmishers and artillery can be used for destroying static emplacements; assault units are good for breakthroughs and general combat, while riot units are ideal for mobile defense. Remember to reclaim as much wreckage as you can; the extra metal makes all the difference. If you are stalling, reclaim metal or divert cons to energy production as needed; if you are excessing, make more constructors.

Never dig in with lots of defenses until you've collided with the enemy and are stalemating; then make a few LLTs or antiswarm turrets and a HLT to create a safe zone which you can use as a staging area. Avoid spamming defenses all over the map or walking porc; just make more mobile units.

Don't forget your anti-air!