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  1. General game plan
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  3. Aeon has a significant advantage in the following areas: T1 land stage, T2 air stage, and early T3 land stage. Knowing this, what should you do to get best results?
  4. You should start like you would with any other faction. Build your things, maybe do some early raiding with labs etc. After that you should defend until you get a few more auroras, which you can then send out in small groups to raid. Make sure each of these groups has at least one land scout. As the game goes on, you gain more mass and thus the number of auroras you have increases. You should know that auroras become more powerful the more there are in a group, so once you start getting more of them, stop making small raiding parties and instead consolidate them into 1-3 large armies. These armies should be constantly attacking your opponent with the enemy units at the auroras' maximum range. Be sure to constantly have enough interceptors, even a temporary air loss can make you lose dozens of auroras to bombers. Getting both gun upgrades for your ACU will make the army it is supporting even deadlier so make them if you can.
  5. You must not delay your attacks for too long, since your opponent knows he cannot easily beat you with T1 land. Letting him get a gun upgrade will allow him to outrange your auroras, making it easier for him to survive your assaults. He will also be trying to get T2 land, as the units have more range and HP, which gives him an advantage over your auroras. Any T2 PDs will also be very dangerous to your auroras. If you think your opponent can defend his base with his T2, go raid one of his expansions and quickly get your own T2 while he is busy with your final raid.
  6. If your opponent keeps making a lot of T1 land even though he has T2, you have to build some auroras to go along with your obsidian, since they overkill T1 units. The T2 land stage for you isn't anything spectacular, you win if you get significantly more tanks than him. If you want to try winning with T2, consider upgrading your ACU with the vision and chrono upgrades, while of course making as many obsidians as you can (and some mobile shields as well). Your attack will be an all-in, you will win or you will lose. The reason for that is that you need a fair bit of time to get enough obsidians for a major attack. In that time your opponent might be able to get very close to T3 tech. Also, if the attack fails, you will leave a lot of reclaim right next to your opponent's base, which he will use to make a lot of T3 units very quickly.
  7. If you don't want to go all-in with T2, then you can use your superior T1 mixed in with some T2 to defend while getting T3 land. Once you get T3 land, it is important to use the first harbingers as well as you can. Your first 6 or 7 harbingers will be the strongest, after that they start slowly getting worse. Make sure you have air control when you get your first harbingers, they are vulnerable to gunships and losing some of the early harbingers delays you significantly. If you are in danger of losing expansions, send a harbinger or two to defend, but you want to send harbingers to raid as soon as possible. You want that because if you can't get a major advantage over your opponent in the early T3 stage, then their better T3 will start hitting you back and there isn't much you can do about it at that point. If the game progresses to a point where your harbingers start losing to your opponent's T3, you must snipe your opponent or try to get a GC. If you go for the GC, you must delay your opponent until you have enough eco. Do this by building some sniper bots. You can also upgrade both shields for your ACU and use it to overcharge enemy units, though this is quite dangerous.
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  10. T3 RUSH
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  12. If you are in a good position at the end of the T1 phase, but for some reason can't finish off your opponent's base or ACU, you can consider completely skipping T2 land. Basically you use your superior T1 to defend once your opponent recovers from your early aggression, all the while you rush T2 land, get a T2 pgen, and rush T3 land. Once you reach T3, the strategy is same as above.
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  15. T2 AIR
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  17. Depending on the map, T2 air might only be in a supporting role, or it might be a better choice than T2 land. If you have air control before you get T2 air, feel free to immediately get gunships and kill some mexes with them. If you don't, build some swiftwinds and win air control with them, then build gunships. T2 transports are very strong when combined with harbingers. They allow you to quickly drop your harbingers in enemy expansions, effectively eliminating the travel time. You can also build mercies. Their main use is in sniping ACUs, be it along with your T2 land all-in or just because your opponent left his ACU with no anti-air.
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