Core Tactics
Core Tactical Doctrine
Yes, it is true -- the Arm has excellent raiding prowess, due mainly to the
Flash tank, with its reckless
and unpredictable EMG weapon. However, as Core, we have no need to run around
scurrying like vermin. We
will build our Armies and control our territory, we will show the Arm that our
Commanders possess a
raiding prowess of our own.
Make no mistake, our advanced technology is the final word on any battlefield,
and we can walk through
any resistance with little effort. However, do not discount the resolve of our
veteran patterns -- if
the Arm makes only one error early on, moments later we will be marching through
their base searching
for the enemy Commander.
Surviving the First 10 Minutes
To win consistently as a Core Commander, you must respect Arm's raiding prowess
and its ability to pin you
down with the powerful Flash tank, backed up with Samsons. We respect Arm's
raiding prowess by:
1) Building as many Slashers as possible, backed up by radar, to control our
territory and protect out
metal economy early on. The faster you think of the Slasher as a mobile Missile
Tower, the better
off you'll be at defending your early expansion.
2) Using careful resource raiding parties of your own. The Weasel is an excellent
Metal Extractor-hunter.
Doing regular passes against metal patches close to the enemy base and destroying
metal extractors has two
advantages -- not only do you slow down the enemy's economy, but you've also
forced him to defend his metal
extractors with units that are no longer adventuring through your territory.
The Weasel is cheap and fast to build,
so it's not disruptive to your Slasher production if you occasionally turn one
out.
3) Using the D-gun with discretion on Arm raiders. If you have the defenses
to take out that pesky
incoming Flash tank column before it can do any serious damage, spare the D-gun.
Why? The D-gun will
leave no wreckage, but conventional weapons will. Reclaim the wreckage to start
a new project or
to crank out a few units quickly using assisted construction.
As Core, we DO NOT:
1) Attempt to raid as the Arm can. Although the Instigator does pack a good
punch, its laser is underpowered
when compared to the might of the Flash tank. The Flash is faster, cheaper,
quicker to produce and packs
more firepower then the Core Instigator. Attempting to raid with the Instigator
is often a lethal waste of
time against a competent Arm Commander. More Flashes will get to their raiding
areas faster and kill targets
quicker than Insitgators attempting the same strategy.
2) Rush to Level 2 technology until we have enough units to prevent the Arm
from killing our fledgling base
with one blow. If there is a sudden lull in combat after you've successfully
fended off some raiders, it's
not time to advance in technology -- it's time to stockpile units and scout
Arm positions. More often than
not, the Arm Commander will be stockpiling for a large push as well. Getting
caught with insufficient defenses
because a transtion to level 2 technology began too early is a leading cause
of Commander destruction.
The Core Economy
Many Commanders are under the impression that Arm has the superior economic
capabilities. For the expert
Commander, nothing could be further from the truth.
Once the Core Moho Metal Maker became available, Core gained a serious advantage
in produtcion capabilties.
The Core Moho Metal maker drains 600 power, compared to Arm's 800 drain. What
does this mean? For the Core
Commander with exceptional resource management and the knowledge on how to defend
himself, they will easily
have the first Moho Metal Maker up and running before Arm does. This allows
Core to quickly get up a Fusion,
which can power almost two more.
My favorite example is this is Greenhaven. This is a thermal-rich map, and
it is easy to get two Geothermals
built quickly. Add five Solars to this and you have the power to run a Moho
Metal Maker.
What does Arm need? Two Geothermals and 15 Solars.
As a Core Commander, you should be able to easily have your Moho Metal Maker
up and running a good five
to six minutes faster than an Arm Commander of the same skill level. From there,
you can be building more
Solars and Geothermals for your unit production while assisting a Fusion Plant
at the same time.
You should be able to have a Fusion plant up and running eight to nine minutes
faster than your Arm
counterpart, all the while taking advantage of the extra metal provided by the
Moho Metal Maker.
Things to Remember That Give Core's Economy the Upper Hand
The fastest way to get the power for a Moho Metal Maker is not necessarily
a Fusion. A combination
of wind, Solar and geothermal power stations can easily get you up to 600 power.
As you build up to this 600 power, adding regular metal makers will bolster
your Metal Extractor
economy. A single construction unit guarded by an airborne construction unit
can put up nine Solars
pretty quickly. Every three Solars can power a Metal Maker. Imagine if you have
two teams each building
a set of nine Solars and three Metal Makers? In six to seven minutes, you have
360 power and six extra
metal coming in.
Reclaim all Enemies
Arm must be on the offensive to contain your expansion and prevent you from
achieving tech level 2 on equal
footing. Unfortunately, this means they have lots of units out to get your early
economy, and you must know
how to defend yourself. Fortunately, these raiders will be dying very close
to your base; reclaiming them
will go a long way in bolstering your economy.