ZaZens Newbie guide. And 13/90 1v1 maps explained (v1.14)

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ZaZens Newbie guide. And 13/90 1v1 maps explained (v1.14)

Postby ZaZen » 11 Feb 2014, 02:22

New in 1.14.. "IMPORTANT: Understanding the importance of map control vs eco"

Hi and welcome to FAF :) This guide hopefully will constantly evolve so check back and see if the version number has changed.

If you are new start with the "First things first. TUTORIALS, Casts that teach and mods and tools," section below, after you have watched these your skill will improve drastically.

Post one is hints and tips and the second post down is about ladder maps. (Slowly adding more maps)

So you are reading this as you are bored, nosey or a beginner looking for tips, hopefully you will learn something that improves your games and your fun.

About me, i have now played 1,000+ games all ladder 1v1 and won 53% of them so i am speaking as a newbie to a newbie. Yes 1000 games and i am still learning the game and still addicted. Here is some of what i have learnt. Although i aim this for ladder matches much of what you will read here will apply to team games. Although team games tend to be a rush to upgrade your economy and turtle, ladder matches are all about raids, map control and the t1 spam needed to do that better than your opponent. All invaluable skills.

Just click the "show" next to the spoiler to read that section.

Are you noob or newb ? and good manners
Spoiler: show
1. newb http://www.urbandictionary.com/define.php?term=newb
2, n00b http://www.urbandictionary.com/define.php?term=noob

If you are a newb i really hope i can help you improve with this thread and hope you share your learning experience and tips. If you are a noob and think your opponents are a no life haxxor smurf because they just beat you then get off this thread and go play solitaire or minesweeper.

Good manners don't cost anything
This community has been around for years so as a newbie you should be nice and nice people will help you improve, this includes saying "gl hf" (Good luck have fun) at the start of a game and "gg" (good game) at the end of a game. Remember Rage quitting is for the n00bs. We all get frustrated and angry, trick is not to show everyone by spamming chat with insults.
And when you say "gg" before your ACU (Armoured command unit(thats you)) has died its admitting you are in a hopelessly lost position and you know it, you should select your ACU and hit Ctrl+k to self destruct him and retire from the game with dignity, its bad manners to say "gg" and then go march your ACU into the water and try and avoid dying for ten minutes. If you are going to go for that last ditch attack where you throw all your units at the enemy do it BEFORE you say "gg" not after or you just look like an ass as the other player waits for your surrender you suddenly attack. Of course if your opponent says "gg" don't stop playing as it may be a n00b and you are about to get attacked. Or the player is being cocky and saying they think they won.


First things first. TUTORIALS, Casts that teach and mods and tools,
Spoiler: show
if you have not watched these i suggest you do, an awesome series of tutorials. Pay particular attention to video "#2 Build range" "#5 Reclaim" "#11 Templates" "#25 Adjacency" as those are key concepts you need to learn. But watch ALL of them more than once.

Tutorials https://www.youtube.com/watch?v=0QhM7oC-t7U&list=PLWe0mYs3ObwL36zemynMh5G4b-3s5vol0

TA4lifes casts have some great learning material.
https://www.youtube.com/user/praisegugleourmaster
His learn the game with POV playlist
https://www.youtube.com/playlist?list=P ... It4WjuzAZs

Luxun is a top player and his casts teach loads.
https://www.youtube.com/user/17LuXun

Zock is arguably the top player, look for his "lessons" playlist
https://www.youtube.com/user/zock666666

BRNKoINSANITY Has an awesome playlist "Another One Bites the Dust"
https://www.youtube.com/channel/UCsNXeQ ... xvcP6Pw9gw

FAFChart is a useful tool to help analyse replays as it shows Build orders and CPM (clicks per minute) Don't focus too much on CPM though as a high CPM could just mean the other player is not efficiently clicking. The power of this tool is helping you refine the Build order (BO) The order in which you build your initial base.
http://www.faforever.com/forums/viewtopic.php?f=41&t=2702

"Synced Live Replay server" Is a handy tool to have. Just open a replay and you can see who was clicking what, the chat, and a really cool Heatmap of where all the action took place. Useful for seeing where on a map is contested. Of course you can download any replay on the vault and open it with FAFChart and Synced to analyse them.
http://faforever.com/forums/viewtopic.php?f=41&t=5774&sid=e67dcaf0af0157b19cde34675dce2016
Note: dont copy the file it says to the FAF folder as its currently incompatible but its still a great tool so the n3rds :D

Mumble
I would also advise getting mumble, although its mainly used for team games talking to other players is a great way to learn.
http://www.faforever.com/teamspeak-3/#.U_d-y_lP6uw

Mods: Two mods i really think should be added to the game, gaz_ui and hotbuild.
edit: now added to FAF :D

And RK's Explosion mod is awesome to use as it really brings a new life to to the game with meaty explosions and new effects. Won't work in ladder but awesome in team games and practice.
http://www.faforever.com/forums/viewtopic.php?f=41&t=6813


The unit data base.
Spoiler: show
http://faforever.com/faf/unitsDB/
A list of all units and their stats, learn as much as you can. Knowing ranges of your units is handy and the mass cost, but you don't need to know any of these values to play :)


Terms and abbreviations
Spoiler: show
I try and put the abbreviations in as i go, so a technology 1 Power generator = t1pg, at tech 2 it would be t2pg. I think thats easier than making a huge long list of abbreviations.

t1=technology level one = tech 1
t2= technology level 2 = tech 2
t3= technology level 2 = tech 3
t4=technology level four = Experimentals
Most are easy to work out if you know the unit names. so TML = Tactical Missile Launcher and TMD = Tactical Missile Defense.

LAB - t1 Light Assault Bot

Some terms you will see in the FAF client chat lobby as healthy discussions on unit balance are frequent there. xD
IMBA = Imbalanced
OP = over powered
UP = Under powered

Terms you will often see in game.
gl hf = good luck have fun
gg = good game
F***ing *#!% = oh dear, you beat me, well played *giggles*


Understanding the point of the game.
Spoiler: show
So this is what you are here for, understanding and playing the game, Well this game is easy, Kill the other ACU. Its that simple. Doesnt matter how you kill him as long as you kill him.

Number one in your mind at all times should be "How do i kill the other ACU" and you should always know or have a very good idea where the enemy ACU is. When you see the opportunity to kill him take it.

Forget the people who whine and say its not "Sportsmanship" to snipe your opponent when you are winning, its war and sportsmanship has no place in war. If you decide not to use "cheese" or "cheap" tactics like ghetto gunships you are pampering your enemy and may as well shake hands and kiss him on the cheek. Quite a few of my games have ended with my enemy replying "FU" to my "gg" thats a double victory for me and should be for you as it means you won when they thought you were weak. Your job is to crush your opponent, murder him, obliterate him, kill him any way you can, take out his radars so he is playing blindfolded, murder his economy and shut down his war machine, kill his power generators (PG), destroy his Mass extractors (MEX) and dance in the dust of his explosion as he goes KABOOOM!!! Got it? good.

When you are behind and know you are losing you should not give in but go for the kill, You can pause all your land factories and you can spam t1 bombers with loads of engineers and kill an ACU if you know where he is. Or spam t2 air, or get a t2 transport and drop your ACU next to the other ACU and try for the win or Draw.

(A Snipe is like using a sniper rifle, a good clean direct kill. Snipes can be with TML, t2 air, t3 air and things like ghetto gun ships)


IMPORTANT: Understanding the importance of map control vs eco
Spoiler: show
Image
Here is a basic map but its a simple picture to explain the mechanics of every 1v1 map.
This map has two spawns, 4 mex close to each spawn and 12 mex spread out around the map.
Both players spawn and do identical builds and get their 4 mex at spawn and build a land factory.
As you see the mass income for both players is 8 from the mex they control.



Image
Both players spend the mass exactly the same, they spread out on their side of the map and build an army.
As you see 20 mass income each and an army of 20 tanks. So far so good and a typical 1v1 match. However...



Image
..Red decides to upgrade his eco and spends 900 mass on gaining a T2 mex. At the same time Blue decides to spend his next 900 mass on more tanks and gets about 17 more tanks.
As you see red now has a superior economy but blue has a better army.
Blue has to scout and look and see that red is upgrading his eco and is behind in units.
If all blue can see on the map is..
Image
..then he is doomed to lose as Red will always be able to make more tanks than him and Red wins.
Blue must attack at this point in the game to balance out the eco.



Image
Blue attacked and both sides lost ten tanks. You will notice though as Blue pushed he took and captured 2 mex from Red so the mass income is 24 to Blue and only 20 to Red even though Red has a t2 mex giving him +6 mass.
Blue now has greater map control, a better economy and a larger army. BUT only because he scouted and was aggressive with his extra units.
Lesson: Scout and look and when you see your opponent upgrading his economy you have a window of opportunity to push and deny his eco and take more for yourself with your extra units. You will also get the battle reclaim and be in an even better position than you see in the picture.
Lesson: Aggression at the right time wins.
Lesson: These Blue units did not sit idle, they were used. If you build it use it.



Image
Yet again Red upgrades his eco with 900 mass and Blue builds about 17 more tanks with his next 900 mass.
NOTE: At this point in a game blue can also upgrade a mex and attack at the same time to keep in front.
As you see the economies are now back to even, 24 mass each, but Blue still has a huge advantage with a larger army.
Blue must use his advantage to take control and grow his eco with more cheap t1 mex and deny his enemy of those mex.



Image
Blues pushed and denied another two t1 mass extractors and built them for himself. As you see Blue has 28 mass income and Red only 20.
Both sides lost 10 tanks again but blue controls the reclaim field of a total of 40 tank wrecks and Blue now has the superior economy simply because he has map control, and a superior army as Reds army lies in wrecks.
Blue can now just roll over Reds base and easily kill the ACU with 34 tanks and his own ACU.
Red's mistake was upgrading his eco too early. BUT he only lost as Blue saw it as a mistake and punished him for it. If Blue had sat back and waited he would now be 8 mass behind not in front and RED would simply outproduce him in units and tech and roll him over.
Lesson: Early map control wins over eco. On small maps upgrading eco too early is suicide against a player that is aggressive and scouts.

Lesson: Getting just 2 more t1 mex (72 mass for both ) gives you the same mass income as upgrading one mex to t2 (900 mass) and if you can take those off your enemy even better as his mass goes down and yours goes up.

Here is a great example of tech vs t1 spam.
https://www.youtube.com/watch?v=G2P4fI9uY0k



Understanding chess. What!? KEY CONCEPT
Spoiler: show
Chess is a war game, you could say pawns are t1, nights and bishops t2, rooks t3 and the queen is an experimental and of course the King is your ACU, kill the king you win. Although chess is played with few pieces and the "map" never changes and see just how complex those game get, you could say that but like me you would be nuts to say that :P

KEY CONCEPT..Now two chess players of the same skill playing a game will always draw. Most top level games are a draw. What's true of every game of chess is for one player to win three things MUST have happened..
1, One player made a mistake
2, His opponent saw his mistake.
3, His opponent made him pay for that mistake.

Understand this, The winner did not win because he was better, the loser made a mistake and the winner made him pay for his mistake.
Yes i know its going to be controversial but thats lesson one you learn if you want to master chess.
So when you think about your games and watch replays don't ask why the winner won, he didnt. Ask why the loser lost, find that mistake and learn from it.
Don't think he lost because he was sniped by Tactical Missiles, he lost as he had no Missile defense.
Don't think he lost because his opponent bombed him back to the stone age, he lost because he had no Anti Air or didn't see it coming as he didn't Scout.
See the win and how he won, yes the winner played a better game, but learn to see the mistakes that cost the game so you can make your opponents pay for their mistakes and avoid making them.
Take ownership of your losses and learn from them. Don't rage, don't blame the faction, map, skill level of your opponent or cheesy tactics used, blame yourself and watch the replay for all the little mistakes.
Learn to spot the mistakes in a game and you won't be doomed to repeat them and as soon as you spot your enemies mistake go and make him pay for it before he fixes it or before the window of opportunity closes.

Watch ALL your replays as a newbie from both sides and learn from all the good points and all the mistakes. You will soon improve with the right mindset and desire to improve.


Understanding the 1v1 rating system and why I lost my first ten games
Spoiler: show
There are 2 options with the rating system as i see it when you start playing FAF.
1 You can be auto set as a zero Newbie player,
2 or set as it does as a 1200 advanced player

Now you could have never played the game or you could be a hardcore player from steam or GPG before it died and you are returning to the game. The system is not psychic and needs to learn your skill.

Option one, You are set at zero and never played.
You will immediately play equally skilled players in theory and have balanced games.. but.. you will get constantly bashed by better players because of the following players.
Option one, you are set at zero but have played thousands of games before you found FAF.
You will immediately be killing complete newbs, and each win will push you a little up the ladder and eventually you will meet players of equal skill but only after newb bashing for a long time.

Option two, You are set at 1200 and never played.
You will lose your first probably 10 games as the system learns your skill. After that you wont suffer the example above where you get bashed by many players starting on FAF who have played before. That was how i started, 7 losses in a row before i won a hard fought match.
Option two, you are set at 1200 and played thousands of games.
You are probably where you should be and have balanced matches from the start.

Now i am sure you will agree, its better as a complete newbie to lose a few games at the start and then get good solid matches than to play your first hundred games constantly getting picked on by better players. Yes, i know how frustrating the system is but its very fair once it learns your skill. Just stick with it and use the loses to learn from the replays and start to copy what better players do.


Common mistakes by the Newbies that cost the game.
Spoiler: show
Bad 'Build order' (BO)
Many times the newbie will lose because they power stall or mass stall and simply have less units on the field because of it.
Dont over build power at the start as its a waste of mass, or underbuild power as power stalls can be fatal, this balance you will learn by practice and watching other players opening moves. It takes one t1pg to power a t1 factory. The reason why you build at least 5 pgens before your second factory (or 1 or 2 and a hydro)is because it takes power to build things like factories and mass extractors but little power to power them when they are built.
You need to read the BO sections of this guide and watch the replays on BO's and write them down and copy them in game and reclaim to push your BO faster than your opponent.

Not reclaiming
There is a section on reclaim, read it. I cannot stress just how important a part of the game reclaim is.
Nothing stopping you dropping a few engineers in the middle of a reclaim field with a transport, just don't get it shot down.
Nothing stopping you having engineers following your army to clean up during and after a fight.
If you are not reclaiming at all times you are not playing.

Not expanding fast enough.
The start of this game is the slowest time you will be clicking and thinking, you will only have a few units made and not much to do, however this is a lie as the start is a race and the fastest person to build and expand will often win. Grab as many mass extractors (MEX) as early as you can and as safely as you can.
Grab and secure every expansion faster than your opponent. If there are 4 mex close to you sending one engineer to get them all is not as fast as sending 4 engineers. Keep in mind its often better to send 2 engineers and some troops just to be safe.
Again you will learn this by copying what other players do on the same map.

Upgrading MEX too early
1v1 is not a team game where its a rush to eco. 1v1 is a rush to take map control and kill your opponent with more units.
On small maps i have won so many times simply because my opponent upgraded 2 mex to t2 in the first few minutes and i spent that 1,800 mass on tanks to take map control and more mex, so i had the same mass income, yet i had 40+ more tanks and rolled over his base.
This is one of the hardest lessons to learn, one way i learnt it was to play many games without upgrading a single mex and seeing how far it got me.
5v5 maps try not to upgrade a mex until you have built all your factories and have an army and an upgraded ACU, then use reclaim from fights to upgrade your Economy. Having an economy three times larger than your opponent does not win you the game, units do.
On larger maps you should concentrate on economy and build just enough units to secure map control and defend.

Not raiding.
At the start and during the game you should raid. If you kill your opponents expanding engineers early or deny your opponent getting reclaim you will be at the front of the race. Use light assault bots and scouts for super early land raids and bombers for raiding from the air, in the first 2 mins or so after that use tanks and scouts to raid and raid in more force.
If you look at your side where your expanding engineers are its a safe bet thats where your opponents are, if you kill just one more than him you are leading as he has to send another engineer out and you dont.
There is an art to raiding. Learn by copying others.

Having no plan.
A strategy comes with practice but you should have an idea at the start, are you going to land spam or go for early tech 2 or try and play defensively and get a better economy for later game. A strategy should be fluid and change as the game changes. But you should have a plan in mind as soon as you look in the corner and see what faction is against you.
V Aeon you want air as bombers wipe out their paper armour floating t1 tanks.
V Cybran you need to watch for fast early Hunter and Mantis raids and remember their t2 stealth.
V Uef you need to be on the lookout for fast Mech Marine raids, the deadly t2 pillar and floating t2 Riptide, and the usual turtle play that comes later.
V Seraphin you don't need to worry about early raids as much but their floating t1 arty is brutal so is their t2 bots.
PRO TIP v Seraphin, if you cant build a mex or hydro it means there is a cloaked scout sat on it denying you, just get the engineer and set him on an attack move (alt + right click) just over the mex or hydro and laugh as the cloaked unit is reclaimed.

You need to learn all this as a newbie and most of it comes from game and map experience, but you have to have a plan at the start that depends on the faction you face, the map you are on and to a lesser degree the opponent you face but you learn about your opponent by playing them a few times.

Not using what you have built.
So many times in a game you will see an army of 100 units just sat on the battlefield drinking tea and eating cake. Your units should not be sat on their phones chatting to friends they should be used as the units of destruction they are or you wasted mass on them. They should raid or attack or deny your opponents expansions or deny his reclaim, or protect your ACU.

If you built it, USE IT. The best defence is a strong offense, attack and be aggressive, just dont gift the opponent mass needlessly.
Remember your opponent is a human being and probably sat in a chair in the comfort of their mothers basement, you should use your units to pressure them, stress them out so their mind is occupied on reacting to you and not on their plan to kill you.

Not controlling your units right
There is a section here on unit control. Watch the replay by VEE so you understand how to position your army.
Micro like this takes practice but soon you do it without thought.

Not using walls.
Walls are perfect for blocking choke points or funneling his units into your kill zone of troops and point defence.

Not using drops.
Learn the art of drops. If you haven't seen this Gyle video watch it and go and practice drops. https://www.youtube.com/watch?v=_6c77KH ... cYLkh-gixM
Drops rule.
Drop higher tech units into areas they are needed to tip the balance of power in an area.
Drop engineers to reclaim things or take far expansions quicker.
Drop to make secret bases.
Drop units into the back of bases for quick raids or take islands.
Learn to drop.

Not scouting or scouting and not looking.
There is a section on scouting. Read it.
Scout always. Never stop scouting.
Scout before you attack to know what you are going to be fighting.
Scout to know where the other ACU is, if he is alone you can often just go and kill him with 30 t1 tanks or snipe him so many other ways.
Scout to know if the other ACU is upgrading.
Scout to know if you are in front or behind in economy.
MOST IMPORTANT. Scout and LOOK. Sending a scout is good but sending a scout and looking to see what the scout plane flies over is better. Many new players scout because they know they should but forget to actually look at what the scout reveals.
Its easy to make decisions if you know exactly what you face.

No radar.
Use radar, it cost 20 power, 1 t1pg and reveals many things, on a small map you often only need 2 for almost total map coverage. Get into the habit of making a radar as soon as you have the power to run it.

Isolated ACU
NEVER leave your ACU sat alone on the battlefield, you may feel safe knowing there are no units close to him but a good player will soon flood every unit he has to your ACU and kill you.

Going Turtle
Many new players go turtle, they fill their spawn base with point defence, rush a shield, eco up, get t3 and more point defence and feel safe, meanwhile their opponent has got the rest of the map and has more mass and units and its just a matter of time until you lose. 1v1 is not a team game it's a game of cat and mouse and if you are playing the mouse your opponent is the cat.
Expand and get more of the map than your opponent then you are in a position to win.


Your Commander is your friend, and your enemy.
Spoiler: show
At the start of any game the strongest unit is your Armoured Command Unit (ACU). He/She is formidable, the gun does massive amounts of damage, his armour is as thick as a herd of elephants and on small maps if he is not at the front line with troops in support you are wasting the most powerful weapon you have. Dont forget you need to build an energy storage (250 mass) to have the 5000 power to Overcharge. The overcharge is a very powerful burst weapon that when aimed into groups of units can take down large numbers. I get excited about using overcharge, pew pew pew "System enabled" as the sexy voice tells you you are ready to overcharge again. BOOM!!!, pew pew pew "System enabled" BOOM!!! pew pew pew "System enabled" BOOM!!! Its glorious.

To fight effectively with your ACU he should be in front of your units as he can take more damage than they can. Always have units to support him, if he gets isolated he is likely to die very fast. Practice makes perfect with using the commander this way, you want him to kill units as he gets veterancy which adds even more health to him but be just a little too aggressive and your opponent can block him in and murder him quickly so always keep one eye on your supporting troops number and avenues of retreat and one eye on his health. Always try to keep him moving in small zig zags in the heat of battle to avoid artillery which will predict where he is walking and aim there. and water is his best friend when the going gets tough as land cant shoot him and he can regenerate some health. Beware subs and torpedo launchers.

Of course all this works two ways so block the opposing ACU with your units and mess with his pathfinding, cut off his lines of retreat and reinforcements and if you can force him into the water have some Submarines waiting to pop him :) And be very careful feeding the enemy ACU units to kill as he will gain Veterancy and be much harder to kill.

In base the ACU is worth 2 engineers, out in the field he is worth about 20 t1 tanks, you decide.

When t2 arrives in large numbers get him in the base or a firebase with shields and pd and aa to protect him, after your ACU gets popped a couple of times you will learn when to stay and fight and when to retreat to safety.

EDIT: Removed some incorrect advice on overcharge based on the feedback from Vee, thank you :)
You can read Vee's post as he talks about the cost and investment of powering your overcharge and the tip of pausing things to release more power when needed.
http://www.faforever.com/forums/viewtopic.php?f=40&t=6613&start=10#p65129
#15 of the tutorials videos Overchange https://www.youtube.com/watch?v=lYWos5t24sY


Build order tutorials and Theory
Spoiler: show
DO watch #2 - Build range https://www.youtube.com/watch?v=ow1PSPO8Wc8&list=PLWe0mYs3ObwL36zemynMh5G4b-3s5vol0 This is very very very important!!!

DO watch basic build orders https://www.youtube.com/watch?v=iRKoxUx9zSk&list=PL5BE347F15601899C
and
https://www.youtube.com/watch?v=u_m53YcP9OA&list=PLWe0mYs3ObwL36zemynMh5G4b-3s5vol0


For extra credit watch https://www.youtube.com/watch?v=4POwAacRPms&list=PL5BE347F15601899C and you will see how different build orders can affect the speed you get your war machine started.
And https://www.youtube.com/watch?v=kT4NkV1NXjU&list=PL5BE347F15601899C

Build order, theory.
There is no magic build order (BO) that works for every map or we would all be using it, BO depends on your playstyle, map and skill level. The ideal BO would have you hovering just above empty on both mass and energy but not stalling and much of that is down to where the reclaim is on a map to keep you going with power and mass.

A build order (BO) is just the first few things you build in the first 2 or 3 mins, after that its down to maps and what's happening around you and what you are planning to do to kill the other ACU.

You want to turn the following pic
Image
into something like the one below.
Image
NOTE: on the above picture without the reclaim this BO would be mass stalled. Reclaim reclaim reclaim.

If the following picture happens you need to reclaim rocks and wrecks to help you build faster as your base is draining too much mass and you are probably trying to build too much too fast.
NOTE: one you are established you want to play the game with a small negative mass as that means you are using mass as soon as you get it.
Image

If the following picture happend you need to reclaim trees and bushes to help you build faster as your base is draining too much power and everything is going very slowly, or you have built too much before you built enough Power generators (PGens) to power it. In this case two factories before any power. A good thing to do is pause some of the drain on your power and get some engineers making power and dont forget to unpause things when you have enough power.
Image
NOTE: Each engineer takes -30 power to build a PGen so if you panic and try and spam a line of t1 pgens with 4 engineers you will add -120 to your power stall and slow even more. Pause everything and then see where your power is and then put as many engineers as you can afford on power spam and start unpausing things. Its all about balance and takes time to learn but soon power stalls will be a thing of the past as you will just make the right amount of power without thought.

Practice.
If you want to run FAF offline you will find if in the following folder "C:\ProgramData\FAForever\bin"
Programdata is usually hidden so look for folder options on control panel and show hidden folders.

You can set the game options to Sandbox victory condition and then just play alone or play against an Easy AI and practice your opening BO on a map. Try and build the most you can the fastest way you can without stalling. You will need to understand Reclaim so look on this guide for the reclaim section.

DONT: Place your first factory on top of trees or rocks as your ACU will walk to it and have to reclaim what is under the factory before he builds it, very annoying and often a game ender as you are then playing catch up the entire game.


Build orders you must know explained
Spoiler: show
First land.
Land factory (Lf), 2 power gens (pg), 3 mass extractors. (mex)

First land is your bread and butter opening, and should be the opening you use as a newbie. You can then decide to go "Second land" or "Second Air" and be in a good strong position with minimum risk.

Factory queue for First land.
A few engineers, unless its a big map and no chance of an early raid then just one engy set to infinite.
Units for quick raids, usually light assault bots (LABs), some scouts to spot incoming raids or bombers and some tanks to protect yourself from raids. Then engineers and troops ready to make and defend what is needed and where.
THis factory should be set on attack move, select the factory, hold 'alt' then right click on the ground and any engineers will start to reclaim, this waypoint can be dragged around the map where reclaim engineers are needed. Dont forget later in the game to come back to the first factory and remove the tanks from the queue if you are now at t2 or t3.

A good solid normal queue for the newbie learning would be.
3x engy, 1 scout, 2 lab, 2 engy, scout, 2 tanks, and then repeat (2 engy, scout, 2 tanks)
This would give you, a scout to spot early bombers and raids, some LABs to raid and small groups of defensive units and scouts covering the expanding engineers, and a constant stream of scouts to join your main armies and engineers to reclaim and build or assist.

Of course there is nothing "normal" about this game and factory queues are unique to each player and map. For instance if you look at my second post and look at "Summer dual" map, i would recommend. engy, lab , 2engy, as the first four units and sending the second LAB to the enemy reclaim field. You will soon learn to alter the basic "newbie factory queue" to what you need to win on the map and depending on what you have planned.

Plus points for First land.
You get units out fast and can raid fast and expand fast and defend.

Minus points for First land.
If your opponent has gone first air and early bomber you have no defence and MUST stop your factory queue and produce 3aa then redo your normal queue of units. 3aa is enough to kill the bomber or scare it away. DONT make static aa as you will waste mass and probably power stall as Static AA is expensive.

Static AA mass: 150, energy: 1500, build time: 188
1 mobile AA mass: 28, energy: 140, build time: 140

As you see Static AA takes over 10 times the energy of a Mobil AA and Over three times the power of 3 mobile AA

Second land.
Second land no hydro is, 'first land' followed by 3pg and a Lf

And the 'first land factory' expanding engineers would take a 4th mex and grab some reclaim and expand grabbing mex.
Factory queue for this factory would be almost all tanks, the occasional scout and anti air if you have spotted any air from your enemy, and the occasional arty in case you find a t1pd that needs destroying. Maybe 3 tanks, scout, 3 tanks, 1 arty, 3 tanks set to repeat. However on a small map 100% tanks is normal as you need a big Damage per second (dps) army.
NOTE: The larger the army becomes that you are facing the more effective artillery becomes as it will always hit something. Slowly increasing the ratio of artillery to tanks depending on the army size you face is one sign of a good player.

Plus points for Second Land.
You can aggressively defend and raid and aggressively expand on the map. Of course second land is better used on smaller maps as bigger maps usually require "Second Air"

Minus points for Second Land.
You will have no Air so have to rely on mobile aa for air defence.

Second Air.
First land followed by usually 4 pg and then the air factory, make sure the power is touching the air factory for the adjacency bonus and spread around the factory to make it impossible for early bombers to kill them all at the same time. Second Air is the normal opening on any map larger than a 5v5km

Plus points for Second Air.
You get scouts early and see exactly what the opponent is doing. You can take a bomber to the enemy base and force him to make AA in his base if he went second land and then go and kill any expanding engineers you can find.

Minus points for Second Air.
On small maps you can lose map control easily and fall behind against a player going second land unless you micro the bomber and cause some damage to the base and then take out as many expanding early engineers as you can.

The ACU Hydro Rush.
Rushing a hydrocarbon power plant when they are very close to you, maps like Theta, Summer duel, Winter Duel is the most efficient way to get power fast.
Factory, 1 t1pg, three mex and send acu close to the hydrocarbon.
First engineer to the hydrocarbon. and then ACU assist the building of it.
Then you can usually get out air or 3 land factories without needing more power, this of course depends how many mex you grab in expanding as each mex costs power to run. A little practice and you will get it.

Plus points for The ACU Hydro Rush.
You get fast cheap power.

Minus points for The ACU Hydro Rush.
On maps like open palms a hydro rush can leave you a little behind. These maps are better second air with acu and build the hydro with just engineers.
Because you are rushing the hydro and are relying on that power income if you lose it early you are likely to powerstall hard.

Advanced openings not recommended until you have a good solid understanding of the game.

First Air (Bomber)
1pg, air factory, 1pg.
First bomber out the factory or a small number of engineers then the bomber.
First air is an advanced opening and not recommended for the newbies. this is because to be effective you have to micromanage (micro) the bomber and still micro your base for it to pay off.

Plus points for First Air (Bomber).
A fast bomber can both scout and damage a base and with effective micro kill much of the opponents power and engineers giving you a quick lead in the game. It will force AA to be produced and panic many players.

Minus points for First Air (Bomber).
Small maps this opening not paying off can cost you the game as you will lose too much ground to get back as you have no offensive ground units.

First Air (Cybran Jester)
2pg, air factory, assist the factory to get out the jester then 1pg as soon as you can as you will power stall getting out the Jester.

First Air (Cybran Jester) is an advanced and very risky opening and not recommended for the newbies. This is because to be effective you have to micro manage the jester and still micro your base for it to pay off, and as the cybran air factory is very slow at producing engineers you will be behind in the game unless you rack up a good kill count. If your opponent has gone first air a quick interceptor will ruin your day.

Plus points for First Air (Cybran Jester).
Fast mobile raiding unit capable of killing every engineer in a base and killing the mobile AA almost as fast as the factory can produce them. A real psychological blow to your opponent as his plans are destroyed in seconds and he has to recover.

Minus points for First Air (Cybran Jester)
You will be way behind to "first land", at huge risk to "First Air" You will be power stalling and you will be very slow at producing engineers needed to get a base built and get a land factory out.



Understanding Economy, the theory and tactical thinking.
Spoiler: show
A very helpful thread to read is "Economy for New Players"
http://www.faforever.com/forums/viewtopic.php?f=40&t=1610

Economy is one of the hardest things to learn to balance, but its really simple to understand as you have two things to keep an eye on Mass and Energy.

Mass: You need mass to make stuff, after all all stuff has mass. If you have no mass you cant build anything. You get these from Mass Extractors (MEX) and Reclaim. More on reclaim later. But i hope you watched the tutorial video on reclaim?

Never waste mass, at the end of the game look on the scoreboard on the resources tab and if you waste mass try and make more build capacity like engineers or factories, or more structures as wasting mass is a bad habit to start.

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Wasting under 10 is the best you can hope for as thats the delay you have to place down that first factory before you start spending it.
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You really don't want to see a full bar of mass in game. Start spending it because wasted mass can never be got back. Tip: It's a perfect time to upgrade mass extractors so its not wasted, or upgrade a factory. but you really should not let it have get that full.
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Don't worry about wasting power as its always best to have a surplus on power and +20,000 power is not unusual later in the game as t3 air costs insane amounts of power to build. Just don't build power if you don't need it or plan to use more soon.


Mass Extractors, MEX, these should be built early, very early and as many as you can safely get your hands on, also as they are valuable and at Tech1 give you +2 mass a second they are natural points to fight over and natural points to raid with a few units, remember "kill your opponents economy" beware though as he will try to kill yours so protect your economy. As with everything in this game its about balance and you only learn balance by practice... lots of practice.

Tactical thinking about Mass.
You can upgrade a T1 Mex to T2 but it will cost you 900 mass and 5400 energy. Ask yourself what is best at that point in time, that 900 mass could have bought you about 17 tanks. Which is better at that moment in the game?, units or a T2 mex?. You learn when to upgrade your economy with practice. Many 1v1 games are won because one player upgraded his economy and sunk 1800+ mass and 10,000+ energy into 2 Mex upgrades in the first five minutes on a small map when the other player simply spent his on 30+ units and ran over the top of him. Again its balance and yes you got the idea now its Practice and experience. If you have a full bar of mass and are wasting mass thats the perfect time to upgrade a mex, but get more build power to spend it or as soon as you get the upgrade you will have even more mass getting wasted. Build power is engineers, factories and later Support Command Units (SCU)

Power: Power is needed to turn your raw parts (Mass) into those shiny new units you are going to obliterate your opponent with. Now i know you are sat at a computer or other device that uses power reading this, now imagine there is a power cut.. oops you cant do anything now can you? Sat all alone in the dark. Same as this game if you stall power and have none its like turning the power off and on and off and on and EVERYTHING gets built slower, your MEX's produce less mass and suddenly your economy is in a mess and your factories slow down and your radar and shields start failing and its scary sitting in the dark so dont forget Power Generators. Again its all about balance. Build too many and you waste mass on them which could have been used on shiny new airplanes or tanks to go kill his economy and units, but too few and you stall and slow down your war machine. Practice to find the balance that suits your play style, map and whats happening.

Tactical thinking about power.
As you now know stalling your power is fatal so there are two things to learn. Protect your own power and murder your opponents.
Opponents love to group all their power in one place so a few well placed bombs can shut down their war machine.
When you watch the replay back from your opponents point of view keep an eye on his economy and if you can make the following picture a reality you can get way ahead of him as he struggles to make more power and because he is stalled he will make it slowly, very slowly.
Image
Tip: If you badly stall power you can pause everything to stop the drain on your economy and immediately make power generators, remember Air takes huge amounts of power so start by pausing your air factory.

Because a Hydro carbon deposit (Hydro) gives 100 power it makes a great early target as many players rely on the power it gives, if you can deny him building it or better yet kill the engineers making it and then blow it up just before he finishes it, as that way he just wasted some mass and wont have built powergens, you can get a huge head start in the ability to wage war. Of course a good opponent will try to do he same to you so beware.

Now we could get all complicated about economy and talk about investment and time and inflation but instead you can watch this.
https://www.youtube.com/watch?v=0DXvaPKOGNQ
You can skip to 1:40 and yes its 20mins long but i would reccomend you watch it once and read whats on the screen and listen and then just forget it and leave the info in the back of your mind for your brain to absorb.

The points it raises like inflation you need to understand. 100 brand new Tech 1 (T1) tanks at the start of the game are powerful, once t2 in large numbers or t3 or experimentals appear those 100 t1 tanks are worthless (inflation), especially if there isn't even a scratch on them and they haven't been used as you just wasted mass on them. There is no shame in bringing t1 forces back to your base and blowing them up with CTRL+K and reclaiming their mass and making something better, that's far better than throwing them at the enemy units to be slaughtered as the enemy will gain veterancy and be able to reclaim all the wrecks and build himself some new and shiny toys with your hard earned mass. If you see an experimental and you have a force of 100 engineers or t1 tanks in its path kill them, Ctrl+k them or you will suddenly find that experimental gets ranks of veterancy and more hitpoints and becomes even harder to kill. T1 arty is maybe the only exception when facing large amounts of t2 as its always handy to lob a few arty in the mix.


SCOUTING WINS GAMES!!!
Spoiler: show
Imagine putting on a blindfold and walking across a busy highway/motorway.. (whatever you call them)
You wont will you?! Be silly wouldn't it?! Would be much better if you made your enemy do it. And thats scouting and blinding your enemy.

Radar: Build radar like you get free points for it, its cheap (75 mass but requires 20 energy to run, 1 Power generator @80 mass) and it lets you see exactly whats happening, only t2 stealth defeats a radar and that only works until you get T3 omni radar up and running (note the omni range is far less than the t3 radar range) or simply fly spy planes over head.
A t1 bomber kills T1 radar in a single pass so look for enemy radar and kill it. Build scouts in your army as the radar means your units can shoot further into unseen territory. You should always try to fight inside radar coverage as its a free range upgrade for many units, be it from radar or scouts.

Tip: if you put the Power Generator (PG) next to the radar you get an adjacency bonus and its cheaper on power to run. However a quick bomb and you lose both so dont do it on your forwards radars.

Spy planes: They are cheap and fast and reveal exactly what your opponent is doing, use as many as is needed, If you are stuck on what to click on send another spy plane or better yet two. Check every corner of the map for secret bases as stealth is countered by spy planes flying over the top and looking. And if you see an enemy spy plane shoot it down and make him cross the road blindfolded. Its easy to plan if you know where the enemy is, if you see him move 5 units go kill him with 10. If you don't see him you cant kill him. And if he can't see you because you blinded him?? got it? good :)

Always scout your opponents base as early in the game as you can as that way he can't surprise you with super early technology, and keep scouting his base even if your planes get shot down over his base, the more you see the better you can plan.

Scouting in action.
Here is an enemy base (pic below) when i first flew over it, i went third air, land, naval, air. What wins on this map i believe, last oasis, is the arrival of T2 navy, so that's what i was aiming for. Kill his navy then kill his air with cruisers then kill his Acu.

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Now i am not sure why or how long the effect of "after intelligence" works but this next picture (pic below) shows an icon has gone darker. This means that that structure has changed. In this case a t2 mex upgrade. At this point i had only scouted once and the icon changed all by itself.
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So again i scout it and yes he has upgraded a mex to T2 and built a few more but as i am scouting i can see exactly what he is doing. Note the two little lines under the icon that went dark, that shows the technology level.
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And then after a few more scout runs where i see he is now running tech 2 land and is upgrading many Mex's (pic below) icons go darker showing the intelligence is cold again.
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and when i next see his base its from the radar of my T1 and T2 fleet that has parked in his harbor and is ready to punish him for upgrading and not building enough units to stop me. Note: All the grey dots are units or structures but as i cant see them visually they dont show what they are.
Tip: Engineers are slow so you can usually tell if you see them on radar, but so is the ACU so...
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If you look at the above examples if i had not scouted i would not have seen the window of opportunity i had to punish him. At that point in the game he was way ahead of me in Economy but way behind in the ability to wage war, if my shiny new boats had remained in my harbor i would have lost to superior ground technology and a superior economy driving it. As it happened he threw up the "gg" as his base came under fire from destroyers and my cruisers obliterated his air force. I won simply because i scouted and new exactly what he was doing. He spent his mass on mexes, i spent mine on Shiny boats :D

Assuming you scout and see your opponent is upgrading Mex's and you havnt you have a window of opportunity to go and punish him with your extra units, its easier on small maps as you have time to get your extra units to where they are needed, you scouted right? you know where he is weak? go punish him, destroy some mex's or power or expanding engies and then upgrade your mex and you will now be in the lead. If you miss the window of opportunity because you didn't scout chances are you are now behind as the tech 2 mex gives +6 mass per second and +9 if you then spend another 800 mass and get the adjacency from 4 mass storages.
Scouting lets you plan to meet what your opponent is doing and lets you stay one step ahead,
Scouting lets you spot your opponents mistakes so you can go punish him for them.. end of.


RECLAIM WINS GAMES !!!!
Spoiler: show
You watched the tutorial "#5 Reclaim"? and you watched the replays from Ubergeek ? You know where the reclaim is ? good :)

The thing you have to understand about reclaim is its worth more at the start of the game than later but you should never stop reclaiming from start to finish. 500 mass at minute 1 is like having 250 t1 mex's turned on for one second and giving you the mass from it. You can put it into factories, units, power and expand your war machine and if your opponent doesn't and just uses mass from his few mexes he got then you are way ahead in the ability to wage war, he made a mistake and you can now go punish him.

Gaz_ui which is now a part of FAF shows how much reclaim you get. Think of this number as a little side game, when you watch the replay back you can click your name and your opponents and always always try to beat his reclaim score. There are two main ways to reclaim, put an engy on patrol or better yet use an attack move, shift+alt+click and a red line appears. The engy will follow that red line and reclaim everything he can get his greedy little hands on. When the engy gets to the end of the attack move he goes idle so you can quickly see on the side you have an idle engineer and give him another job to do.

Tip: Manual reclaim is very powerful at the start, send an expanding engy to get a few rocks (mass) or trees (power) then build a mex then get a few more rocks or trees on his path, you can just shift+right click over mass to add it to his work queue.

Tactical thinking about reclaim.
Reclaim is mass and power, mass makes shiny new toys, and power the ability to do so. I can not stress how important reclaim is in winning a game. All the wrecks of dead units give reclaim and those fields of twisted wrecks are worth their weight in gold, well, in mass. You should have spare engineers following your army to pick up as much reclaim as you can during and after a fight. Dont forget your ACU can also reclaim and that t1 tank you just killed is worth around 50 mass, reclaim reclaim reclaim.
Where you have those fights is therefore important, if you send 100 t1 units to your opponent's base and meet his 100 t1 units and every one of those 200 units die your opponent will think its his birthday as he can reclaim all that mass and probably build another 150 units from it.. If you gift him mass like that make sure it pays, if you didn't cripple his economy at the same time or took out his ability to make war you just made a huge mistake, one that a few engineers on reclaim will punish you for.
Its often a nice tactic to lure your opponents army towards your territory with a small force and then ambush him and take all the reclaim for yourself. Imagine you see on one of your many radars a group of 20 enemy units and you have 40, you could just roll him over and start reclaiming with spare engines but chances are as you are in enemy territory and he has reinforcements and will push you off the reclaim field and take it for himself. You could just tickle his army with 5 units and he will see blood and run after your small force and then you can ambush him and the reclaim field is in your safe hands.


Unit control wins games
Spoiler: show
Vee made a great replay showing unit control, http://faforever.com/faf/vault/replay_vault/replay.php?id=2043937

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As you see the most important thing about using your units is to present the longer side of your formation against the shorter side of your opponents. What this does is make your damage per second (DPS) higher than your opponents and your units will roll over them. Note also if your opponent does it to you you will lose so keep an eye on unit formation.


Point defence DO's and DONT's.
Spoiler: show
Stop thinking of point defence (PD) as your first line of defence as it isn't. You have watched too many war films where troops are cut down my the machine gun emplacement on top of the hill. In war as in SupCom all you need to do is call in the artillery.

It takes 1, yes ONE t1 artillery to destroy a T1PD. Thats about 40 mass to kill 250 mass without a scratch on your troops.

The best use of T1PD is to secure a fallback position or to keep an enemy ACU at bay. Your troops should be IN FRONT of your PD not behind so they can kill any artillery and if the going gets tough fallback to some cover of the T1PD.

T2PD should be placed just behind the T1PD as this is a perfect way to outrange the arty trying to kill the T1PD. This way you make a strong position that can only be broken by air bombing or T2 Mobile Missile Launchers (T2MML), T3 artillery, or T3PD, or vast numbers of t1 troops with heavy losses and your troops should still be in front to kill the T2MML's or T3 Artillery that is used to break these positions.

DON'T just make T1PD all over the place and forget about them as 250 mass each one is a waste of mass unless its going to be effective. Remember it only take 1 T1 Arty to kill it.

DO make T1PD in your base if an enemy ACU is about to walk in to it.

DO make T1PD behind where your ACU will spend most of his time fighting as falling back to it drives the other ACU away.

DO put walls around your T1PD and make a template for it. As you see here https://www.youtube.com/watch?v=I6jnFTB ... pfDdz9RMcy RA_ZLO tests T1PD for you.

Playing your faction.
Spoiler: show
Many times now i have won a game because i played my faction and the other player did not. What do i mean? There is Faction diversity and each faction has its own strengths and weaknesses. Play to your strengths and don't expose your weaknesses. i would advise reading all of these even if you only play one faction like myself.

A handy read.
http://supcom.wikia.com/wiki/How_to_build_an_effective_army

These following guides are very very outdated as much has changed in FAF, you can read them to get an idea of faction diversity but dont treat them as truth.
Understanding Seraphim Strategy
http://supcom.wikia.com/wiki/Understanding_Seraphim_Strategy
Understanding Aeon Strategy
http://supcom.wikia.com/wiki/Understanding_Aeon_Strategy
Understanding UEF Strategy
http://supcom.wikia.com/wiki/Understanding_UEF_Strategy
Understanding Cybran Strategy
http://supcom.wikia.com/wiki/Understanding_Cybran_Strategy


Lastly ALWAYS ALWAYS ALWAYS watch your replay right after you finish a game, never just jump straight into another game or say you "will look later" Watch them preferably three times on maybe +5 speed or something, watch as the observer and as your enemy and as you and maybe observer again if it was a good game, and look for the mistakes, even the pros make loads of mistakes as they too are human. Teach yourself to see those mistakes and learn to punish them :D

Planned,.
tidy up economy section and add build rates
add a section on keyboard use, like shift to add and select.
Basic strategies and counters ike t2 rushes.
How to deal with turtles
How to deal with t2 air snipe.

Thats about it so far but here is a thread which has some good points but its written by a noob about noobs.
http://www.faforever.com/forums/viewtopic.php?f=40&t=1949
Last edited by ZaZen on 03 Sep 2014, 22:23, edited 131 times in total.
Always ask, "What could i have done better?"
My newbie guide and 1v1 maps explained http://www.faforever.com/forums/viewtopic.php?f=40&t=6613
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13/90 1v1 Maps explained.

Postby ZaZen » 11 Feb 2014, 02:22

Ladder maps. definitely a work in progress (WIP) as there are so many many maps. 90 selectable maps in the 1v1 ladder pool :O

As always feedback is encouraged in PM or in this thread. :)

1v1 Ladder maps are very varied, and what works on one doesn't always work on another but maps of similar sizes play in similar ways.

5v5km maps
These maps are normally dominated by ACU and t1 spam fights, the arrival of t2 in numbers often turns the battle if its not matched quickly.
Reclaim to get the early advantage is a must as the maps are so close and mistakes and mass advantages get amplified.
Early raiding is fast and often decides who wins.
On these small maps first air is very risky and often you will not see Air until 3rd or even 5th or 6th factory as land raids and battles usually decide early map control or simply to kill your ACU.
Upgrading a mex too early can often cost you the game as thats 17 more tanks your enemy now has and on a 5v5km that tank advantage will be used aggressively to take map control.
Mistakes in Build orders will cost you most on small maps as its hard to climb back into the game. If you are going to spend time to optimise a build order 5v5 maps is the place to do it as you will get most benefit on small maps.
Acu upgrades are very powerful on 5v5 maps, guns rule, so does t2 and the ability to make firebases if the game starts to turtle.
It only takes a few radars to fully cover the map, 3 radars and you can usually see everything you need to.
Scouting is of the utmost importance, you have to react quickly as you are so close to your enemy.
Small maps are also open to a "base trade" This is where your ACU arrives at the enemy base and destroys it as the enemy destroys your base and you both build new bases in the ashes.

10v10km maps
Usually second air is normal on these maps.
Air control is very important as transport drops and gunship raiding can help to get and keep the advantage.
Radar coverage is vital on these size maps as there will be so many ways and angles your opponent can attack you from. T2 radar as soon as you can afford it is a must, and t3 omni usually covers most of the map.
Scout more often than you do on a small map as you need to keep an eye on a more spread out enemy and look for sneaky little bases and opportunities to attack.


20v20km maps and bigger.
Everything on 10v10 maps applies here and scouting often is even more vital.
On these maps air is extra important as again transports are needed to expand fast and gunships can rule as the mex are spread out. t1 spam is mainly useless as by the time your tanks roll across the map they will meet t2. These maps are perfect for hidden bases to spam t1 from and attack your opponents main base though.

Navy maps.
On small navy maps Aeon and Seraphim have the advantage as they have troops that float and Uef have to wait for the t2 riptide or spam frigates and Cybran are just in trouble unless they control air and spam frigates and gunships to deal with the floating stuff.
Large Navy maps are all about controlling as many islands as you can, having air supremacy and the arrival of t2 naval forces that can bombard inland.

1v1 maps, just click "show" under the spoiler to read the waffle :P

Crag Dunes.
Spoiler: show
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S= spawn
1= hydro

Crag dunes has loads and loads of reclaim so be sure to grab some of the mass thats close to your spawn early, and because there is good amounts of reclaim power spam is needed. You need power to be able to still run your war machine as you upgrade mex. There is loads of it, near your spawn and all over with lots in the centre, even crashed transports stuck in the hills so engineers should be put on patrols and gather as much as they can. Use it to rush t2 or upgrade mex.
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I reclaimed just one portion of the map. There is 5000+ more in the central band.
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Usual opening here is 2nd or 3rd air and then use the air to stop the enemy expanding to his hydro and back mass extractors and slow him down in his base, cybran gunships are great for air harassment. An early LAB or two sent to the enemy hydro can often deny it and cause your opponent to power stall.

'2' = usually where the acu walks too and then advances to '3' and starts to invade the enemy base. This is where you should expect an enemy ACU or his army to invade your base so point defence here is ideal, t1pd backed up with t2pd.
NOTE: the ground here is very bumpy so zoom in and hold space and move the camera about to put PD on top of a hill not in a ditch.
Of course you can go the other way with your ACU which is the shortest way to the centre and the mass there.
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Around '2' or a little closer to the middle this side is also a common place to build a fire base, a secondary turtle base to launch a pd creep into your opponents base.

Control of the center is key, there is large reclaim and 8 mass extractors and artillery can shoot over the middle dunes and kill factories and a mass extractor.

Scouting is as always key, you need to see if the enemy acu upgrades, as a gun upgrade here is deadly. Aim to upgrade your own gun or t2 as soon as possible.

Scouting is also needed as always to see where the enemy ACU is attacking from, where his army is, where you are about to attack, and if you are behind in tech or eco.

Artillery and mml can shoot over the centre and as the two bases are so close and reclaim is plentiful expect tml so with your first t2 engineer build tmd, but not too close to the dune or arty can kill it.

Radar in your base will show you a portion of your enemy base, early radar is ideal. Two or three radars will easily cover you.

Supreme Commander Ranked #6 - Crag Dunes cast by ZaphodX
https://www.youtube.com/watch?v=52B0taG4OFg


Daroza's Sanctuary
Spoiler: show
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'S'=Spawn
'1' and '2'= Expansions, a must to get these as early as possible and secure them.
'3' and '4'= Very early interceptors set on patrol at'3' and '4' are a must to prevent the drops. Expect them trying to take down your drops
'5'= The normal place to spam your first few land factories.

Note: there are civ buildings in the centre but no aa so you fan fly straight over them.

This map is a heavy reclaim map with over 13,000 in all the corners.
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Because of all this quick easy reclaim power is a must and usually the opening here is 1 land factory, infinite engineers, and then spam t1 power around your ACU with your ACU.
1st engy grab some of the reclaim, keep stopping it so you don't waste mass then get some more before you run out.
2nd engineer to assist the acu and then other engineers to expand and reclaim and build air and land ready to take the expansions. You should then have more than enough mass and enough power to get out interceptors and transports ready to take both expansions.

As soon as you drop in the expansions make spam factories and get t1 troops out and engineers set on reclaim. You can also send troops from your base to the expansions early but as its a very fast tech map get tech there as soon as possible to hold those expansions as you reclaim them.

Total map reclaim, including civ buildings but not the walls.
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The reclaim is at the base of every hill and spread out in the corners. Many factories set on just engineers on patrol will be needed.

This map is ideal for very early secret bases so try and be sneaky where you put yours and scout often to stop your enemy putting up a small base and flooding your spawn with early units.

This map is fast like "the ditch" so expect a million t1 units trying to take the expansions and flooding the map, expect very very early t2 and very early t3, both land and air easily by the 10 minute mark and expect early experimentals. Multiple experimentals at 20 mins is not unheard of.

Many players rush t3 land here and often flood the map with t3 bots, scout often so you know exactly what your opponent plans.

Normal com upgrades used are t2, ras and t3. You certainly need the help of an early ras to push the t3 as soon as you can.

As with all large maps, air supremacy is key and multiple air factories is to be expected.

SCOUT SCOUT SCOUT RECLAIM RECLAIM RECLAIM If you want to stand a chance.

A top level epic cast by gyle.
https://www.youtube.com/watch?v=P2nelm4bFco


Desert Arena.
Spoiler: show
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S= Spawn points
1= Closest expansions
2= Furthest expansions.

Desert arena is a rush to expand and a rush to spam t1 all over the map, 25 t1 factories in the first 15 mins is not unheard of.

The most common opening is a single land factory, 3 mex followed by rushing the first hydro with two engineers and the Acu, then power and factory spam as you go and secure the closest expansions.

First air is risky as you can get run over, second air is a good tactic to deny your enemy expansion, but aa and land spam can run you over so scouting to see what your opponent is planning is top priority. If he has 15 factories pumping out t1 and you only have 7 you are likely to get run over so scout and react quickly.

Radars are usually put up all over this map as the whole area is open to easy raids. Even if the radar only survives 1 minute the intel usually pays for itself.

This map has massive amounts of reclaim in the form of small rocks and 20,000+ reclaim after 20 mins is not unusual, so reclaim is a major part of this map. Reclaim reclaim reclaim.
A total of 45,979 mass and zero energy.
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Point defence all over is normal, to both secure the expansions and slow up the flood of t1 spam you will face.

T2 PD creeps are an often used strategy. So plan accordingly, t2 engies or t2 ACU and mml are a must have.

Fighting with your ACU is normal so energy storage is needed early for overcharge. Gun coms in the first 6 minutes are normal so plan for it and get those upgrades.

Because of the silly amounts of reclaim and factories you will build, power spam is a must and long lines of t1 power is normal, so too is rushing all the Hydros you can get and protect.

Raiding with large forces is normal, be sure to damage your opponent as you are likely to leave him even more reclaim.

t2 land is often rushed and t3 land often follows quickly.

t2 air snipes are used often. Scout and keep an eye on your opponents air factory and planes stacking up behind his base.

TMD your bases as soon as you get t2, mml and TML are easy to produce fast because of all the reclaim.

A recent replay of Yama_Dharma v BRS_DCCC97 shows two different play styles, second air v land spam
http://faforever.com/faf/vault/replay_vault/replay.php?id=2211656


Fields of Thunder V2
Spoiler: show
Image
'S'= Spawn
'1'= Hydro, Usually taken by first two engineers but far from a normal thing on this map.
'2'= The closest reclaim field. Use this for mass and power to push your build order.
'3'= Only real expansion on your side of the map, usually a heavily raided and denied area.
'4'= Secondary reclaim field, a large hill with mass and power which extends into the corner of the map
'5'= Normal point to sneak troops through to raid 3 and the back of the enemy base.
'6'= Don't forget this mex on the edge but expect it to get raided.

This map is very much a Gun ACU fight map backed up with t1 spam and t2 land or air. Games are usually over before the t3 stage but t3 is not unheard of.

Builds.
This map has no real "normal" build order, You can rush a t2 mex, rush t2 air, or t2 land, rush ACU guns or just go for insane t1 land spam and try and run over your opponent early. Its a very versatile map as its small and has over 39,500 mass that can be reclaimed.

Reclaim.
Control of the middle of this map is often key to winning as there is 12,525 mass to be taken. Note the middle is 2 large hollows so zoom in and use space to get used to the best places to put t1pd to help secure this area.
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By your spawn at point '2' is enough mass and power reclaim to really push your Build order forwards, make this area top priority for reclaim. This is also the perfect place for your first radar.
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Expand to '3' and secure it as fast as possible and raid your enemy point '3'. Start to reclaim area '4' and the corner of the map as over 11,000 mass sits here waiting for you.
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Total reclaim on the map. Note the 4 rocks at the top that seem impossible to reclaim as they are out of bounds.
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Problems with this map are all about where do you put your factories as your spawn is at the top of a steep hill, just zoom in and hold space and move the mouse and you will see. It takes a few games here to learn how to place things and place things like t2 power.

Here is ZLO v Voodoo
https://www.youtube.com/watch?v=j232VBBEcew

And some build orders to get you going.
https://www.youtube.com/watch?feature=player_detailpage&v=u_m53YcP9OA#t=435


Finn's revenge
Spoiler: show
Image
'S' = Spawn
'1' = Hydro
'2' = A direction to push acu
'3' = Normal direction to push acu.
'4' = Usual location of radar to give maximum coverage of the choke points.
Green dots = 150 mass each
'Side' = Islands.

Finn's revenge
I believe this is a 10k map although its classed as a 5v5 as most of it is water.
This map is a hard map to play because there are two choke points that Aeon and Sera can just ignore at the t1 stage and float round the sides and easily attack the spread out mex and hydro.
There is a central pond to hide an acu in and often the ACU will spend most of his time getting wet walking around looking for opportunities to attack the land.

Its often a base trade map as pushing aggressively with the ACU is the best way to play the map and there are two arguments of which way to push.
Pushing from 'S' to '2' and the enemy '3' allows you to pick up two or three of the reclaim rocks and take two mex as you approach the choke point. This secures this side of the map and helps protects those two mex from raids
Pushing from 'S' to '3' and the enemy '2' means the acu arrives on the other side earlier as he won't be used for reclaim and only has one mex to build. Pushing onwards to the opponents base allows you to deny 2 enemy mex and often the third at the edge is vulnerable as you head into the water to safety. This way is the most common way to approach the enemy side and arguably the best way.

Once you are in the water scout to make sure the enemy has not built navy and you can usually walk round and take out the hydro. Of course if the other ACU has taken the same path on the other side of the map it's often a base trade so Pd in your base should be built if you spot an incoming acu.

Build Order
I don't think there is a "normal" BO for this map. Some rush the hydro, but its the most heavily raided structure on the map by troops and a wet ACU, and if killed power stalls you, so some just ignore the hydro completely.
First air and early bomber with Sera and Aeon is often seen. So is second air builds and third air builds. Even no air.
Whats clear is early scouting is needed to see what your opponent is planning and which direction his ACU is pushing.
Early navy is sometimes seen but navy is often seen only for subs to force a wet acu back onto land.

Strategy
If you are aeon or Sera don't forget to get your t1 troops wet as it gives you the advantage on here.
Start with land spam with some early raids directed at the enemy hydro with labs or bombers.
Secure your side of the map and then try for more spam or a t2 factory.
Navy is possible but Frigates wont deny much. Subs will stop an acu going into the water though but at a cost of land units, and the ACU can always hide in the central pond.

Reclaim
I hope every 1v1 player reads this as 90% of the games i play people don't grab the rocks.
There are 4 big rocks, all worth 150 mass each, thats 600 mass wasted and often when you go to the other base you can take his 600 mass of rocks.

Other than the islands that are hardly touched all the other reclaim is in trees and will take you 20 minutes+ to clear.

This is the bottom left side of the horseshoe shape in front of the spawn
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and on the other side of the hill
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This is HALF the map and one island reclaimed.
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Side
The sides can be taken with an engineer and a single bomber or jester and engineer. Don't first send the engineer onto the land as the T2pd will kill it. Send the bomber straight over the island so it spots the mobile aa, Target the AA then the T2pd and when the pd is dead send the engineer on to reclaim the pd and take the two mex.

An extra +4 mass and 428+ mass is well worth the time and a scratched bomber.
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Economy
Early eco is usually suicide as the mex are spread out, so you need map control, and that takes units.

After you have secured your side of the map and got a factory to t2 then you can eco from the battle reclaim, before is risky.

Casts worth a watch
A POV from ZLO https://www.youtube.com/watch?v=rrZoFyhXCfs

and a long game on Finn's https://www.youtube.com/watch?v=tu_xRXN3iX8


Forbidden pass v4
Spoiler: show
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S=spawn
1,2,3, expansions

Common openings.
Most common opening here is second air with the ACU and then move him to expansion 3 to secure that area.
The acu walks straight over the hill surrounding '3' no need to set a move path around it.

Common way to play the map is expand to '1' and '2' and send the acu to '3', secure all three expansions and then use the base at '3' and '1' to attack your enemies expansion '2' and spawn, and use your spawn and base at '2' to deny his '3'and '1'

The closest hydro to your spawn is usually rushed and ringed with land factories to have troops ready to deny '3' and support '2'

If you can take the '3' on your side do so. But keep in mind the acu and any hover troops will come over the water and hill and not around it.

Denial of expansion one by air and/or troops is often the first move to gaining an early advantage. Plan for it and protect your own. Making a factory or two before you move into point 1 is handy for quick reinforcements.
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Reclaim.
Nothing but trees so map control is very important. Fast expansion is essential and then use the extra income for t1 spam or upgrading mex.

Half the maps trees reclaimed gives...
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Air is very important, if you have air gunships are very good at denying your enemies expansions and troop movements. Also transports are good for dropping in your first few t2 or t3 units to where they will do most damage.

Naval.
Navy can work here but its a big investment and only really good for the long range bombardment cruisers. Of course tmd in your base if you scout t2 navy is a must.

Aeon and Seraphin floating units are handy as they can take the short route across the map, round the edges is an incredibly long way and its like crossing the map twice to get from spawn to spawn and this is why securing point 3 is important and denying your enemy his expansion at 3.


Four Leaf Clover.
Spoiler: show
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's' Spawn points
'1' Closest large mass deposit of around 300 mass
'2' Send early engineers to expand to 2 and around to '3'
'3' An area where raids are sent to get round the back of your base, usually walled off with a radar.
'4' Where the acu often goes to make a forwards base before he moves to help secure the middle or sides as needed
'Side' Same as your spawn area, secure at least one of these with drops or early troops.

Four Leaf Clover.
This map is all about control of the centre as whoever controls the centre can send land into the side expansions.
This map usually starts as a rush to take the middle reclaim, then massive t1 spam to try and raid the enemy base and take or deny the side expansions.
Air control here is very important as the mass extractors are spread out so transports rule for drops so do gunships for denial.
Its a fun map and usually ends quickly in the t1 phase with a ACU on ACU battle in the middle or tends to go the long game into turtles. Experimentals are rarely seen so are nukes.

A radar covering as much of the center as possible is possibly the most important structure you can build on this map.
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Build Order
Normally 'first land' and then 'second air' after the hydro with the acu not assisting it as he will be needed around '4' to help secure the front of the base.
Third air can work but you will curse it facing a 'first bomber' opening.
And then mass factory spam to take the expansions.
T2 as soon as you have the resources as t2 pd creeps in the center really help lock down the map.

Reclaim
This maps reclaim is not even as the central mass allows the top player to get more mass with the first engineer than the bottom player can get. This means early LAB's to kill the engineers will help even it out.

Central mass
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In each corner is over 3,500 mass and 10,000 power, there are small rocks around the edges of the hills almost all round the map so get these more than the trees.
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And 4,400 mass in the central area and another 10,000 power, 1,600 of that mass is just the central buildings.
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Total map reclaim.
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Economy
You will need to eco on this map if you or your opponent are planning on the long game. Just don't eco too early as you need mass for taking map control with units, once you start reclaiming the middle mass you can usually push your first mex to t2 and then you can start to eco and keep reclaiming the rocks around the map to keep your economy going.

Casts worth watching
A ZLO point of view cast https://www.youtube.com/watch?v=KQiIfwq1wqc#t=79 Mainly in russion but good to watch a pro play.

and Voodoo v Luxy https://www.youtube.com/watch?v=Hm-IqwQdiNA


Open Palms
Spoiler: show
Image
's' Spawn points
'1' Hydro, not usually rushed with ACU but made with first two engies
'2' Expansion that's usually secured with the ACU
'3' Expansion that's usually secured with engineers and troops
'4' An area that often sees a "distance build" of a factory used to secure the 'side' (see below in 'Side' section)
'5' same as above but a longer walk.
'6' The rear of your base is often a heavily raided and denied point on the map, normally secured with a PD and a factory as there is loads of reclaim back here.

Open Palms
This map is quite a complex map due to its many expansions, the opening few minutes are hectic with air and land raids to deny expansions and at the same time expanding and denying the incoming raids.
Its a great map, possibly the best 1v1 map as it flows nicely through the different stages of the game from t1 spam to secure map control to t2 to add strength or push back the t1 spam to t3 and t4 for the long game. The map needs Air control as with all large maps drops rule, so do bombers and gunships for killing the expanding and reclaim engys.
This map has many options available for deep strategic and tactical play, once you get used to it its a truely great map.

The map often splits horizontally across the middle or vertically as often an acu will push down to your '3' If an acu pushes to three too early you can often just drag all your spam across and pop them there. This make scouting the other ACU's location just as important as any other map. Some players will push from their '2' straight into your base with a flood of spam backed up by the acu so you need many radars and loads of scouts to plan before they run over your start base.

Build order.

The standard opening here is second air built with the ACU and first two engies to the hydro.

Land factory, 2 t1pg, 4 mex, 3 t1pg, air fac, move acu to secure expansions.
1st engy, reclaim just a couple of times some trees and mass where the orange reclaim (pic below) is on the way to the hydro and start hydro
2nd engy, reclaim again just a little power and just a little mass then assist first engy.
Yes only 5 powergens before the air instead of the usual 6, this is because the hydro will be finished just as the air factory is completed so you have plenty of power to get out the bombers and rest of the air and start your land spam. Start power spam after the hydro is up and running as you will need extra power with 28 mex on your side, not including the heavily contested middle and the sides

A normal build looks like
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Note the engineers grouped just in front of the hydro that are about to start factory spam. Always the perfect shot for the first bomb.

Then you need land spam to secure and deny as much of the map as you can get. With all those mex the fastest to expand usually wins.

Reclaim
In just the small base is 500 each of power and mass to help push your early build.
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And all over the map are tree clumps scattered with rocks and many rocks just outside and around the hills of your spawn.
Total map reclaim..
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15,000 mass a side is not to be sniffed at, or ignored.

Economy
Because there are so many mex around you will soon have the mass to start building a huge economy, this will let you get to multiple t2mex and t3 mex quite fast. Just put your early mass into t1 spam to get more map than your opponent and deny him some mex and then eco up. This map is all about early map control over eco, but then insane eco building.
Early mex upgrades are quite viable as long as you have the power and get lots of engineers on reclaiming those rocks, but you will often lose map control and have an opponent with the same mass income but more units than you.

Side expansions
'Side' These areas are not available to land units made on the main floor of the map, they have to be dropped or a factory made with a distance build.

A distance build is when you build from one level onto another you can't normally either get too or get to sooner than you can "distance build"
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Note on the first pic the distance between "2 and 5" and "3 and 4"."3 and 4" are much closer to each other.
Talking about the left side, the highest up the map you can distance build is at the blue five, you can 'distance build' all the way up to here from the bottom of the map, this means the left side is easier for the bottom player to take, and the right side easier for the top player. Other than the distance build you need an air drop to take the sides.
Once you have the sides there is 3 mex and loads of trees to reclaim. These sides once secured are a perfect place to put t2mml's as they can range both of the expansions on that side of the map. This makes control of these sides strategically important as well as economically important. You can also place TML on here and reach a good chunk of the map.

JUst search youtube for "supreme commander open palms" and there are loads of top level matches.

Here is a great TA4Life POV. WIth TA4Life being full of himself, watch it you will understand lol
https://www.youtube.com/watch?v=0DdkEe_UajQ


Summer Duel
Spoiler: show
Image
'S'= spawn
'1'= Hydro usually rushed with first engy and ACU
'2'= 638 mass, Missed by most players.
'3' + '4'= Normal routes to raid, these areas are often walled off but then you can't raid through them.
'5'= Most common place for the first radar as it gives great coverage of the middle and top raids.
'6'= Usually where you assemble your army and ACU ready for battle.

Openings.
First air is a risk here as you are very close to each other. If you do go first air the engineers going for reclaim or the hydro are the best targets.
Second air is often seen but like all small maps 4th or 5th air mainly as a counter for bombers is just as common.
Many players will play the turtle game here so when your ACU arrives with its gun and t1 army they are already sat behind t2 pd, fall back and get some t2 mml's and first t2 engy should do tmd to protect the core base.

All the mass field reclaimed gives 638 mass. Note the use of a scout and tank to protect the engy.
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This is half the map reclaimed.
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Scouting is as always important, knowing when the enemy goes t2 or gun is important. Lots of players rush t2 and PD creep through the center towards your base.

The earliest an enemy ACU can appear in your base is 2:20 thats one land factory built and walk straight to your base followed by troops. Your best strategy if you are faced with that is to aim for the draw and build factories with any expanding engineers to try and get troops for the win.

Gun upgrades are this summer seasons must have accessory. There is enough reclaim at point '2' to almost pay for it, add in a few trees and you have the needed mass. Energy storage for overcharge is then a must. Guns can be rushed at about minute 6 so scout the enemy acu often as see what he is doing. As always if you see on the radar an ACU thats not moving or surrounded by engineers or massed up with mantis at his feet he is likely to be upgrading.

Raiding.
Raiding round the edges is normal as many exposed mass extractors can be killed.
An early LAB, usually second or third unit out of your first factory sent to the opposing reclaim field can often deny it. Or just sit there as very few people seem to know about the reclaim back there.

Summer Duel - FAF Cast 183 - Voodoo Vs RA_Amorally
https://www.youtube.com/watch?v=yDNd1FVtU8E


The Ditch
Spoiler: show
Image
'S' = Spawn
'1','2' = Expansions
'3' = normal and fastest way to start navy spam. Cruisers are very useful here for thinning out the air.
'4','5','6' = Common places for an early base on the enemy side of the map. But the map is so big you need to scout everywhere to look for bases and try and be sneaky if you put a base on your opponents side.
Note: the circular area is a t3 radars range and the smaller inner circle the omni's range placed on one of the spawn points so stealth bases are easy to hide even late game.

This map is insane. Insane in the speed it plays and all because it's insane in the amount of reclaim.
I reclaimed, brace yourself 198,000 mass in 25 mins on this map, on ONE side and excluding the middle island, every bit of mass there is including the top of the hill behind your spawn. Admittedly i hit the 1,000 unit cap on just engineers and mass storage but 100,000 in that time is easily achievable in a game.
Image Insane right ?

Nearly everywhere on the map will greet you with the happy site of piles and piles and piles of rocks.
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Build order.
Usually you want second air as fast as you can and bombers to harass the enemy as he gets mass with his engineers.
Normal build here varies but few open right in my eyes as this map mirrors Daroza's sanctuary and massive early mass income means you need lots and lots of power. I have done a reply to show roughly an opening.
Land factory first, with infinite engineers set on factory attack move, and then just power spam with the ACU without him moving.
First engineer to the closest pile of rocks, you will mass stall for a few seconds then have enough mass for anything, 2nd engineer to do the mex and third to assist the ACU, then the rest get the hydro and spam more power and factories. With all the reclaim you will have t3 mex and a 300+ mass income faster than a newbie can spend it. and that takes POWER!!!!
http://faforever.com/faf/vault/replay_vault/replay.php?id=2218910
^^ download link for opening, you can very easily improve on it and click the camera icon in the chat to go to where the camera was when i typed it.
Most top players seem to open land factory then 8pgens then 2nd air and more power then 3rd air power 4th air power but often powerstall as the mass comes in as you will see in the bottom replay i linked.

After that the normal upgrades go t2 ACU or t2 factory, spam t2 power, go for RAS upgrade, start t3 Air, T3 factory or ACU and t3 power. Multiple T3 air factories in under 15 mins is very very easy. Even multiple experimentals can appear around the 15-20 minute mark easily.

Its a fast fast fast insane map and should be practiced against alx sorian AI at around 1.2 income and build speed so you get used to clicking like a crazy squirrel and getting out t2, t3, transport drops all over the map, t3 sams, nukes, support commanders, a million engineers around your t3 air factory and factories spitting out engineers on reclaim at all the major mass areas will keep you ahead of the enemy.

Air here is number one, keep spamming power to make loads of air factories. 50 interceptors at minute 10 and you will probably be behind a good opponent, you need air as transports rule. They drop to your expansions and drop troops on your opponents weak points. T2 bombers and T3 bombers and gunships wreck havoc on spread out mass points and poorly protected expansions, plan for defence and go offensive.

Navy is often spammed as cruisers and battleships can bombard the base, well unless you are cybran then your battle ship will struggle to hit the enemy hydro but destroyers that sprout legs like a drunken hippo balance it a little.

i think the biggest failing on this map other than openings not designed for all the insane reclaim is not scouting enough. Because the game moves so fast you have to use your units as soon as they are built so you need to scout to see where to put them.

Another failing is spamming units all over but neglecting your central base defence and a t3 unit drop will soon punish you. Dont forget land in your own base.

Spam power all over, spam radar all over, send spy planes all over, intelligence here is absolutely vital to react to whatever you opponent can rush at you. Dont be shocked if you see him at minute 10 with 200 interceptors and 50 t2 bombers flying your way ready to blow you into last week. Its insane, i love it :D

A recent replay of Zlo v Yama_dharma on ditch
http://faforever.com/faf/vault/replay_vault/replay.php?id=2178159
Note: CLick on Zlo and watch his early scouts sweep his entire side of the map looking for secret bases, an excellent habit for this map and any large map.

And here is Zlo dropping Strat bombs around the 12 minute mark, easily.
https://www.youtube.com/watch?v=HrnQLY82xRk


Theta Passage
Spoiler: show
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'S' Spawns
'1' The Hydro, the most important early structure on Theta Passage
'2' The real place of the central Reclaim. More on this below.
'3' Control of this area is vital to hold the top.
'4' The bottom gap is often walled off to prevent 'run by's' of enemy units and protect the bottom mex
'ACU v ACU' The location of 90% of fights on this map
'Top' The entire key to winning on this map.

Theta Passage
This map is dominated by land and ACU v ACU fights. It will teach you how to fight with your ACU with an army behind him. An isolated ACU on this map will die fast.
The reclaim is all small rocks that take time to pick up so map control is the most important thing here and getting the two extra mex at the 'top' usually decides who wins.
Other than the long hill in the bottom right going into the center and the corners this map is fairly flat so pd and low firing units like rhinos have no problem shooting and hitting. The biggest problem with t2pd is placing it around the center of the map on your side as it will often strike the hill.

Build order
This map has seen everything from early air to t2 rushes. What all the good builds have in common though is the "Hydro rush" Whoever gets the hydro first gets the power to get out units and take the map control that you have to have to win here.

DO NOT.. Build a base where you spawn, you will waste too much mass on t1pgens. The only thing you should have where you spawn is the first factory and two mex, later you can build power and power storage here as its fairly safe from raids.

The BO for the newbie should be...

ACU builds 1 land factory then the one mex in his build range then the one mex closest to the hydro.

First factory queue, 3 engies, scout, 2 tanks, (engy, scout, tank) (engy, scout, tank) (repeated ) and this factory should be set as an attack move into the closest "R" on the map. click on factory then Alt+rightclick in the middle of the first 'R' area.

1st engineer goes straight to the hydro and starts it and queues up factories around the hydro for the adjacency.
2nd engineer builds the other two mex and then assists the first.

By this time the ACU can assist the hydro and the second factory, he should then move to point '2' and start to reclaim the small rocks there. If you meet the other ACU ignore it and just concentrate on getting those rocks. Then move your ACU up towards the "ACU v ACU" area.

3rd engineer then starts to expand with the scout and tank protecting him, same as all the other groups of (Engy, scout, tank) you produce. By this time your second factory should be out and producing just tanks. You then have enough early units to take and secure the map and all expanding engineers.

It should look like this.
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Reclaim
At each of the three "R" points that are over darker patches of the map is 250 mass. Once your first factory has cleared the first patch hold shift and drag the red waypoint you made to another patch then the third and lastly drag the first factories waypoint to where you are fighting so all those engineers coming out will reclaim from the battle you will be having.
You can of course manually reclaim these patches if you have the time to click.

Forget about the buildings in the center they are only 25 mass for all of them. Even with the few small rocks there there is only 80 mass in total there.
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The REAL central reclaim is in the one choke point with the bridge over it at point '2' on the map.
Note: i placed your point '2' on the enemies side as you should rob him of these rocks.
These central rocks will bag you upto 733 mass, that almost ten times more than where most players think the middle mass is.
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Economy
Don't upgrade a mex here until you have all your factories built, extra power, energy storage and at least a gun on your acu.
If you are going to upgrade mex do it only from the reclaim you win from the fights. This is a small map and units and map control will win it.
Spend your mass on units to deny your enemies eco with small raids on his mex rather than on your eco.

Casts.
https://www.youtube.com/watch?v=eOJgRLT6c_g


Vya-3 Protectorate
Spoiler: show
Image
's' = spawn
'1' and '2' = expansions, its vital to take and secure these early
'3' loads of reclaim and again vital to take and secure early.
'Side' These expansions are heavily fought over. Control of at least one of these is the only way to stay in the game.

Note: '1' is easier to defend than '2' because of the wall you run into. If you imagine your troops flooding from '2' to the enemy '1' and you will understand.

Vya-3 Protectorate
This is a very interesting and difficult map as it has almost 90,000 reclaim and has a no fly zone in the centre protected by t1pd and sees large amounts of early t1 spam flooding between the points '1' and '2' and into the sides.
Fast expansion to take and secure '1' and '2' and '3' is vital. Often the first to these wins as those 10 extra mex will allow you to eco hard, aim to be well over 100 mass income at around the 15 minute mark.
Because these expansions are so important its often much wiser to build a factory between your spawn and the expansion to feed the expansion engineers and troops as a quick incoming raid can easily deny it. Protect yours and raid and deny your opponents.

Openings.
Normal opening here is second air, with the first land factory sending engineers to expand and reclaim and troops to protect them and raid. This is a map where multiple air factories are often used.
Lots of power is needed for all that air and turning the reclaim into eco by mex upgrades.

The sides.
You need to either drop these expansions and/or feed them troops from the expansions at '1' and '2'
At 20,000 reclaim in each quarter you can't afford not to control at least your fair share.

Strategy.
Some kind of early land spam is essential to secure and try and deny the expansions, this map almost always sees t3 and experimentals and often ends with nukes raining down or t3 air snipes or multiple experimentals walking into your base to say hello.
Air control is vital here, the sides can be easily cleared out with gunships or dropped if you have air superiority.

Centre.
The centre is a no fly zone for t1 air as there are 4 aa turrets all protected by loads of t1pd, keep your bombers round the edges until you have been able to clear out the centre. Because of this often you can take the centre and your opponent will never know as they are so used to flying around it.
pink = t1pd
yellow = t1 aa
Image

Reclaim
There is over 20,000 reclaim in each quarter of the map, this is why control of the sides expansions are important. You should aim to reclaim at the rate of about 2,000 per minute, by 10 mins you should have got around the 20,000 mass mark from reclaim. This means loads of engineers are needed and often the engineer count is far greater than your troop count.
The reclaim is at the base of every hill and loads in the corner of the map and around the '3' area. Be sure to put factories in '3' just to reclaim the area.

A quarter reclaim, i reclaimed within the natural little trench that quarters the map
Image

And the centre is 6,755 mass not including walls
Image

Vee wrote:An important point on Vya-3 is to set your engies to reclaim stones, not trees. They are worth much more.

Here is where the rocks are located (Green) and the 'trees' are in pink. As Vee says you should give priority to the rocks before the trees.
Image

Casts
Here is Gyles first 'Epic'
https://www.youtube.com/watch?v=wSR6aDt548A


Winter Duel
Spoiler: show
Image
'S' = Spawn
'1' = Hydro. Often rushed with ACU
'2' = Good place for radar as its out of range of the mml fights this map turns into and out of the range of arty.
'3' = A place ideal for t1 arty to rain down on the forces below, this is also an ideal spot for t2mml.
'4' = Where you usually assemble your army with your ACU leading ready to fight the opposing enemy army.

This map is not very big at all and has only 2200 reclaim on each side in the shape of small snowballs and ice sheets. Note the radar at point '2'. You can always put a radar around point '4' to see further into enemy territory but don't rely on it lasting too long.
Image

Get these large ice sheets close to spawn early in your BO to maximise the speed you start your war machine.
Image

Typical strategies here are, t2 land rush and t1 spam, second air is often used as the acu can hold back the rush if your opponent has gone second land and t1 spam.

Early raids here are difficult as the ACU rushing to the middle or straight to the other base is normal. An early LAB to your opponents point '2' can usually kill an unprotected engineer happily going about his business.

Early Gun on your ACU is this cold seasons must have accessory, if you don't have it here by minute 7 you're really not down with the kids. Really the earlier the better. Scout the other ACU and match his upgrade time or you wont have a snowballs chance in hell. See what i did there? Snowballs hehehehehe

Energy storage is a must have as with all small maps. Here especially as the main fight is in a small tight area and your ACU going 'pew pew' and overcharges are what will keep the enemy at bay.

The map usually supports 5 t1 factories, you can build more but you will struggle to get mass for them.

Learning to fight with your ACU and control of the reclaim field the battle produces is what this map will teach you. Do it badly and KABOOOM!!

Winter Duel 1v1 commentary, explanations by ZLO
https://www.youtube.com/watch?v=q-zwgWQ2uaI

Supcom FA. FAF Ranked. Isen vs Zock on Winter Duel Cyb on Cyb. by TA4Life
https://www.youtube.com/watch?v=zQZirGnUlao

An old replay of TA4life and brainfart. Second air and T2 land rush V t1 land openings.
it is an old replay so when you run it expect FAF to auto down grade your version to run it. Be sure to start a recent replay after so you are back up to date if you plan to practice offline.
http://faforever.com/faf/vault/replay_vault/replay.php?id=2005118
Last edited by ZaZen on 02 Sep 2014, 18:24, edited 76 times in total.
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Re: ZaZens Newbie guide.

Postby ZaZen » 11 Feb 2014, 02:38

With help from..

Vee
Gorton
Reaper_Zwei
R4sperdan
Q_Continuuum

and many others.

Thanks guys :)
Last edited by ZaZen on 29 Sep 2014, 17:04, edited 4 times in total.
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Re: ZaZens Newbie guide. (v1.0)

Postby TEA_Downside » 11 Feb 2014, 15:07

This guide is a little too late for me but I can see the time that's been put into it and I'm sure it's going to be helpful to a lot.

Well done
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Re: ZaZens Newbie guide. (v1.0)

Postby Szakalot » 11 Feb 2014, 15:58

Nice writing style!

; overlap of course with other guides, but I say the more the better!
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Re: ZaZens Newbie guide. (v1.03)

Postby Flynn » 13 Feb 2014, 11:14

I love/hate guides like this, full of cute newbie enthusiasm :) Melts your heart, don't it? ;) The truth is, a lot of it is superfluous nonsense. Intellectual masturbation. I will tell you the reality of this game, don't listen to this guy. I have been through the stage he is going through right now. I have watched countless replays/casts/guides, analysed strategies/tactics. I don't do that anymore. Reason being that I have played coming up to 1500 games and I am still getting beaten by people with under 200 games.

My skill peaked when I was about 500 games in, with a maximum rating of 1535. I am now 1200 again. This game does things to you. It is the cruellest of the cruel, the most wicked of the wicked. DO NOT WATCH REPLAYS. DO NOT. Ignore what this guy is saying, watching replays is the MOST BORING THING EVER. It will only frustrate the hell out of you. You should know what mistakes you have made, it should be fucking obvious (it is for me). Also if you watch a replay it will only help you for that specific game. It will not help your overall performance.

And don't bother watching pro replays either, all the things the pros do are too subtle to pick up, it just looks like a mess in replays. Yes I know I might seem a bit harsh on this guy but my first time round playing SupCom (back in '07) I saw these same types of guides and for the past year on FAF I have also seen the same types of guides as well. A lot of this game is about implementing the advice (scouting, reclaiming, teching, etc) at the right time, which no amount of replay watching/strategic analysis can help you with.

Just my 2 pence, coming from someone with nearly 5 times the experience ;)
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Re: ZaZens Newbie guide. (v1.03)

Postby Gorton » 13 Feb 2014, 11:41

Experience at being a nub.
I have watched countless replays/casts/guides, analysed strategies/tactics. I don't do that anymore. Reason being that I have played coming up to 1500 games and I am still getting beaten by people with under 200 games.

Your own personal experiences are not the rule.

And don't bother watching pro replays either,


Watching replays of people better than you, but not too much better is never a bad idea. Watching some of your own replays is also very important. I can agree that at a lower level that many things in a pro replay could be lost, but you will still get good bo + early micro and early expansion easily from them, if not more. If you've got the time, there's no reason not to watch them
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Re: ZaZens Newbie guide. (v1.03)

Postby Flynn » 13 Feb 2014, 11:50


Your own personal experiences are not the rule.

Well, it is a realistic take on things. It could be that way for other people as well.



Watching replays of people better than you, but not too much better is never a bad idea. Watching some of your own replays is also very important. I can agree that at a lower level that many things in a pro replay could be lost, but you will still get good bo + early micro and early expansion easily from them, if not more. If you've got the time, there's no reason not to watch them


Yeah, I have had games where I have no idea how I lost when I thought I did everything 100% right, only then do I watch replays. But most of the time I know what mistakes I made and at which point the game was lost just from intuition. As for BOs, I have never bothered to copy a pro build order building for building, they are not flexible enough. I think playing is a better use of the time. After you've watched a few casts you will get the idea.
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Re: ZaZens Newbie guide. (v1.03)

Postby Gorton » 13 Feb 2014, 12:54

Well, it is a realistic take on things. It could be that way for other people as well.


Maybe, but your previous post was pretty ultimatum about it.

Also, I'd say you could never do anything 100% right- otherwise, you would be the best player in fa; zock and bh make mistakes too.
As for BOs, I have never bothered to copy a pro build order building for building, they are not flexible enough.


I would like to point out that they obviously work for them, and they're the top players we have; and you're, well, not.
I'm also not referring to blindly copying some bo. If you watch it and understand what it is for, then you can use it.
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Re: ZaZens Newbie guide. (v1.03)

Postby ZaZen » 13 Feb 2014, 13:36

Flynn wrote:....Reason being that I have played coming up to 1500 games and I am still getting beaten by people with under 200 games.

If you have 1500 games and are beaten by relative newbies then it appears your strategy for learning and improving is not working for you. Maybe you don't improve as you think analysis of you games are unimportant, maybe its because you think optimising your Build order is pointless. if you watch this you will see and learn that 30 seconds can be taken off the time it takes to produce a second air bomber on some maps by simply altering your build order and playing more efficiently.
https://www.youtube.com/watch?v=4POwAacRPms

Flynn wrote:DO NOT WATCH REPLAYS. DO NOT. Ignore what this guy is saying, watching replays is the MOST BORING THING EVER. It will only frustrate the hell out of you. You should know what mistakes you have made, it should be fucking obvious (it is for me). Also if you watch a replay it will only help you for that specific game. It will not help your overall performance.

Thank you for telling us why you lose so easily to newbies and although you "see" your mistakes you are clearly incapable of learning from them and are doomed to repeat them.

Flynn wrote: A lot of this game is about implementing the advice (scouting, reclaiming, teching, etc) at the right time, which no amount of replay watching/strategic analysis can help you with.

If you acknowledge the game is about those things why then say you cant learn that from watching when someone better than you does them. Hmmm..

Flynn wrote:Yeah, I have had games where I have no idea how I lost when I thought I did everything 100% right

Maybe they were using a click bot or are no life haxxors :lol:
As i say in my guide "Take ownership of your losses" and if you can't see the little subtle nuances that cost you the game its your failing, your inability to watch a replay over and over and over and over till you do start to see the subtle as blatant.

Flynn wrote:Just my 2 pence, coming from someone with nearly 5 times the experience ;)

Just my 2 pence. You should have read the disclaimer about newb and noob and stayed away, yes my 2 pence is you are a noob who is incapable of learning through experience so no amount of reading "cute heartwarming" guides where fellow players share their learning experience with you will ever help. I have seen and read many of your contributions and whines on the forum and 5 times the experience of a n00b is like multiplication by zero.

Please keep your own contributions and insights into why you cant play this game to your own threads. This thread is for "newbies" who want to grow and share and improve their game play.

Have fun, hope to see you on the battlefield :D
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