by Hawkei » 10 Jul 2016, 03:46
Air first isn't really great advice. Air Second is usually best. You need to put early pressure on to the opponents expansion using both land and air units. Air first means you will be delaying those critical raiding units and will lack the necessary tanks to defend against the same.
You want to move out with some artillery and engineers are reclaim the civilian structures in the middle. That quantum gate is a huge mass gift which normally decides the game. Expect the opponent to move their ACU there - and expect that you will probably need to do the same.
The next important step is securing your own side expansion point which is in the adjacent cul-de-sac. While at the same time denying your opponent theirs. It is a long way for engineers to travel, so your 3rd or 4th engineer should be heading to this location. Killing these engineers will really slow your opponent down.
This is about where the general advice ends. There really are so many different ways of playing this map. The terrain is very closed and lends itself well to defence. Indirect fire and ranged units play a prominent role on this map. Because they can be placed on the cliff tops and destroy any units or structures on the low ground. Maintaining control of the high ground is therefore very important.
The map lends itself well to drops, gunships, bombing, air attacks, and artillery. TML's are a constant menace. Rushing a T4 Assault experimental, or T2 bomber snipe is common.