I start out the game going Marines, Cyclops, Snipers and Hornets. Works pretty well early game…
I am a Cutter main and I think I am pretty good with him.
Now I feel Cutter is the most balanced leader in terms of early, mid and late game.
The key to playing Cutter is playing to his strengths. He focuses on infantry mainly, but his vehicle play is also top notch. So therefor if you make tanks, Kodiaks or vultures, always, ALWAYS have marines and nightngales with them. Marines are your anti air and healers. Nightngales are healers and support with smoke.
Cutter is also very reactionary. So when playing as him you have to scout scout scout. If you want an exact build order, you can ask me in a PM.
Cyclops’
Vultures
Hornets
Hogs
A few ODSTs and Snipers thrown in the mix to help with anti-infantry
Jerome
Use CAS if you find an enemy army that you think will beat yours. Split your forces to keep them in the area of the CAS. Hogs work well for this.
Works for me. I do the same thing with Anders. Might work better with Isabel due to ACC Assembly.
cutter now, have one big problem
kinsano:heart: .
she owned him, cutter have cylops with veterancy 3, every time droop that cclops, and make combos like: cyclops/hornet, sniper/tanks, hogs/mariners/odst.
Infantry is Cutter’s bread and butter. He’s the only leader who can reliably shut down Locusts with his cyclopses (as any leader should) thanks to his speed upgrades. IMO, Nightingales, hornets, and infantry are the way to go simply because that makes him so mobile. He has the highest mobility of any UNSC leader, which is huge. His gameplay hugely favors hit-and-run attacks, and he excels at hard- hitting final pushes with Close Air Support. All around, he’s a really solid leader!
I main Cutter and always start with jackrabbits for getting map control and marines for power nodes. Scout at 1:30 so you know whether it looks like it’s going to be a short (build turrets if enemy only has one generator) or long game. Scout again at 2:30/3:00 to find out what the other player is building. Expand onto one plot bases ASAP and either rush with more jackrabbits and marines or tech 2 and counter.
I find that if I’m not being rushed, getting to tech 2 and building hornets seems to work well as it’s unexpected of cutter.
But then I normally lag out and it counts as a loss anyway…