Arby or Shippy Help

I mean build order, ability order and a decent strategy for both. For Arby, I tested him against 3 Normal Decimus and won (technically. I quit early cuz of dinner, but I had two scarabs and was about to win)

I found Enforcers ok, and they look cool, but I was a bit disappointed overall. It feels like Goliaths so what they do, but better. Phantoms were a neat concept, for the two minutes I used them to scout (but they shred in Blitz and are real handy in Terminus for quick defense)

Haven’t tried Shippy yet, though.

> 2533274818737568;1:
> I mean build order, ability order and a decent strategy for both. For Arby, I tested him against 3 Normal Decimus and won (technically. I quit early cuz of dinner, but I had two scarabs and was about to win)
>
> I found Enforcers ok, and they look cool, but I was a bit disappointed overall. It feels like Goliaths so what they do, but better. Phantoms were a neat concept, for the two minutes I used them to scout (but they shred in Blitz and are real handy in Terminus for quick defense)
>
> Haven’t tried Shippy yet, though.

Build order:
Harvester, harvester, extractor ( upgrade asap) harvester, harvester.
Pick 1 or 2 minibases and build barracks on one mini. Double or triple pump ghosts, get out some suis and don’t forget to get the ghost upgrade. I think this is a viable strat for the early game.

Leader powers:
For arby i normally go mines, CoR, teleport, drop and then mass cloaking or CoR. But his stasis is also more then good to negate nukes, trap an army or just to protect your base.
For ship i go teleport, extraction, beam, drop or displacement and then mass cloaking or gateway.

IMO enforcers are the best building killers in the game with or without CoR. Goliaths have more hp and do good damage but enforcers aren’t meele units so they don’t have this pathing issues, they have stasis grenades and with CoR they just melt every building.
Ship and arby just require some practice to use them right because they can be played in many ways. Arby can be aggressive or defensive with his abilities and Ship’s greatest strength that most people overlook is that he decides where that he battles and when, if not he just teleport extract or displace everything.
Ohh and don’t forget the teleport/suis combo
I hope i could help you my friend
And sorry for my english it isn’t my first language.

> 2533274818737568;1:
> I mean build order, ability order and a decent strategy for both. For Arby, I tested him against 3 Normal Decimus and won (technically. I quit early cuz of dinner, but I had two scarabs and was about to win)
>
> I found Enforcers ok, and they look cool, but I was a bit disappointed overall. It feels like Goliaths so what they do, but better. Phantoms were a neat concept, for the two minutes I used them to scout (but they shred in Blitz and are real handy in Terminus for quick defense)
>
> Haven’t tried Shippy yet, though.

Build order for Shippy should be Harvest,Harvest,Gen(upgrade),Harvest,Mini. From there things are a little more situational; if you’re against Banished you should grab a war council on the first mini and get an upgraded Honor Guard into the fray. If you’re against UNSC just grab a harvester on the mini instead and focus on pumping grunts to keep you alive until you can tech up. If the opponents aren’t rushing then you should get a second generator on your main base, if they are rushing you should grab a barracks, make a bunch of suicide grunts and 2-ish hammer brutes (for a stun combo), then sac it for a second generator.

Arbiter has basically the same build order from my experience, rushing isn’t really a viable strategy with either of them; you need to get tech 2 asap with them because their early games are so lackluster (Arbiter is better, you can harass minis a bit with enforcers but a dedicated rush is ill advised).

Enforcers are good mid/late game as building killers in the midst of a group of counter units. (Rangers,Reavers,Hunters, depends on what they’re using) Phantoms are bad compared to the rest of his kit, don’t bother unless you’re trying to assert dominance against a clearly inferior player.

Shipmaster is mostly better than Arbiter; both have high skill requirements, Shipmaster less so. They both work best mid/late game and tend to focus on defensive plays in the early game.

My advice for a Leader Point Order with Shipmaster: Raid 1/Teleport 1, Extract, Glassing Beam 1/Teleport 1 if you got Raid 1, Spirit Support, Displace, Glassing Beam 2/Mass Cloaking. Really your LP order depends immensely on the match up.
Arbiter LP Order: Stasis Mines, CoR,CoR2,Enforcer Drop,Teleport,CoR3. From there it depends on what you want to do, personally I’d get Mass Cloak, then put the next three points into that decreased cooldown time ability.

> 2535421224359683;3:
> > 2533274818737568;1:
> > I mean build order, ability order and a decent strategy for both. For Arby, I tested him against 3 Normal Decimus and won (technically. I quit early cuz of dinner, but I had two scarabs and was about to win)
> >
> > I found Enforcers ok, and they look cool, but I was a bit disappointed overall. It feels like Goliaths so what they do, but better. Phantoms were a neat concept, for the two minutes I used them to scout (but they shred in Blitz and are real handy in Terminus for quick defense)
> >
> > Haven’t tried Shippy yet, though.
>
> Build order for Shippy should be Harvest,Harvest,Gen(upgrade),Harvest,Mini. From there things are a little more situational; if you’re against Banished you should grab a war council on the first mini and get an upgraded Honor Guard into the fray. If you’re against UNSC just grab a harvester on the mini instead and focus on pumping grunts to keep you alive until you can tech up. If the opponents aren’t rushing then you should get a second generator on your main base, if they are rushing you should grab a barracks, make a bunch of suicide grunts and 2-ish hammer brutes (for a stun combo), then sac it for a second generator.
>
> Arbiter has basically the same build order from my experience, rushing isn’t really a viable strategy with either of them; you need to get tech 2 asap with them because their early games are so lackluster (Arbiter is better, you can harass minis a bit with enforcers but a dedicated rush is ill advised).
>
> Enforcers are good mid/late game as building killers in the midst of a group of counter units. (Rangers,Reavers,Hunters, depends on what they’re using) Phantoms are bad compared to the rest of his kit, don’t bother unless you’re trying to assert dominance against a clearly inferior player.
>
> Shipmaster is mostly better than Arbiter; both have high skill requirements, Shipmaster less so. They both work best mid/late game and tend to focus on defensive plays in the early game.
>
> My advice for a Leader Point Order with Shipmaster: Raid 1/Teleport 1, Extract, Glassing Beam 1/Teleport 1 if you got Raid 1, Spirit Support, Displace, Glassing Beam 2/Mass Cloaking. Really your LP order depends immensely on the match up.
> Arbiter LP Order: Stasis Mines, CoR,CoR2,Enforcer Drop,Teleport,CoR3. From there it depends on what you want to do, personally I’d get Mass Cloak, then put the next three points into that decreased cooldown time ability.

Thanks to both of you. I tried playing these two along with Jerome and couldn’t get into it, so I figured I was probably playing them wrong.

As for Phantoms:
They are? That’s a shame. Maybe that’s why I was losing until I switched to Scarabs. I was using Hunter, Enforcer and Grunt combo Phantoms until then.