> 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)
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> 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.