Would be interesting to read your experience so far with the current meta of the game (i for myself can only speak for 1on1 and 2on2)
The reason why i am coming up with this thread: Currently there are 2 Strategies you run into as soon as you play against higher level enemies.
- Grab B and C / fill the area between with as much as Artillery as possible
- Camp the -Yoink- out of C or A / only waiting for your Superunit to rush over the other Points
The first one wouldn’t be that bad if the maps are more symetrical. Meaning you can do the same with A/B delivering a battle for B for the whole game.
The second one is just plain boring to play against (and not even that successful if you know what you are doing)
What kind a Meta did you guys run into and what’s your opinion on that?
Control B and C and forget about A unless you lose a base and need a distraction. It’s kinda silly
2v2 or 3v3
I micro my 1 banshee to B and Maruader and banshee to c.
Grab resource if in the southern section.
Grab momentarily one or two points. Then pull away after seeing what im up against (if it is a battle i can win I’ll call in units if i have a good opening hand)
I"ll spend points on a reaver to take out nightengales.
Get an engineer up asap
Get a leader and blisterback out asap
Get my special card face up in case of emergencies.
Use spike turrets because they are a pain in the -Yoink-
move around focus fire on specific units and back off…
get second engineer and blister / hero
then bring in a focus hunter or another locust
I don’t have a scarab in my deck…(i have a upgraded one but it is not worth the 300 points when there are better options)
Control resources as much as possible
As long as i don’t have to deal with a ton of infantry…I really only use 1 or two units and usually only my starting banshees. Teams of newbies usually are shut outs.
Teams against level 5-9 usually 3 or 4
Tough matches…I’ll build maybe 10-12 units and lose 4-6
Losses…only to locust mobs…trying to figure that one out
Our team doesnt let other teams stack units on control points
PUtting lock down units between c or b doesn’t work that well. It’s kind of pointless actually. Easy to take them all out and cap Spreading them out wide is much better IE not in view from B
Control B and A while having C…and Defend A and B which is easy and block access to C
Opponents that keep units stocked on C and south of C are usually the tougher ones.
You can’t just buzz a plane over c and keep aggressively fighting of intruders in A and B
I really enjoy Blitz, but I detest both strategies OP mentioned. Fill the bridge connecting the two choke-points between B and C with Siege units, and if you’re the Banished (namely Shipmaster) just pump out Locust, and keep them at a distance so they don’t get hit because their range is stupid long, AND they shoot through walls. This is all I’ve been running into when I play higher-level players, and it got old the first time I saw it because I knew it was going to be the main strategy. It gets even worse in 3v3’s when you go against all Shipmasters and they pull nothing but Locust and Blisterbacks.
Again, I actually love the idea of this mode. That being said, I won’t be playing this over any other modes. I’ll probably only play it when I don’t have time to sit through long games, and hopefully by release we won’t see so much cheese, because I feel like Blitz is meant to be more action-filled and heavily promote straight-forward fighting, but of course that’s just my interpretation. Overall, I love the art, music and gameplay of Halo Wars 2. I just want to see even better design choices moving forward, because the only thing I’m worried about is micro-transactions, which seems to be a match made in heaven with Blitz. Won’t say I’d be surprised if they do it, just extremely disappointed because Halo Wars deserves a better reputation than the one it has among the majority, and I feel like Blitz might coax new RTS players into liking the classic game mode, which will hopefully boost the player count on PC and Xbox alike.
My strategy usually for 2v2 or 3v3 just involves taking both starting energy drops from both sides with ghosts/warthogs and while my team focuses on keeping them distracted and then cap all 3 points and trap the enemy in their bass by sheer mass of units. The best time I have so far is 2:54 but it averages around 3:30. rarely do i ever see a match actually go beyond 5 mins. never have time to get out more than 1 arty and sometimes never amass enough energy to buy a super unit before it ends.
https://images.discordapp.net/.eJwFwVEOgyAMANC7cABqIbbD2xAkaKaU0Jp9LLv73vu6Z15uc4fZ0A1gP7XI3L2azNyqbyLtqnmc6ovckM1yOe7aTQGJmFdKyPFFiIwBAgdiXBJHQk5xCSs8_d3l0_3ozf3-CQsi5Q.9-tFjmhh0mRpfEpA-C6axFBcpR4?width=789&height=443Even works in 3v3 pubs and I usually work with small amounts of units ironically.
https://cdn.discordapp.com/attachments/166775691738611712/272909995719262208/unknown.pngWhat a longer match looks like when I use small amounts of units compared to everyone else
So are we going to ignore that a ridge has the highest energy pod spawn rate?.
> 2535452016628224;6:
> So are we going to ignore that a ridge has the highest energy pod spawn rate?.
its not like it used to be , people just fortify op ridge by C/B caps
Capture ridge/c with op units use scouts and rush units to get crates. Use teleport bulwark and guard units as needed. Capture A once you have overpowered them at ridge.forcing them to need to split units. Not hard and energy gathering in the first minute is pretty much the game.
I always camp on A, A is the paradise of Energy. If you lose A middle-late game you are done.