Halp: base management

I’ve been playing since launch, and I can’t help but say that my skills are trash. By the time I have 5 rangers, 2 reavers, 2 locusts, 2 hunters, and a hunter captain with his first 2 upgrades, somebody else has already amassed a huge army that flattens mine. What I usually do is boost to tech 2, but don’t rush too fast to tech 3. My 2 mains at the moment are Anders and Colony, who I seem to have the most success with, and I have some experience with Shipmaster, but I always get crushed as him. I think the issue is how I manage my base. Here’s the build order I use that was recommended to me for Anders, but I pretty much use for everybody:

generator(upgrade)
supply pad(upgrade)
supply pad
supply pad
capture power node
war council/barracks
minibase(generator)
tech 2
vehicle depot
barracks/war council
(vehicle depot and barracks builds are switched with Colony, building the war council first so I can get his hero out ASAP)
build units

Here’s what I think I may be doing wrong:

second base: I notice that a lot of people build their second bases much earlier than I do. I’m trying to save power, but maybe they use them to get more generators up?

global upgrades: When would I get them? For Anders, I wait until I get all of the R&B upgrades, which happens when I already have a decent-sized army, but with Colony, I get them when I have enough, which could be a problem if I’m getting while I have a small army, thus pausing unit production. I could use some help with when I would get these upgrades.

boost to tech 3: Should I attempt to boost to tech 3? Maybe build units that use little or no power until I get the upgrade? What are your preferences?

Thanks for reading and have a nice day!

Hmmm quick question is this for 1v1 or team matches? And by second base do you mean mini bases or actual expansion?

I don’t usually play as Anders, but most people that play as Anders say they only invest in one point for R&D. I usually hit tech two with either two air pads or two foundries for main that way I can upgrade and pump out units at same time.

I don’t play as anders, but play as Colony and SM a lot. I do OK with Colony, so here’s my say:
If you’re not going to hurry to get a second base, then it’s good to do some early attacks. Check if they’re going for a second or not. If they are, try to stop them by sending a scout group. With Colony, putting skitterers on scouts and engineers make for good/quick base damage. But, if you want to get that second base quickly, then you really need to scout around, and make sure they aren’t going to rush a mass of marines/choppers/jump pack brutes/whatever.

Otherwise, just plan to counter whatever you see them doing. Your base order seems fine. With Colony, I like to get an apex up early, so I can get engineers out. This helps big time with your early attacks or doing an early defense (heal turrets).

It’s often better to have a bigger army than a tech’d base. If your opponent outnumbers you, you’ll usually lose (depending on counters).
Also, with SM, it’s better to stock up on power nodes and generators, because so many of his leader powers require power.

If you ever want to team up, feel free to add me. If you have a mic, we can chat strategies while playing.

I don’t have time right now but don’t build a hunter captain until you have a max pop army.

Two mistakes I can spot right away:

Never ever build a war council early game. That’s a recipe for disaster.
Try not to build a second generator on your minibase, it can be punished fairly easy, that’s 700 supply.

If you’re going double generator either leave your 5th plot empty until 500 and build your barracks on the minibase. Or rush straight for a second generator on your fifth without early minibase.

> 2533274927740213;2:
> Hmmm quick question is this for 1v1 or team matches? And by second base do you mean mini bases or actual expansion?

Team matches. Actual expansion.

> 2674682457271996;5:
> I don’t have time right now but don’t build a hunter captain until you have a max pop army.

But I thought it would be smart to build a hunter captain early because it’s OP and you wanna give it early veterancy so it’s even more OP mid-game. I guess that’s only a viable tactic in HW1…

I’d be careful going generator first unless you plan to rush t2. Your supply income with be severely diminished slowing down getting any minibases or getting the second generator up.