So I have been stepping beyond my main leaders to try something else. I liked playing with kinsano because of her early game strenght, trying to go late game. I also like shipmaster, because cloaking, gateways and locusts are always satisfying. And so on and so on.
But I just can’t wrap my head around using Cutter. I heard map control, I see he has drops but he always seems so straining on my eco. With Johnson I know to go mech-mix, with shipmaster I know to mix with shrouds and so on but I have trouble making a mix with cutter, maybe because O don’t know how to choose and build around core.
I also, for every leader and situation, start with double infantry, two supply pads and a generator.
So, what is Cutter about? What should you intend to do with him?
Massing marines is the usual move with him, because the UNSC Raid abilities let you cap nodes quickly and move faster than any other infantry.
Then, use his drops to stun and overwhelm the enemy army.
A cutter infantry ball with nightingale support can be really great.
> 2533274796391115;2:
> Massing marines is the usual move with him, because the UNSC Raid abilities let you cap nodes quickly and move faster than any other infantry.
>
> Then, use his drops to stun and overwhelm the enemy army.
>
> A cutter infantry ball with nightingale support can be really great.
A popular methed is to build 2-3 supply pads before gen. This allows him to push more marines while stealing minibases, resources, and nodes.
> 2535428931727626;3:
> > 2533274796391115;2:
> > Massing marines is the usual move with him, because the UNSC Raid abilities let you cap nodes quickly and move faster than any other infantry.
> >
> > Then, use his drops to stun and overwhelm the enemy army.
> >
> > A cutter infantry ball with nightingale support can be really great.
>
> A popular methed is to build 2-3 supply pads before gen. This allows him to push more marines while stealing minibases, resources, and nodes.
Aye, the extra resources support his LP’s which are heavily weighted towards the blue.
> 2533274793819841;4:
> > 2535428931727626;3:
> > > 2533274796391115;2:
> > > Massing marines is the usual move with him, because the UNSC Raid abilities let you cap nodes quickly and move faster than any other infantry.
> > >
> > > Then, use his drops to stun and overwhelm the enemy army.
> > >
> > > A cutter infantry ball with nightingale support can be really great.
> >
> > A popular methed is to build 2-3 supply pads before gen. This allows him to push more marines while stealing minibases, resources, and nodes.
>
> Aye, the extra resources support his LP’s which are heavily weighted towards the blue.
Definitely. ODST, CAS, and Marines are heavy supply costs.
I tend to go Jack Rabbit, Supply x 4, Upgrade first 2 pads, Generator 5th. In the mean time i am buying all of the mini’s on the map collecting all the Power. I’ll then be constantly pumping marines, grabbing nodes with every bit of supply i have. Then i’ll que up my armory and spartan, when i feel i have a considerable force i’ll sack a supply pad in place for a 2nd generator.
80% of the time i will expo before tech 2, especially if i’m ahead and have full map control. The aim is to keep your opponent cornered in his main and control his expo’s. I’ll always leave a unit on each of my opponents possible expo’s using the hold command. As soon as i see them que an expo, i’ll march over there, wait for it to build and then kill it straight away.
If You cornered at their main, they most likely wll invest in 1 or 2 anti-infantry turrets keeping you still matched on tech but you will have an army and an expo.
If they do tech before you and for example hogs come out, they are easy to kill 1 at a time while you rush your tech 2 and get cylops. Also just drop ODST at their main and put the mines in front of their main so every hog that comes out you can blow up. And use your leader to Hi-jack a few also.