Anyway to counter Jerome mantis in 1v1’s? Not sure if a solution has been found yet. If not we can brainstorm some ideas/builds/counters here. Cheers!
Only play Banished, so sorry if you’re looking for a UNSC counter.
Anyways, I never really struggle with it early game. A mass of basic infantry, your hero, and some Suicide Grunts make short work of it. Plus the cost to get Jerome’s Mantis makes it so I’m ahead in the tech race.
which leader do you play as?
I havent had any problem with it, the response is basically the same for UNSC as BreezyStarfish1 said for banished. A mix of basic infantry, your own hero unit, and some anti infantry for his marines handle it pretty well. Jerome has no economy buffs so this opening really hurts him in the long run. Ill take this over Aykonz Sidekick’s Cutter infantry spam opening any day smh.
The cost for Jerome upgrade to get his mantis means that you should be able to tech 2 as long as you prevent/hold off a rush. IMO, build a God amount of grunts (they cost no power) and keep the Jerome busy while you tech 2. Then build hunters and rangers to deal with the mantis with banshees later on.
I dont play much unsc but marines and flamers together with snipers from long range is also good. The mech isn’t as tough as everyone is making it out to be IMO, leader health is really low now.
No there is no real counter to it when a good player does it.
Alright cheers guys. He’s technically classed as a vehicle though right so I’m assuming hunters will rip right through him if the time allows for it.
Arbiter, hunters, cyclops , infantry just about anything. Nope to nerf…
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> Anyway to counter Jerome mantis in 1v1’s? Not sure if a solution has been found yet. If not we can brainstorm some ideas/builds/counters here. Cheers!
1 anti-infantry turret. 7 infantry, 1 marksman, 2 recon, grenade power up. spam Y. run away while jerome it out of his mantis and kill him with your marksmen.
I’ve had some luck with decimus warlord + Choppers. Use vortex on the mantis then follow it up with the warlords special ability to stun him again. Once the mantis dies use the choppers to ram Jerome and keep him from running away. If the warlord gets veterancy and a couple of upgraded then his special ability and vortex can red bar the mantis in one hit. The only challenge to this is that the warlord is a bit buggy (like all mele units) and may not land the hammer stun properly.
Chosen is a perfect counter, because his shots stun. It’ll stop him from running, and you can overwhelm.
I doubt I’ve played against a pro Jerome rusher, but I’ve had success w/ Atriox that way. Just have to overwhelm him and then hit his base quick.
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> Only play Banished, so sorry if you’re looking for a UNSC counter.
>
> Anyways, I never really struggle with it early game. A mass of basic infantry, your hero, and some Suicide Grunts make short work of it. Plus the cost to get Jerome’s Mantis makes it so I’m ahead in the tech race.
Suicide aren’t effective against his actual mech though, are they? I’ve found that the only counter is to fight fire with fire lol.
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> > 2533274927740213;2:
> > Only play Banished, so sorry if you’re looking for a UNSC counter.
> >
> > Anyways, I never really struggle with it early game. A mass of basic infantry, your hero, and some Suicide Grunts make short work of it. Plus the cost to get Jerome’s Mantis makes it so I’m ahead in the tech race.
>
> Suicide aren’t effective against his actual mech though, are they? I’ve found that the only counter is to fight fire with fire lol.
In large numbers (4-5) then can solo a vehicle. They’re really a great unit. Besides the main damage dealer in the build is your hero with chip damage from the Grunts. Suicides are there to kill Jerome and Marines.
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> I’ve had some luck with decimus warlord + Choppers. Use vortex on the mantis then follow it up with the warlords special ability to stun him again. Once the mantis dies use the choppers to ram Jerome and keep him from running away. If the warlord gets veterancy and a couple of upgraded then his special ability and vortex can red bar the mantis in one hit. The only challenge to this is that the warlord is a bit buggy (like all mele units) and may not land the hammer stun properly.
That’s badass haha
Can this game just add banning in ranked please.
One way to counter Jerome is to just ignore the hero, mass flamers quickly go to opponents base and take out all the power reactors and resources. Basically just bankrupt the opponent.
Some other possibilities, since Jerome is expensive, you can probably tech2 quickly and not worry about your base in any real danger since Jerome players probably won’t have the money to build flamers or even a barracks. Even if you get attacked, lock down base, build up some cyclops or hunters and then release. They will decimate Jeromes mech.
Forge can get tech 2 in like 2:30 or less.
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> Arbiter, hunters, cyclops , infantry just about anything. Nope to nerf…
Under that logic no unit has ever been OP because just about anything can kill everything else.
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> Alright cheers guys. He’s technically classed as a vehicle though right so I’m assuming hunters will rip right through him if the time allows for it.
Until he brings his sniper filled Mastodons, and yes I’ve playing against top leader board guys doing that.
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> > > 2533274927740213;2:
> > > Only play Banished, so sorry if you’re looking for a UNSC counter.
> > >
> > > Anyways, I never really struggle with it early game. A mass of basic infantry, your hero, and some Suicide Grunts make short work of it. Plus the cost to get Jerome’s Mantis makes it so I’m ahead in the tech race.
> >
> > Suicide aren’t effective against his actual mech though, are they? I’ve found that the only counter is to fight fire with fire lol.
>
> In large numbers (4-5) then can solo a vehicle. They’re really a great unit. Besides the main damage dealer in the build is your hero with chip damage from the Grunts. Suicides are there to kill Jerome and Marines.
4-5 suis are worth 400/80 to 500/100. That’s absolutely atrocious to waste on a free vehicle. The math doesn’t add up, this is not an effective counter at all.
Climbed to champion yesterday with Decimus Warlord opener. Throw in grunts and engineers and the mantis doesn’t stand a chance. Someone already mentioned using the Warlord’s Y and vortex totally rinse the Mantis and JRo. And since I’m only building supply units, I can get tech 2 pretty quick and start massing banshees or infantry on the fly depending what I have been seeing from JRo.
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> > 2533274927740213;13:
> > > 2533274812795401;12:
> > > > 2533274927740213;2:
> > > > Only play Banished, so sorry if you’re looking for a UNSC counter.
> > > >
> > > > Anyways, I never really struggle with it early game. A mass of basic infantry, your hero, and some Suicide Grunts make short work of it. Plus the cost to get Jerome’s Mantis makes it so I’m ahead in the tech race.
> > >
> > > Suicide aren’t effective against his actual mech though, are they? I’ve found that the only counter is to fight fire with fire lol.
> >
> > In large numbers (4-5) then can solo a vehicle. They’re really a great unit. Besides the main damage dealer in the build is your hero with chip damage from the Grunts. Suicides are there to kill Jerome and Marines.
>
> 4-5 suis are worth 400/80 to 500/100. That’s absolutely atrocious to waste on a free vehicle. The math doesn’t add up, this is not an effective counter at all.
As I said the Suicides are there to kill Jerome and his Marines, they’re the support not the damage dealer.
Definitely use suicide grunts on the marines but not heros. Heros are very resistant to suicide grunts for some reason.