With my experiance in this game, I have found the only unit without a consistent counter is scorpions, while hornets and banshees fair well against them your opponent will usually have scouted you and built wolverines if he saw an airpad or aircraft. I would say hunters but the tanks are so fast the hunters just get canistered and the tanks retreat, rinse and repeat. Any help on countering them?
Edit: I know cobras work but that requires them to come to you whih is kindve a problem, and from what Ive seen gremlins only work really well if you have scorpions with them.
Gremlins do beat tanks by themselves, but you need to individually use their stuns. After chain amplifier, they definitely hard counter tanks. The reason they are often accompanied by hornets or tanks is because the player will have extra resources and not enough bases to spend it all on gremlins. In 1v1, hornets and gremlins do fine vs tanks and wolverines, you just need to know when to expand, when to attack, when to defend, etc.
If you’re Forge or Cutter, the best counter to tanks is more tanks! Cobras sacrifice map control, and hornets get countered easily by a couple wolves.
As the covenant, hopefully you’ve harassed or rushed the UNSC to force them into making other units before tanks. You can go double summit banshees and try to kill their vehicle depot before they get any wolverines out. Arbiter can rage the first couple wolves, and the Chieftain can stun them as they come out of the base. Hunters are fine on smaller maps (in 1v1), but they aren’t too effective against canister shell tanks until at least tech 2. Assault beam is pretty OP, so if you get that, you probably should win.
My advice is take care of your Spartans… put three Spartans in Grizzly’s or Scorpions and get them ranked up to 13 stars each. These are easily a match for a whole scorpion army and you can spend the rest of your resources on air or anti-air.
as covie, you must rush and prevent the enemy from building any scorpions(hunter or brute rush works well) until they push you off; or go leader only rush and stop vehicle depot going up while going for banshees. if they get 1 or 2 wolverines ignore them and target the vehicle depot, then target the wolverines. losing banshees isn’t a problem when you double pump.
if the enemy defends their base with everything they have, then prevent expansion. single base UNSC struggles against single base covie regardless of tech level.
as UNSC, you must get more tanks than the enemy. I played a 3v3 once where the opposing forge went straight for pt. by the time I got there he had 2 tanks and I had full pop canny tanks.
more scorpions > less scorpions. also, pull out damaged scorpions and heal them. paying 350 to keep a 500 supply unit alive is way better than losing that unit and building it again.
don’t go straight for Spartan tanks, you won’t get cannister shell as fast and the enemy could end up with more scorpions. only do Spartan tanks if you plan on attacking straight away when the first one comes out.
lots of people think that scorpion speed should be nerfed. that way hunters can be more effective and tanks can’t just canny and run(although canny glitch will still be just as annoying).
I try to get tanks as fast as I can but have found that if i want to put spartans in my tanks then it will take either twice as long to get the tanks or I will have less tanks than I would’ve had if I had not done Spartans.
3 high ranking spartan tanks (Edit: by this i mean 10+ stars each) > 6 non spartan tanks (as long as spartan tanks have canny they can take on PT tanks with reasonable efectiveness.)
Scorpions generally > Grizzlys
Scorpions are better at taking out armoured units than Grizzlys, but grizzlys are more effective against unarmoured units such as infantry / Scout units
Generally if you want to beat a guy is going Scorps and wolverienes you will need to either go cobras and slowly move up the map toward their base (As cobras are only good in lockdown, if they get attack while moving you’re going to have a problem) they’re also slow as hell so the enemy could simply skirt around them and attack your other base(/S) / or from a different direction
Hunters are good as long as you spread the field so you don’t get picked on by Canny / leader powers.
Gremlins are good as long as you are able to keep their units stunned, you will need to combo them with ethier Scorps or Hawx simply because you can’t build them fast enough as they build out of the base only,
Otherwise all you can really do is counter with your own tanks. Scorps + Hawx works well as anders if you use your cryo and then focus on taking out the wolverienes as fast as possible.
Wraiths can counter scropions sometimes when you have them fully upgraded depending if the enemy controlling the scropions just keeps them in one place.
> Wraiths can counter scropions sometimes when you have them fully upgraded depending if the enemy controlling the scropions just keeps them in one place.
Typically i don’t build Wraiths, they seem useless as anything other than a meat shield to keep units away from more valuable targets, Ok Scortch is awsome against infantry (Especially ones in garrison) but their normal attack is often simply too in accurate to be all that useful, I will admit if you get a spartan in one thats fully upgraded and then get it to 12/13 stars they’re pretty powerful agaist mostly everything and they actually hit now and thier shield rechrages isanely fast even on ocasion while under fire from enemy units, but how often is this going to realisticly happen? not very
In order to be more useful they definately need to be able to move faster than they do currently also if it’s possible, buffing the armour on the front of the units, but debuff the armour on the rear would make them more useful and more in keeping with their FPS appearences.
I still think Tanks pop number should increase to 4. At least that way you can’t outnumber Hornets who need twice as much units in order to effectively fight back.
> I still think Tanks pop number should increase to 4. At least that way you can’t outnumber Hornets who need twice as much units in order to effectively fight back.
would mean a maximum of ten scorpions and no space left for wolverines. they will still be powerful the only difference would be that there is 3 less scorpions.
> > I still think Tanks pop number should increase to 4. At least that way you can’t outnumber Hornets who need twice as much units in order to effectively fight back.
>
> would mean a maximum of ten scorpions and no space left for wolverines. they will still be powerful the only difference would be that there is 3 less scorpions.
It wouldnt make much diffrence if they were 4 pop besides if they did this they would make them even more powerful to make up for it maybe.
A good anti tank is Brute pluss hunter. the brutes act as a net. they go over the the tanks trapping them into a small area with little room for micro while the hunters just have a party.
Plus brutes do huge damage to vehicles with little need to back down
So brute chief if well used can beat tanks with out spending all the money the tank user uses. but this is risky because every one knows in a team battle haveing at leats one vcovie is a good idea to stop other covies
The best way as UNSC to counter Tanks is making Tanks. 70% of the time in a 2v2 or a 3v3 it will be a tank fight. The other 30% is when someone goes Gauss.
> The best way as UNSC to counter Tanks is making Tanks. 70% of the time in a 2v2 or a 3v3 it will be a tank fight. The other 30% is when someone goes Gauss.
And then that one person realizes the mistake they made.
Everybody seems to be going just tanks lately just because they feel like spamming tanks. Doesn’t matter which leader they are, they will just do it just because they are overpowered. But, that could also be their downfall.
So if you are that one person to make gauss, just go nuke a base or two while your allies entertain their tank v tank battle.
You may very well lose your own, but hey, get some points out of the deal as you go down.