Sgt. Forge Strategy Workshop: Help Wanted

I don’t know if there is one already, but let’s have a thread dedicated to us Forge players. Let’s compile a list of helpful info to help Forge players (such as myself) get better at the game.

I’ll start with a few obvious questions (I don’t know the answers):

  1. What are some good matchups for Forge?
  2. What are some bad matchups?
  3. What are some good starting build orders?

Here’s my current build order (comments much appreciated) for a Marine rush:

supply pad, supply pad, supply pad, reactor, supply pad, upgrade to fortress, barracks, barracks. Build 2 spartans then spam marines (with a couple flamers here and there)

I love marine rushing with Forge! Especially if you get about 12 and double pelican drop them into their base. If you want, mix those 12 marines up with a few Spartans or Cyclops. I think this is especially effective if your team mates can match the other team and everybody keeps somebody busy. Usually this strategy fails if someone is given enough time to bring out tanks or anti-infantry.

> I don’t know if there is one already, but let’s have a thread dedicated to us Forge players. Let’s compile a list of helpful info to help Forge players (such as myself) get better at the game.
>
> I’ll start with a few obvious questions (I don’t know the answers):
>
> 1) What are some good matchups for Forge?
> 2) What are some bad matchups?
> 3) What are some good starting build orders?
>
>
>
>
> Here’s my current build order (comments much appreciated) for a Marine rush:
>
> supply pad, supply pad, supply pad, reactor, supply pad, upgrade to fortress, barracks, barracks. Build 2 spartans then spam marines (with a couple flamers here and there)

  1. In 1v1, Forge is a great leader vs the covenant and is good vs Cutter on Release and Tundra.

  2. He has a tough time vs Anders on all maps, especially on Pirth Outskirts.

Basic Tank Build: SP, SP, SP, SP, R, R, VD

1 Base Canny Build: SP, SP, SP, SP, R, R, VD, Advanced Reactor, Research canister shell, recycle single reactor, VD, double pump tanks

Basic 2 base build: Main Base - SP SP SP SP R R VD 2nd base - SP SP SP R VD

Those builds will probably get you to at least 35 TS, but if you want to get higher than that, you pretty much have to make hogs or flamers at the beginning of the game (in 1v1). Build orders for 1v1 are all map dependent so I’m not going to list them all here.

> I don’t know if there is one already, but let’s have a thread dedicated to us Forge players. Let’s compile a list of helpful info to help Forge players (such as myself) get better at the game.
>
> I’ll start with a few obvious questions (I don’t know the answers):
>
> 1) What are some good matchups for Forge?
> 2) What are some bad matchups?
> 3) What are some good starting build orders?
>
>
>
>
> Here’s my current build order (comments much appreciated) for a Marine rush:
>
> supply pad, supply pad, supply pad, reactor, supply pad, upgrade to fortress, barracks, barracks. Build 2 spartans then spam marines (with a couple flamers here and there)

Reason for the reactor before another pad?

> > I don’t know if there is one already, but let’s have a thread dedicated to us Forge players. Let’s compile a list of helpful info to help Forge players (such as myself) get better at the game.
> >
> > I’ll start with a few obvious questions (I don’t know the answers):
> >
> > 1) What are some good matchups for Forge?
> > 2) What are some bad matchups?
> > 3) What are some good starting build orders?
> >
> >
> >
> >
> > Here’s my current build order (comments much appreciated) for a Marine rush:
> >
> > supply pad, supply pad, supply pad, reactor, supply pad, upgrade to fortress, barracks, barracks. Build 2 spartans then spam marines (with a couple flamers here and there)
>
> Reason for the reactor before another pad?

to taunt the enemy. " I can build my reactor early for no reason and then troll you with RPG marines trolollol".

> > Reason for the reactor before another pad?
>
> to taunt the enemy. " I can build my reactor early for no reason and then troll you with RPG marines trolollol".

Most excellent

I generally go SP, Reactor, SP, SP, SP, upgrade, Reactor, VD - I like to get at least 3 warthogs with gunner (sometimes grenadier if necessary) in the meantime to defend my base… against rushing marines - LOL

Sgt forge can be very good for hornet rushing because he has a better economy.

> Sgt forge can be very good for hornet rushing because he has a better economy.

I do this sometimes too.

SP, SP, SP, SP, Reactor, upgrade to fortress, Reactor, Air Pad.
spam hornets like no tomorrow.

Actually won a 2v2 last night on The Docks last night with a hornet rush against two covie enemies. made 'em rage quit.

> > Sgt forge can be very good for hornet rushing because he has a better economy.
>
> I do this sometimes too.
>
> SP, SP, SP, SP, Reactor, upgrade to fortress, Reactor, Air Pad.
> spam hornets like no tomorrow.
>
> Actually won a 2v2 last night on The Docks last night with a hornet rush against two covie enemies. made 'em rage quit.

Forge is the best leader for hornet rush.

Build order: SP, SP, SP, SP, R, R, AP

During this time you must be harvesting A LOT of resources with your warthog.
Just as you start building your AP, you should have just enough money to upgrade a reactor. Once it and the AirPad are done, upgrade wingmen, sell the single reactor, build another AirPad, and double pump upgraded hornets.

This strategy is somewhat dependent on how much resources you harvest with your hog.

Hornets as Forge is risky and would only work if your enemy doesn’t scout you. I also do not recommend down-teching. All your opponent has to do is get a quick tech 3, make wolverines to shut down your hornets, and now you are stuck with two useless airpads without tech 3. So I suggest staying at tech 3 just in case your opponent fends off the hornets.

> Hornets as Forge is risky and would only work if your enemy doesn’t scout you. I also do not recommend down-teching. All your opponent has to do is get a quick tech 3, make wolverines to shut down your hornets, and now you are stuck with two useless airpads without tech 3. So I suggest staying at tech 3 just in case your opponent fends off the hornets.

I agree somewaht.

Works alright in 2’s if your opponent is harrassing, leaving the enemy unable to scout or adapt to your air.

In 3’s, hopefully you have teammates harrasing so you can get to air undetected. The maps in 3’s are hard to get around, so if you utilize hit and run with your air, it can be very succesful.

I agree it is a very risky strat, as it does leave somewaht exposed if you fail, which is why it works better in team games. The strat is an ‘all-in’ type of gamble, but if you ahve good teammates it can give your team a great mobility/scout/map control advantage.

Before I finally show my air and make a push, I try to claim a second base to keep my production/supplies at a mid-game level.

ok I’m going to ask a dumb question, but once u say have a reactor at lvl 2 then upgrade accordingly, then sell the reactor do u still keep the upgrades?

Yep it will continue to research after you sell your tech
Example: canny sell build
sp, sp, sp, sp, reactor, reactor, vehicle depo, upgrade reactor, buy canny, sell unupgraded reactor, and build another vehicle depo

That’s called down tech-ING. I have a saying, DT, PT, FTW. Down tech power turret for the win. Basically you wanna get pt ASAP then DT for a double pump. A good player left alone should have pt around 6 minutes.