Tips for fighting unsc on big maps, a speed problm

Having trouble on bigger maps (mostly badlands) where I’m getting outmaneuvered by UNSC speed.
Warthogs, jackrabbits, wolverines, and hornets all have pretty decent speed. So, they can jet across maps pretty quickly. It doesn’t help either that Kinsano and Cutter get speed buffs.
Without playing as Shipmaster, it feels like banished are pretty lacking in the speed department. The only quick units are scouts and banshees, and choppers aren’t all that quick. Everything else is slow (excluding enforcers).

Any tips for dealing with this on bigger maps? As of now, I’m finding that UNSC can do quick raids and get back to defend their base almost as fast as I can get my army across the field. Base trades are usually the result, but I prefer to try and avoid that scenario if possible.
Also, I think marauders could benefit from a speed buff imo.

I can’t really see you having an issue. The speed bonus unsc gets later in the game shouldn’t overcome the fact that you can have shields + Invisibility on your bases… Base trading should largely favor you. Also, when you go to attack, go the most direct path, you will either run into their army (which as the banished you should run through), or they will have to take the long way and it will mitigate their slight speed advantage. Also, most banished leaders have some form of teleport, which can be an option on many maps to cut down that speed advantage even more.

> 2641843709998544;2:
> I can’t really see you having an issue. The speed bonus unsc gets later in the game shouldn’t overcome the fact that you can have shields + Invisibility on your bases… Base trading should largely favor you. Also, when you go to attack, go the most direct path, you will either run into their army (which as the banished you should run through), or they will have to take the long way and it will mitigate their slight speed advantage. Also, most banished leaders have some form of teleport, which can be an option on many maps to cut down that speed advantage even more.

This is good advice.
The problem that I run into usually is that the UNSC player will just base hop, specifically in long games where we each have 2-3 bases. If I go to defend, they’ve moved their warthogs and wolverines, or infantry balls, to another spot. Shields are super useful of course, but they’re very costly. UNSC speed bonuses come as passives.
Teleport works great, but has a cost and a cooldown. That’s often enough time for a base to be at least moderately wrecked.

I guess the answer is to just pile through.

> 2533274796391115;3:
> > 2641843709998544;2:
> > I can’t really see you having an issue. The speed bonus unsc gets later in the game shouldn’t overcome the fact that you can have shields + Invisibility on your bases… Base trading should largely favor you. Also, when you go to attack, go the most direct path, you will either run into their army (which as the banished you should run through), or they will have to take the long way and it will mitigate their slight speed advantage. Also, most banished leaders have some form of teleport, which can be an option on many maps to cut down that speed advantage even more.
>
> This is good advice.
> The problem that I run into usually is that the UNSC player will just base hop, specifically in long games where we each have 2-3 bases. If I go to defend, they’ve moved their warthogs and wolverines, or infantry balls, to another spot. Shields are super useful of course, but they’re very costly. UNSC speed bonuses come as passives.
> Teleport works great, but has a cost and a cooldown. That’s often enough time for a base to be at least moderately wrecked.
>
> I guess the answer is to just pile through.

If you get to this point and you each are on 2-3 bases then abusing teleport with a lot of locust is your friend.

7-8 teleported to one base while you distract his army with the rest of your units will really but your opponent in a conundrum. If he goes back to defend the base your attacking he will be too late - even if he kills your locusts after - as you can just rebuild them and then use the rest of your force to attack another base or poke at his army.

The banished should never be out maneuver by UNSC because teleport is so strong.

> 2695457991280734;4:
> > 2533274796391115;3:
> > > 2641843709998544;2:
> > > I can’t really see you having an issue. The speed bonus unsc gets later in the game shouldn’t overcome the fact that you can have shields + Invisibility on your bases… Base trading should largely favor you. Also, when you go to attack, go the most direct path, you will either run into their army (which as the banished you should run through), or they will have to take the long way and it will mitigate their slight speed advantage. Also, most banished leaders have some form of teleport, which can be an option on many maps to cut down that speed advantage even more.
> >
> > This is good advice.
> > The problem that I run into usually is that the UNSC player will just base hop, specifically in long games where we each have 2-3 bases. If I go to defend, they’ve moved their warthogs and wolverines, or infantry balls, to another spot. Shields are super useful of course, but they’re very costly. UNSC speed bonuses come as passives.
> > Teleport works great, but has a cost and a cooldown. That’s often enough time for a base to be at least moderately wrecked.
> >
> > I guess the answer is to just pile through.
>
> If you get to this point and you each are on 2-3 bases then abusing teleport with a lot of locust is your friend.
>
> 7-8 teleported to one base while you distract his army with the rest of your units will really but your opponent in a conundrum. If he goes back to defend the base your attacking he will be too late - even if he kills your locusts after - as you can just rebuild them and then use the rest of your force to attack another base or poke at his army.
>
> The banished should never be out maneuver by UNSC because teleport is so strong.

Agreed.
This is often where my mind goes. Either this or a banshee spam.
The only problem is when your opp is putting on a ton of pressure. 7-8 locusts are great, but they take some time and are also costly.

> 2533274796391115;5:
> > 2695457991280734;4:
> > > 2533274796391115;3:
> > > > 2641843709998544;2:
> > > > I can’t really see you having an issue. The speed bonus unsc gets later in the game shouldn’t overcome the fact that you can have shields + Invisibility on your bases… Base trading should largely favor you. Also, when you go to attack, go the most direct path, you will either run into their army (which as the banished you should run through), or they will have to take the long way and it will mitigate their slight speed advantage. Also, most banished leaders have some form of teleport, which can be an option on many maps to cut down that speed advantage even more.
> > >
> > > This is good advice.
> > > The problem that I run into usually is that the UNSC player will just base hop, specifically in long games where we each have 2-3 bases. If I go to defend, they’ve moved their warthogs and wolverines, or infantry balls, to another spot. Shields are super useful of course, but they’re very costly. UNSC speed bonuses come as passives.
> > > Teleport works great, but has a cost and a cooldown. That’s often enough time for a base to be at least moderately wrecked.
> > >
> > > I guess the answer is to just pile through.
> >
> > If you get to this point and you each are on 2-3 bases then abusing teleport with a lot of locust is your friend.
> >
> > 7-8 teleported to one base while you distract his army with the rest of your units will really but your opponent in a conundrum. If he goes back to defend the base your attacking he will be too late - even if he kills your locusts after - as you can just rebuild them and then use the rest of your force to attack another base or poke at his army.
> >
> > The banished should never be out maneuver by UNSC because teleport is so strong.
>
> Agreed.
> This is often where my mind goes. Either this or a banshee spam.
> The only problem is when your opp is putting on a ton of pressure. 7-8 locusts are great, but they take some time and are also costly.

Keep in mind, all of the UNSC options are “costly” as well. So it’s not like they’re hitting you with things that don’t affect their economy.

> 2641843709998544;6:
> > 2533274796391115;5:
> > > 2695457991280734;4:
> > > > 2533274796391115;3:
> > > > > 2641843709998544;2:
> > > > > I can’t really see you having an issue. The speed bonus unsc gets later in the game shouldn’t overcome the fact that you can have shields + Invisibility on your bases… Base trading should largely favor you. Also, when you go to attack, go the most direct path, you will either run into their army (which as the banished you should run through), or they will have to take the long way and it will mitigate their slight speed advantage. Also, most banished leaders have some form of teleport, which can be an option on many maps to cut down that speed advantage even more.
> > > >
> > > > This is good advice.
> > > > The problem that I run into usually is that the UNSC player will just base hop, specifically in long games where we each have 2-3 bases. If I go to defend, they’ve moved their warthogs and wolverines, or infantry balls, to another spot. Shields are super useful of course, but they’re very costly. UNSC speed bonuses come as passives.
> > > > Teleport works great, but has a cost and a cooldown. That’s often enough time for a base to be at least moderately wrecked.
> > > >
> > > > I guess the answer is to just pile through.
> > >
> > > If you get to this point and you each are on 2-3 bases then abusing teleport with a lot of locust is your friend.
> > >
> > > 7-8 teleported to one base while you distract his army with the rest of your units will really but your opponent in a conundrum. If he goes back to defend the base your attacking he will be too late - even if he kills your locusts after - as you can just rebuild them and then use the rest of your force to attack another base or poke at his army.
> > >
> > > The banished should never be out maneuver by UNSC because teleport is so strong.
> >
> > Agreed.
> > This is often where my mind goes. Either this or a banshee spam.
> > The only problem is when your opp is putting on a ton of pressure. 7-8 locusts are great, but they take some time and are also costly.
>
> Keep in mind, all of the UNSC options are “costly” as well. So it’s not like they’re hitting you with things that don’t affect their economy.

Of course.
Just saying that the speed boosts don’t cost, but 600/200 to replace shields or 700 for cloaking can take its toll. And if they do get some base damage in, that’ll add up.

This has just been my experience in a small number of games, where my hunters couldn’t keep up with the vehicles, and the wolverines could stop my banshees. Just feels like losing a battle due to speed.
I’ve been mulling over a recent game that went this way and trying to think of ways I could have done better.

I really don’t think banshees are worth it from an eco standpoint.

They cost 100 supply per population count and that is huge. When you try to mass them you will always hit the limiting factor of supply because of diminishing returns. Because there is no diminishing returns on power it typically is financially wiser to build units that cost both.

Case in point if my enemy is going air I will build reavers primarily and not banshees because I can still build other units - like locust to teleport - but if I built banshees and torpedo upgrade then I would be in the whole supply wise a lot of the game.

> 2695457991280734;8:
> I really don’t think banshees are worth it from an eco standpoint.
>
> They cost 100 supply per population count and that is huge. When you try to mass them you will always hit the limiting factor of supply because of diminishing returns. Because there is no diminishing returns on power it typically is financially wiser to build units that cost both.
>
> Case in point if my enemy is going air I will build reavers primarily and not banshees because I can still build other units - like locust to teleport - but if I built banshees and torpedo upgrade then I would be in the whole supply wise a lot of the game.

I’m starting to feel that way.
Against UNSC, I rarely push banshees. Wolverines, upgraded marines, and even vultures do work on banshees (and yeah they cost a lot).
Against Banished, however, I find banshees to be more effective. Grunts can only hold up in extra large numbers and reavers are slow. So, banshees are your only quick harassing unit, unless your Shipmaster or Arby.

If you’re playing a longer match shields and invisible bases should really help. Have kill squads of 3-4 Locusts roaming the map to pick off bases.

Also if you’ve got the pop to spare having a Blisterback or two at a invisible shielded base should scare off most attacks.

> 2533274796391115;9:
> > 2695457991280734;8:
> > I really don’t think banshees are worth it from an eco standpoint.
> >
> > They cost 100 supply per population count and that is huge. When you try to mass them you will always hit the limiting factor of supply because of diminishing returns. Because there is no diminishing returns on power it typically is financially wiser to build units that cost both.
> >
> > Case in point if my enemy is going air I will build reavers primarily and not banshees because I can still build other units - like locust to teleport - but if I built banshees and torpedo upgrade then I would be in the whole supply wise a lot of the game.
>
> I’m starting to feel that way.
> Against UNSC, I rarely push banshees. Wolverines, upgraded marines, and even vultures do work on banshees (and yeah they cost a lot).
> Against Banished, however, I find banshees to be more effective. Grunts can only hold up in extra large numbers and reavers are slow. So, banshees are your only quick harassing unit, unless your Shipmaster or Arby.

Interesting, I find that Banshees work better against UNSC because there’s no real counter. They run through hornets, and marines + Wolverines really need to be a 40/60 split (more wolverines than marines), so if you add in a few hunters you can run right through them.

> 2641843709998544;11:
> > 2533274796391115;9:
> > > 2695457991280734;8:
> > > I really don’t think banshees are worth it from an eco standpoint.
> > >
> > > They cost 100 supply per population count and that is huge. When you try to mass them you will always hit the limiting factor of supply because of diminishing returns. Because there is no diminishing returns on power it typically is financially wiser to build units that cost both.
> > >
> > > Case in point if my enemy is going air I will build reavers primarily and not banshees because I can still build other units - like locust to teleport - but if I built banshees and torpedo upgrade then I would be in the whole supply wise a lot of the game.
> >
> > I’m starting to feel that way.
> > Against UNSC, I rarely push banshees. Wolverines, upgraded marines, and even vultures do work on banshees (and yeah they cost a lot).
> > Against Banished, however, I find banshees to be more effective. Grunts can only hold up in extra large numbers and reavers are slow. So, banshees are your only quick harassing unit, unless your Shipmaster or Arby.
>
> Interesting, I find that Banshees work better against UNSC because there’s no real counter. They run through hornets, and marines + Wolverines really need to be a 40/60 split (more wolverines than marines), so if you add in a few hunters you can run right through them.

Wolverines are really good against banshees, and they can keep up speed wise.
I do think Hunter/Banshee is a top mix. But, throw 4 snipers into your UNSC group and the hunters will drop quickly. They’re range and speed have a good chance of stopping Hunter/Banshee.

Tip, use the unsc…:thinking: Speed ?:lying_face:

Have you tried with Marauders? They’re not the best units alone but they can slow down enemies easily; with some hard hitters close to them and avoiding focus the fire on a single unit, you can sever portions of an army and kill them without much fight.

> 2533274847730244;14:
> Have you tried with Marauders? They’re not the best units alone but they can slow down enemies easily; with some hard hitters close to them and avoiding focus the fire on a single unit, you can sever portions of an army and kill them without much fight.

That is good advice. Marauders are probably my new favorite unit. They’re just really slow unless your raid 3 shipmaster