Neat Bast strat for feedwater hive
That_Annoying_Kid
Sire of TitlesMembers, Constellation Join Date: 2003-03-01 Member: 14175Posts: 5,583 Advanced user

siege!

If you take a long hard look at the screeny you can get the gist of it.
However some specifics:
Put the TF one length away from the tram, and all seiges should reach nicely assuming they are on the wall closes to the hive.
Watch for lerks, the vents were reworked to allow a alien friendly system that isn't along they painfully long tram tunnel, so be sure to watch for flanks.
If they aliens start with tram you can relocate to lower junct and seige at the very begining, just make sure to have 1 marine capping other nodes, and run the tech tree as lerks will pester soon enough.
Comments
This is gona be great. Once again proves that odd strategies might work
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Well, at least some noob comms might have benefited from this.
Edit:
Relocations blow.
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As for relocations in general, it depends on your adversary. I'd never do it in a scrim, I'd happily do it for the crack in a public match though.
Just ignore him. Thank you for posting an image of this TAK.
Do you remember building a base in airlock? You could siege a hive and RT cap one RT, be in the center of map thereby having a vital chokepoint always under control... I guess that's why they "fixed" it.
Do not eat the dark energy balls, please.
Get two people in the double doors at main aft, do this a couple of times to make sure that nearly everyone leaves. Rejoin and kill marine start because 1-2 pubbers who can't aim are no match for skulkbite.
http://www.unknownworlds.com/forums/index....showtopic=90736