Battle Gorge

Alpha_1Alpha_1 Join Date: 2002-12-18 Member: 11041Members, Constellation
edited February 2003 in Kharaa Strategy
<div class="IPBDescription">Getting the most out of your pudgy</div> I really haven't seen this posted so I thought I'd put it up myself.


The situation is that you have 2 hives, you have 2 gorges, and the marines have the third hive locked down. Marines have upgrades and are starting to get HA or JP, so they got enough res for the tech. You HAVE to keep them bottled up til fades start to appear. What do you do, oh what do you do?

First off you (as a gorge) need to realize a few things. Once there are 2 hives and 2 gorges one of those gorges is no longer needed for building. You just got up that second hive so your lerks can umbra and the skulks are leaping around like there is no tomorrow. Problem is you still need that 54 for fades BUT you still have an effective team to keep the marines bottled up.

Battle gorge to the rescue!

You must have carapace and adrenaline to be a battle gorge. While the umbra will protect you from the majority of bullets you can still die too easily to knifing marines.

Set up a small defense depot for you and you alone (everyone else depends on you for healing). Once your health is down to 50 you need to back out of the fight (warn your team mates), by placing a def depot as close as allowed to the action you can be back in battle in no time.

So you have the set up (def depot), you have the lerk (or 2) and you have your attack force (skulks for now) how do you proceed?

It is important to know that as a battle gorge your main objective is to heal your troops, secondary to this is webbing marines or the battle field, and lastly is placing either OC or DC in the battle field if there is no siege.

You must try and stay behind your strike team, aim at any of your mates that are less than 100% healed. If they are not taking damage very fast use a little web as well for good measure. Try placing the web in or around any IPs or PGs for obvious reasons, but do not lose sight of your goal, keeping your aliens alive. Spam that healspray, in fact if you have your keys set up right you can place OC/DC while still spam healing. Do not stop to build any of your structures. They are more for drawing off turret fire than a means of healing/attacking. Just make sure if there is a siege in the battle field that you lay the chambers CLOSE to the siege.

I have found that most marines will set up their base (and sieges) right under the hive location, use this to your advantage. If you have 80 res take the time to set up that hive in the middle of the battle (2 - 3 seconds). At the least you give the sieges a target to hit that will damage them, at the most you come out of the battle with a completed hive (I've done that). Once the hive is actually up you will notice the marines trying to hit it instead of your attackers and if you withdraw from the battle for a moment all the turrets will lock on to that hive allowing you to re-enter and only deal with marine gun fire. A hive is a small price to pay for the clearing of a hive location!

As your skulks start to reach their fade res point they should be leaving the battle (or dieing in it) to go and evolve. Once you are down to 2 skulks it is time to retreat you and your lerks. Next will be the battle gorge with fades and lerks, the most powerful of attack combos.

Now that you have kept the marines bottled up in the hive location, you can secure a few fades. Once you have fades there is just no stopping you (even with grenades).

At this point in the game the second gorge has secured both hive locations, even if a lucky marine JP gets in you can rest assured that you will be able to get into the hive to deal with the lone marine fast and easy. You can do this by making sure you have one movment chamber at the location you have your def depot. This will allow a fade to quickly get back to the hive while allowing you to continue the assault on the marine controled hive location.

Now since your hives are well protected and defended you can dispense with the need for exiting battle when your health gets low. Two battle gorges can keep an alien attack force in action without the need to back off for healing. Since there are 2 gorges you can alternate who is in front (and taking fire) to keep you both in tip top shape (or close to it). Follow your troops to where the action is, keep those fades in top shape, your lerks should be near you at all times after spraying umbra in a vital location (TF, PG, IP, other buildings, in no particular order) so they take little to no damage.

One last thing I failed to mention earlier, make prodigious use of your bouncieness, jump like the bowl of jello you are, especially if the marines in their burst of intellegence, come after you. You are the key to the attack, if you die your team will as well (or they will at least have to withdraw). Your team MUST protect you from any spawning marines. If you notice a weapon on the ground try to get your team mates to protect it. Let it stay there for the 30 seconds it takes for it to disappear, that is 16-33 res they will never get back, if you can, web the ground around the gun for safeties sake.

Some things to remember are that if they have an arms lab and a prototype lab you want to target them as soon as you take down a PG/TF, without the structures they can not get any more HA, JP, or grenades. If you get the armory they won't even be able to get HMGs.

I play routinely on a 8x8 server, when I play aliens the final assault uses 2 gorges, 2 lerks, and the rest a combo of fades and skulks (depending on how fast they die). Adjust the numbers accordingly as the number of players on your server varies.

In this attack scenario you really don't have to worry about a massive marine counter attack because you are taking back the location they want to keep and if they split up their efforts they will lose it in the bargain, thus securing you the third hive if they fail in the sneak attack attempt, or getting you your second hive back up if they do not. Just make sure the first structure you lay down as soon as the fighting calms down is movement, this way your team has instant access to both other hive locations, because once it is clear the hive is going to you they will make the attempt to take one of the other hive locations, getting movement assures you this will not happen because you have access to the hives before any lasting damadge can happen.

I hope you find this little essay useful in your alien playing of NS. Good luck and give them hell!

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