3 Gorg Power
DocterJ
Join Date: 2003-04-09 Member: 15357Members
<div class="IPBDescription">ultra capping alien gorges</div> I just tried this strat. On a team of about 8 kharaa, three go gorg VERY EARLY GAME.
1. First one goes straight to another hive, secures it with very few chambers and d chambers, then caps the nodes around it.
2+3. second and third go around with a few skullks, capping nodes around.
Rest of team attacks marines as a distraction and to make sure they dont push to a hive. Though in the beggining its hard for the gorgs to get min to build stuff, after 5 mins into the game cash just flows in. With this strat, you get an early hive and tons of res and scattered defense.
After youve capped most of the nodes, two gorgs go fade, and you have a power offense team.
Make sure it happens quickly though. and you need teamwork to protect hives and stuff. Make sure you build movement as second for quick hive defense.
Please post feedback and critiscm. I know the idea of multiple gorgs recieves lots of flaming, but it worked.
Thank you.
1. First one goes straight to another hive, secures it with very few chambers and d chambers, then caps the nodes around it.
2+3. second and third go around with a few skullks, capping nodes around.
Rest of team attacks marines as a distraction and to make sure they dont push to a hive. Though in the beggining its hard for the gorgs to get min to build stuff, after 5 mins into the game cash just flows in. With this strat, you get an early hive and tons of res and scattered defense.
After youve capped most of the nodes, two gorgs go fade, and you have a power offense team.
Make sure it happens quickly though. and you need teamwork to protect hives and stuff. Make sure you build movement as second for quick hive defense.
Please post feedback and critiscm. I know the idea of multiple gorgs recieves lots of flaming, but it worked.
Thank you.
Comments
We got a res in mess first and then d chambers. Before the d's are up you have the 3 gorges healing, and when the d's are up they heal through the wall into aux gen(or is it aux comm?) We ended up keeping the marines in their spawn and slaughtering them with the biggest onos rush I've ever seen.
- you could probably expect at least 1 gorge to die with only 5 skulks in the early game unless the marines are incompetent.. that 13 res + whatever he sucked from the other gorges during that time is sorta lost
- if the comm tech rushes, capping another node or 2 should be easy with fewer skulks, you could be in deep **** with jp/hmg very soon
- the initial hive will be vulnerable in the first few minutes at least with less skulks around
Unless you're doing a rush like Melkor said, which does work quite well if the gorges know what they're doing, i'm thinking 2 gorges is enough..
Do you have any idea how LONG it will take before you get your first RT up? So say there will be 3 skulks guarding gorges 2 and 3. So that leaves 2 skulks to harass the 6 marines outside of base. For like the first 6 minutes your skulks will be without level 3 carapace. Good luck harassing the marines with your 2 skulks. Oh and with 3 gorges the marines can get JPs shooting your hive before you put down your first RT.
Err lets not exagerat tooo much here. It takes 50% longer to drop the first rt in a 6 on 6.
Any good Marines woulda had those three gorges dead in a second.
In that case 3 gorges did work though now that I think about it 2 would have just as well.
There actually is nothing wrong with two gorges if(big if here) <b>both</b>know what they are doing. Two gorges allows one to focus on res while the other gets d, or allows each to focus on different areas of the maps.
not good either. if your going to have two gorges they better both cap res at first of your slow down is going to be bad.
I have seen a few exceptions.
You have 8 aliens, so I assume 8 marines,
3 go gorge, one gorge goes alone to a hive, the other 2 take 2 skulks and go res hunting. This leaves 3 skulk to 'keep the marines busy'
Those three skulks have to deal with 7 marines, (one is in the chair).
Skulk rush 3 vs 7? Doesn't seem like it's going to be much of a success.
Ambush? How are three skulks going to cover all directions the marines could go?
So what happens if the marines are of equal killing skill to the skulks? What happens if the marines split, 3 at base, 2 go left, 2 go right.... or if 1 stays at base and 6 go to relocate to a hive.... or lmg rush... or any other half decent tactic?
It seems this tactic will only win if the marines dont have :-
1. a commander
2. a clue
or if the marines are:-
1. muppets
2. afk
Next time I'm playing against a group of clueless afk muppets without a commander I'll try this <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
in 1.1 this might be a good tactic.
AFTER you realise??? Your marines should ALWAYS be going in groups!
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