Tanith Strategy

GiveGive Join Date: 2003-09-12 Member: 20779Members
<div class="IPBDescription">Little Help</div> I've been comming a lot lately and i 've been doing very well. Won like 21 games. However, on tanith. It seems to be the one map i always lose on. There are too many choke points to cover and even then it doesnt stop aliens. I've tried locking down a hive then vent seiging waste. But that doesnt work. i'd take rr but bile bomb always destroys that place. I just cant seem to do nething right on this map. So if ne one has ne strategys that work well consistently on tanith I'd appreciate it

Comments

  • NeutroniCNeutroniC Join Date: 2003-06-17 Member: 17421Members
    I usually relocate to chemical transport room when I am commanding.

    Because you control 3 RTs (CTR,Sat com, Acid) and 1 hive.
    And there is quick access to cargo and fusion reactor too.


    This strategy works perfect when starting hive is in waste.
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    Cargo is still a powerful place to.
  • BogglesteinskyBogglesteinsky Join Date: 2002-12-24 Member: 11488Members
    the basic relocation appears to be either to reactor room or cargo bay. reactor room is less 'lame' but cargo gives you two res nodes with easy access to a third and secures a hive. it used to be a very strong position, but then the doors got removed allowing for easier alien spore access, so it may not be as strong as it used to be.
  • KeyserKeyser Join Date: 2003-02-15 Member: 13591Members
    Chemical, Cargo, and the hallway above Reactor room are the most useful locations for marines to hold. Just remember to weld the vents though. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • SakuraSakura Join Date: 2003-02-21 Member: 13789Members, Constellation
    Problem with Tanith if you go for holding chokepoints is, that there no really critical points you can hold alone or combined with one other point. There are so many ways to get to all other places on Tanith, that it is nigh impossible to keep aliens out of wherever you are. That said, I do feel, that Cargo Storage is a quite important point to own, although it won't necessarily lose you the game if you don't.

    I think that conquering and fortifying resnodes close to siege points is a valid strategy. That would typically be Cargo Storage, from where you can siege Fusion directly, West Access Corridor wherefrom you have easy access to siege range at Research Labs (beware of the vents there though) or Chemical Transport Room, where you don't get squat but a chance to annoy a lot of aliens.

    Both Waste Handling (when welded up) and Fusion hives are decent spots for marines to defend, so another valid strategy is going for a two hive lockdown, if aliens start at Sat Comm. But you gotta move fast. Those little critters will be in Fusion in no time and they probably won't let it go without a fight. That's kharaa for ya...

    Some of the mistakes comms often do on Tanith are:
    *Trying to relocate to Reactor Room - it is just too hard to hold that position, and you will spend way too many res to defend it to keep it an even remotely good investment. If you have killer marines who don't mind defending a position for a long while, you go right ahead, but more often than not, this is not the case. I find it is often more worthwhile to try and deny aliens the res without actually turning the place into a turretfarm. This can be achieved with sieges (it might be possible to siege RR from Chemical TRansport, haven't actually tried that).

    *Taking and trying to keep Sat Comm - it is a nightmare to keep that place. You'll have bile bombing gorges or lerks in the vents and there are lots of space for a lerk to move around whilst spiking your buildings.

    *Not researching GL or HA. There is a zillion vents on that map, which are just perfect for sporing lerks. You need to be able to ignore them or kill them. If your players are not that good and most of the time on pubs, go for HA.

    I hope that helps or at least inspires you think something new and exciting up. If you do, please feel free to share. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    You can actually cut tanith in half by building just outside marine spawn and in cargo (+welding RR vent and dropping a few mines in the fusion vents), but that's strat that needs real coordination to pull off.

    Cargo is a place that is almost impossible to get marines out of. Chemical is almost as good, but you have to be careful not to let a gorge build dcs under your base. Waste hive is really hard to remove turrets from if they are placed up on the res platform.

    I wouldn't recommed putting too much effort into the double res unless the hive is sat, and thus far away. When RR is a high traffic area, it's rough to hold onto.

    If the kharaa have fusion as their main, I'd go for a quick win. Drop an ip, armory, 3 shotties, and then run everyone over to cargo and siege them. You can take out the hive before the kharaa can afford to drop a new one. If you lose your main, just relocate to cargo.

    Even if they don't have fusion hive, cargo is still a pretty good place to hold. If you do try to lockdown fusion from cargo, make absolutely sure that you ping the hive every once in a while. It's not hard for a gorge to sneak past you and drop it.
  • Max_der_HaseMax_der_Hase Join Date: 2002-11-12 Member: 8342Members
    edited September 2003
    If u drop the siege tf in cargo close to the Northeast wall,u can secure fusion with turrets too.

    Btw if u drop the cargo sieg at the end of the eastern ramp u can siege fusion and the southern rt with one siege gun.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Chem trans to Fusion seems to be the route of choice, however be advised that if you get stuck outside fusion hive then you WILL lose. Get fusion, briefly check satcom and if its not up then make your push to waste.

    Ideally you want some turrets left behind to discourage a skulk from running the vent to Satcom and putting it up under your nose.

    If you cap fusion and can seal off the map then you'll have a relatively easier time pushing into waste/satcom, since you'll have all the other res. You absolutely cannot afford to be slack or get bogged down in Tanith.

    Most games I've played in Tanith that used this method worked..... until the marines get stalled at fusion and end up camping on their PG. Aliens annihilate everything else on the map, then rush the PG, then steamroll marine spawn. GG.

    If you get bogged at fusion, change direction very quickly and consider it a very costly feint. If you're bogged at fusion, so are the aliens - so you can rush satcom or waste and take down any hive there - or at least build a second minibase that'll split the kharaa force. If they dont split, they run the risk of losing a hive - but beware of aliens rushing one base and then heading straight to the other.
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