Effective Starting Defense
BattleTech
Join Date: 2002-11-02 Member: 4137Members
On a beginning of a game during ns_bast, I jumped into the commander's chair and dropped a turret factory and ip and armory, I electrified it by accident when our base was under attack by the entire alien team (12v12) game. As usual, all the marine's died leaving only five skulks left to chew the IP. While they chewed the IP, they got zapped by the turret factory that I placed directly next to the IP and killed all of them. Short story short, we won the game.
Starting off, drop a turret factory and electrify it, make sure to squeeze it in nice and tight. Most of them will just ignore the turret factory going if you drop it second or third, going for the IP and Armory.
Drop an IP, and armory after.
Also, since the electricity is long ranged, you can squeeze more buildings around it and it'll keep your base pretty well defended. Which two or three turrets can't do if you run around it.
<img src='http://members.aol.com/battlet3chvx/placement01.jpg' border='0' alt='user posted image'>
<img src='http://members.aol.com/battlet3chvx/placement02.jpg' border='0' alt='user posted image'>
Starting off, drop a turret factory and electrify it, make sure to squeeze it in nice and tight. Most of them will just ignore the turret factory going if you drop it second or third, going for the IP and Armory.
Drop an IP, and armory after.
Also, since the electricity is long ranged, you can squeeze more buildings around it and it'll keep your base pretty well defended. Which two or three turrets can't do if you run around it.
<img src='http://members.aol.com/battlet3chvx/placement01.jpg' border='0' alt='user posted image'>
<img src='http://members.aol.com/battlet3chvx/placement02.jpg' border='0' alt='user posted image'>
Comments
Secondly, with that number of skulks they can chomp anyone who spawns, while 2 gorges layeth down teh OC.
Useless strat, in its purest essence, but as with ALL base strategies you need to be competent and observant.
Alternatively, 3 turrets can cover your base better than 1 elec tf can. Moreover, you will make life harder for lerks. (which will have a field day sporing the hell out of your respawning rines).
Like Xzilen said, its already a well known technique.
*The only flaw to this is that later, you'll want to put down some turrets when things get heated and your base expands to the point that you can no longer place buildings adjacent to the TF.
on a side note, tell your rines that if they get skulk rushed and are reloading to crowd the elec structures. most times the elec will finish them off before they can bite. its like an extra man.
Tyrsis