Guide To Ns_bast
viking9
Join Date: 2003-02-12 Member: 13477Members
<div class="IPBDescription">This is a no rush zone.</div> Guide to ns_bast map not using JP rush
This map is easy when utilizing the vents in engine room to siege using an upgraded TF at base., JP rush or other HMG rush strategy.
This is a guide to win this map in a methodical consistent manner with public marines.
Build 2 ip, armory, and obs. Put obs on top of the post near the right side of comm chair. Drop pack of mines to be put randomly on the floor. Drop two more packs of mines and get all marines minus one to Main Aft Junction (MAJ). As soon as you are in MAJ have the two marines disperse mines randomly in the room. Build RT and have marines guard. The aliens will hit hard, but with the mines Pub marines will hold. Next get TF and three turrets. I put the TF in hallway next to RT and bury it into the wall.
Control MAJ
This is critical in a strategic operation as it chokes off alien’s movements greatly, cuts down an annoying entrance into your base and gives marines staging point to Engine Room and Refinery. These are all nice things.
Late Opening Game
If aliens are in Engine Room (ER), send a marine to the cockpit and down into vents to secure 3 nodes. The one in the vents, the one in refinery at the opposite entrance of the hive and the one near the entrance to refinery closest to the hive. Now you have 5 RT’s.
If the hive is not at ER, send a marine into ER to secure PG, RT, TF and 3 turrets. Go ahead and put TF so you don’t have to lose the hive b/c armory humping, confused, low motivational or any other poor responding marine who does not phase through on time in a consistent manner.
Mid Game
Shortly before this time start getting upgraded armory, arms lab, lv1 armor, lv1 weapon. If the hive is in ER start assault after getting HMG’s. When assaulting ER set up a TF out side hive while marines with HMG’s guard. Put 3 turrets up to assist as they will hit you like crazed teenagers at a Beatle’s concert. Then siege. Game over.
If the aliens are not in ER, quickly march 3 marines to cockpit via MAJ, through vent to Refinery. Set up PG, TF, 3 turrets and upgrade TF, 1 siege in 2nd story room overlooking refinery. In 1.04 you cannot siege from the protection of 2nd story room in refinery safely, but use this outpost to clear floor of refinery of OT and as a conduit to bring marines into Refinery. After outpost secured, send one marine back into vents from refinery to get node which is along way from the cockpit. There will probably be an alien RT on it which you passed initially because you did not want to let the aliens know you were going to Refinery. Simultaneously as you are setting down the TF and turrets at outpost in Refinery, send one marine to Atmospheric Processing (AP) from base to clear alien RT’s. Drop a PG and claim the nodes as your own. The aliens at this point are freaking out and devote all resources to clearing marines out of Refinery thus leaving AP unguarded. Let res pour in for 1-2 minutes you will have 5-6 RT around this time. Get lv2 weapons upgrade.
Get HMGers and grenade launchers to Refinery when floor cleared and set down PG, TF, 3 turrets, upgrade and siege refinery from floor near hive (last night we set this up almost directly under their hive). If alien team is good there might be a few Fades as we chose not to devote any attention to destroying their economy in the early part of this game. When on the floor in Refinery, the HMGers and Gernade lauchers will clear any resistance at this point and hive will fall quickly. Around this time at base, get TF with 4 turrets, upgrade TF and put siege at base. Last night when the aliens hit our base with WOL on the elevator trick we tore it up quite effectively.
End Game
Get proto, HA, JP. Watch for lurks in engine and refinery. Send 1 HMG with JP to refinery to police it. Drop HA, HMG, GL. Phase through to AP. March them down to Feedwater (FW) for easy kill.
This is not the quickest way to win. It does work well with PUB marines though and is geared mainly with that population in mind. It is fun and will work when JP rush will not be an option in 1.1. Some benefits of this plan are:
1. This plan takes the heat off of your base
2. This offensive stance puts the aliens on the defensive as soon as you take MAJ
3. After securing MAJ you have control over flow of people into refinery and ER which is crucial for mid game.
4. This game utilizes simultaneous actions to open areas of the map so as secure more nodes which will allow marines to use overwhelming prejudice against the over grown cockroaches which after infested our base in this scenario.
Last night their main base was in Refinery and they did get second hive up at FW. Fades attacked us while we where in the 2nd story room (overlooking Refinery) just after we had put down sieges (2). I dropped HMG’s and 1 GL at base and the marines were able to battle out of 2nd story outpost in Refinery and get on the floor which was cleared by sieges from uptop. We set up PG, TF etc almost right under their initial hive. The rest was easy as we killed all their fades. As detailed earlier we had our base and ER set up with TF and turrets which repelled their immediate counter attacks while they were losing Refinery. It was a very clean win and relatively quick < 20 min.
I like to win games without rushes to their hives as initial opening. I find it more challenging and enjoyable. Any thoughts are welcomed.
This map is easy when utilizing the vents in engine room to siege using an upgraded TF at base., JP rush or other HMG rush strategy.
This is a guide to win this map in a methodical consistent manner with public marines.
Build 2 ip, armory, and obs. Put obs on top of the post near the right side of comm chair. Drop pack of mines to be put randomly on the floor. Drop two more packs of mines and get all marines minus one to Main Aft Junction (MAJ). As soon as you are in MAJ have the two marines disperse mines randomly in the room. Build RT and have marines guard. The aliens will hit hard, but with the mines Pub marines will hold. Next get TF and three turrets. I put the TF in hallway next to RT and bury it into the wall.
Control MAJ
This is critical in a strategic operation as it chokes off alien’s movements greatly, cuts down an annoying entrance into your base and gives marines staging point to Engine Room and Refinery. These are all nice things.
Late Opening Game
If aliens are in Engine Room (ER), send a marine to the cockpit and down into vents to secure 3 nodes. The one in the vents, the one in refinery at the opposite entrance of the hive and the one near the entrance to refinery closest to the hive. Now you have 5 RT’s.
If the hive is not at ER, send a marine into ER to secure PG, RT, TF and 3 turrets. Go ahead and put TF so you don’t have to lose the hive b/c armory humping, confused, low motivational or any other poor responding marine who does not phase through on time in a consistent manner.
Mid Game
Shortly before this time start getting upgraded armory, arms lab, lv1 armor, lv1 weapon. If the hive is in ER start assault after getting HMG’s. When assaulting ER set up a TF out side hive while marines with HMG’s guard. Put 3 turrets up to assist as they will hit you like crazed teenagers at a Beatle’s concert. Then siege. Game over.
If the aliens are not in ER, quickly march 3 marines to cockpit via MAJ, through vent to Refinery. Set up PG, TF, 3 turrets and upgrade TF, 1 siege in 2nd story room overlooking refinery. In 1.04 you cannot siege from the protection of 2nd story room in refinery safely, but use this outpost to clear floor of refinery of OT and as a conduit to bring marines into Refinery. After outpost secured, send one marine back into vents from refinery to get node which is along way from the cockpit. There will probably be an alien RT on it which you passed initially because you did not want to let the aliens know you were going to Refinery. Simultaneously as you are setting down the TF and turrets at outpost in Refinery, send one marine to Atmospheric Processing (AP) from base to clear alien RT’s. Drop a PG and claim the nodes as your own. The aliens at this point are freaking out and devote all resources to clearing marines out of Refinery thus leaving AP unguarded. Let res pour in for 1-2 minutes you will have 5-6 RT around this time. Get lv2 weapons upgrade.
Get HMGers and grenade launchers to Refinery when floor cleared and set down PG, TF, 3 turrets, upgrade and siege refinery from floor near hive (last night we set this up almost directly under their hive). If alien team is good there might be a few Fades as we chose not to devote any attention to destroying their economy in the early part of this game. When on the floor in Refinery, the HMGers and Gernade lauchers will clear any resistance at this point and hive will fall quickly. Around this time at base, get TF with 4 turrets, upgrade TF and put siege at base. Last night when the aliens hit our base with WOL on the elevator trick we tore it up quite effectively.
End Game
Get proto, HA, JP. Watch for lurks in engine and refinery. Send 1 HMG with JP to refinery to police it. Drop HA, HMG, GL. Phase through to AP. March them down to Feedwater (FW) for easy kill.
This is not the quickest way to win. It does work well with PUB marines though and is geared mainly with that population in mind. It is fun and will work when JP rush will not be an option in 1.1. Some benefits of this plan are:
1. This plan takes the heat off of your base
2. This offensive stance puts the aliens on the defensive as soon as you take MAJ
3. After securing MAJ you have control over flow of people into refinery and ER which is crucial for mid game.
4. This game utilizes simultaneous actions to open areas of the map so as secure more nodes which will allow marines to use overwhelming prejudice against the over grown cockroaches which after infested our base in this scenario.
Last night their main base was in Refinery and they did get second hive up at FW. Fades attacked us while we where in the 2nd story room (overlooking Refinery) just after we had put down sieges (2). I dropped HMG’s and 1 GL at base and the marines were able to battle out of 2nd story outpost in Refinery and get on the floor which was cleared by sieges from uptop. We set up PG, TF etc almost right under their initial hive. The rest was easy as we killed all their fades. As detailed earlier we had our base and ER set up with TF and turrets which repelled their immediate counter attacks while they were losing Refinery. It was a very clean win and relatively quick < 20 min.
I like to win games without rushes to their hives as initial opening. I find it more challenging and enjoyable. Any thoughts are welcomed.
Comments
Use distractions and secure RTs!
Very good advice, especially with the capping of nodes far away from aliens hives.
Also, voice comm = win.
Still, well written and worth a try or ten. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
S
Again this is not the fastest way to win, but a solid strategic model to have a fun game with the aliens and have a high probability of winning. Try it out a few times and see.
Thehornet:
When you take AP do you do that at the beginning no matter which hive they have? I like to take AP also, but using a diverting strategy to decrease resistance as I have seen many games bog down there. When you say cutting off the aliens supply lines at AP. The aliens still have access to 2 nodes near FW, 3 nodes near refinery. All that without AP. I also agree that AP is a great staging place to attack FW from and it is my perferred way there without JP.
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> j/k