Trying to beat TEC at their own game (Advent "rush" oh my!)
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Sins Forums
So yeah advent on a small map vs TEC is HARD. I think for most people that in and of itself is old news. Especially if you're only a couple jumps from the enemy successfully countering an LRM rush is very dicey.
But, thanks to some excellent advice from Ragarth online, I've gotten to the point where not only do I feel comfortable countering a TEC rush, but even more have been able to RUSH TEC who were going to rush me.
Now, like everything, there is a (in my opinion) serious tradeoff, and I'm wondering if this tradeoff makes an advent "rush" really worth it...
So how does it work? Well nothing too complicated, basically I spam disciples from the get go and, as I'm cranking out disciples, I send my colony cap ship to capture a roid (the mothership by itself can easily capture and secure an asteroid). I also have 3 scout ships out searching for the enemy and, once i've found him, I usually 'waypoint' a scout to keep phasing through his planet(s) so i can know exactly his disposition.
In very short order I can get up to the (initial) cap of 11 disciples, by which time I'm usually already building (or waiting for enough resources to build) 2 military labs and research addition fleet logistics.
If the TEC player decided to go the eco boom route (a 50/50 chance of which there is in an FFA), well great, usually that means my 11 disciples far outnumber the frigs (if any) he has, so I will send the initial mothership/disciples to 'harry the enemy' as it were.
Now unfortunately pound per pound (ton for ton?) a cobalt beats a disciple hands down, so it usually requires a slightly larger fleet of disciples to overwhelm any cobalts the TEC player has.
If the TEC player went the LRM rush route, I will usually hold off until I can get defense vessels (which, frankly, kick the $#!% out of LRMs) researched and crank out 8-10 of those. I am also trying to crank out more disciples. Ideally I'd like something in the range of 20 disciples and 10 defense, and then sending in reinforcement waves on the order of 5 units each wave. If possible, 4 or 5 drone hosts with bombers are fantastic as they make eliminating structures much easier... but to do this means research and time at the expense of more units.
Now this strategy has proven quite effective at keeping the pressure on, and ensuring the battle stays on his doorstep. Yet I would not say it's a "knock out" strategy. Especially if he has gone sova (likely in the case of a rush) "overwhelming" his forces is suprising hard. In addition, it's critical to watch for hangars/ turrets under construction, as they can bring the whole advent rush machine to a grinding halt. I usually try to eliminate his construction drones ASAP, but it's not always easy, especially if he already has a decent number of units.
Overall though, having tried this several times, I've been surprisingly pleased with its effectiveness. Throughout the early game I've been able to stay at #1 military, and keep the bloody TEC out of my bloody planets.
But, here's the tradeoff. My...econ...SUCKS. To accomplish this strat I am literally queuing a unit (and/or doing essential research, ie defense vessel), as soon as I have the resources for one. And even cranking out units as fast as I possibly can, especially against a player that has a good opening, I feel like I am just barely staying ahead of the curve. Keep in mind that once I get my initial roid, unless I am close to a terran planet, I only have one (maybe two) roids for econ since I do not want to spend on the two research labs + research + time it takes to conquer a volcanic or ice planet. And desert planets usually have too many bandits to make it worth the cost. I need all of that time and money for more units!
And so while the advent rush does definitely have its upsides (keeping TEC on their heels), it really is a race against the clock. I am relying on the fact that having #1 Military and keeping the pressure on will eventually collapse my opponent. HOWEVER if he does throw back my attack, I am now basically screwed because I have no expansion and no econ to speak of. Hell I usually don't even have civic labs or planet research done. This leaves me very far behind in economy, and now I'm the one up against the clock to make up lost time on expansion before he can build a large enough fleet to overwhelm ME.
So the question stands, is the tradeoff worth it?
But, thanks to some excellent advice from Ragarth online, I've gotten to the point where not only do I feel comfortable countering a TEC rush, but even more have been able to RUSH TEC who were going to rush me.
Now, like everything, there is a (in my opinion) serious tradeoff, and I'm wondering if this tradeoff makes an advent "rush" really worth it...
So how does it work? Well nothing too complicated, basically I spam disciples from the get go and, as I'm cranking out disciples, I send my colony cap ship to capture a roid (the mothership by itself can easily capture and secure an asteroid). I also have 3 scout ships out searching for the enemy and, once i've found him, I usually 'waypoint' a scout to keep phasing through his planet(s) so i can know exactly his disposition.
In very short order I can get up to the (initial) cap of 11 disciples, by which time I'm usually already building (or waiting for enough resources to build) 2 military labs and research addition fleet logistics.
If the TEC player decided to go the eco boom route (a 50/50 chance of which there is in an FFA), well great, usually that means my 11 disciples far outnumber the frigs (if any) he has, so I will send the initial mothership/disciples to 'harry the enemy' as it were.
Now unfortunately pound per pound (ton for ton?) a cobalt beats a disciple hands down, so it usually requires a slightly larger fleet of disciples to overwhelm any cobalts the TEC player has.
If the TEC player went the LRM rush route, I will usually hold off until I can get defense vessels (which, frankly, kick the $#!% out of LRMs) researched and crank out 8-10 of those. I am also trying to crank out more disciples. Ideally I'd like something in the range of 20 disciples and 10 defense, and then sending in reinforcement waves on the order of 5 units each wave. If possible, 4 or 5 drone hosts with bombers are fantastic as they make eliminating structures much easier... but to do this means research and time at the expense of more units.
Now this strategy has proven quite effective at keeping the pressure on, and ensuring the battle stays on his doorstep. Yet I would not say it's a "knock out" strategy. Especially if he has gone sova (likely in the case of a rush) "overwhelming" his forces is suprising hard. In addition, it's critical to watch for hangars/ turrets under construction, as they can bring the whole advent rush machine to a grinding halt. I usually try to eliminate his construction drones ASAP, but it's not always easy, especially if he already has a decent number of units.
Overall though, having tried this several times, I've been surprisingly pleased with its effectiveness. Throughout the early game I've been able to stay at #1 military, and keep the bloody TEC out of my bloody planets.
But, here's the tradeoff. My...econ...SUCKS. To accomplish this strat I am literally queuing a unit (and/or doing essential research, ie defense vessel), as soon as I have the resources for one. And even cranking out units as fast as I possibly can, especially against a player that has a good opening, I feel like I am just barely staying ahead of the curve. Keep in mind that once I get my initial roid, unless I am close to a terran planet, I only have one (maybe two) roids for econ since I do not want to spend on the two research labs + research + time it takes to conquer a volcanic or ice planet. And desert planets usually have too many bandits to make it worth the cost. I need all of that time and money for more units!
And so while the advent rush does definitely have its upsides (keeping TEC on their heels), it really is a race against the clock. I am relying on the fact that having #1 Military and keeping the pressure on will eventually collapse my opponent. HOWEVER if he does throw back my attack, I am now basically screwed because I have no expansion and no econ to speak of. Hell I usually don't even have civic labs or planet research done. This leaves me very far behind in economy, and now I'm the one up against the clock to make up lost time on expansion before he can build a large enough fleet to overwhelm ME.
So the question stands, is the tradeoff worth it?