ok everyone is always bugging me about my Micro and my stratagies wanting to know how i do what i do, ill instill some gems for / the foundation for my opening game...
first things first, if your tec you have no buisiness rushing vs anyone with any kind of skills. not to hate on tec but the facts are that tec is very weak early game. later game tec can become monsterous but early game is what tec trades off for powerful late game options. keeping this in mind remember if you start very close to a tec player as any other race you have an excellant cadidate for a rush
these a few key discisions that must be made early that will make or break your entire game.
first decisions is always shall i rush? well scout out around you first thing, while your scouts are searchin build your cap and colonize your roid, build extractors and sell 100 metal, when crystal prices drop to 450ish buy 100. i also like to scuttle my capitol ship factory after i build my cap so ill get some extra cash and an extra slot for buildings. wait a couple minutes till your scouts find your enemy so u can build a health pool of funds to use when u reach decision points. as vasari i build 5 scouts at least so i can snag nuetrals to fund my build up, any other race i build 1 scout per phase lane out from my HW. when your scout finally find your enemy you should have a decent chunk of cash on hand to use accordingly, if theyre very close build your mil labs clustered around your frig fac and cap fac incase god forbid you have to defend your HW you can build a couple repairbays and cover all your vital structures in 1 pop, if your scouts get far and no one is that close throw up your civs same cluster technique to prepare long term and its time to out econamy your enemy.
first decision = upg planet population so i increase my credit income long term? scout a few jumps out before you decide. if there is a player within a dangerous proximity say 2 or 3 jumps from HW with lightly defended and colonizeable planets then no! not upging your HW will screw you financially long term so your rush has to work. if you do upg, all those resourses will push your rush back a good 5 minutes, completely unacceptable, wipe him out quickly and then up your eco. further more scuttling your capitol ship factory is near manditory at this point, the extra cash helps tremedously and it also allows advent to build all three of their temples of hostility in the 2+ repairbays overlapping "safezone" near your frigate factory.
second descision = rush units to spam? rush hast to be lightning fast so you cant afford to tech up more than 1 unit, scouting is key, if they put up civ labs and or build tons of LF (light frigates) just spam illums or assailants they will die, if they seem to be trying for illums or assailants then jump strait to carriers cuz fighters just pwn lrf, but are less effective to sack caps n structures with. if they get carriers out, well good luck your in for a long one most likely and its not rush territrory anymore. then there is the grand daddy cadillac of all rushes, the scout rush. no this doesnt mean spam tons of scouts, this means if they are very close and they have yet to build temples, make 5ish scouts go and kill all of your opponents constructors before they build enough temples for carriers or illums, at which point a simple lrf spam will spell doom for you unfortunate enemy.
second descision again = wtf do i do if i got caught with my pants down now im gettin rushed? this is why u scout, no one wants to get in this nightmare of a micro situation. first things first if your broke with no fleet and here comes JJ with carriers and assailants ask your allys for a feed if you have too, hopefully they will undertand. REPAIR BAYS!!! they heal your ships and they heal eachother! its hard to kill fleets near repair bays and equally has hard to kill structure to include other repair bays near repair bays! theyre a huge advantage, so build all your temples and factories in a tight cluster as to keep them all in repair bay range when you defend and nothing can get picked off. vs illums or assailants carriers are a sure bet. park em near repair bays and ther rest comes with experiance born micro skill, always good to just halt your fighter right near the fleet of lrf. if you get carrier rushed remeber that lf will smoke carrier. easy cheap and fast pump out a ton of cobalts of disciples and watch the carriers drop like flys. a couple flak ordered to a tight engagment radius will help protect vulnerable target which better be near your repair bays
well i could go on for hours but im tired of typeing and this isnt filling my boredom anymore but ill post more micro lessons another time. lemme know questions you all have about micro or sins stratagies im sure i can lend my light to any problems you all might have. i spit all the above out rather fast, not thinkin to deep and didnt proof read so if i mispelled pls forgive and if i misspoke or mislead pls leave a comment