Redarrow's Guide to Standard Build Orders

Redarrow's Guide to Standard Build Orders

Introduction

As time passed I grew towards the feeling that old guides didn't deliver as much info as they could on build orders. Therefore I decided to create a new guide on build orders! In here you'll find the (dis)advantages of each build order and how you should proceed. Though pretty basic, I included an instructional video to show you how these work and how they are optimised. Be aware that this guide assumes you understand the basics of Supreme Commander 2.

This guide is divided into three parts; one for each of the unique factions within Supreme Commander 2.

Enjoy!

Optimisation


Redarrow's Guide to Standard Build Orders image 5

There are several important questions to ask oneself when considering build orders.

How many power generators and mass extractors do I need to sustain a factory?

How many power generators and mass extractors do I need to be able to expand well enough?

How do I place my buildings?

- How many power generators and mass extractors do I need to sustain a factory?

The amount of mass extractors needed for a factory depends on a lot of conditions. For example, what faction am I using? Which unit am I building? What kind of factory am I using? Is my ACU or engineer assisting?

For this example I take a UEF land factory, building tanks. A tank at first costs 40 mass and builds over 19 seconds. This means you need a mass sustain of 40/19 = 2.1 mass/second. When your ACU assists the factory, the factory gets a build speed bonus of 50% (first engineer 33%, assist from any further engineer is divided by 3), meaning the factory builds at 150%. 100/150 = 66%. 66% of 19 seconds = 12.67 seconds for your tank to finish. Meaning you need more mass/second(40/12.67 = 3.16 mass/second)!

This example works for other factorys/units as well.

I personally suggest having +2.5 mass/second per land factory if building tanks and +3.5 mass/second if building air. You can fine-tune your builds using these statistics to your likings.

You can calculate the amount of power generators the same way as mass extractors but 3 power generators are often enough untill you get 7-10 minutes into the game.

- How many power generators and mass extractors do I need to be able to expand well enough?

This is just like the previous question - not something there is a solid answer for. One mass extractor per expansion is probably the minimum although some players just pause/stop factories when they want to expand. Knowing whether to expand or not is usually dependant on how your situation compares to your opponent's, and this is something you have to learn to figure out for yourself.

- How do I place my buildings?

It's very easy. For an optimised build you have to make sure:

- Give build orders quickly.

- Make sure units are not obstructing your build queue. (Also see the Cybran chapter on 3 land factory opening).

- Spend as much mass as you can in useful buildings (mass extractors, power generator, factories, etc.)

- Put vulnerable buildings at the back, factories preferably in the front so they can tank damage in case of an attack.

- Use your ACU to build nearby buildings, while buildings further away should be built with your engineers (travel time = wasted build time)

Aeon Part 1


Redarrow's Guide to Standard Build Orders image 26

Welcome to the Aeon section on build orders! Here we'll show you some of the standard build orders players use. For more detailed info on how to build I suggest you watch the included video. Note that all scenarios explained are based on the most played 1v1 map, Open Palms.

The build orders we'll discuss are listed below.2 air opening (@0:10)

2 land opening (@1:33)

3 land opening (@2:52)

2 land opening (eco) (@4:49)

Aeon Tactical Missile Launcher (@6:28)

Aeon 2 air openingThis build focuses on air and is done by building 6 mass extractors, 3 power generators and 2 air factories. This build is not often seen in 1v1 as it is hard to execute and you need to know when to strike. Some people prefer to build 5 mass extractors instead of 6 so they can build 2 air factories right away, there’s nothing wrong with that. Though I said in the optimisation chapter you should generally build factories in the front, I prefer to keep my air in the back; hiding your air can lead to various advantages, mainly surprising your opponent or killing his first scout, leaving you with more fighters.

Analysis:

This build is used on maps where players are able to fly around a lot and harass mass points (Open Palms for example!). It’s almost never used against UEF on big maps because UEF is dominant in the air. Some players do so anyway and build two air factories before mass extractors to get air superiority in the early stages of the game.

Make sure to scout your opponent right away as this gives you valuable information. After scouting, you can see I place my fighter-bombers around the mountain to check upon enemy groups passing by. The third plane flies to the hill to scout there (no need for an early radar if you've got planes!). Once you have 4 fighter-bombers, I suggest you go out and snipe a radar and harass some engineers to keep your opponent from expanding. Doing this, you’re free to expand and think of an endgame strategy.

Cybran players have a hard time fighting against an Aeon player using this as the Cybran player often tries to swarm their opponent and are totally defenseless against bombers. Another fact is that Cybran players often research build time and structure cost decrease, which leads them to a disadvantage because they are unable to build any Adapters.

You can use this build in various ways though. I just mentioned how you could fight a Cybran player. How about an UEF or Aeon player? If a UEF player did a 2 or 3 land factory opening he'll be likely to push you with anti-air towers. It's frightening to see those things creeping up to you, but you can simply delay him by researching the ACU range upgrade or by building a Point Defense far away from your base while your air numbers grow until they are able to snipe the anti-air towers. Researching the Scorch upgrade on your bombers helps you decimate your opponent's tanks and Mobile Missile Launchers. Keeping your aircraft alive is vital for success, so only bomb over anti-air if you have to. Otherwise avoid it.

Strong against:

Cybran researching build cost/build time upgrade.

Weak against:

Very early rushes.

Players doing a research build.

Aeon 2 land openingThis build is focused on land and is done by building 6 mass extractors, 3 power generators and 2 land factories. This is a common build in a 1v1 scenario and probably most used. It's an all round build that's rather safe to play with.

Analysis:

This build is used on medium to small sized maps where being rushed could be an imminent threat. It gives you a considerable amount of units in a relatively short amount of time and may be used to rush opponents by building Point Defense turret in their face with your ACU tanking the damage from enemy units. If you notice the enemy having air, it's possible to creep up on him with anti-air towers and build a third factory near his base.

Be careful when playing against a Cybran or UEF player though, mobile artillery can cause serious damage and eventually lose you the game. As Aeon vs Cybran or UEF using a 2 land opening I suggest you never fight them in narrow spaces where you can't micro your units to avoid artillery shells. Rather move to other areas where you can fend the artillery off. If you're forced to fight in these narrow spaces, researching Shotjas can be a good alternative for a while.

The hard part using this build as Aeon comes when UEF or Cybran gets to the point where they can build minor experimental units. Aeon needs more research points for Teleport than UEF and Cybran for their Megalith and Fatboy, respectively. They'll probably get one out before you get Teleport. It's wise to split your group and keep pressure on several sides and retreat when the experimental is about to get in range.

Aeon 3 land openingObviously this build is an all in strategy, using land only, to destroy your opponent as quickly as possible by going 5 mass extractors, 3 power generators and 3 land factories. This build is not seen much even though it can work quite well.

Analysis:

This build should be used on a medium but preferably small sized maps to quickly cripple or destroy the enemy forces. It gives you a lot of units in a short amount of time but note, the longer the game progresses, the more obvious it's going to be that you're going to lose as you're unable to expand. Rush as fast as possible including your ACU. Killing 1 factory will likely win you the game as your opponent will be unable to keep up with your unit production.

The danger in this build lies in the lack of Mobile Missile Launchers to kill enemy structures with. You could always build Mobile Missile Launchers, but they are quite expensive and it’ll drain your resources in a way that you need more time to build a radar, which is bad since you need to rush. One factory shield and Point Defense could cost you the game (so hurry!). If faced with a 2 air factory opening you're likely to be destroyed. The fact that you are unable to creep with anti-air towers gives the bombers easy kills. Also the Crashdow’s anti-air is far too weak to deal effectively with air.

If it doesn't work out and you want to expand, try pausing all your factories and build a mass extractor or 2. Then adapt to whatever your opponent is doing. If your opponent went for 2 air factories, you've likely lost already unless you can think of something smart to do depending on the circumstances. You could perhaps pause one or two factories and push with anti air.

Part 2 on Aeon in the next chapter

Aeon Part 2


Aeon 2 land opening (economy focused)This build is a good alternative for the standard 2 land opening build order previously discussed. You build 8 mass extractors, 3 power generators and 2 factories but it's a little bit more risky than the standard opening as you are closer to your opponent and thus easier to rush.

Analysis:

This build should be used on medium sized maps. It gives you great economy plus enough units to defend against your opponent and a great versatility to adapt. After you've built your radar, you have, depending on your situation, some options.

- You see a lot of units coming your way.

[indent]Get a factory shield and a Point Defense turret.[/indent]

- You don't have anything on the radar.

[indent]Push and build a second radar on the hill for full vision. Be aware of air.[/indent]

Make sure you invest research points in land build cost and build time decrease. Do not research tank range increase unless you're sure your opponent has no air or isn't ACU rushing. If he is ACU rushing, research Shotjas. This build works great once you get into the mid-game. You probably have more resources than your opponent and you're able to build an additional research station as well for slightly earlier Teleport. For more information about the mid to lategame part, also see Aeon 2 land opening

Aeon Tactical Missile LauncherThis build focuses on the early game power of the Aeon. It revolves around crippling your enemy as fast as possible, with guarantee. Focus on getting 6 mass extractors, 4 power generators, then rush to the hill and build a Tactical Missile Launcher and a factory to shield it.

Analysis:

This build is not being used as much online as it could be, since it's rather effective. Main reason for this, is that most people agree it's considered overpowered and does not stimulate fun and exciting battles. UEF needs to unlock the Sharpshooter unit in order to counter the Tactical Missile Launcher. This particular unit takes an excessive amount of research points and in the early game, players will be unable (due to game mechanics) to get enough research points in time. Therefore it's extremely useful against UEF. It can be used versus Aeon as well. Aeon will be able to unlock their Sliptack earlier than UEF will their Sharpshooter but will likely lose some structures first. It's not recommended to use this build vs Cybran as they have fast assault bots which can swarm around you in no time and destroy your base, leaving you with only a factory.

Maps using this build (from spawn to spawn) are often as large as the outer Tactical Missile Launcher range or bigger. Be sure your Tactical Missile Launcher is in range of your opponents buildings before you construct it or your entire strategy will fail. Another note is the Ground Fire command. In the video you can see that I use the Ground Fire order before I have a radar up. This way you can destroy buildings without seeing them. Note that 2 shots can kill a mass extractors. Just swap targets after it fired two times. After you have started attacking your opponent it's wise to build another land factory, or if your opponent doesn't respond to the Tacticle Missile Launcher, you may expand as well.

This build is quite good against land or air build orderss. Be aware of Transports though. They'll utterly destroy you.

Cybran


Redarrow's Guide to Standard Build Orders image 72

Welcome to the Cybran section on build orders!

Here we'll show you some of the standard build orders players use. For more detailed info on how to build I suggest you watch the included video. Note that all scenarios explained are based on the most played 1v1 map, Open Palms.

The build orders we discuss are listed below.Cybran 2 air opening @0:10

Cybran 2 land opening @1:24

Cybran 3 land opening @3:03

Cybran 2 land before mass extractors @4:32

 

Cybran 2 air openingThis build focuses on air and is done by building 6 mass extractors, 3 power generators and 2 air factories. This build is not often seen in 1v1's as it is hard to execute and you need to know when and what to strike.

Analysis:

The Aeon 2 air opening gives a full analysis on this build and how to use it.

The difference between Aeon and Cybran is that Cybran is able to expand faster, and they are free to build one air factory before mass extractors and one after due to the build cost reduction research. I'd only recommend this build versus another Cybran player. Whenever any of the other factions push you with anti-air turrets, Point Defense turrets and Mobile Missile Launchers, it's game over.

 

Cybran 2 land openingThis build focuses on using your loyal Loyalists to surround your enemy. You start out by building 6 mass extractors, 3 power generators and 2 land factories. This is a common Cybran build order that many players use.

Analysis:

Start by researching build time and build cost decrease, build your 2 factories and place a forward radar. After that you can freely expand around the back, build a mass extractors right away with your ACU, or another factory if you notice your opponent started out with 3 factories. Playing with this build differs a lot from the Aeon and UEF 2 land factory opening. However most players play as if they're playing UEF and Aeon. This is wrong. Tanks are much stronger than Loyalists due to their range and increased health.

The intention of this build is to constantly harass your opponent whilst expanding. This is done by moving in from the sides and making sure you don't lose any units early game. You don't need to destroy something, as long as your opponent feels pressured into not being able to expand. I recommend getting the radar upgrade on your radar so you can see any units approaching your units while harassing. TheWord has made a more detailed guide on this, I suggest you read that here: Word's guide[www.gamereplays.org]

You could use this strategy on open maps without chokepoints. Try to avoid this build order on big maps. Be aware that an 1 or 2 air opening crushes all your land units poking from the sides. While harassing try to expand and tech-up as soon as possible for some Adapters and/or experimentals.

Be aware that you move out quickly. Being pushed by Point Defense turrets will likely make you lose the match. This build is incredibly strong versus players who have few actions per minute because they have to be responsive all the time.

.

Cybran 3 land openingAn old favorite. This is the build I used when I started getting better at this game at a quick pace. This build is done by going 6 mass extractors, 3 power generators and 3 land factories. While a 3 factory rush using Aeon tends to be an all-in, Cybran can afford using this while being able to expand quite well.

Analysis:

As you'll notice in the video at 00:30 seconds in the game, my engineer is blocking my ACU from building. When doing a correct build order, make sure this doesn't happen. Instead, place your power generator in the back to avoid having these problems. You'll notice that I move my second factory a tiny bit. This is to make sure my ACU doesn't have to go all the way around the factory before being able to construct that forward radar.

Compared to the Cybran 2 land opening this build is a bit stronger. The con using this build is that you are less flexible adapting to a 2 air factory opening. The pro is that you'll be able to overrun your opponent earlier.

.

Cybran 2 land before mass extractorsAs Cybran has some of the cheapest buildings, they're perfectly able to start with 2 land factories before building any mass extractors. This build is done with 2 land factories, 6 mass extractors and 3 power generators.

Analysis:

This build can very well be compared to the Cybran 2 land opening. There's one difference: you'll have units earlier which will give you the advantage of surprise. Just send them directly down to your opponents base over the hill. If you're lucky you can snipe a radar off or kill a mass extractor which just started construction.

UEF


Redarrow's Guide to Standard Build Orders image 101

Welcome to the UEF section on build orders!

Here we'll show you some of the standard build orders players use. For more detailed info on how to build I suggest you watch the included video. Note that all scenarios explained are based on the most played 1v1 map, Open Palms.

In the UEF guide I'll be referring a lot to the Aeon build orders as they have the same general strategy behind builds. I'll also be adding some faction specific info.UEF 2 air opening (@0:10)

UEF 2 land ECO opening (@1:40)

UEF 2 land opening (@3:11)

UEF 3 land opening (@4:23)

UEF 2 air openingThis build is just like the Aeon 2 air opening, focuses on air and is done by building 6 mass extractors, 3 power generators and 2 air factories.

Analysis:

UEF is commonly known to have the cheapest air units available throughout the game. Going 2 air works out better than Aeon unless your opponent build air as well. If they do, this means you can't focus on building bombers, which should be your main units while taking out your opponent.

As said before, going air often means you're playing on medium- to large-sized maps. On small maps you'd rather build land units. Use this build if you think your opponent is going for a land opening and you are confident enough you can win with it.

This build's weakness is generally the early stages of the game. Don't expand to the front but go to the back first. This helps you keep distance until you have enough bombers to counter your opponent.

The build gets stronger as the game goes on; snipe some additional mass extractors but be sure to make land units as well (to deal with adapters or a push, for example).

.

UEF 2 land eco openingThis build is like the Aeon eco land opening, only a bit stronger since structures cost less, leaving you with a faster economy build up than Aeon. Build 7 mass extractors, 3 power generators and 2 land factories followed by a radar.

Analysis:

Use this build on medium sized maps. This build is strong enough to hold a 3 land factory opening (if micro-management is applied correctly) and pretty stable when you need to adapt. Go over the Aeon part on this build again for some additional info.

- When versus Aeon Tactical Missile Launcher? Get Mobile Missile Launchers as soon as possible! (Otherwise you can take it easy and defend with some demolishers.)

- When versus Cybran, Check your corners! Perhaps build your radar before your last mass extractors if you think your opponent is being aggressive. Focus on building a 3rd or 4th land factory afterwards and push him back! (Don't go air after 7-8 minutes, you're too late.)

- Versus UEF, take it easy, defend and get some research up.

- Versus air, push with anti-air turrets.

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UEF 2 land openingThis build is like the Aeon 2 land opening. Read the Aeon part for more detailed info. Build 6 mass extractors, 3 power generators, 2 land factories and a radar up front.

Analysis:

There isn't much to say about this build after you read the Aeon part on this. Just be aware of Tactical Missile Launcher and research shields right away. Build Mobile Missile Launchers and expand to the back immediately.

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UEF 3 land openingThis build looks like the Aeon 3 land opening but is more effective in terms of resource income. Instead of going 5 mass extractors, go 6 mass extractors, 3 power generators and follow it up with 3 factories.

Analysis:

This is like the Aeon build order, an all in. Either win or face utter defeat. Some players prefer to use a so-called UEF 4 land factory opening going on 5 mass extractors but this is a bad idea.

- 3 land factory opening +- 20 units @ 3:50

- 4 land factory opening +- 23 units @ 3:50

Note that 3 more units when attacking could win you the game, but will render you unable to adapt at all. Also, 5 mass extractors are unable to support 4 land factories.

Afterwords

With the UEF chapter being done the guide ends here. For now. I still got some ideas on articles I would like to write. These would consist of special build orders which are not often seen and team build orders per map.

I hoped you liked this article and start improving in your games! Also, do not forget to visite www.gamereplays.org for a lot more guides!

Kind regards,

redarrow

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=114364712					

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