Low resources. Close quarters. Almost immediate enemy scouts arriving
at your base. What's a red alert commander to do? There are
surprisingly quite a few options/build orders, even for such a small
map.
Build ore truck before tanks? No, resources are sparse, but harvesting
them faster is going to give your opponent a huge advantage if they
decide to make tanks right away. If i saw a 2nd ore truck, i'd be just
as pissed as if you stole a crate from under me. And swarm you!
Make
tanks right away? Probably your best bet. I would 1 power 2 bar because
naders are quite effective on any map especially when you get the
proper flow of the X+S function (scatter and stop keys). If you aren't a
good money manager yet, 1 bar for infantry is fine. Even if they are
inferior to naders, you will still save alot of $ and not be at that
much of a disadvantage. Some people silo after war. I don't generally.
Wouldn't suggest building a service depot either. But hey, maybe Katsh
is reading this. I'm sure he's found a way to win str8 cying on every
map he has ever played. So in that case, if you are katsh, go ahead and
serv! Depending onthe flow of the battle, alternate placing ore refines
when you are almost broke or war factories if you are behind in tank
production. And ABC. Always Be Clicking!
Plenty of
times as well I have seen a side win by placing a lone tesla near the
gems or in the middle of them. It's a sound strategy,if you have already
taken away all the icons with wheels on them away from your enemy's
sidebar with a well choreographed grenadier offensive. And had time to
build an adv power right after your 1st war. And had time to build a
tesla after that (which takes as long to build as a war/refine). So, a
lot of stipulations to that strategy.
No matter your
strategy is coming in, you need to break that wall and get those gems
while the getting is good. This way in a long game you have your corner
ore to fall back on. And, lastly, even more importantly than an
unlimited ore map...don't waste your units. Being at only a few inf /
tank disadvantage could snowball quickly due to the small distances
between bases and swing momentum to lock the game up in the win column
for your opponent.
There are 2 strategies that I personally
prefer. 1) I call this the 420-Ryan kamikaze style. Pretend there aren't
any resources on the map. Build pwr, bar, pwr, pwr, pwr, pwr...until
you reach an enemy unit. Then build another bar (switch inf production
to original bar near your cy if opponent tries to base trade) and get
ready to spam flames / bars into their base and crush them while they
are worried about
making refines and wars. Traditional map tactics of refine / war is
overrated here. I'm telling you this strategy will work the most often
on this map and you will be almost unbeatable after
practice. The cat is out of the bag.
Option 2 is my personal favorite. If you are a guest in a room with Keep
Off The Grass as the map, simply click the small map in game room,
select "Most Played Maps" scroll 6 screens to the right until you get to
Break owns @ Crates v 2.0. Then make a suggestion to play this map
instead. Conversely, if you are the host, just put this map up instead
of KOTG. And change tech level to 0. Then you can implement my strategy
of building without building wars, and have way more fun finding mammoth
tank crates! Break assures you he long ago hacked the annoying sonar
pulse, invisibility crate, and the exploding crates out of the map from v
1.0. So, it is completely safe and much more fun than ever!
18 comments:
Did you write this in 5 minutes? And did you use notepad for the draft? lol
Nice to see more map specific guides though.
Nice WORK Break. This post looks good maybe some screenshots would be nice...
lol all good, should be called KotG for Dummies haha
http://c9andrewford.blogspot.de/2016/06/keep-off-grass-kotg-guide.html
<--- THE (!) kotg-guide.
The difference of objectivity is hilarious, honestly speaking.
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