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Strategies

Angle DD

Abstract

This is to send a destroyer at enemy patch from the back, because usually people do not have grav well at their back side in crimson bond and Hig DD is good at killing cols.

Build

Since this is not really a rush strat, there is no specific build queue, but you will just make DD and hyper mod on MS and when you think the other side isn't caring for hyper sig, especially when something looks to be busy, you jump your MS to somewhere above or below enemy side.

Execution

When DD pops out from MS, you will jump the DD right in their patch, if they do not have a grav. If they do, and if they're smart enough to get bomber and/or marines, your dd will be a total waste and will be in risk to have your MS trapped in grav too, so, better not stick with this strat anymore and run back or roam somewhere else to bunch multiple DD together for later use.

Note

Land DD right in between the back patch, so DD can go either way if collectors run. And when marines land, make sure you blow it, as you can't expect a help.

Prevention

Good players always get hyper sensor, so if you see a hyper sig coming either above or below your own base, you can be alerted for the DD, but if that happens just before DD is about to pop, making counter to it is rather too late, so better figure out while the MS is on base, but once again, if the strat doer makes hyper mod just before DD is done, it's rather hard to figure it out before the DD pops up in back patch, so just try to be flexible on the build to get bomber/marine and get ready to run cols properly if that happens. Unless you lose many cols and DD lives long, the player who sends DD does lose quite some RU for doing it (2000 for DD, 1000 for MS hyper, 800 for DD hyper), so, make sure the DD dies fast when it is there to not let other side take any advantage.