Site

Top Articles Strategies

Facts

Ships Modules Researches

Sources

Files Links

Homeworld2 Logo

Strategies

20 col arm rush

Abstract

This is one of the most aggressive strat without much way to prevent it and one of my favourite move. Simply put, there will be quad advanced frig pump at about 6 minute time frame after the initial double 4 minute hyper torps.

Build

It's quite a senstive build for the torp person. The other person only goes to get advanced res mod asap and 2 scouts, since the torp person is tight on ru. The torp person goes to stay in ONE patch and never expand in the 2nd patch and first makes a single col and deploy it on the primary patch. Get a res mod from start of the game, followed by double frig mod on MS and CC. When that is done, just get a single torp on each of the cap ships while getting a hyper mod on CC and not really on MS.

When torps are about 80% done, get improved torpedo. If you get it anytime early, you will probably lag. And when hyper mod is done, when the 2 torps are done also, sell res mod, so you get the ru to complete the improved torp research and the 2 torp hyper cost.

Execution

Send them to the other side, and do not build any more torps and do the usual torp managements.

After that, get another col and a mob.

The other person should be about to get the advanced res mod and when done, give that to other team mate, and have it back instantly, so other person can start making advanced frig too.

The advanced mod person should get a mob on both of his patches after getting 12 cols and start moving his MS and CC toward the hyper mod on the torp person's CC. The MS should start moving early since the MS takes long to move.

Stack a few frigs and jump using that hyper mod to the other side, while the torp person waits till enough ru is there for the jump costs.

While the torp person waits, transfer the CC to the advanced mod person and have it back, so torp person can get cloak without a res mod later on and get frig mod in case bombers take it down.

After the torp person also jumps, sell the hyper mod and get advanced sensor on MS and hyper sensor and cloak on CC while the advanced mod person gets grav and cloak.

Note

In order not to lag the torps, you must do it quite precisely on the improved torp research start. And make sure the places are well scouted out for the torps to jump in.

Since dual 4 min torps make them go grav and fighters, it will slow their build on anything big, which makes it good for quad advanced frig hyper cap.

Prevention

It's quite hard to prevent this, as there is not much clear way of protecting it. But 1 way probably is, 1 person gets grav/bomber for torp protection, while the other person actually torps them back. If the 2 torps can die without much damage, it can be good since other side does not have plan to get bombers fast. Or, after they jump in, torp their back patch before their grav does not prevent anything from jumping out. But since they're directly on your patches, they can simply rebuild cols there, but it can still probably help slow them down.

Extended (UNTESTED, will test soon)

The above was simply for 2v2, but when it comes to 3v3, this strat can get even uglier...

Once again, the back guy does the same role of getting 2 scouts and advanced mod with 12 cols and 2 mobs and use the hyper person's hyper mod to jump and recieve their CC and return them back, so they have cloak build capability.

But for 3v3, it becomes a little unique for the torp persons. First, the advanced mod person passes his CC to one of the torp person after getting 12 cols, but only get 2 cols from CC not to lag the strat and make the rest from MS without lagging to get advanced res mod. And the reciever gets a single col on his patch and waits for that CC doing nothing else. Then, the person who got the CC will give both his MS, CC and all his 7 cols to the last person.

So, the second person has a CC in the back with 2600 ru and 0 cols, then starts building 3 mobs from start.

The last person starts getting res mod from start of game and gets a single col like before while waiting to recieve 7 more cols and MS and CC. Once recieved, with 2 MS and 2 CC with 14 cols, get 4 frig mods for each cap ship and start moving the cap ships to gather in a base CC which will get a hyper mod. The 3 mobs should be deployed so other cap ships can start gathering up for later hyper.

Once the torp is about 80% done, once again, get improved torp research and when hyper mod is done, sell the res mod again and jump all 4 to wherever good.

Once sent, recieve the advanced res mod from the back guy and return it back, after that, give 1 MS 1 CC and 7 cols back to the second person waiting in back with a single CC and that person can send his first recieved CC back to the advanced mod person to have 6x advanced frig mod, going to hyper to their place. Back person should get the last mob to place.

Then make sure to send and recieve CC to the advanced mod person to get the cloak build capability and jump.

For 3v3, the player can save for a hyper mod resell profit cost and improved torpedo cost, and a res mod resell profit, as 1400 ru for making the torp role to be done by single person, which makes it even better and deadlier than 2v2 one.

Since the total amount of cols used will be 28 cols, this can be done by 2 people making 1 people actually quit the whole game by giving out his whole ru, ships and cols without getting a CC from back, but I wrote it in a way that the person can still survive and play in the game later on.

This way, there will be 4 torps sent to them at 4 minutes, making them serisouly go for anti hyper torp with grav and many bombers, which once again, is very good to go for 6x hyper cap...hf...

If you're serious, I think you can prevent this in one way or another but I'll just leave it out, since I don't get a good idea now...

Extended 2 (UNTESTED, will test soon)

The 2v2 version can be slightly modified to be even better strat, though 1 person will start sleeping for mostly doing nothing for a while.

First, the torp person gives out inital 6 cols to the other person and makes 2 scouts and 2 cols for his patch and give the cols too while MS and CC are both sitting on the first patch.

Then the advanced res mod person gets 2 cols on MS and 2 cols on CC and give the CC to the torp person, and make sure ru won't lag.

When the torp person recieves the CC, he will transfer both his cap ships to the advanced res mod person.

Now the advanced mod person has 2 MS and 1 CC with 18 cols and after res mod is built he will start advanced mod on his own MS and frig mods on both MS and CC given.

Torp person then gets 2 more cols on the CC given and passes them to the advanced mod person, so he can go 20 max cols.

Then advanced mod person just does what the normal torp person does and get hyper mod on CC and when torp is about to be done, get improved torp research.

After torps are done, just send those torps and afterwards, give the MS and CC back to the torp person along with 8 cols on a patch, while recieving the CC back from the torp person to build frig mod on that, so all the ships can start making advanced frigs.

Get the mobs up and jump to do some hypercap, but should be better than default layout as it saves the cost of making res mod on the torp person at first and makes cols instead for more harvesting.