Building Orders
Last updated 08/08/97, 06:52 PM
People have been after me for almost 2 years now to make a
building order page. I haven't done so for many reasons. First
building orders is really one of the things that sets good
players above crappy ones. If we passed out all our good orders,
we wouldn't be so special anymore would we? We would be mortal :)
Next, I personally don't follow any orders. I just do what needs
to be done. I do follow some instinctive order but nothing I've
ever written down or anything. I think when you see me try to
discribe my stuff you will see why I don't have order pages :)
The Shlonglor Suicide Rush
They certainly do not call this the suicide rush for nothing.
This is an early grunt attack order that is designed to get a
heck of a lot of grunts early on Low resources. The way this
order works is it works on the enemy or you die. Either your
grunts get in on them and kill all their peons and their town or
you are out. If the enemy beats off your first attack or their
teammate comes and saves them before you break in, it's ALL over.
Hence the name. While I'm sure I probably am not the only one to
use this exact order, I've really never seen anyone good or bad
use it. Probably because it's suicide :)
Here it is:
What you do is go 2 farms and building only 6 peons. You put
first 2 peons on gold, next 3 on lumber. You then build 2 farms.
After the second farm is done you build peon 6 and stop building
peons. Peon 6 is explorer peon. You send him out and find the
enemy. He doesn't stop till he finds the enemy. Once you have
enough lumber, you build your barracks. You chop enough wood for
that 3rd farm then take both those choping peons (1 is building
the barracks) and put them on gold. The second that barracks is
done, you train a grunt and build your 3rd farm at the same time.
During this time your 6th peon is scouting all the mines for the
enemy. You want to try to wall your town in with the 3 farms and
barracks. Once the 3 Grunts are done, you can either attack now,
or wait for the next 4 to pop out. You might want to go in early
with 3 in most situations if you found them with that 6th early.
Once you found them, send that peon 6 home or suicide him. You
might want to send him home if you can get him inside your
wallin. Once you got 7 Grunts (If you didn't send those 1-3
early) go and get them. You can also send the grunts as soon as
each one pops out. After that your one guy chopping lumber should
have enough for a 4th farm. Build that 4th farm. When you get to
that 12/13 farms, make sure you build your last 7th grunt and the
7th peon at the same time. Put that 7th peon on wood. 2 Guys on
wood (3 if you sent back peon 6). After that you must kill the
enemy and continue building up.
What normally happens is you totally destroy them and then it's a
2on1. Your partner and you vs the remaining enemy. I wouldnt'
attempt this order on a 1on1 game. I'd stick to 2on2s, 3on3s,
4on4s, or possibly ffas. The whole thing depends on, you finding
them early, them not getting help in time, and your town not
getting killed or attacked while your grunts are away. That's
where the suicide comes in. Any of those things happen and you're
dead. This order has failed many times because of those things.
But I've also had plenty of succuess. I got Mage and Morpheus
with it :)
The hard thing to do is continue building after you kill the guy.
There is still an enemy remember? I always forget to continue
building at home and end up with 5000 gold and 0 farms. This
order also puts you in the stone age. While you are whipping on
the enemy their teammate is usually up to Ogres while you have
your level 1 grunts. At this point you MUST have a good partner
which can hold off the remaining enemy while you catch up.
Another big problem is the 2 farm mill strategy where the enemy
builds 2 farms and a mill and a tower to prevent the grunt rush.
This has beaten this order quite a few times. I guess this could
be defined as the Low 7 man rush. I think it will work fine vs
most people and even some good ones.
LeMaitre's Ultimate Rush
Let me tell you, this is the ultimate order. I don't wanna hear
crap saying otherwise or challenges to prove it. This is THE
grunt order. It has beaten countless super good players. I
haven't used this order myself but I have seen it in action
plenty of times. Lemaitre racked up some 43-0 record in NWL with
this order last summer. I have tried everything myself even the
TommyNG where you kill your peons, and only the Tommyng on a
close locations such as Red and Blue on GOW will beat this.
LeMaitre wouldn't admit it tho :) I don't remember how the
Tommyng goes so don't ask me. It involves killing your peons, I
used to have it down but it's been 6 months or so now. Here it is
in Lemaitre's own words:
The best FFB rush there is
It is best on One way in, one way out.
this is for low resources of course. if you KNOW where your
opponent is, use it. like a 6 or 8 player POS, or GOW or
something. you only have 5 peons total. your peons do normal
things, g g l l l. make second farm like normal. but when the
second farm is done, dont make more peons. put the farm maker
back on wood and let them all chop away.
When your wood is up to 400 walk the peon who brought in that
load out to where your barracks will be. stop. when the next peon
comes in with wood (making the total 500... enough for
barracks!), make barracks immediately. repair with the peon who
brought back the final load. you should have 50 wood (500-450).
when you get down to about 2 wood left, stop. Another load of
wood will come in while you are repairing, so stop when your wood
goes down to about 101. you will have the barracks almost
repaired completely, but leave it when your wood is down to 101.
put the repairing peon on wood. you now have 2 on gold, 2 on
wood, and 101 wood. when the barracks is done, make grunt
immediately. put barracks- maker on gold. when one of the
choppers come in with wood (to make a total of 200) put him on
gold. from then on you will have 4 gold and 1 wood. pump grunts
as quickly as you can. scout if needed. when you start training
your 8th unit (3rd grunt), start making the third farm. start the
third farm before you get your 9th unit. but get that 9th unit
quick as you can of course. your farm should be done quick and
then pump 4 more grunts. you should have not too much delay in
grunt pumping at all. you will end up with 8 grunts, and 5 peons.
and most likely, a dead opponent :)
-------
LeMaitre
LeMaitre's Ultimate Rush
I don't have comments on this one. I'll take his word on it :)
LeMaitre again:
Ogre Rush for Maze and fixed GOW
--- Developed by LeMaitre and Boneboy
We didn't bother adapting this to other maps, but it should be
fairly easy. You simply must be able to build in with 4 farms and
a guard tower.
We used this on maze to beat almost all the best players out
there (except Creed, who kept killing our sap hehe). It is best
in a 3on3 game or 2 on 2, where there is a good chance that an
enemy will be right next to you, instead of all the way across
the map (where a peon powerup type thing will kill you). The
basic idea of the rush is to build in with farms, get a mill and
a guard tower to kill grunt attacks, then upgrade to stronghold
ASAP. The order will get you 8 ogres, a sap, and a zep VERY fast,
at the cost of a few peons. You then use the sap to blow into a
buildin or kill troops (using the zep to scout them out), and the
8 ogres will clean up.
Here is the order by peons:
1. Gold
2. Gold
3. Wood
4. Wood
5. When he pops out, walk him to where your first farm will be.
When the resources come in, make a farm right away. Then put him
on wood
6. Gold
7. Gold
8. Farm, then take a swing at a tree (lumber bug), then build
mill as soon as you have resources. After mill is done, build
guard tower, then barracks
9. Gold
10.Wood
11.Farm then Gold
12.Wood
13.Gold
14.Wood
15.Farm then Gold
16.Wood
17.Wood
After peon 17, you should have almost enough resources to upgrade
to stronghold. Do it as soon as possible. After starting the
upgrade, put down your smith with your first available peon, then
farm with the next available peon, then second bar. These should
all be being built as you upgrade.
After the upgrade is done, make that mound and alchemy quick!
Then you should be pumping 2 ogres from the barracks, a zep then
a sap from the alchemist. You will have 8 ogres, a zep, and a sap
to kill them with. You should be able to take out grunt rushers
easily. To take out towering attempts, you must make a cat inside
your buildin as soon as you see the tower. Beware of Ultimate
Rushers charging in and taking out a farm before you can start
repairing! Stay alert, as always.
-------
LeMaitre