Re: [BA Strategy] What's the T2 counter for mass Stumpies?
Posted: 19 Apr 2009, 22:27
Allow me to introduce you to the concept of a progressive play structure. Think of it as basic succession, some of you may remember this from basic biology.
At the beginning of the game you raid with scouts such as jeffy and a few light units, then you graduate to raiding parties of light units such as flash, then you graduate to assault groups of such units, then you graduate to assault groups of medium units, such as stumpy.
The dominant units are succeeded by heavier, more resilient, more expensive units as the economy backing them becomes able to produce them competitively so their individual complex advantage levels out against the larger numbers of earlier units. Given sufficient economic support, second tier or heavy units can be produced in great enough numbers to counter the prior stage and achieve dominance.
Often, players rush to produce these second tier units without the economy necessary to produce them in competitive numbers. Trees cannot succeed shubbery without the correct nutrients and seasonal weather. T2 cannot succeed T1 without the correct metal and build-power behind it.
The counter to mass Stumpies is initially mass Stumpies supported by the residual Flash/Gator forces you have sitting around, relics of an eariler stage, generally speaking. Then, as it becomes economically feasible, transition to heavier units in sufficient number. Of course, since BA has choppy second tier balance and units are a little more specialized, I recommend mixing anti-swarm, support fire and direct fire units. Just don't try to force succession.
At the beginning of the game you raid with scouts such as jeffy and a few light units, then you graduate to raiding parties of light units such as flash, then you graduate to assault groups of such units, then you graduate to assault groups of medium units, such as stumpy.
The dominant units are succeeded by heavier, more resilient, more expensive units as the economy backing them becomes able to produce them competitively so their individual complex advantage levels out against the larger numbers of earlier units. Given sufficient economic support, second tier or heavy units can be produced in great enough numbers to counter the prior stage and achieve dominance.
Often, players rush to produce these second tier units without the economy necessary to produce them in competitive numbers. Trees cannot succeed shubbery without the correct nutrients and seasonal weather. T2 cannot succeed T1 without the correct metal and build-power behind it.
The counter to mass Stumpies is initially mass Stumpies supported by the residual Flash/Gator forces you have sitting around, relics of an eariler stage, generally speaking. Then, as it becomes economically feasible, transition to heavier units in sufficient number. Of course, since BA has choppy second tier balance and units are a little more specialized, I recommend mixing anti-swarm, support fire and direct fire units. Just don't try to force succession.