Agent Miles
Chieftain
- Joined
- Dec 19, 2012
- Messages
- 52
The default Probe Team uses the rover chassis and costs 30 minerals. If you just want to keep one in each base until you get the Hunter-Seeker, then they don't need the extra mobility. I make a custom Probe Team using the Infantry unit, which saves 10 minerals. You can eventually upgrade them with the drop pods ability and use them offensively after you have HS.
The AI builds a lot of bases in the ocean next to a coastal tile. I design an infantry unit with both drop pods and amphibious pods to take them. After my navy or airforce empties out the base's defenders, the unit lands on the costal tile and then swims out to the base.
I garrison each of my bases with an infantry unit designed with my best weapon and the heavy artillery option. I also design a reserve of these based on rovers that can respond to a threatened base. The massed long range fire can usually eliminate an enemy before it can even get next to the base. Later, you can add AAA ability and you'll have a very good dual purpose base defender.
The starting scout team unit should never be used as a scout. It's Independent and so never costs you support. I keep it in the HQ and gradually upgrade it throughout the game. The same is true for any Utility Rovers I find. After my artillery pound an enemy into the red, I let these units finish them off for experience. They should of course visit a monolith to push them up to Elite status. So I have a few expert units that pack a punch and never need minerals to support or trigger drones if they are left outside a base.
The AI builds a lot of bases in the ocean next to a coastal tile. I design an infantry unit with both drop pods and amphibious pods to take them. After my navy or airforce empties out the base's defenders, the unit lands on the costal tile and then swims out to the base.
I garrison each of my bases with an infantry unit designed with my best weapon and the heavy artillery option. I also design a reserve of these based on rovers that can respond to a threatened base. The massed long range fire can usually eliminate an enemy before it can even get next to the base. Later, you can add AAA ability and you'll have a very good dual purpose base defender.
The starting scout team unit should never be used as a scout. It's Independent and so never costs you support. I keep it in the HQ and gradually upgrade it throughout the game. The same is true for any Utility Rovers I find. After my artillery pound an enemy into the red, I let these units finish them off for experience. They should of course visit a monolith to push them up to Elite status. So I have a few expert units that pack a punch and never need minerals to support or trigger drones if they are left outside a base.