Vanguard Safe Starter Build
You can use this build in both matchups, although you might want the wall to be slightly different, but it’s not required. The transition from this can be whatever you want, so you can start experimenting with different units and styles, but I’ll have some suggestions.
This build order is very safe, perhaps too safe. I’ll write some other build orders for CP first, and more agressive options.
Build Order
- Constantly produce workers (bobs) and never stop.
- @ 200 minerals send 2 workers to your ramp and overcharge (ctrl + z) your Command Post (CP). Overcharged bobs take less damage, deal more damage, and build faster.
- 2 bobs build Barracks -> Depot -> Sentry Post.
- Send the 2 bobs back to your main base, making 12 on luminite, rally all future bobs to therium. 12 workers on luminite is the max, you do not get any benefit beyond that.
- Based on your scouting, build 0, 1 or 2 Lancers. Usually you will build 1.
- At 300 minerals grab your therium bobs, and 2 bobs from luminite (ideally 2 from the close middle nodes) and send them to the natural and build a Command Post. Overcharge can be used on a building CP.
- From here on, if you get attacked pull the bobs to repair the turret, overcharge the natural if you can, and keep a lancer in the turret. The lancer turret is really good. Against dogs you can keep a lancer in the wall.
Quick Tips
If they find an angle on your buildings that you can’t hit with your turret, just attack your own building with the lancer turret. Solar Habitat boosts Bob production from CP’s, so position depots near CP and Barracks for future gains.
Transitions
From here on you will either rally your main base onto therium, or instantly transfer workers to therium.
Bio
- Rally workers for a total of 3 on therium, then rally back onto luminite until max saturation on both bases. Once both bases are saturated you rally back onto therium, and pull those extra therium workers to power build your 3rd CP when you want to take it.
- Add Bio Lab and 2nd rax. In my opinion Lancers are the best option and their upgrade is key.
- Once you get enough lancers you can start to think about adding in some exos. Or with the gas you are stockpiling go Tier 2 and add medtechs.
Dogs
This transition is probably going to struggle vs Infernals, so it’s more a reactive transition to someone playing exo or hedgehog.
- You can send 1 bob to therium for the first dog upgrade and add 2 barracks and a bio lab.
- Mass dogs from 3 rax, take the map, try and get surrounds on enemy units but don’t fight a lancer turret.
- At some point you’ll want to do a transition out of this. Try to react to your enemies composition.
Hedgehog
I don’t know why you’d want to do this, but hey, you do you.
- Transfer 3 workers straight away. Hedgehogs should only require 1 bob on therium for constant production, so 3 lets you afford the factory and first hedgehog, and any other tech you want to start adding in.
T2 / Hornets
- Transfer 5 workers straight away to therium.
- T2 when you can afford it and then Hanger/Hornet production.
- Against Infernal you want to transition into upgraded lancers, and against vanguard adding some upgraded dogs does really well against the exo’s your opponent should be building.
Your Midgame Army
- A lot of lancers
- 4-6 Medtechs
- A bunch of exos
- Vulcan/Atlas to support
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