So I've volunteered for the mastering LSN series, and Oddball is my opponent
It's a 20FP wipeout, medium size map, and the server has chosen "Encounter"
Now, this isn't one I've played before, so it's off to LS:Zero to have a look at the map and the deployment areas, and the LS:Archive to see what everyone else has played on this map (and also to see if Oddball has any uploads too)
Quite a lot of games for Encounter - leading me to believe that people enjoy playing it
Looking at the files, people have played all 4 races here - which pretty much confirmed my impression that the map is OK for any race - no major advantages or disadvantages
Imo, the bunker in the blue side is a heaven for grey base. If greys can have a chance to camp there, it'll be a nightmare to get an experienced player out from there...
- JC
Oddball has some nice marines games uploaded, which he seems to prefer
I've also looked at my own games, to see what information he could glean...
Race choice
So, to look at possible deployments and strategies
Greys.
These are possible - there's a nice hardpoint for a regen, with lots of possible places to hide 1 or 2 other regens. The loadout would depend on what I think he's going to pick - psykers are essential against spawn - but would probably be 1 guardian, 1 warper, 3 regens, 2 psykers, 6 sentries. That gives me both defensive and offensive possibilities, but probably weak against marines.
Machina
Lots of destructable terrain here, so MT's would be a good thing. However, it's quite a small map, so if he's marines or spawn he'd be able to close quite quickly, and there's really only one place for a safe base - so the MT would be pinned there. Also, machina aren't my best race, so, I think I'll rule this out.
Spawn.
Lots of little cut-throughs and cover, which would make either a rush or sneaky spawn quite a possibility. A little congested for the queen, but nothing too serious
Marines.
Grenade city. Lots of destructable terrain, low cover, windows to launch through. With 20FP I'd use at least 3, probably 4 naders to do some serious explosions, and to do a rolling barrage.
Got to make a decision here - and I'm going to try something a bit odd, which has worked nicely for me in other games. I'm going spawn, and I'm basically going to hide for the first 3 or 4 turns. I've found that tends to have several nice side effects:
a) Few MT's, 'naders and warpers can keep their fingers off the trigger for that long - so I'd get some valuable race intel, and burn ammo that has to be reloaded.
b) Most loadouts will spread out in that time, giving a less concentrated firezone against the (inevitable) rush. I can give up map control, as spawn are so rapid few will be able to keep map control once I start moving.
c) If any slum clearance does happen, it will be in "advanced" positions - and not near to his base(s) where he needs it
d) If / when he does find me, it'll be at short range - ideal for any drones...
Of course, if he's going spawn as well then most of these benefits won't apply.
Spawn isn't that bad choise on Encounter. It really depends on the opponent, or thy own mood what might be the best.
- JC
Loadout
So, to the loadout. 20FP available.
1 queen. Thought about 2, but I don't think I'd be able to make the most of it, as the location of the bodies is what matters with spawn. If he's marines, as I suspect, then the firepower available could strip a queen in a turn or 2 anyway.
3 goo spitters. These are, without doubt, my favourite spawn troops. Great for area denial, reduction of mobility, herding into killzones and quite dangerous over time if you can get someone goo'd down.
2 spikers. A bit light, but they're mostly intended for anti-base duties, so hopefully that'll be OK. If he goes machina then I can always recycle something else and try to get more
4 splatters. These are the #1 anti-marine troop - fast, a fair number of points and with a lot of damage. Additionally, with my initial tactic of hiding, if he finds a splatter I've left on red-red at close range, then...
3 buzzers. Would like more, as a mob of buzzers is great for assasination runs, but this is the minimum. I'll keep them well hidden to begin with, as explosions are bad news for buzzers. Additionally, in the final rush, they can try to draw op-fires and then sneak behind the lines for anti-base duties.
4 drones. The drones are more a threat than a real force here, as 4 drones can be dealt with fairly easily in a straight rush. However, if I can get close-range from hiding, they can pack a nasty surprise.
Expected strategy
Here's my expected strategy, depending on what he picks. In decreasing order of likely success:
Marines - what I'm hoping for. Ambush his approach team(s) with drones and splatters, chase badly damaged units with buzzers, claim map control as he falls back, eat any remaining bodies, and steadily goo his position until he has nowhere to fall back to - then rush. If I can, force-spike the base or any goo'd troops from a safe range.
Machina - I'll take an initial hit, as his scanner will see hidden troops - I'll have to keep them a bit mobile to prevent direct hits from any MTs. After that, basically the same as Marines - keeping his positions goo'd is the key to victory.
Spawn - Depends on his loadout. If he's going for a drone rush, I'm sunk - as the buzzers and goo spitters are basically useless. Otherwise, close everyone up near the queen, keep control of the bodies, and try to keep the queen safe and ungoo'd. If I did have to rush, HB had a great tactic - charge in with drones, get some kills, try to get out without being killed, and then follow up with a splatter to wipe any bodies.
Greys - Trouble. I've not enough drones for a proper rush, and I'd be pounded with warps and psykers. I'd just have to rush in and hope I can crack the defense, with the queen following to recycle any bodies. Don't have a lot of hope though.
Good to have a some sort of plan on the game, but I usually tend to make slightly more balanced deployment than specifically only against one race, even if it is the favoured race of the opponent. I might weight my deployment a little (like when expecting spawn, turn one sniper and/or perhaps one nader in to grunts/medics), but it's a little too gamble for me to have only 1/4 chance not to be screwed.
-JC