![]() ![]() The side players, who handle naval conflict, should be 1 UEF (Summit Class Battleship, Neptune Class Battlecruiser,Bulwark Class Shield Boat, Atlantis aircraft carrier Ambassador Strategic Bomber, Broadsword Gunship, Continental Transport for ghetto gunshipping Klink Hammer Artillery, Novax Satellite System) and 1 Aeon (Omen Class Battleship, Torrent Class Missile Ship, Keefer Class Carrier, Tempest Battleship Mercy Guided Missile, Solace Torpedo Bomber, Restorer Gunship, CZAR Aerial Carrier Serpentine Missile Launcher, Salvation Rapid Artillery). Research-wise, they should get T3 and Experimental land units as soon as possible, then focus on artillery and strategic weapons. The front player, who has to deal with most of the straightforward land & air warfare on the bridge plus artillery bombardment of the enemy bases, should be Cybran (Hoplite MRL, Rhino Heavy Tank, Fire Beetle Mobile Bomb, Loyalist Assault Bot, Brick Assault Bot, Trebuchet Artillery, Monkeylord Spiderbot Zeus Bomber, Gemini ASF, Wailer Gunship, Soul Ripper Gunship Disruptor Heavy Artillery, Scathis Strategic Artillery). Strategy tips Factional & research recommendations for players relative to positions 1.1 Factional & research recommendations for players relative to positions.However, by building a number of forward land factories, the rear player can also provide highly effective land support to the front player.īecause of the unique starting locations of each team, teamwork is paramount to achieve victory on Seton's Clutch. ![]() They can either produce air units as they tech up, or rush to T3 and begin spamming ASFs. The players at the rear of either team are generally tasked with air support, although the flank players also regularly provide this. ![]() Although their position definitely favours the left flank players, their opposite number on the enemy's right flank can still capture it and use it as a staging ground to assault the enemy. Because of their elevation, you must either fly an engineer in with a transport (and preferably some defense units) or send an engineer right up to the edge of the island and build a factory onto it from the water. A regular point of opposition between these players on either side are the 2 small, elevated islands on the sides of the map with 5 mass deposits on each, these are extremely valuable. The large expanses of open ground behind each player's starting position need to be monitored carefully as they're prime positions for an unexpected air drop assault. Because of their positions, naval forces can be developed or disregarded as they please however keep in mind that on this map naval forces are highly effective at attacking the center and bombarding the bases of the flank players. The 2 players on either flank are free to choose any strategy they like. The midsection of the map is perfect for the You shall not pass strategy. The front position is the most important and subsequently the most stressful position on the team, and players have been know to leave a game before it begins when no other positions are available. T1 spam is the most common and effective strategy here, but the commander is usually sent forward to reclaim the mass personally and often to build point defenses, resulting in an early confrontation between opposing commanders. A large number of high-mass hulks are scattered there at the start of the battle and access to them gives the controlling player a large advantage. Seton's Clutch is the most popular 4v4 map in the game, although it is also regularly used for 3v3 matches with both teams' front or back position locked out.Īlthough there are a number of alternate strategies, the pivotal factor in deciding battles on Seton's Clutch is the clash on the land bridge in the center. It is the setting of the Supreme Commander trailer and the movie in the background of the main menu. A patient searcher could find the remains of thousands of units resting beneath the earth and under the waves. Dozens of battles have been fought over the years across Seton's Clutch. ![]()
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