Basic Bees, or just "Bees", is a tried and true, but extremely strict strategy that should be fairly accessible to most players. In short, this strategy uses out production and veterancy to crush opponents before they can amass a force of similar strength. This air only, ground limiting strategy uses a few core tactics and demands a strong economy to back it up. This is absolutely something that takes some personal choices, experiment with it often to find the research niche that suits your play style. In short, you will overwhelm your enemy with a high number of air based units each wave.
Basic Bees is generally best for:
- Players who can manage large groups of units.
- Players who can handle offense and defence with units alone.
- Players who understand the basics of air combat.
- Players who can make quick decisions and adapt.
- Players who enjoy large scale conflict.
Basic Bees is not recomended for:
- Players who use structure based attacks or defense.
- Players who can't handle excessive amounts of units.
- Players who do not micromanage their units.
- Players who enjoy surprise attacks or precision strikes.
- Players who find multiple battles at one time frustrating or messy.
Basic Bees is designed to launch four main attacks, sometimes three. The base camp will consist of (generally) as much mass as is availible, as much energy as is needed, four or more air factories, and one or two research stations. The key early on in the game is to build at least five mass stations, a research station, and one air factory to build a few Wasps. Understanding what tactics will be used against your bees will help them far more than even the best micromanagement tactics, so scout with the wasps you have, split them up for fast land coverage. There is no need to waste funds or research on bombers, as you won't be using them. As soon as it's availible, purchase gunships from your research. Modify all of your factories so that an even number of gun ships and wasps are being built constantly. As your factories level up in veterancy, you will be rewarded with faster build speeds and substantial cost reduction, this is key, as this allows your output of bees to exceed the production rate of your enemy. With bee attacks, the goal is to wipe out structures and foes, and send injured troops back to base. Suicidal rushes give opponents more research; maintaining control keeps your kill count above theirs.
While the basic set up is fairly rigid, Bees offers game to game flexibility. Because research is such a key component in out producing opposition, upgrades choices should be premeditated. Every time you go to the research board, you should have a clear direction you want to progress in. Since your units already have an increased veterancy rate, calling them back is extremely important, and the best way to get the chance is with a higher health bar, and energy shields. The shield upgrade is usually the game winning play, as it nearly doubles the resistance of your bees. Important upgrades to consider before hand are those that help you over time. Shields provides you with combat potencey only, while upgrades like faster build time, cheaper units, and the Experimental Air Factory, help you more for each second they are in effect. When dealing with a high amount of units, 10% less expensive can mean 20 or 30 more units for free, while 10% faster build time compiles in effectiveness, as the rate of production means that factories are increasing in rank even faster, providing again faster build times, and so on. The Air Factory purchase makes a massive impact, as units will fly out of it for only 33% of their normal build time and cost. These upgrades provide the most substantial gaps in production between you and your foe. Once sheer numbers are established, the rank upgrade provides a 10% general bonus, up to a 50% increase. Again, with high amounts of units, upgrades pile up in overall potencey; a 10% increase to one unit is not nearly as effective as the same 10% increase to 80 or 90 units
The Early GameEdit
Consider your opposition when spending your five research points. usually, Veterancy is the way to start, but sometimes going down the structures tech tree will save you more than a reduced unit cost. If you recognize that mass is readily availible, saving 10% to 20% on structure costs will save you a great deal of mass. Every factory becomes cheaper, and perhaps you can even buy an extra research station to speed things up faster. The slower you are to bring out your first bees, the quicker you can get the game over later on. A stronger mass foundation gives you a much stronger position to build six or seven factories, or enough research stations to pull out an Experimental Fortress. If you want to hassle the opponent as soon as possible, put your points towards those gunships, and start raiding mass stations as soon as you wish. Remember that assigning a factory to pump out infinate units signs away some resources for that unit every time; if you can't support your factories right off the bat, recognize this and expand. Sitting on your four initial mass stations is a sure fire way to get yourself over-run and killed. With your prefered amount of resources secure, putting engineers on factories is a solid plan to speed up production even more. Doing this with your ACU, in addition to the reduced build time upgrade, let's you make units at an astounding rate early on in the game. If more, slower factories works better for your resource restrictions, cheaper units and buildings could be a better pick. The early game is situational, but devisng a plan for the match as soon as possible is key.
The Late GameEdit
Once your base is settled into production, you can start crafting your more precise counters and plays. By now you should be producing bees at you fastest rate (or close to fastest given the veterancy time of factories). If you think you can use the Experimental Fortress, do so, it gives you a massive advantage. Generally, launching a fortress half baked isn't a bad idea, it cuts the build time in half, and does not hinder production, only the movement and fire rate. Keep in mind that it should be checked on every few minutes, as it can only store 25 units, and will not deploy on its own, thus halting production. Once you have your desired upgrades, you should plan you game ending attack (earlier attack tactics will be discussed later.) Since this force can consist of over 300 planes, keeping each one effective can be difficult. Don't direct gunships to attack objectives, as this will make them slow down in preparation, and only the first few rows will get a chance to fire. Instead, direct them past the objective (as if it is not a target) and then order the attack while overhead. This forces the gunships to fire at the taret desired in range, no movement required to engage. They can't slow down by "predicting" the target that you will choose to attack, thus making the force as a whole much faster, and more damaging, as all the ships will fire on target, not just the front rows. When dealing with weak targets, pass right over them, the gunships will have time to fire before getting out of range, but will not slow down to engage. After 100 or so gunships fire on a target for about a second each, the damage should have been sufficient to kill the unit(s). Getting a feel for the time it will take to kill units is from experience, ideally gunships will blaze over the target, just barely killing it, but not slowing down, allowing them to kill off as many units as possible in the smallest amount of time. Another important tactic is to limit the space your bees take up; that is to say, if your entire force fits in a smaller amount of air space, they will be under fire from fewer sources. In contrast units with splash damage will devastate the entire group in this manner. Plan accordingly, whenever the enemy ACU is in range, fan out; overcharged shots have high damage and high splash damage, so an experienced player can take out 20 to 30 of your planes in one attack. Assuming you can kill the ACU, it will likely go critical, and explode with atomic force. Needless to say this will kill the planes that dealt the final blow, and any others in range. When there is more than one enemy, you don't want to lose hundreds of bees in a single explosion. Therefore, plan to leave a group of 10 to 20 gunships to finish off the ACU once its health has been whittled down, and escape with the rest of your forces. If you absolutely must kill the ACU fast, go ahead and use all of your gunships, but at least evacuate the Wasps, who can not fire on the ACU anyway. This is never ideal, and the need to do so is extremely rare. Finally, unless a dangerous experimental or loaded transport is flying about, never tell all your wasps to attack one target. Overkill wastes a huge amount of time for wasps, since they insist on flying around in circles once they do the deed. By quelling them, you waste even more time, as wasps do not auto-engage while regrouping. Therefore it is best to let wasps engage units as they come into range, or if you are more experienced in micromanagement, escort a small group of wasps out of the swarm to meet the opposition hoi
The End Point.Edit
Recognized as the mass of "gg's" that appear near the end of a large battle. In truth, the end point has usually been reached long before the rest of the players see it. (more to come getting there,,,)