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[G] Co-op for F2A Players (Intermediate Level)

Forum Index > SC2 General
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29 fps
Profile Blog Joined March 2008
United States5724 Posts
Last Edited: 2018-01-15 02:00:26
January 11 2018 15:56 GMT
#1
This is a guide on how to play Co-op with little micro. I will describe what I (a gold to platinum level player) do while playing Brutal missions. For mutations, I have to put in a little more effort, but not a whole lot more. I have beaten all of the mutations starting from #1, most of them using these strategies.

Disclaimer
I understand that F2A is not the optimal way to play SC2, but I also know that some people play this game casually. This guide is intended for those who wish to beat brutal missions but might not have good micro. For most missions and commanders, even if you don’t have good micro, you can win with decent macro.

General Notes
- Always change your rally point as your army changes location, especially for commanders like Raynor, Swann, Zagara, Abathur, and Dehaka. For the most part, prioritize macro over micro, since you can quickly rebuild your army with a good economy even if you lose some units.
- Once you are maxed out, add more production facilities in case you need to remax.
- Have a consistent set of hotkeys. Hotkey all production buildings of one type to one control group. For example, I use 7 for barracks/warpgates/hatcheries, 8 for factories/robo, and 9 for starports/stargates. Hotkey detectors to another group. Hotkey upgrade buildings to one group (I use 6). If you have two types (forge/cyber core or ebay/armory), put them next to each other and press the hotkey twice to jump to the buildings. Hotkey hero units to another group. Use the F3-F6 buttons for your top panel abilities.
- Use control click on the unit frame at the bottom to select all of one unit. This is especially useful for Zerg commanders when morphing units into stronger ones.
- You must be extra careful on The Vermillion Problem because of the lava. As for all the other maps, F2A your way to victory.


Guide Notes
Commander (Difficulty in terms of micro): 1 to 5 (1 = Easiest, 5 = Hardest)
Unit Comp: The types of units in your army
Production facilities: Suggested number of production facilities
Cycle: What you should be doing after the early stages (after expanding, getting your tech), then repeat
With spare APM: Other things you can do during your cycle if you have the actions to spare.
Note: Things to keep in mind


Raynor (Difficulty: 2/5)
Controlling Raynor’s army is pretty easy. Managing his economy is the hard part.
Unit Comp 1: Marine, Marauder, Medic, Viking
Production facilities: 6-8 orbitals, 12-15 barracks (add-ons depend on enemy comp; more tech labs if you’re fighting against a ground comp, more reactors if you’re fighting against an air comp), 2-3 starports
Cycle: Make infantry and vikings, mule minerals
With spare APM: Build turrets and empty bunkers
Note: When Hyperion is out, you can’t stim when you press F2 (because the bc has priority). This is why I prefer the banshee calldown (and put all my mastery points there).

Unit Comp 2: Vulture, Viking
Production facilities: 6-8 orbitals, 6-8 factories, 3-4 starports
Cycle: Put mines everywhere (right click to autocast mine reload when you have 8-15 vultures; no need if you have more than that), make vultures and vikings, mule minerals
With spare APM: Build turrets and empty bunkers
Note: Control click the vulture in the unit frame to select all the vultures from your F2 group in order to place mines.


Kerrigan (Difficulty: 3/5)
Kerrigan requires a bit of micro, but she’s pretty durable, so she should be able to survive during battles, especially after your omega worms pop up and the cavalry arrives. Get omega worms, hotkey to another group. Rally hatcheries to worms. Make a few overseers; they’ll be late to the battles, but better late than never. You can also put a group of overlords in an area halfway between the battle and your base to use as backup overseers.
Unit Comp: Hydralisk, Ultralisk (add Zerglings if you want; good for armor reduction).
Production facilities: 3 hatcheries, 1 queen (or more 2 more hatcheries if you don’t want to inject periodically), 5-6 omega worms
Cycle: Make units, pop an omega worm near the battle, move Kerrigan around and kill things, unload worms to clean up (or initiate fight)
With spare APM: Inject hatcheries with queens, spread creep
Note: Build omega worms along the path of your units so that if you catch units walking towards your battle, you can tell them to catch the next bus (worm) and join the fight.


Artanis (Difficulty: 1/5)
Artanis is definitely the easiest commander to play. Very little micro, very little macro. Just reposition the pylon field periodically, make units, and fight.
Unit Comp 1: Zealot, Tempest
Production facilities: 6-8 warpgates, 2 stargates, 1 robotics facility (for Observers)
Cycle: Position pylon field, warp in units
With spare APM: Use Tempests’ Disintegrate on objectives like trains and rifts.

Unit Comp 2: Zealot, Archon, Reaver, Immortal
Production facilities: 6-8 warpgates, 2 robotics facilities
Cycle: Position pylon field, warp in units
With spare APM: Research Psi Storm for Archons and use Feedback or Psi Storm on enemy units.


Swann (Difficulty: 1/5)
The best Swann players utilize Hercules very well, but F2A players (like myself) aren’t so efficient with them, so they’ll just have to walk around and A-move instead. Siege Tanks and Thors are good because they have an extra life, but your army will be mostly Goliaths.
Unit Comp: Goliath, Thor, Siege Tank, Science Vessel
Production facilities: 5-6 factories, 2 starports
Cycle: Factory: Build units, Starport: Build science vessels
With spare APM: Use Defense Matrix and Irradiate


Zagara (Difficulty: 1/5)
Zagara is pretty much an A-move commander. Hotkey Zagara to a separate control group. Make a few overseers and they’ll join the F2A army. If you’re worried about not having detection during battle, you can move some overlords towards the battle and morph them into overseers when needed.
Unit Comp: Zergling, Baneling, Aberration, Scourge
Production facilities: 4-5 hatcheries, 1 queen (if you have the APM to spare)
Cycle: Make units, use Zagara’s abilities
With spare APM: Use Corruptor’s Corruption on objectives (rifts, thrashers, etc.), inject hatcheries, spread creep
Note: It is more important for Zagara than other Zerg commanders to spread creep because Kerrigan can produce creep anywhere with omega worms, Abathur can produce creep anywhere with toxic nests + queens, and Stukov produces creep on his own)


Vorazun (Difficulty: 2/5)
Vorazun is fairly easy to play, since her army autocasts most of their abilities. She needs to make forward pylons (like most other Protosses). I don’t usually research Blink or Void Stasis for Dark Templar because blink requires extra micro and void stasis actually keeps some static defenses alive; I’d rather just destroy them immediately.
Unit Comp: Dark Templar/Corsair/Centurion (for fodder/stun effects when you have spare minerals)
Production facilities: 6-8 warpgates, 3-4 stargates
Cycle: Make units, make forward pylons (dark or regular)
With spare APM: Control Oracle(s) more actively to avoid losing them, use Dark Templar’s blink


Karax (Difficulty: 2/5)
Karax is the least A-move commander because he mostly relies on static defenses until late game. Hotkey orbital strike for easier access. If you’re only building static defenses (such as on Temple of the Past or Oblivion Express), you actually don’t want to press F2 at all so that your Energizers don’t wander away from their stations. If you end up getting carriers, use a separate control group and A-move. If you’re going on the offensive, use this comp.
Unit Comp: Carriers, Energizers, Sentinels
Production facilities: 3-4 warpgates, 3-4 stargates
Cycle: Make units, use orbital strike, occasionally turn an energizer into a warp field
With spare APM: Use the Energizers’ Reclamation on mechanical units, make forward mini bases with cannons, shield batteries


Abathur (Difficulty: 4/5)
Abathur requires a bit of micro earlier on to get his ultimate evolutions as soon as possible. After he gets his 6 ultimate evolutions, he just needs to A-move. Hotkey toxic nests for easier access. I usually hotkey all my mutalisks in a separate control group so I can have them collect biomass after the fight. Good Abathurs use Vipers, but they require extra micro, so I don’t use them.
Unit Comp: Brutalisk, Leviathan, Queen, Mutalisks, Guardians, Devourers
Production facilities: 2 Hatcheries
Cycle: Make units, place toxic nests, fight, collect biomass with specific units
With spare APM: Spread creep, make spine crawlers with excess minerals (even though roaches can slow the enemy, they are not good because they’ll take biomass from the mutas)
Note: When you press F2, your Brutalisks’ commands are available, so you can deep tunnel somewhere on the map immediately.


Alarak (Difficulty: 5/5)
Alarak is probably the most micro-intensive commanders to use. If you want to use Ascendants, you can reduce your micro burden by focusing only on using the ascendants’ abilities and use Alarak + supplicants as a meat shield.
Unit Comp: Supplicant, Havoc, Ascendant, Wraithwalker
Production facilities: 8-10 warpgates, 2 robotics facilities
Cycle: Make units, use Ascendants’ Mind Blast and Psionic Orb, use Ascendants’ Sacrifice, place forward pylon
With spare APM: Use Alarak’s abilities


Nova (Difficulty: 4/5)
Nova is another very micro-intensive commander to use. Liberators are one of her most powerful units, but it requires a lot of micro, so I generally only use them to deal a bit more air damage and to soak up some air-to-air fire so my ravens can live longer. Ghosts’ EMP requires micro as well, so I don’t use that ability either. Hotkey your tanks to a separate control group. Hotkey your defense drone and airstrike for easier access.
Unit Comp: Marine, Goliath, Tank, Raven, Ghost
Production facilities: 1 Barracks, 1 Factory, 1 Starport
Cycle: Set mines with tanks, use defense drone, use Nova’s abilities
With spare APM: Use the Raven’s abilities, use Ghost’s EMP


Stukov (Difficulty: 1/5)
Stukov is basically the A-move king. You don’t even have to do anything except reposition your psi emitter once in a while and unload bunkers.
Unit Comp: Infested Marine (from Bunkers)
Production facilities: Lots of bunkers, 3-4 Barracks late game
Cycle: Build bunkers, move them forward when you have a moment to spare
With spare APM: Build tanks and/or liberators and control them with F2.


Fenix (Difficulty: 2/5)
Fenix’s Conservators and Fenix the hero unit’s dragoon and zealot forms are pretty much the only units the really require micro. The rest are pretty straightforward. Psi Disruptors are fragile, unreliable, and require extra micro, so I don’t use them. Personally speaking, Fenix is my worst commander, so these army comps might not be that great. However in regular brutal missions, it doesn’t really matter what you make as long as you make lots of units. Use Conservators as forward pylons.
Unit Comp 1: Carrier, Conservator, Legionnaire (You can skip legionnaires altogether and just make carriers)
Production facilities: 3-4 stargates, 3-4 warpgates
Cycle: Make units, use Conservator’s Protection Field, use Fenix’s abilities
With spare APM:

Unit Comp 2: Conservator, All the Champion A.I.s, more Carriers, more Legionnaires (against ground) or more Adepts (against air)
Production facilities: 6-8 warpgates, 1-2 robotics facilities, 2-3 stargates
Cycle: Make units, use Conservator’s Protection Field, use Fenix’s abilities
With spare APM:
Note: When you press F2, Fenix’s actions are available by default, so you can use his abilities immediately.


Dehaka (Difficulty: 3/5)
Dehaka the hero unit requires some micro, but his army doesn’t.
Unit Comp: Mutalisk
Production facilities: 5-6 Primal Wardens
Cycle: Make Hydralisks, use Dehaka’s abilities, mutate Hydralisks into Mutalisks
Note: Control-click units in the unit frame to mutate them.
With spare APM: Build primal wurms, put them in a control group, deep tunnel them to the battlefield


Han and Horner (Difficulty: 2/5)
Horner’s air units and Han’s Assault Galleons have pretty good survivability, so you don’t have to worry about them dying too often. Horner’s air units have Tactical Jump, but I don’t get that because it requires extra micro.
Unit Comp: Assault Galleons, Reapers, Hellions, Hellbats (if fighting heavy ground), Horner’s Wraiths, Horner’s Battlecruisers, Horner’s Vikings (if fighting heavy air)
Production facilities: 5 Assault Galleons
Cycle: Place mag mines, make units from Assault Galleons, control-click Reapers and make them fly, fight, collect minerals/gas on ground
With spare APM: Build 10 Precision Strike Platforms, use Precision Strikes
Note: Get the Fusion Core first, turn your Assault Galleons into carriers, and then get air units. When you press F2, your Assault Galleons’ commands are available by default, so you can train units immediately.


Commanders who are very A-move friendly: Raynor (just gotta go back to base and use mules), Artanis (his units don't have many abilities), Zagara (you should occasionally control Zagara the hero unit to make Hydras and Mass Frenzy), Vorazun (her units don't have many abilities), Swann (if you don't use Hercules or siege mode), Stukov (A-move king), Fenix (you don't really NEED Fenix the hero unit's abilities), Han and Horner (you'll need more anti-air if you don't make the reapers fly)

If you're going to just A-move on the mini-map, you need to be sure you have enough units.


I'll update this guide as new commanders come out and as I find better strategies that don't need much micro.
4v4 is a battle of who has the better computer.
ingensviator
Profile Joined November 2012
7 Posts
January 11 2018 22:52 GMT
#2
Ah no wonder I always gravitate towards Artanis. After I max out Abathur, I always tend to pick Artanis as my casual mode coop time. It didn't click to me it's friendly user commander, as I did browse in the forum Artanis was ranked quite low in commander tier list ( I think speed run commander or something in this forum)
Life is tough, but Im tougher
DSh1
Profile Joined April 2017
292 Posts
January 12 2018 01:51 GMT
#3
Just to be sure, you know that if you press tab while having a control group selected, selects the next unit right? This allows you to still stim with raynor when hyperion is out or put all your buildings in to one control group ( I do this). I also have grid layout so that I don't have to learn hotkeys . I can understand though that tabbing also requires more mechanics and you have to remember the order of buildings.

I am interested actually in pure a move, i.e. build stuff, select, and a move via minimap, no unit abilities, maybe a calldown but better without. Is it actually possible to do brutral missions (or mutations even) with just building units and a moving? And if yes, with which commander? This would be really convenient. I get the impression that you still do a bit of the other stuff and I am a bit scared because for some commanders it does sound complicated to me.

Another question: do you get (weapon/shield) upgrades or is it just a bother?
29 fps
Profile Blog Joined March 2008
United States5724 Posts
Last Edited: 2018-01-12 03:30:52
January 12 2018 02:41 GMT
#4
On January 12 2018 10:51 DSh1 wrote:
Another question: do you get (weapon/shield) upgrades or is it just a bother?


I only get the weapon upgrades for all the commanders except Raynor. I get armor for Raynor because it also increases the units' HP.

As for the tabbing thing, I've tried it before, but I got confused a lot (especially for the buildings), so I don't use it anymore. However, using tab for stimming might be something I should try out. I usually de-select Hyperion to stim.

Commanders who are very A-move friendly: Raynor (just gotta go back to base and use mules), Artanis (his units don't have many abilities), Zagara (you should occasionally use Zagara to make Hydras and Mass Frenzy), Vorazun (her units don't have many abilities), Swann (if you don't use Hercules), Stukov (A-move king), Fenix (you don't really NEED Fenix the hero unit's abilities), Han and Horner (you'll need more anti-air if you don't make the reapers fly)

If you're going to just A-move on the mini-map, you need to be sure you have enough units.

Kerrigan, Nova, Alarak, and Dehaka require a lot more micro because of the hero unit. Among these four, Dehaka is the easiest because his units don't have many abilities and Dehaka the hero unit stays alive for a long time, especially after the hero unit gets past level 10.
4v4 is a battle of who has the better computer.
DSh1
Profile Joined April 2017
292 Posts
Last Edited: 2018-01-12 15:41:46
January 12 2018 14:00 GMT
#5
I can imagine Raynor and Artanis working really well that way. (Artanis just Tempest), so I tried Zagara, Swann, Fenix and Dehaka on Void Thrashing (the easiest mission on brutal) to find an even simpler way to play

Zagara: Really Easy
Obviously just a-move, since her units are throwaway cheap exploding units anyway, only problem is detection as you said. I got all upgrades for banelings/scourge/zerglings and used frenzy and roach drop (enemy waves) from zagara, but no other micro.

Only problem might be detection as you said, but basically it doesnt matter if cloaked units survive except they are going for your base.

Swann: Really Easy
Mass Goliath+Science Vessels, kills everything once critical mass is reached. I got range, attack and all Goliath upgrades. As well as Draken Laser Drill upgrades to clear enemy waves.

Fenix: Really Easy Against Ground (Air might be problematic)
Zealot+Adept+Immortal+Colossus (ratio: 1:1:1:1) obliterates ground based compositions. Detection is also quite good with observers. Put Fenix in my main army for tanking, got ground attack upgrades, AI champions and all their upgrades.

Mass carriers always works (also against air), but then that's boring and takes a long time.

Edit: Turns out Adepts are just good. I got 3/3/3 and build only adepts. Surprisingly I needed to take all 4 gases, also got a third nexus for triple chrono.

Dehaka: Meh
I tried ling+hydra+roach+guardian+primal worm. I got lucky, a good partner carried me. Units die too easily, also might be vulnerable against heavy air. Against ground more guardians are good - they rarely die. It is incredible important to have critical mass with dehaka before moving out.

However, if you are willing to build swarmhosts or tyrannosaurs it's an easy a-move victory. Just takes a long time to get them.

Remark:
I don't really F2 a-move. I made a habit to hotkey all units, so basically I have my a-move control group and let my observers/detection, bodyguard units follow the a-move group with a move command. It sounds complicated, but is very simple. Because once everything is set up I just click on a target location with a-move, forget about it and go back to macro.
BaneRiders
Profile Joined August 2013
Sweden3630 Posts
January 13 2018 21:21 GMT
#6
Nice guide
Earth, Water, Air and Protoss!
Dingodile
Profile Joined December 2011
4133 Posts
Last Edited: 2018-01-14 18:23:18
January 14 2018 18:17 GMT
#7
hard to read **** or ***, it's better if you use 3/5 or 4/5.
I only have five lvl15 commanders (Raynor, Swann, Nova, Karax and Vorazun). In my experience Raynor was the hardest for me until lvl15. lvl15+ is Karax more difficult for me.
Grubby | ToD | Moon | Lyn | Sky
29 fps
Profile Blog Joined March 2008
United States5724 Posts
January 15 2018 01:59 GMT
#8
On January 15 2018 03:17 Dingodile wrote:
hard to read **** or ***, it's better if you use 3/5 or 4/5.
I only have five lvl15 commanders (Raynor, Swann, Nova, Karax and Vorazun). In my experience Raynor was the hardest for me until lvl15. lvl15+ is Karax more difficult for me.


Good point. I'll update it.

By the way, this guide is for commanders at level 15. I actually don't remember what it was like for certain commanders before level 15.
4v4 is a battle of who has the better computer.
Cilan
Profile Joined November 2018
1 Post
November 10 2018 02:50 GMT
#9
It would be awesome if you updated this guide for the newer commanders or if you had any updates to add. Good guide!
29 fps
Profile Blog Joined March 2008
United States5724 Posts
Last Edited: 2018-11-10 06:50:56
November 10 2018 06:00 GMT
#10
Updates (Nov 2018)

Kerrigan: Omega Wurms are now detectors, so you don't even need to make Overseers anymore.

Karax: I forgot that you can press E on the sentries to turn them into stationary pylons so that they don't move with your F2A army (and stay by the cannons they are stimming).

Abathur: His Roaches are stronger now, so I add a few to the army (even though they will take biomass away from the mutas).

Alarak: You can make Warp Prisms instead of forward pylons to use Overcharge, but they might fly ahead and die, so you should have 2 robos producing them.

Tychus: He is a micro-only commander, so everything about him is F2A with some abilities. You won't really have spare minerals until the end, but the mission usually ends before then anyway. You can build extra SCVs and have them make auto turrets with extra minerals (since you won't reach 100 supply with 5 outlaws and two fully saturated bases anyway).


Chain of Ascension/Lock and Load: Use workers to push/capture objectives.
Mist Opportunities/Cradle of Death/Scythe of Amon/Part and Parcel: Put buildings near the places where the enemy will come so that you can get vision to teleport there (Tychus, Fenix, Kerrigan, etc.)
4v4 is a battle of who has the better computer.
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