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Scrin

The alien armada is full of over powered units but they can be destroyed if their
weaknesses are exploited. They are a hard hitting late game faction and their air
power dominates any other faction. The devastator warships can destroy bases at an
incredible range and the PAC can tare through anything in its way. The storm rider’s
ability to not have to reload is very handy in harvester harassment and anti-pred.
There infantry are strong and powerful but the scrin armour lacks the punch. The
tripods do a large amount of damage but a large number of them are difficult to
deploy. The game for scrin is never over because scrin always has the option to turn
the tide and mothership his opponent.

Infantry

Buzzers

These very early game cheap fast scouting anti infantry units are very good at what
they do. They can tear through infantry very quickly and their ability to clear
garrisoned buildings is very useful early game epically on the urban maps. The
buzzers can be deployed by the swarm support power. They may not have range but
when they get into contact on other infantry there is no battle, just a slaughter.

Hale School
Disintegrators

These small units are good against tanks because if they don’t kill them all they will
probably get run over causing the disintegrators to blow up and thus destroying the
tanks. They do have a small anti infantry capability but as like the buzzers they need
to get close. In very large numbers they can take out almost anything part from a
commando.

Assimilators

The assimilators are the best engineer because the scrin support power (wormhole)
allows for an unusual but sneaky engineer spam. Also the mastermind has the power
to transport the assimilator into the enemies’ base. The assimilator is also stealth
whilst standing still which can be an advantage in a variety of situations, including the
capturing of a tib spike by placing the assimilator next to the spike and waiting for
your opponent, one he has captured it them you can make your move.

Shock troopers

The shock troopers are a fantastic unit if you abuse all of its upgrade capabilities. The
normal attack from the shock troopers is ineffective against anything. With the plasma
disk upgrade they do considerable damage against tanks and buildings. In large
enough numbers they can be used to defeat infantry. The blink pack upgrade allows
the shock trooper to instantly transport to anywhere within a certain range, this is
mostly used to hop into the base of your enemies. I am not completely sure if you can
use it into the shroud but I think you can.

Mastermind

Probably the best commando because of its insane ability to take anything of your
opponents. The ground control provided by captured buildings allows the user to
place a signal transmitter in your opponent’s base which is bad news for him. The
mastermind’s ability to teleport units is almost never used and this is because it is so
bad, can the new patch include making this a little better.

Vehicles

Harvester

The Scrin harvester is very basic. It moves, collects tib and drops it off. It used to
have the power to create an ion storm when it died but that was removed quickly after
one of the patches came out.

Hale School
Seeker

A hovering death machine, they may not do much damage but they can come in large
numbers and if your opponent is good enough they will come early in the game which
is a problem. They can kill almost anything quickly. They are very deadly in large
numbers and can steamroll a base in less than a minute. They used to be a very
tournament tower unit but until patch 1.09 came out they have been used infrequently.
Costing only 800 they can be dispatched quickly for a lethal kill.

Gun Walker

The gun walker is very good against air and infantry, but if it comes up against
anything other than that it will die quickly. Being the lowest tech requirement vehicle
they can be dispatched quickly when you have detected a horde of infantry or air.
They do however have the annoying tendency to die, quickly.

Devourer Tank

The Devourer is a very good unit epically when you abuse the absorb tib ability. This
makes you even better of against armour and structures. This is epically good on
Redzone rampage because tib is scattered everywhere. The Devourer may cost a fair
bit but they do look cool and they do kill things, easily.

Corruptor

Basically the only reason for the corruptor is to heal your units. Many people think
they are “Scrin’s flame tank” but they are not very good against structures. They can
destroy in large numbers and this can be used well when using the wormhole support
power. They do tend to turn infantry into visceroids and this can lead to some
interesting tactics including getting your ally to place his infantry near your opponents
base and couple of corruptors stream them with tib. I have never tried this but I
assume it wont work. If some one could try this and give me the results that would be
cool. You can e-mail me on oni@live.com.au. Thank you.

The Annihilator Tripod

The annihilator tripod is a very good unit. It is the fastest walker and can attack whilst
moving. With 10 of them you can set them to aggressive stance and move, not attack
move them into your opponent’s base. They will rip through and thing they see and if
anything survives the tail gun will deal with that. They do have a close range EMP
ability which not many people know about. I think that this is activated automatically
but I am not sure. The annihilator tripod can run over anything easily except for the
juggernaut, avatar and the mammoths.

Hale School
Scrin Aircraft

Stormriders

The stormrider is one of the best units in the game. If you have enough money you
build a couple of gravity stabilisers and you start to pump em out. They can be
countered but they are tough. Thirty-six stormriders heading towards your base is not
a pretty site. Their ability to destroy harvesters is fantastic and they can destroy
armies of predators and mammoths if you have enough. Personally I can beat storm
riders with a select few units. If you have infantry that are fast enough they can
‘avoid’ the shells of the stormrider. If you keep a commando moving it cannot get hit
by a stormrider but I think they might decide to change this in Kanes Wrath.

Drone Ship

This is by far the best MCV because it can fly. This ability has gotten me out of some
sticky situations. I have once picked up my MCV and flown it to a point on the map
which my opponent cannot reach. He gave up and I won. However they do not give
off an assimilator which can be a bit of a bummer because they could have been used
for some sneaky MCV rushes but I think that the MCV for scrin is a very well used
one by online players today.

Devastator Warship

This annoyingly long ranged unit can be very difficult to deal with because its range
is the largest of any unit except for a unit that can shoot the entire map. The more
interesting thing about this unit is that it can shoot further than it can see. This can
prove to be useful because it has one of the largest sight radiuses of any unit. It does
extreme amount of damage against buildings and infantry. In numbers their ability to
pwn tanks is good because of the area damage. Mammoths get owned by devastator
warships.

Planetary Assault Carrier (PAC)

These are honestly not worth it unless your opponent is a noob or you are too rich and
you have way too much money to spare. They do have the ion storm but there damage
is not fantastic compared to some of the other cnc3 units

Hale School

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