|"If perchance I have misquoted you, or spelt your name wrong, or missed something like that, email me/ICQ me and I will cordially tell you i don't give a shit"|
|Debunking Bunker Command|
|Date: ||05/17/99 12:05|
|Game Type: ||Starcraft|
|Labels:||Starcraft(1), Strategy Focused(1)|
|Report Rating: , # of Ratings: 1, Max: 10, Min: 10|
Lifetime Rating for Rychean: 8.3636
Bunker Command II BR and Strategies
I have been
addicted to Bunker Command II since it came out. The games are
short, intense, and fun. Perfect for me, since I can only steal 15
to 20 minutes at a time to play SC.
I (playing under my
ChemicalYouth nick) joined a game and the creator says TVB. “WTF? No
bunker command is a FFA game,” I chat. There are 5 of us. We lose
one coming in. Again I get this TVB message in game. I ignore it and
do my standard opening, which is to kill my own bunker and hope I
pop up somewhere either in the middle of everything or far away from
the action. Often you catch units in transition and you stim fire
right into their backs. If you are far away you can go rack up some
kills with little regard to your own bunker, and then fortify/attack
with your reinforcements. There is no penalty for killing your own
I played for awhile and had exchanges with red, then
I noticed that I had purple’s vision. So I do ally with him and saw
him attacking red also. At this point red is almost 5000 points
ahead of the pack, with his partner, yellow, severely in last place.
I tell purple to start attacking yellow since he had the lowest
score. I explained that the more we attack red, the more points red
will get. Many people don’t understand this about bunker command or
BC II; you want to avoid attacking the leader if you can especially
if he is far, far ahead. If the leader is about to win, you don’t
want to walk the winning points right up to his forces. So often
people let their emotions take over and they attack the player who
is winning. That player just sits there and lets the points come to
him; he doesn’t even have to work that hard for them.
Anyway, I continue, and my ally has established a fortified
position at the bottom of the map. My philosophy in Bunker command
is if you do not have enough units to hurt the enemy, then get a
fresh start. Either 1.) suicide your units or 2.) kill your own
bunker. I would only suicide your own units in certain situations
because they are worth points and you are just giving them away. The
marines are cost effective to suicide, but beyond that, raze your
own bunker unless you are unable or if you need some recon. Face it,
2 zeals and an observer is rather pedestrian compared to 10 marines
and a firebat with stim. The opening set of units is one of the best
all around attacks in the game. First of all the units are so
cheap’o that the opponent does not score many points for killing
them. Secondly, they really shell out a good amount of damage in a
hurry and can be used to quickly gain points against high level
People think this game is about bunkers; killing them
and defending them. It isn’t! This game is about units and killing
the most high level units and then getting as many bunkers as
you can along the way. The high level units are worth more points.
I hardly ever protect my bunker, and if I do it is with a
lurker or tank or maybe a templar. The point is, if you have lost
most of your force, get a new one. You will do more damage more
quickly by getting a fresh set of units. Look at it this way, if
what you currently have will not kill 10 stimmed marines, then kill
your own bunker. As you frag your own bunker, send your observer out
to gather some recon so you will know where the opponent is when you
My partner probably thought I was crazy as many
times as he saw me kill myself. In the end, I pulled away and won by
over 7000 points. Look at these stats:
Notice I respawned 16 times, but was only razed 7 times, and
a few of them were by my own hand. I respawned 9 times due to
running out of units. If you lose all your units, then no one can
get the bunker points. The other players in this game usually only
re-spawned after they lost their bunker.
number of units produced as far more than anyone else due to the
number of times I respawned. My red opponent killed more units than
I did; he also lost fewer units.
Red killed more units
AND he razed more bunkers than me. Hmmm, how did I win then?
The unit kills he racked up were a lot of low level marines.
The unit kills I racked up were broodlinged defilers, Irradiated
ultralisks, MCed BCs, etc.. These game summaries prove that bunker
command is all about attacking as often and as quickly as possible
and killing more high level units. Most players would assume the
player with the most razed bunkers and the most unit kills would win
the game. This is simply not the way bunker command plays. This game
was not even close. I started offering GGs with 2500 pts to go.
Tips and Tactics
1.) The opening set of
units. 10 stimmed marines and a stimmed firebat are a very good
attack force. As I said before, the units are low level so not very
valuable to kill, but their ability to quickly wipe out a templar,
defiler, DTs, etc… is awesome. Kill higher level units for bigger
points. Also, you will often lose your marines just as they do
enough damage to gain reinforcements; nothing as cool as re-spawning
and then immediately getting reinforcements.
2.) The de-matrixed
Infested terran. You usually get a science vessel with your infested
terran. Make use of it. The IT can instantly kill the bunker and all
the units all around it. This is probably the biggest pay off attack
in the game; He goes alone. In fact I usually send him to a known
enemy bunker while I attack with something else in another
3.) Dematrixed Ultralisks, Dematrixed Battle Cruiser,
Dematrixed DTs, see a pattern here.
4.) Irradiate runs. Use the
science vessel to kill defilers, ultralisks, etc.. those high level
units rack up more points.
5.) Queens seem to be used a lot for
recon. They are good for that but better to go out and broodling any
thing possible. Tanks, Templar, Ultralisks, etc.. You get the
6.) Hydralisks and Medics. This is a great attack
especially if you have a few zealots or marines to mix in. You can
do a substantial amount of damage very quickly, when you have
healing medics. If you are facing a medic combination, kills the 2
7.) Full scale bunker assaults. You really only
want to target the bunker first if the opponent doesn’t have units
to defend or if there are too many good units to survive the battle.
Use the BC’s Yamato and a combination of other forces to rack up a
quick bunker kill. Use a dematrixed defiler to get plague off over
the bunker. Surgical strikes on bunkers should be used when an
opponent becomes very powerful, this will reset him, and hopefully
you will not lose many of your good units trying to take it out.
8.) When left with units that can not attack structures,
(Science vessels, Templar, and Queens) go use their special attack
to get some points. When out of energy suicide them, so you can get
a new set of marines. That is a lot better than waiting for mana to
charge while everyone else is scoring points.
9.) Mind Control.
I love it so much I often merge the 2 DTs you get just to have
another DA. MC an opponent’s BC and SV and then dematrix the BC,
Yamato and irradiate. This is a huge swing in points and you gain
the units, and can most likely take down the bunker after the
10.) If your bunker is on fire and will burn out, kill
it yourself. This keeps the opponent that last attacked you from
getting the bunker points. I have seen many players get plagued and
just let the bunker burn out. The player that plagued gets those
points whenever that bunker falls, so you might as well kill it
yourself to prevent the opponent from getting those easy points.
11.) When in doubt, frag your own bunker. If you are not
attacking then your are losing. Sitting at your base with 2 Goliaths
isn’t going to stop anyone from killing you and you will not get too
many points out of them unless you are attacked with flying units.
Turn then on yourself. Same with that lone tank or lurker you left
defending. What are the odds of moving a lone lurker or tank into
position to kill more units then they are worth? Not very good, Give
you self a fighting chance with a fresh set of marines.
Please add any additional comments, tips, or tactics.