Grey Goo

Grey Goo

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Grey Goo Skirmish Openings - 1 VS 1
By Eenhorn Flonkerglans
A small guide on how to start a Skirmish game in a 1 VS 1 matchup.
   
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1. Introduction
A game of chess can be over after the very first turns. A slight mistake in the opening literally opens up a hole in your strategy that your enemy can and will exploit to his advantage. The same goes for Grey Goo and strategy games in general. You might start thinking:

How do I “open” a skirmish game?

The asymmetry of the factions gives you the need to reconsider your options on how to start and approach a game in a 1 VS 1 skirmish. This little guide will spotlight some approaches and considerations on how to start your skirmish. Critiques and recommendations are welcome to expand this guide and maybe do a full-blown skirmish guide in the future. No opening name is official and just describes the opening as best as possible.
2. Humanoid Openings
Balanced Opening:

Build your Refinery and add a Factory. Finished. You fully use up your starting resources and are ready to go. But where to go from here?

  • Second Refinery Expansion: After or while pushing out a handful of units to scout or defend, build the next Refinery as soon as possible. One Refinery can barely keep up with the production of two basic Units at once. This approach should ensure a good balance of growth and defense.

  • Second Factory Rush: AFTER you build the first Factory, build another one and start production of Units in the first one. Then build a handful of units (around 6) and go for the enemy to harass. After your first wave, suspend unit production and go for the next Refinery.

  • Fortification: Build a few Towers around your base to defend yourself from early aggression. Beta should produce Commandos while building their Towers (not complete walls) to put them on them later on. Strategic positions are somewhere in the middle of your Collector routes or near the catalyst vents. After the towers went up, continue to expand your base and resource production.

  • Air Rush: Go for Air Units as soon as possible to establish control over the map. Probably only advisable against the Human since their anti-air units take two not-early attachments. Beta and especially Goo can react much better against it. Requires more testing.

  • Be reminded that these are your first steps only. Continue to build Refineries and Factories to grow and to be able to keep up with the demand of the frontline.

Double Refinery Opening:

A high risk – high reward strategy where you immediately build two Refineries in your main base I see but too often. While it allows you to boost your production in a massive way, it leaves you very vulnerable. Do the maths:

You start with a 1000 catalyst. The first Refinery costs 800, leaves you with 200. These are immediately consumed by the second Refinery. Leaves another 600 to be harvested. A regular catalyst vent will net you 10 cps, so it takes another minute to finish it. But just another minute? Despite the claim of regular income, you have to count in establishing time of the first Harvester and Collectors (another 20 seconds?) plus slight hiccups in the Collector line (worst case 5 seconds?). If the enemy goes for a Balanced Opening, he has enough time to establish his first Factory and push out 3 units. With his scout he has 4 units marching on to your base. Now you have to be either quick or lucky or else you might find yourself in a world of pain. After your second Refinery you still need another 25 seconds to establish your own Factory and another 20 for your second unit. The best approach would be to invest in defense or all your hard work might crumble to an early, steady stream of enemies.

DANGER: Do not use the Double Refinery against the Goo. A single small Protean will ruin your day and stop the income of one Refinery, then the other. With no actual units to defend yourself, you will find yourself swarmed with Proteans (not the good ones) and soon to surrender.
3. Goo Opening
Small Protean Rush:

Use your first Mother point to create a Small Protean. It is used to rush to enemy base and do as much damage as possible. Devastating against the Double Refinery Opening as it cripples the economy by simply staying in front of a Refinery. The small Protean is as powerful as it is fragile and should not be wasted. If the economy of the enemy cannot be attacked safely, place the Protean on a hill to scout. You can also transform the Protean into Drover or Strider to harass from a distance.

Keep the pressure up while you either send in another Protean (if your first attacks are successful) or build a second Mother to increase your production (if you cannot hinder the enemies growth).

Against Goo it is advisable to transform the Protean, as in melee combat the Protean will just become food for the enemy Mother. Both Strider and Drover are useful against the enemy Mother. The Strider can trump with a high range and damage, but requires more micro than just Drover, who can run and shoot. However, Drover have a very small range and can easily land inside a Mother if not careful.

Fast second Mother:

Like the Double Refinery Opening, this is a risky maneuver, as it leaves you unprotected early on. However, the Mother is mobile and dangerous, and can take care of potential attackers as well – if the enemy doesn’t pay attention.

Simply gather catalyst until you have 2 Mother points and split the second Mother. From there on build units and establish dominance over the battlefield.

The Goo is rather simple in its opening moves since its economy is not as complex. However, advice on that topic is highly welcome!
4. Credits
I enjoy Grey Goo very much and try to challenge myself with the PvP scene in this game. While I lack some experience, I try to share what I learned and hope I can learn from you as well! So do not fret from sharing your experience, critique and recommendations with not only me, but the whole community here.

Pictures may follow.

Guide Picture from: http://img2.wikia.nocookie.net/__cb20100630175158/yugioh/images/d/d9/Opening_chess_position_from_black_side.jpg

9 Comments
Bloomanddoom 27 Nov, 2016 @ 2:14am 
you might need to look at shroud tactics now
Zedd Muddlefinger 20 Oct, 2015 @ 6:28pm 
Hey, nice guide there, but a bit too short, since there are not many early build options in grey goo really. Basically 2 oprions both for human/beta or goo. Would be great to see some next moves guide.
I suppose there are too many branching options, but you need to cover only best of them anyway.
Eenhorn Flonkerglans  [author] 25 Mar, 2015 @ 11:08am 
Hoping that you check back in here: You are free to put a spotlight on this, I'd be honored. Also open for more strategies to feature here or have different opinions about the current ones. Will also test the first balance patch later the day. Keep on the good work!
76561198179237514 25 Mar, 2015 @ 9:13am 
This is a great guide Jachymor! May we spotlight it for our regular community guide feature?
Eenhorn Flonkerglans  [author] 15 Feb, 2015 @ 2:06am 
Interesting point, though I think this is dependant on where the catalyst is. If I am not mistaken, I think some points are within your HQ zone where the enemy is forbidden to build. Also, if your scout is still running, you can take a point further away. But yes, the delay can be crippling aswell, but I think not as crippling as if a goo blocks your res line.
Vorp 14 Feb, 2015 @ 7:12pm 
You can also add that going 2 fer as Human against Beta on small maps is dangerous because Beta will just build walls in your catalyst and you won't be able to build extractors. On big maps there's chance that Beta will not be able to scout you in time.
Vorp 14 Feb, 2015 @ 7:06pm 
Thx
Admech_MagosZek 8 Feb, 2015 @ 10:18am 
thanks for the information.and this information is very hepful .
Zinnia 6 Feb, 2015 @ 1:13am 
Very helpful! I just bought the game and was planing on brining my Command and Conquer tactics into the game, however after reading this i may have to adapt if i wish to win. Thank you very much for this guide!:Kurumi_Emoticon: