Your job in one sentence#
Keep the marines alive, armed and pointed at the right room, and make sure you have more extractors than the aliens have harvesters.
Opening (first 2–3 minutes)#
- Drop an Extractor on the closest free resource node (and a second one soon). Send one or two marines to build each.
- Build an Armory in the base, then an Arms Lab.
- Research Armor 1 or Weapons 1 as soon as the Arms Lab is up. Against early skulk pressure, Armor 1 first.
- Med pack marines who are fighting. A med pack (1 res) that wins a 1v1 is the best res you will spend.
Mid game#
- Observatory → Phase Tech → Phase Gates. Gates let your team defend and attack anywhere. Put the first forward gate in a room with resource nodes.
- Second Infantry Portal so lost fights don't leave the team waiting.
- Shotgun research when fades appear; Mines and Grenades are cheap and useful.
- Weapons / Armor 2. Keep the Arms Lab busy. Consider a second Arms Lab: if it dies, the upgrades switch off.
- Scan before your marines walk into a room where you suspect a fade or onos.
Late game#
- Advanced Armory unlocks HMG, GL and Flamethrower and the Prototype Lab.
- Jetpacks answer lerks and let marines reach hives fast. Exosuits break defended hives, but marines need the personal res.
- ARCs with scans kill hives from the next room. Escort them.
- Advanced Marine Support gives Nano Shield, Catalyst Packs and Power Surge for the final pushes.
Supporting a fight#
- Drop med packs on marines, not next to them. Ammo packs for marines that are reloading constantly.
- Nano Shield the marine who is about to die, or the exo in front.
- Beacon only when the base is truly about to fall. It pulls everyone home.
- Watch the minimap for red blips: a skulk behind your team at an extractor is a 10-res problem in 20 seconds.
Common mistakes#
- Floating 100+ res while the team runs out of med packs.
- Building a forward gate nobody defends.
- Losing the only Arms Lab and with it all upgrades.
- Forgetting to put the dead power node back up.
See also#
Commander basics · Marine tech tree · Marine commander abilities · Supply