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BattaIia's avatar
BattaIia
Seasoned Ace
7 years ago
Solved

-> IF YOU ARE HAVING TROUBLE WITH SCARABS CLICK HERE <-

Scarabs are one of the worst units in the game hands down. Not because they are too powerful, no they are utter garbage. But because people have a hard time understand it's MANY flaws. Wanna roll sca...
  • BattaIia's avatar
    BattaIia
    7 years ago

    Good point! But you have to have SOMETHING that is anti-infantry in your deck, yes? I'll assume you have no snipers or mg teams as that makes it too easy. So Shocks/Flames? Rhino/Buggie/Chem Buggie (Affectionatly known as the Chuggie!)? Talon/Venom? These are anti-scarab MACHINES! Yes, you can't just walk up, nuke em and giggle away, you gotta use your head a little.

    First step is identifying that they lean on scarabs as a crutch and have spammed them. Crap. Okay. Let's do this:

    Step 1:Make sure the pad is charging. Even if you have to hop off a pad, keep the nuke charging. Most scarab players are tech players that are trying to stall long enough to get tech out with little harassment from you.

    Step 1A: If you have talons/venoms keep reading. If not proceed to step 2. Alright, you brought air? Great. Now what you want to do is approach the scarab from a corner of the tile, and not a flat side. I've included an image to help visualize this. Basically you should be 2 tiles away from the scarab at a diagonal, or directly above/below it. Give your flying unit a movement waypoint to the OPPOSITE side of the scarab 2 tiles behind it. 1 is where you would start on the image, 2 is the movement waypoint you issue. This gives the scarabs less time to attack your flying unit and by the time it reaches it, it will share the same tile as the scarab and destroy both of them. 30 tib sacrifice for a 30 tib unit. Perfectly even except that your next flying unit will get there before the scarab ever does. So now you own all that ground, it's time to go on the offensive! Good luck commander!



    Step 2: Didn't bring air? I didn't either, I like a challenge. Alright. Grab as much real estate as possible. Get your anti-infantry staring the face of those scarabs so he can't overrun the map.

    Step 3: This is going to get a little painful. You have 2 options here: sacrifice 2 rocket/laser squads to the scarabs THEN move your anti-infantry unit forward to occupy the space, or (and my preferred method) grab a tank. Drive it past the scarab. When it is just about to enter the hex the scarab controls, move in your anti-infantry unit. If done fast enough, your tank will tank a scarab and shoot once, then your anti-infantry unit will knock it out leaving you with a damaged tank that can hopefully harass their harv, or tank another scarab for an even trade AND your anti-infantry unit holding the line AND the territory. If you did this too slow, your tank eats both the scarabs and your anti-infantry unit is now holding the zone. Still a win.

    "But Battalia! My scarab user is smarter than the average scarab spammer. He is using units AND scarabs!"

    Perfect! Play the game as normal and whenever a unit is almost dead, simply run from the engagement (make sure you have enough HP to leave the engagement without getting shot in the back!) and then go hug the scarab with your unit. Anything will do. Almost dead riflemen, almost dead tanks. Anything and everything works. Won the engagement but the unit is almost dead? Hug the scarab! Eventually the other guy will get tired of making scarabs for them to do almost nothing and stop making them.

    Basically, as long as you brought an anti-infantry unit in your deck, you brought the tools to beat a scarab. The best advice I can give is get an alliance mate to spam scarabs in a friendly match so you can practice without pressure. But at the end of the day, you CAN beat scarabs!

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