-Pro- The TSA fast tech. (6v6 or more.):
At the start of the game, drop an IP as far away as you can(So if a skulk attacks, you have plenty of room to hop out and attack him.), then drop an armory against a wall(Discourages humping), place an observatory near a wall (Better in a corner. If you were to beacon, he couldn't use it for cover and would have to run further to escape.) Listen for the hive. If a few good marines ran to res nodes at the start, capture them.
When you locate the hive, rally your marines to the outskirts of the hive at the RT's surrounding it. As your marines travel to the hive, cap the RT's along the way. When you have the resources, tech to advanced armory, and begin researching phase tech. When your marines arrive to the RT's outside the hive, kill the RT's and the nearby gorges. This will slow their tech.
Capture the RT's outside their hive and camp. When you have the resources, build a phase gate. Scan other RT's on the map to see if they have built any others. When the phase gate is up, give a good marine some mines to mine the phase gate with. When (If?) you scan an RT that was built, have your marines go destroy it and capture it. When you're finished teching, drop HMG's to destroy the fades and one grenade launher to destroy other RT's being built. Scan for RT's and second hives. Your GL soldier is your "Siege Unit" hotkey this marine. He will destroy structures while your HMG's protect him. If you have the resources / manpower, drop another GL for faster destruction.
If they build OT's to protect their outside RT's this will delay their tech. If they go lerk this will delay their tech also. If they try to kill the phase, that's free resources for you as long as you keep it nice and mined. If marines die often, a second IP would be helpful. Average game time ranges from eight to twelve minutes.
Pros:
-Counter five minute fades with HMG's.
-Deny the enemy resources and tech speed.
-You out tech the enemy and have early game access to stronger weapons.
-Your team will have a high kill / death ratio, giving the enemy team less "Kill res" than normal.
Cons:
-Lerks can cause problems for RT camping. Be mobile and don't camp if this happens.
-Bad marines could get swamped. Play on good servers.
-Sensory chambers could be a problem. Scan a lot and scan often.
-Lack of arms lab. Keep that med spammed and make sure ALL of your marines stick together. An arms lab could be intergrated into this strat, but I usually don't need it. HMG takes care of damage.
-Varies- Sneaky Siege. (3v3 or less.)
Start by building an IP and a turret factory in base close to your comm chair. Electrify the turret factory. Go cap a few RT's. Then have your marines sneak to the hive. Make sure they walk when skulk are nearby and to not attack enemy RT's. If they are parasited, have them kill themselves. Build a turret factory in their base and siege. Electrify it if you don't think your marines can hold the few skulks off. Games last from two to three minutes.
Pros:
-Stop that three minute onos before he has a chance to even become one.
-Base can't be killed this early in the game. (Marines base.)
-Aliens won't know they're under attack until it's too late.
Cons:
-OC spam could hinder this, but not by much.
-Lerk spore harassment is somewhat fatal if you don't get the turret factory electrified.
-Good scouting skulks will hinder this.
-Moderate- Shotgun rush (5v5. No more, no less usually.)
When the game starts, tell your marine what you are about to do so they don't run off to cap RT's.Drop an armory, drop shotties and mines (Tell them not to place any yet.) and listen for the hive while they hump. Then rally them to the hive and recycle the armory. When they reach the hive, tell them to place their mines and to blast the hive. Also make sure you tell them to blast the skulks that will try to defend it. Keep them nice and med spammed and filled with ammo. Soon enough the hive will die. Games last about a minute to two minutes at the most.
Pros:
-Outgun them so early.
-Fast games give marines a fun feeling and enrich NS as a whole.
Cons:
-Bad marines will die.
-This strategy is do-or-die. So if you fail, you lose.
-Heavily relies on your med spam and their skill to not just shoot the hive and hope their allies shoot the skulks for them.
I'm typing these as I go. I'll edit the post with more build orders when I have time.
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