There should also be one defence chamber for every two or three offence chambers, no matter what stage of the game you are in.
As an alien you must know the map, its nooks and crannies, and the quickest way from your spawn to marines base.
Early game: 1 Hive
There should only be one Gorge in the begining, no more for any reason what-so-ever.
Chamber Order- This should always be defence, movement, then sensory. Some people like to make sensory chambers second, some even like to make them first, this is completely wrong. While cloaking is an essencial skill for aliens to take on marines, it is only nessicary in late game when marines have you out-gunned and are equiped with Heavy Armour. This is the only real time you have to sneak up on someone to get the kill. A Skulk with carapice can easily take out a marine with anything up to a shotgun and no Heavy Armour. Celerity is also a must for Skulks to take get past turrets in middle game, but I'll get to this in a minute.
Skulk Rush- This is the single most devestating move aliens can pull. If it is done right marines can easily be crippled in the first few minutes of play. Here's how it goes. First have everyone stay Skulk except for one person who goes gorge and gets started on RT's. Rush marine base ASAP, before turrets, and before marines get orginized. This should be an orginized rush, everyone should go in at the same time. Go for people first. After marines are killed go for spawn pads. I have seen Skulk Rushes ruined because the lone survivor went for marine's RT or CC but left the pads intact. Marine spawn pads have very little health, and without them they get no backup. After pads are killed the CC can be taken out very easily, game over, aliens win. This is a must for every game. Even if the attack fails and marines survive it can set back their building quite a bit, and it slows down their progress. To be perfectly honest, out of all the times I have seen the kharaa win this move has cause more than half of those victories.
Pinned Down- Another must for every game if the Skulk Rush fails. One of the only ways for aliens to win right at this point is to keep marines from expanding. Have all exits watched by as many Skulks as possible, leaving none open. You MUST stop them from expanding to keep their resource count down. If they get two or three RT's they can easily save up enough for HMGs and HA. Aliens have to keep marines Pinned Down for as long as possible.
Middle game: 2 Hives
In middle and late game you need to get more Gorge's, anywhere from one to three depending on map and teamsize.
CC Rush- Another great move, but will only work if marines are not suspecting it. To do it correctly you need anywhere from 1/3 to 3/4 of your team, everyone who isn't Gorge or defending should partake. Everyone going should be Skulk with carapace and celerity. Everyone should rush at the same time into the marines base running past turrets, people, pads, everything, and go directly to the CC. Since, in all maps I have seen, the CC room is seperated from the marines starting room and is usually undefended, all you need to watch for are marines who come up ladders or go up elevators while in CC room choming away. The CC should be destroyed in very little time with only 2 or 3 people. I have twice gotten CC red using this tactic going solo because I had no backup. With a well orginized CC Rush marines can easily be crippled beyond repair.
Defence- In the begining offence chambers mixed with defence chambers should easily be able to keep off all attacks. However, when you get into the middle game, and marines start getting HA, HMG's, and GL's<albiet in limited numbers>, more is needed. Fades are decidedly underpowered in assault but make great defence when mixed with a Gorge, offence chambers, and defence chambers. Gorge's webbing and a Fade can desimate an attack of HMGers, and if they are tossing grenades in a Fade can easily blink past the explosion zone and go for the pest who is tossing them.
Late Game: 3 Hives
Onos/Lerk Combo- To make the best of this combo you must first pin down an expansion or base with offence and deffence chambers. After this is accomplished the Onos and Lerk make their move, Onos first of course. When they reach the turrets who are guarding the expansion/base the Lerk needs to umbra while the Onos ducks and chomps away<I have found that ducking and biting is the best way to take out turrets, I can't stand charging and standing up I find I don't do as much damage>. While the Onos is destroying turrets the Lerk can take out any non-Heavy Armour marines<if there are HA's then Onos should take care of them before he starts on turrets>. After you have taken out one or perhaps 2 turrets retreat back to defence chambers and fill up on life. Repeat this until all turrets are disabled, and then Skulks can come in to help out. This strat can also work with Fade/Lerk Combo, but it is not as effective. When using Fade/Lerk Combo you should always retreat after destroying one turret, to get back lost health and gain energy.
What do you think of these strats, how have they worked for you, and what others do you like to use? What class combos have you found interesting and effective, and how do you stop marines from expanding?
01Chrono