This guide is a standalone adaptation of Chapter 3 of the WIP Newbie Guide for Complete Annihilation. It is intended primarily for players new to Spring, who are just starting to figure out what to build. However, fairly experienced players of other *A mods who are new to CA can also pick up some things from it.
There won’t be any fancy strategies covered here, just a short and simple build order (using the Logos Vehicle Plant start), but the basics are applicable to either basic factory type from either faction.
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Before the game begins, there’s the waiting period. Once everyone has selected a starting spot (remember to place yours near the green spots on the metalmap, which you can toggle with F4) and hit ready, the game will start. Things move very quickly from the get-go in CA, so you’ll need to be ready to take off the moment the countdown ends and the commanders spawn.
Ready? Go!
1: You should be next to three or so metal spots. Start by placing a mex on the closest one.
Notice the red ring around your commander. This represents your boost bar; while (by default) you do not start with any resources in your storage in CA, your commander can build up to 1000 metal worth of items very quickly (boost). The purpose of boost is to allow you to have your initial base up and running in seconds rather than minutes, so you don’t have to wait around while your boy builds stuff.
2: Depending on the map, the other two spots should be within a few seconds of walking your commander; move over and mex those as well, placing two solars as you go. If the spots are too far away, skip to step 3 and mex those spots later.
If you started on high ground (a plateau for instance), you can use wind instead of or along with solar, which provides more energy (especially on high areas) but is less reliable and prone to being raided.
You’ll notice that the red ring has a piece removed from it, indicating that your boost has been partially consumed. Don’t worry; you still have plenty.
3: Build your factory. While pros have ways to start with heavy facs (walker/tank) or air, newbies should stick to the light factories (bot and vehicle). The easiest fac to start with is the Logos (Core) vehicle plant; it has a lot of strength and doesn’t have to rely on special options (unlike Nova [Arm], bots and especially Nova bots.)
Remember, only one factory at a time, and never leave it idle!
4: Your commander should have a little boost left; deploy an LLT to deter raiders. Place it in a spot where it can cover as much as your base as possible (a good trick is to stack it on a terraform block or two, which improves its defense and line of fire). It’s also a good idea to make a radar tower; radar is essential to keeping track of enemy movements.
Now that your boost has been depleted, your commander builds normally, using stored resources. He also builds much more slowly now, but still twice as fast as a basic constructor.
5: Put that factory to work. Start by making a constructor or two; use them to expand outwards, claiming mexes. Buy a pair of Weasels (or equivalent scout if you started another factory), and have them scout outwards. Remember that you can assist the factory with construction units (including the commander) to build stuff faster (give it a guard order on the fac). Now would be a good time to build a couple more solars.
6: Now buy 3-5 raiders (in this case, Instigators). This will be your mobile force; you can use it to raid the enemy, or establish a forward perimeter. Have the Weasels check on the enemy base; depending on what they run into, you might be able to conduct a surprise raid with your gators and damage some of his economy. When raiding, avoid LLTs and the enemy commander, and go for vulnerable economic targets (wind generators are best, mexes are great pickings as well).
7: Make another constructor. You’re probably stalling metal by this stage, so have the constructor take over assisting the factory and move your commander forward towards the enemy, mexing any unclaimed mex spots. Remember, though: your commander is not Superman. If you send him into unfriendly territory alone, he will get his ass kicked. Have some mobile units or turrets nearby at all times.
Keep making energy structures to keep up with your metal production. For maximum efficiency, your energy output should always exceed your metal output. Excess energy can be used to “overdrive” your mexes, allowing them to produce more metal (though the M/E ratio decreases as the amount of energy spent increases).
Don’t stop moving forward until you encounter the enemy lines. This cannot be emphasized enough: you can never win by staying in your base and digging in.
8: Now it’s time to consider what to do with your factory. The two standard options are:
- More raiders: This gives you a fast-moving, powerful attack group that can cover wide areas of territory and hit weak points. A good choice on large maps. Just don’t try to rush LLTs and antiswarm/riot units with it.
- 10-20 Glaives, Bandits, Flashes or Instigators, with a few scouts
- Skirmisher line: This option allows you to roll back enemy LLT expansions effectively, although it is not as
mobile as a raider force. Works best when accompanied by a commander (to secure claimed territory with LLTs, and repair damaged units). A few riot units should be included to defend against raiders.- 4-6 Rockos, 2-3 Warriors
- 4-6 Storms, 2 Outlaws or 4-8 Thuds
- 4-6 Januses/Samsons, 6 Flashes
- 4-6 Slashers, 2-3 Levelers
Depending on map size, you should be encountering your enemy’s expansion around this time. Use appropriate methods to roll him back or delay his buildup. Deploy radar towers and a few defense structures as you advance. Don’t forget to keep making solars to support your increased metal throughput (but don’t make this the sole focus of your economy either!).
9: Keep making units and expanding your economy. Skirmishers and artillery can be used for destroying static emplacements; assault units are good for breakthroughs and general combat, while riot units are ideal for mobile defense. Remember to reclaim as much wreckage as you can; the extra metal makes all the difference. If you are stalling, reclaim metal or divert cons to energy production as needed; if you are excessing, make more constructors and use them to build stuff or assist factories.
Never dig in with lots of defenses until you’ve collided with the enemy and are stalemating; then make a few LLTs or antiswarm turrets and a HLT (only one) to create a safe zone which you can use as a staging area. Avoid spamming defenses all over the map or walking porc; skirmisher and artillery pushes will stomp on you easily. Just make more mobile units.
Don’t forget your anti-air!
10: You’re on your own from here. Keep playing aggressively, attacking weak points constantly and putting your opponent on the defensive. However, don’t give him free wreck metal by running headlong into defenses – use your discretion when attacking. Don’t forget to make use of scouts; knowing your opponent is half the battle.
Stay focused and on the ball, and the path to victory shall be in clear sight.
Questions
- I think fusion start is a great idea as it provides a lot of energy for early game! Why not fusion start?
- OMG why only one HLT? I like 2!
- Why can’t I stay in my base and make energy for overdrive? It’s nice and cozy in here…
Author: KingRaptor







