hjk6 Strategy –
Milo234
This explanation of how to play hjk6 will be given
systematically in terms of how the game progresses:
- Scouting
- Build
Orders/Placement
- Fighting
Strategies
Scouting
The first part of the game on hjk6 always begins with scouting
the map and I will explain how I scout hjk6. I scout hjk6 in 3 parts:
- Scouts
to each hole
- Guards
- Formation
Scout the middle
- Scouts to Holes - First I send 5
scouts to the other five holes. This step is very simple and goes quickly.
Later on when the rest of the scouting is done, I like to Q my dudes
around inside the holes and thus uncover more of the holes. This is very
important for later on in the game if your opponent should send mcvs to
different holes. You need to be able to see what is going on in each hole,
how much money is left, and other things.
- Guards – The next step is to set
up guards. There are two ways to do this. The easier simple way is to make
a ring of guards outside of your hole’s entrance.
Place the guards spaciously around your hole. Try to block off enough of
the area so that if your opponent doesn’t know what team you are, he won’t
be able to tell by sending a scout to your hole. It is also important to
spread your guards out so that they don’t get in the way of deploying buildings
or moving units around.
Insert Guards Pictures
The second way to place
your guards which I like to do always in 1v1 is to create a large line of
guards that block off an entire 3rd of the map as shown in the
picture below. This is impossible to do without using bookmarks, but once you
are used to using bookmarks, with a little practie it becomes simple to do.
Since I am guessing where I place my guards in the dark, they often get placed
in a not too straight line, but this is usually good enough to prevent all but
1 of the enemy’s scouts from slipping by into the opposite hole and ends up
killing all of the formation scouts, effectively blocking about 1/3 of the map.
Insert Advanced Guards Pictures
- Formation Scouting the middle – This
step is very straight forward. If you were to line up 6 riflemen along one
edge of the map, you could then send them all across the map, thus
uncovering the entire middle. I call this technique formation scouting. I
do not line up my dudes then send them however, I q each one individually.
This involves constantly using bookmarks to go back and forth. I set one
bookmark at my barracks and one along the wall. Doing this I can go to my
barrcks and select a rifleman, then Q him to the wall, then
scroll across the middle and q him to the other wall. This may seem rather
difficult at first, but with a little practice it becomes easily doable.
Insert Formation Scouting Picture
When all of the above three steps are
accomplished and you have spare time, you should Q your first hole scouts
around inside their respective holes. This is important to do so that you can
see more of what is inside each hole and aren’t wondering what your opponent is
doing in any hole when the game progresses to later stages. Using this scouting
method it is not particularly difficult to uncover more than 90% of the map
(excluding your base and your opponent’s base.
In 2v2 and 3v3, I might vary this
a little bit. If I am worried about an infantry rush I might not send scouts to
all the holes and just focus on my opponent above/below me. If you are
concerned about the immediate situation in your part of the map, applying the
formation scouting technique in a north-south pattern can be effective as well.
Build Orders
Allies
Order 1 - p p b o
w (truck) s w w (truck) w a o w w o
Order 2 – p p b o
s w (truck) w w (truck) w a o w w o
Order 3 – p p b o
w (truck) s w w
(truck) s w a o w w o
Comments about the
Order
- The
first thing to notice is that these orders only really differ in where to
make the silo. In order 1 the silo is there to just serve as a money
containing silo in case the ore trucks mine more gems than the ore ref can
handle. It would be a waste to just throw out the extra gems and this can
sometimes be the difference between running broke for just a second or
not. In order 2 the silo serves as a placement silo. Tanks are not very
smart, and when you are south on hjk6, the tanks will sometimes go running
around through the inside of your base and crawl along the ridge before
leaving the hole to go join your outside forces. To prevent this, you can
make a silo before your first war in order to get the war factory just
high enough so that you will not have this problem. Order 3 uses 2 silos.
If you wish to make 2 silos, unless you need them to extend your base
(such as with some crazy TL building position), it is best to place the
silos in the upper corners of your ore refinery. Having 2 silos in the
upper corners of the ore refinery will make the ore trucks waste less time
when they get stuck around your ore refinery, and this can mean a lot more
money for you. I like to spread out the 2 silos. Making 2 silos together
can put you a couple of seconds behind your opponent in tank producing,
and since the silos aren’t particularly helpful unless you have 3 ore
trucks mining on one ref, there is no urgent need to have them until you
get your second truck.
- This
build requires 2 trucks, or you will run out of money sooner. The above
orders with one truck first thing and one truck at third war are the
standard ways to make the trucks. Sometimes you can get away with making 2
ore trucks first thing if you are very concerned about running away with
cash, but this can obviously have detrimental side effects in your tank
count should you get rushed. It is possible to not make your first truck
until your 2nd war factory as well. Some people I have known
liked making 3 tanks first then making the first truck at 2nd
war factory. This can be faster since it saves scrolling time as well as
gets tanks out sooner, however it also brings about the issue that you
will have less money. Sometimes you can wait to make 2nd truck
until your fourth war, but that requires extreme confidence in your money
management skills.
- The
two powers at the start are standard and serve two purposes. The first is
obviously to give you power and postpone having to make another power
plant for some time. The second purpose is to help extend your base
towards the hole entrance as well as to get your
ore refinery in a better position. The advanced power plant comes in at a
convenient time to make and if you don’t make it then you will be lower on
power after making an ore refinery.
- Trying
to make more than 4 wars on only one ore ref will result in money problems
from all spots except TL, and to make it work from TL you need a special
placement that is rather terrible and requires excessive ore truck
management. Also, making a 5th war factory doesn’t help a lot.
As allies, medium tanks build the same speed on 4 wars as on 5 and thus
having a 5th war factory won’t help very much unless you want
to make light tanks which build at maximum rate on 5 wars, however you
will still have to worry about the fact that money will be getting relatively
low. Thus making a 2nd ore ref after 4 wars is the best time.
Soviets
As I said the last time I updated, I have played some more
hjk6 as russia
and concluded that as TR and TL it is very easy to go 5 wars on one ore, six is
possible but requires a little bit of truck management. I still need to
systematically go through the spots and verify what I think is best for all
spots.
Placement
The hole entrances on hjk6 are all
very small. None are more than 6 squares wide except the TL hole and thus it is
EXTREMELY easy to defend rushes on hjk6 in general. Just placing a war factory
in the entrance to the hole will make it almost impossible for the enemy to get
in, thus your first objective in placing buildings should be making sure that
the ore ref is in a good location and the second should be making sure that the
hole is blocked as soon as possible. Many players from westwood that I have
played with (including myself at first) have an inclincation to spread out all
of their base even after getting to the hole entrance,
but this is generally not a good idea. War factories should be kept close to
the hole initially and spread out later. A spread out base on standards is the
best way to protect since the tank counts never get very big, but on hjk6 with
lots of money, large quantities of tanks can be produced and the easiest way to
defend from large numbers is to put buildings close together. It is also a good
idea to put one war factory in the back of your base near your CY so that
whenever you may need to CY you can pop out MCVs and have plenty of space to
deploy them.
Here are pictures of
my prefered placements to 2nd ore ref.
Insert Downloadable
Map File with my prefered placements
Fighting Strategies
The first obvious tactic to try on any map is base rushing.
On hjk6 you will quickly find that against any half decent opponent this will
never work unless the enemy is TL (and even then your chance of success is
relatively small from all the way across the map).
So the next obvious thing to try is straight cying or some
combination of tanking/cying. Being that the map is so big you could imagine
you might have a chance if you are south and soviets. I was informed that
shortly after hjk6 was made players did indeed believe for a time that straight
cying was the best way to play hjk6, however that changed when the idea of
using bookmarks came about and people began getting better at tanking on a
large scale as time went on. If you try straight cying against a good opponent
your chances of surviving the initial attack are extremely low if you are north
and still a LOT worse than 50% if you are
south and cross map. Notice that I say Chances of surviving an initial rush,
not chances of winning. If your op knows what he is doing, taking a huge lead
in tank count at the start of the game will let them be able to control the
flow of the game and give them a large advantage as the game progresses being
that you have to forcefully break out of your own hole to expand.
So this brings us to the last obvious choice and in all
likelihood the best way to play hjk6, str8 up tanking. As is obvious by the
build orders, hjk6, is all about tanks. Conditions are
optimal for large scale tank fights, lots of money, impossible to rush holes,
and enough space to make it an interesting battle. In the long run if one of
the players is not a better tank fighter, what really matters is money. Whoever
can get the most money and thus make the most units will win. Therefore it is
extremely important to control the middle of the map. This leads to the Half Way Rule. BM is the most important
place on the map to control for a large number of reasons. First, if you
control BM you control half of the map at least and have south advantage.
Second, if you are north and worried about the enemy getting underneat you, it
is the perfect place to fight/blockade. Lastly if the game turns into cying it
is the absolute most important place on the map to control.