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Guide to Supremacy

Discussion in 'New Player Tips & Training' started by Rheeva, Jul 12, 2017.

  1. Lady Rheeva Steam Early Access

    So, I have been working for quite some time to make an adequately compact version of this.
    After spending a few hundred hours coordinating teams via text-chat, I believe I am one of the more competent commanders outside the major guilds, with a pretty solid understanding of tactics and map-dynamics.
    Whether or not that is enough qualification to write a Guide, no idea. But I've also read the Art of War, that gotta count for something.


    1) There are two teams
    -The Attacker starts without points and has to fill a progress bar.
    -The Defender has to hold their points until the time runs out.

    2) There are three points
    -Every point that belongs to the attacker and is not contested fills 25% of the Progress bar over 5 minutes.
    -The first time a point is captured, it gives a time bonus of five minutes to the attacker
    -If a point is under attack, the spawn-location moves outside, a different spot depending on whether the attacking, or defending team holds it, the ‘far-spawn’.

    3) Supremacy maps are: Blackbolt Defense Station, Torias Refinery, Refinery Olipsis, Medusa Relay Station, Pegasus Station


    1) Striking. Also ‘Rushing’, describes an attack, that aims to win by overwhelming force. Striking mostly happens early in the game. It is defined by outnumbering the Defender, rushing past their defences despite your losses and initiating a capture before reinforcements arrive.
    One great advantage of guilded teams is their ability to coordinate Strikes even late in game.

    2) Stealthing. Stealthcapping a point should not usually work if the enemy team knows, what they are doing. However it does force them to respond with great force to a small threat. Stealth is best done by 1-2 players on points where the far-spawn is a long way off.
    It works best when the enemy is occupied in a major battle somewhere else.
    Stealthing is also a great to initiate an attack. Move in silently on foot to start a cap and back it up with a transport.

    3) Siege. Launching a major and sustained offense on one point should be done and only done, when you are in control of the battlefield. If you hold the majority of points, a single, big fight is exactly what you want to pin the enemy down. A Siege often does not aim to actually take a point, but to enforce a fight.

    4) Harassment. Often dominating late-game, harassment works similar to stealthing, only that its purpose is to contest points and force a response, directly crippling the enemies chances at winning without making any visible progress. There should never be more than 4 players harassing or you risk to overextend.

    5) Defending. Whereas actively defending against a major attack would count as siege, passive Defence is both a crucial and a tiresome duty. It means sitting on an empty point, defeating an occasional foe, informing your team when the enemy shows up in numbers and try to hold out long enough until you get help.
    Defending all points without stretching out too far is a delicate balance, normally 1-2 players/Point for passive Defence should be sufficient, especially if they play AV-classes.

    6) Responding. Once again one of the main differences between an organized and a Pug-team. If a point is under attack, how fast can you hit the redeploy-button to get to it? Response is the main counter to Striking and, in general, prevents blowouts.


    1) The strongest point in the game. As an attacker, you should always attempt to Strike it early, so you don’t have to lay Siege on it later. As a defender, you should always Defend it, to avoid Stealthcapping. Statistically, two points will fall in most games, so what matters most is which one will be the last to stand.

    2) Speed. For both teams, redeploying and adapting to the battlefield is crucial. The more and faster you move, the higher your chances at winning. Once a fight is over, whether you won or lost, immediately be on the lookout for the next.

    3) Transports. For some points they don’t matter. But for the vast majority of cases, a fight is decided by these sources of reinforcements. Anti-Vehicle play is not always necessary to win, but if done right it will make you not lose. It’s also helpful to release pressure and minimize the enemies adaptability.

    4) Map-dynamics. A point is much more than just objective-generation and a time bonus. Some points give access to Vehicle spawns and Quad guns, others grant better access to high ground and allow you, to dominate the map. A point really close to the enemy spawn will be much harder to defend against stealthcaps, than one in a remote location.

    5) Player-dynamics. As not all teams are perfectly organized, most will make mistakes and most of these mistakes can be anticipated. If you do not attack a point for a while, there will be less defenders waiting for you the next time you try, because they got bored. If you start capturing a point, no matter, how little tactical value it has, someone will come to defend it.

    6) Momentum. Also called ‘the snowball effect’, the analogy being: If you roll a snowball downhill, its size and speed will increase over time.
    Momentum is part morale, part spawn system, part lazyness. If you have just won a fight and captured a point, it will take a while for the defender to recover, and set up defences on the next one. Being fast enough, you can hopefully strike the next point and take it with much less effort, than as if the defender had a chance to dig in.
    Normally, I would recommend to take it easy on the first point, clean up, defend a bit, but use the momentum the second one gains you, to steamroll the third, do not even kill remaining enemies, as they will be missing the next, big fight.

    7) Communication. Talk, talk, talk. Everything you see. Are enemies, approaching? How many? Elites? Do they have a transport? Will you need help to defeat them? All of this is viable information to your team, do not hesitate to share it.


    The numbers indicate the point strenght, although that is partially related to what kind of weapons the defenders are using and how big the fight on the point is. On the sclae of 1-10, 5+ suggests, that if both teams are of equal strenght, the defender should not lose the point.

    Blackbolt Defense Station:
    Point strength A:2/B:4/C:10
    Two little Mantras for Blackbolt:
    -If the attacker takes A first, the attacker loses.
    -If the attacker takes B and A first, the attacker cannot take C.
    Always keep your transports outside the wall, to make spotting and hunting them as hard as possible, you don’t have many.

    Torias Refinery:
    Point strength A:6/B:5/C:4
    Note, that B is almost impossible to keep, due to its proximity to the defenders spawn, so take it for time and drop it.
    AV is very powerful on Torias.

    Refinery Olipsis:
    Point strength A:4/B:5/C:3
    What I often observe is the bad habit of the entire team moving to C immediately. C is a point easily stealthcapped by both sides, don’t waste any real effort on it.
    The game is decided on A and B.
    A has a pretty ugly defender far-spawn, C for the attacker, so if you want to hold those, either don’t let them cap, or have a transport ready.
    Olipsis is a small map and can be won without relying much on transports.

    Medusa Relay Station:
    Point strength A:7/B:6/C:6
    I highly recommend playing Medusa on two points, as the third one will rarely fall.
    C is a good start and will usually fall, reinforcing defenders are very easy to choke.
    Most of the defending team usually deploys on A first.

    Pegasus Station:
    Point strength A:3/B:4/C:2
    One of the few maps, where all points often fall. And also one of the few, where the defender still often wins. Stealthcapping and harassment are very powerful here.


    -If you are defending and have lost all three points, you should go completely into the offensive. Do not bother to defend anything, the more points are contested, the better.
    -If you are attacking, have a two-cap and, at the 50% mark, less than 7 minutes left, you will probably have to attack the third point or really double down on your defence.
    -If you look at the map, and see your team scattered all over the place, even far away from any points, you can either try to rally them, or accept your loss.
    -The weaker your position is, the more simultaneous fights you want to start to thin out and isolate the enemy forces and disrupt their domination.
    -A previously untaken point with an untapped time bonus is infinetely more valuable than anything else on the map, including but not limited to: Other points, killz, your life, your elite.
  2. One small note on Medusa: The points are very far apart, AV is important, but momentum is important as well. A team that can rush B and steamroll C has a high chance of winning

    Also, Great job on the guide
  3. Maensith Subordinate

    OP, everything you have written can be encapsulated into two words: be Eldar. If you're Eldar, you're supreme by default over lesser barbarians!
  4. Lady Rheeva Steam Early Access

    I doubt you are serious, but I will respond as if you were:

    There actually are pretty significant inter-faction differences when it comes to supremacy, first of all thanks to the arsenal.
    For instance Eldar can not Defend. Ever. Unless they have at least one fire-dragon, but their Defense becomes highly effective and almost unbreakable without counter-AV, they also can not lay Siege without any hope for success. Tempest launcher or not, Eldar suck at blob-fighting.
    Hence, they have to either Stealthcap or Strike to take a point, which does fit their playstyle rather well.
    On that note: if, every time a point is being captured, your entire team redeploys to enforce a major fight, ELdar can not take any points.
    They simply can not work in attack against a team that is good at Responding.

    Coincidentally, LSM and CSM are the strongest factions for Siege-play, primarely defense.
    If you have a few Heavy Bolters dug in, you can not smoke them out.
    However they are weaker in small-scale and skirmishing setups, making it very easy to take lightly or undefended points from those factions at minimum effort.

    Of course we also have the elements of playerbase and playstyle. Loyalists LOVE to dig in. They sometimes spend an entire match sitting on one point, without ever trying to recapture the other two.
    This makes it considerably harder to win a match against loyalists on three points, and easier, to win it on two.

    Eldar on the other hand tend to be on the offensive.
    As soon as whatever point they are defending has not been attacked for 30 seconds, they get bored and go somewhere else.

    In any event, I am not certain what you are trying to say in the first place? That actical considerations dont matter because 'Eldar Op' (aka Git Gud), or that Eldar are more tactically coordinated and the other factions dont pay attention to this stuff?
    Maensith likes this.
  5. Maensith Subordinate

    I just meant that Eldar are a master race, that's all, we dont need to prove anything to anyone...

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