MoonBase Commander

MoonBase Commander

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Strategies I've Found
By Lej_36
In my experience playing MBC, I've stumbled upon some strategic tips that have helped me immensely. These tips range from opening strategies to my favorite pieces. This guide is about how I play MBC.
   
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Terminology
I use these terms throughout this guide:

"Main hub": The hub you begin with. If this piece is destroyed, you lose the game.
"Module": Any building, including hubs, anti-airs, towers, etc.
Tip 1: The Opener
So, what is the first move I make? It depends on the world configuration. If fog is turned off, I always place a dome shield around my main hub. If fog is on, my first move is to place a tower as far away as I feel safe, to give me the most visibility. My very next move, I place the dome shield.
(You can see an example of this opener in the attached image.)

Why is that? The only way for you to lose is to have your main hub destroyed. So taking this seemingly drastic protective measure is actually beneficial in the long run, because it protects your main hub from the majority of attacks. The only way your opponent can access your main hub now is with a crawler (which can easily be disabled before it does any damage), an EMP (which only exposes your Hub for one move), or a spike. Well, or a virus, but I've never even seen an NPC use one of those.

So by protecting your main hub first thing, you give yourself an enormous advantage over NPC opponents. Even Brutakas rarely take any measure to protect their main hubs first thing. This opener almost makes you OP invincible.

Before I tell you the next move I usually make, I'll need to move on to tip 2.
Tip 2: Test Shots
To be honest, I did not think this up myself. I actually picked up this tip from a few youtube gameplay videos. So shoutout to moonbasereplay for this idea.

The tip is this: Before launching a high-cost module, try firing a few bombs or bridges at the same area. Then if you miss, you've only lost 1 energy instead of 7, and you now have an explosion mark to tell you where you just hit.

So as for the remainder of my opener: test-fire a few bombs at the nearest energy pool. Next round, if possible, fire an energy collector at the pool.

(Note: This tip decreases your "accuracy" score at the very end of the game, but it's so worth it.)
Tip 3: Straightedge
Always use a straightedge or ruler to test your firing angle. This tip has saved me more times than I can count. Line up your straightedge with the top of your hub and your aiming mark. Then see where the strightedge extends to see exactly where you are aiming.
Tip 4: Tiered Modules
Each module has a different level of importance based on its relation to the main hub. This is the case because a destroyed hub will destroy all the modules that were launched from it. It's a cascade effect.
refer to my MS Paint illustration. If module 1 is the main hub, then each cascading module has a lesser importance, because fewer hubs 'depend' on it. So if a tier 3 module is destroyed, only it is destroyed. If the tier 2 module is destroyed, both tier 3 modules go with it. The main hub is always the tier 1 module. If it goes, everything else goes too.

Spikes are my favorite weapon because your attack travels up the chain of importance, not just down. Be careful to remember this when planning your attack. If you take out a tier 2 module, you lose an important link to your opponent's main hub.

This whole thing reminds me of molecular structures for some reason.
Conclusion & Changelog
(written at publishing time) That's all for now. I will probably think of/remember more tips later on; if so, I will write them in a new section of this guide. Until then, GO AND CONQUER.
4 Comments
warpzone32 28 Jun, 2024 @ 9:47am 
It's more of a tactic than a strategy, but very occasionally, it can make sense to lob a new hub directly onto an enemy hub to bypass anti-air defenses and do direct damage to the structure. It's extremely situational that you'll ever have a construction Hub that close to an enemy's Hubs before they lock down anti-air in the first place, but it's a trick that has gotten me out of unwinnable stalemates before.
omnipotentantagonist 9 Oct, 2023 @ 8:19pm 
@autumn You saved me the effort of my most earnest criticism. Energy management and vision is key. I usually drop tower on turn one, just to save myself the two energy coast on the balloon, and I will routinely recon with a single shot once I drop my first war module. Either hitting energy pool turn one, or positioning a hub near a pool turn one is a big deal. After being ahead by the first two energy collectors, you're already cascading to victory.
cche 21 Apr, 2023 @ 5:15pm 
I believe your strategy will vary depending on map size. For large maps, your opponents are too far away for direct attacks. Start with a balloon to discover as much territory as possible. For small maps, the risk of direct attack is higher, so putting out one or two air defense makes sense. Now if only an author would make a game like this using a modern engine and graphics, and multiplayer online support! The simple rules and short game time make this game a lot of fun.
autumn 6 Mar, 2023 @ 8:52pm 
Personally, I think opening with a shield is a horrible move. Your first objective should be to get an energy lead on the opponent, and explore the map while doing so. Vision and energy are the most important things to have, and wasting 7 valuable energy at the very start would put you behind. The only reason to do this would be to remove the risk of getting cheap shot by an offense, but if that's your concern then a simple anti-air will be more than effective enough. It's only 1 energy, and while it only provides temporary immunity, it would give you the chance to react safely if you find out someone is attacking you out of range. With a cheap cost of only 1 energy compared to 7, it allows you to conserve much more valuable energy early on to use on collection. From the multiplayer matches I've played, the most important factor is simply how quickly and efficiently you can max out your energy, or at the very least get a formidable lead above the opponent.