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Command

Command

Commanding is not for newbs. You might practice on a small server or the newbie servers. You must be a decent pilot and have a very good grasp of all of the aspects of Allegiance. We do NOT recommend that you attempt to command until you do. Maybe command one small game away from the main servers. This way you can see how complex it really is.

Players who really stand out in Allegiance are those who are considered to be good commanders. Commanding a team is extremely stressful, and requires elevated intellectual skills in order to incorporate all the different variables that are present in a single game. From evaluating rock placements to adapting your technology to your enemy's, commanders must also give direction to their pilots within larger strategies, serve as emergency defense pilots, ensure territory control for the availability of resources, and make sure that stations are properly located for effective defense of territory, all this keeping in mind that there are 8 (or more) completely different factions.

There are many aspects to the most complex role in Allegiance, and so this section outlines the basics that new players must know in order to decently command a game. This section also assumes that pilots taking command have many hours of piloting experience, know how to use the different HUDs, understand the tech tree, and have observed other commanders in action.

The material here is somewhat out of date. Allegiance Command School is the place to learn to command. Read the requirements to join the advanced school there.

The command section is aimed at giving you very basic knowledge of how to behave in the command seat. Because you're dealing with other human beings and not computer AI, Allegiance is a very particular RTS that is very unpredictable, so there's no pre-written strategy that works every time. Nonetheless, there are general constants that a player must know to be at the very least decent in his command.

Remember the secret to successful commanding is supplying your team with better equipment faster than your opponent. How? By effective control and use of your miners. Then it is a just a matter of coordinating the final assault.

  • Command 1: Settings: The settings are central to the game. They are the tools that the game controller uses to set up the match that is about to occur, and the implications of the settings significantly affect the game.
  • Command: Beginning: The beginning of a game can be the determining factor of the game's eventual outcome. You have to set your basis for the rest of the game, including technological and economic aspects, in a few minutes.
  • Command 3: Tech Path Choice: Choosing which technology to use is not simple. Although many comment that EXP is often the best and simplest way to go, other paths have their own subtleties that can be exploited to defeat an opponent.
  • Command 4: Tech Path Use: Of course, after knowing which subtleties exist, you have to know how to use them.
  • Command 5: Combining Techs: Because each tech has equipment and upgrades that are relevant to a great variety of ships, combinations are always more effective than just a single path.
  • Command 6: Giga TAC: As we begin to explore specific tactics, this tactic has a proven track record and relies on stealth and Giga's luxury ships.
  • Command 7: Rixian Rush: This tactic takes the fastest development (12 seconds) and most mobile faction and deploys a powerful bomber before the enemy even gets its first constructors out.
  • Command 8: Rix TP1 Rush: Requiring a supremacy center for many rush tactics, this one in particular only requires a garrison and a lot of early investment directed towards that rush.
  • Command 9: Tacspansion: This is an excellent combination of technologies that must be used properly to yield maximum effect.
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