Ground strategy

CC = Comand Center

CC 1/CC 2: Literally just spam marines as close to the defenses as you can and don't clout up too many marines in case of splash.

CC 3: Using storms to cover hawks and hawks to shoot over walls you should be able to eliminate any enemy.

CC 4: At CC 4 you unlock the squad HQ aka the most unfair building in the game. At CC 4 you have a lvl 1 SHQ and it holds 6 troop space you can use this for quite a few different units one of which the seeress. The reason why the seeress is so powerful is because of its orbs which can infinitely spawn the max orbs depending on her lvl. One seeress if deployed correctly will destroy most bases. one of the bases which the seeress cannot destroy is one with a raven in the HQ which is the best unit for the early game but this is a ground guide and a raven is air. The most devastating thing about the raven is their A.O.E which can one shoot all the orbs from the seeress leaving it coverless. But there is a way to defeat it; first lure it out than once it is out in the open with not defenses covering it place marines in the front and back of the raven always keeping at least one marine alive and attacking the raven. This is because the raven attacks the closest unit taking priority to the ones attacking it. Due to the superior range of the seeress the marines will always take priority of the hits and soon enough the raven should be defeated. CORRECT DEPLOYMENT OF THE SEERESS: The deployment is simple just deploy it far away from the defenses of the base to allow it to produce orb before they encounter the defenses so that the orbs take hit priority.

CC 5: at CC 5 you unlock the ship although not very important at that stage is still a monumental feat. The newest unit you unlock at CC 5 is the raptor the first important unit you will have until the end of the game. At CC 5 you also unlock SHQ lvl 2 which now holds 8 troop space. with this new found troop space you can store a tank which is the first real tank unit you will ever have access to. Using a tank to break through the walls and take all the dmg and using marines to spawn in all the places you want to spawn raptors in deploy raptors after all the prep work has been completed and swiftly destroy the base.( the reason you shouldn't keep using the seeress is the enemy defenses have got to powerful to keep back with the orbs).

CC 6: At CC 6 you unlock SHQ lvl 3 which now holds 10 troop space. Believe it or not the best strategy I have devised is 5 raptors in the SHQ repair ships raptors and marines. Deploy the raptors in groups checking for giant bombs with the marines and using repair ships to heal the raptors. Now that your ship has gained a lot of power you can now take out the missile turret to protect the repair ships. In case of SHQ troops there are 2 general strategies: 1 A.O.E troops, if the troop has A.O.E lure it out putting one marine in the back and one in the front and raptors all around it. 2, single target troops, just lure it out and put all the marines on one side first and a bunch of raptors on the other.

CC 7: CC 7 is not a very eventful CC for ground players because the new best unit is air and there is not SHQ upgrade but there is a hero unlock. Atlas: Atlas is a very strong unit if use correctly. If he has a Phaeton skin you can back him up with 2 repair ships and he is now a infinitely healing far ranged tank unit. The reason for the Phaeton skin is that he needs to stay out of range of the missile turrets. Otherwise everything besides the power of your units and ship stay the same.

CC 8: