Artanis Co-op, best playstyle?

I am currently unlocking the prestiges for Artanis by farming hard and brutal with a friend. He usualy plays alarak and has to defend until im ready. I usualy use zealots and dragoons(forge and twilight counsil for ext.dmg). I still feel like im far behind, and wonder how i can be a stronger teamplayer. Ofc i use my spear of adun abilities wich helps alot, but aside from it i only have strength in phoenixes in void launch. Is there a good strategy where i can have better army power with Artanis? I know i can use other commanders, but i spesifically want to play Artanis.

As Artanis you will have to judge what counterattack waves it is you face.

Artanis is more proficient as an attacking commander that bulldozers than an defensive commander that takes wave after wave.

Unless youre facing something like Banelings, mass air or other stuff that counters Zealots then try Archon/Zealot largely without Dragoons if your ally can cover anti air.

Initially do not be concerned with gas, get Gateways for Zealots for defense and expansion then get the gas and as hard as you can focus on upgrades (chronoboost even) while occationally getting Archons when you have excess gas.

Once youre max upgraded and have ~8 - 12 Warpgates you will steamroll basically anything with invincibility shield and instant reinforcement warped in through the power field. Thats my favorite playstyle least.

It has been slightly nerfed but if you got level 8 commander with Nexus Legate you absolutely have to try Dragoon/Immortal/Reaver blobs, its hilarious.

Try to get upgrades as much as you can and with an not even an maxed army, just enough units to fill the Power Field, have your stuff Hold Position and teleport them into fortified places to absolutely demolish it.

The units has so much hitpoint, range and bursts so much initial damage that all the closest opposition will just evaporate.
Then when you feel like it while they are hold positioned to not run out of the Power Field, teleport them again to the next hotspot, its so overpowered that they had to increase the energy cost from 10 to 25 with Artanis.

If there is an spesific map or counterattack wave you have trouble with then feel free to say so and I can share some of my experiences.

that explains alot, my experiences kind off reflect that.

That does sound hilarious. I might try it, i guess i can do def while preparing the siege warp and then demolish the main objective. It is quite expensive in various ways though, especially after the nerf, but might be nice when im 15 after prestige.

i tried this earlier, mabye on wrong maps but wasn’t as effective as i would have thought. Still might try it again, any prestige you recommend for it?

any other strats i can use where i can utilize the ability of pretiges that artanis have? we roll random missions so if you have a solid advice for most missions, that would be nice. i appreciate the answer:)

  • Offensive maps general.

For Archon/Zealot… maby Valorous Inspirator if youre real good with Psi Storm, otherwisely the only benefit you will get is Zealots Charge and Whirlwind since Immortals Barrier and Dragoons shield regeneration only affect them if they actually take damage.
Try basic Hierarch of the Daelaam, dull as it sounds.

Chain of Ascension, The Vermillion Problem, Part and Parcel, Rifts of Korhal, Malwarfare, Void Thrashing and Lock & Load are wide maps where you largely can control the flow as you please so these are where this playstyle excels id wager.

  • Defensive maps general.

Temple of the Past, Dead of Night, Oblivion Express, and Miner Excavation are defensive maps where enemies comes to you.

These are some of the only maps (without Nexus Legate) where id say Reavers shines with a little fodder in front to protect them since Reavers has the range and burst to make the dangerous stuff in front like Hybrids and Ultralisks melt as they try to get into melee.

  • Also;

For both offense and defense you could contemplate Dragoon/Immortal with Arkship Commandant mainly for the Unbound Fanatics. The reason why they are neat is because you can order the attack on an fortified location (or counter wave) and they will act fantastically as damage sponges.

They attract both ground and air, has a thousand hitpoint, and you can launch five of them.

  • Hard maps.

Void Launch, Cradle of Death and Scythe of Amon Id say will be the hardest to deal with as Artanis.

Void Launch’s problem is that the later waves at ship waves 4 and 5 are usually so crammed with Hybrids or overwhelming stuff that you suffer attrition to the point where the ships air escort becomes an force that can actually break you.

This mission id say try Tempests, with their range and durability they can at the very least shave off enough enemies for your ally to come in without being wiped out, and speed to do hit-and-run on things like Battlecruisers.

Cradle of Deaths problem is so short passages and the Constructs.
Artanis ground forces need wide spaces for Zealots to not trickle in one after another so id say they are out of question here unless you want to have them spin to win against counterwaves as they come up the ramps on your base.

Id say Dragoon/Tempest is worth a shot here, their range advantage will grind down the stuff you have to kill and take out Constructs from a safe distance.

Scythe of Amon is also problematic, due to time constraints, the masses of air units you will face at each of the five points, how much they are spread out and that they spawn more and more.

Dragoon/Immortal would be nifty here, Dragoons going in and out to regenerate shields pluss their range will make it easier to reduce your losses and Immortals will punch through armored stuff like Ultralisks and Thors.

Also try Tempests to go around the place before engaging to take out the spawning portals, it helps so increadibly much to take two or three of these out to avoid respawning Battlecruisers or other tier 3 units.

It was abit long but hopefully it will help you a little with enjoying Coop as much as possible.

Its long but i enjoy reading it :slight_smile:

I tried using some reavers on temple of the past, and my friend used a prestige for death fleet on alarak. It worked after failing the map on brutal alot wich was quite nice.

As for void launch, we usualy complete it flawlessly with phoenixes for objective/shuttles, alarak’s army for bonus and structure overcharge and Orbital-fanatics for defence.

I did use tempest on the other missions though and it was effective, so that was a nice tip.

You also sort out quite well what troops works with different playstyles so its easier for me to swich tactics on different missions now.