How do people make Mengsk work?

So currently i’m level 10 on mengsk and he feels like Unquestionably the Worst of the commanders:
-Troopers are Really Really bad
-Static defences (not ordinance) are Terrible
-Elite units are too gas intensive and not worth it (seemingly)
-No early game, easily tackled by early waves
-Ordinance makes you dependant on ally to defend
-Terrible in timed maps since his army is so bad.
-Gas launch is really Meh, and also reliant on the slow to build up ordinance

How do people deal with these issues?

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Masteries will be the game changer once you reach level 15. Until then you will have to make do with what you have available.

Some things that note while levelling:

  • Mengsk can speed build structures like Swann.
  • Flamethrower Troopers gain HP when upgraded with said weapon.
  • Marauders are decent for tanking damage.
  • Bunkers are the Troopers’ best friend for the early game. They can even build it themselves. Once you have some bunkers down, switch out a few Troopers for Laborers to repair them. Same with Missile Turrets if needed. Consider salvaging afterwards but be mindful of the supply.
  • Make sure to rush out Imperial Witnesses as soon as possible and set one to Patriot Mode on each mineral line. This is the fastest way to generate Mandate.
  • Consider playing only the easy maps if you are struggling. You get less xp but also less chance of wasting time on harder maps.
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I am at level 5 and I share some of your impressions. I tend to disagree about early waves, I have no issues for the first 2 ones. but kind of feel weak later. My elite troops got slowly killed. As there seems to be testimonies on him being a really strong commander, I guess that means that there is something we are missing. :slight_smile:
We’ll have to experiment and practice. And level…

Well, i know that i can speedbuild…but it seems to be irrelevant as the power of the bunkers and troopers is so low that they’re destroyed nigh instantly. Marauders are too expensive and cannot be reliably built, as such they are Worthless.

The imperial witness usually comes out quite late, even after rushing them out.

If you can surround the bunkers with other structures so they don’t get surrounded themselves they will at least have a chance to survive the fight. Often you need plenty of bunkers to make them effective. Upgrading 1-2 Troopers with appropriate weapons before manning a bunker can also help; Flamethrowers vs Zerglings for example.

Also consider making Medivacs early and upgrading them asap.

Marauders are your cheapest RG and are good at what they do. But if your units are dying too quickly so too will your Marauders.

Commanders are typically weak while levelling and you have to put up with it until you get masteries unlocked.

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First, when you get to Lv 15 / Mast 90, you’ll be able to get Rank 3 promotions, Royal Guard Gas Cost Reduction and, most importantly, Initial Mandate.

This last one only makes his opening build busier, but if you multi-build properly and prioritise right, your early economy/tech is amazing. He does need every early macro advantage, though, to not lag behind in early pushes.

Second, Ordnance alone can clear ground waves and some entire maps. It doesn’t cost you all your supply or resources either. I get 8–10 and fully man them and still have an army. On Brutal Dead of Night he can do that plus defend 3 or 4 entrances while shelling through the night.

Troopers and Royal Guard do have weaknesses, but I promise they’re not useless. For the moment, stick to his tanks on defensive maps and his BCs on offensive ones. For BCs, the key is Rank 2 for Yamato with splash.

Make sure you have Witnesses on your mineral lines, and rush their upgrade. If you don’t have all that set up by 7:00 at the latest, revisit your build order. Your top bars should be doing a lot of the work for you. If you’re really finding Troopers useless, build them anyway, don’t upgrade them and just sit them in a Witnesses’ aura to empower your top bars. “Parade style”, I call it. Then just focus on 8–10 Ordnances, top bars and a few Rank 2 BCs.

Here is my tip if you wanna make troopers work.

Aegis Guards!!.. the AI is programed such that they target your Tanky marader friend with the innitial storms and stuff. Putting 1-3 with your troopers, and you’d be shocked how much that keeps your swarming fodder alive… Infact, I always try and rush one out asap, no matter the comp… They are the perfect meat shields to keep off your Squishies.

If they are a pure splash ground army, several Earthsplitter ordinance filled up can easily dispatch ground heavy forces…

If air, you just spam that AA upgrade, it’s op.

So…i can’t even Begin to build marauders because they are so overpriced. And witnesses will do little when my base is being smashed to pieces… Tanks get easily picked off by flying units and are, again, far too expensive to be worth anything. The bunkers are Pitifully bad…

I rarely build those royal guard because i simply can never afford them…

Okay. I think you’re more in a complaining mindset than a learning mindset. We can’t advise you if you’re stuck in a rut and want to believe your games couldn’t have gone better.

What do you plan to do? Getting him to 90 mastery will help, and you’re not far off.

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I don’t know but i’m losing even the simplest of missions…lets go over his units though, What does he have to complete the objectives of missions?

Offense:
Troopers (Weak)
Marauders (Strong, but overpriced)
Medivacs (could be useful, but brickbrained AI sometimes stops them dead in their tracks without Actually healing)
Blackhammer (can’t say i’ve ever used these)
Vikings (???)

Defence:
Tanks (Good but expensive)
bunkers (paperthin and with weak troopers doesn’t do much in the way of defence.)
Missile turrets

I’m kind of at a loss of what i’m Supposed to be building? what should my army even look like? Its either Supercheap and Garbage or Expensive and too few?

The answer is top-bar. Even at level 5 Mengsk has a better top bar than mastery Karax.

Don’t fight with them where possible, just sit them under a blimp watching the news.

Get the neosteel and then the bunkers are arguably better than raynors.

They are all extremely niche and you definately shouldn’t prioritise them in most cases.

What early wave could possibly break 1 loaded bunker with 2 dudes repairing?

Or on just camping your army around something that only ever gets hit by waves, 75 range dude.

Unleash the zerg, many many many times.

You do know Mengsk has Swann’s multibuild, right?

Overall, Mengsk actually seems to be shaping up to be the strongest commander in the game.

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You can multi-build 8–10 or more Ordnances and, with those plus top bars, beat many missions’ objectives while also erasing every ground attack wave. You didn’t even mention artillery or top bars just now.

Second, 2–3 Rank 2 Prides of Augustgrad can erase any wave, ground or air, anywhere on the map on demand. Mass Shock Divisions can defend against anything even in small numbers – lift them off for anti-air.

Trooper pushing often isn’t necessary, and it will take a bit more skill, but it can get a lot done. If you can’t yet macro him well, and siege up a Witness regularly, and aren’t comfortable splitting/stutter stepping, stick to his other strengths for now.

Edit: sorry, you don’t have his Battlecruisers yet, so skip that bit.

Is there a max # of troopers/workers that can benefit from one witness? Not sure if we can set a few extra in a mineral line just sitting there as well.

Their is no limit. Any trooper/worker under a whiteness counts to the generation…

Though they don’t count if in a medevac, refinery, or bunker.

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Leveling Mengsk can be painful, but it’s not as bad as one would think.

  1. Make use of your speed building. Have at leave 4 Enlistment Centers to quad produce Troopers.
  2. the Aegis Guard are actually pretty good while leveling up. Reasonable damage. My go to was either Aegis Guard or Sky Fury depending upon if it was ground or air comps. Only time I made Siege Breakers was on Oblivion Express. Never anywhere else.
  3. Trooper/Intercessor/Witness/Royal Guard unit was pretty much the build. I only ever needed like… 8 to 10 or 12 Intercessors at once due to the double healing.
  4. The only times that the Emperor’s Shadow would be useful is when you need to EMP the Hybrid Dominators. Other than that, basically worthless.
  5. Go 1/1/2 until you know what the enemy composition is. Then add on an additional Rax or Factory based on enemy comp. If air, don’t add anything.

His royal guard are essentially support and tanks. the troopers are there as DPS and nothing else. Not sure where you’re getting your ideas regarding bunkers - 3 bunkers, a tank, a laborer and a medivac can hold an entrance on DoN brutal all by themselves.

The witnesses and calldowns will save you - max mandate Zerg will clear almost anything, and the bombs can delete any of the first 3 shards on SoA. They are more powerful than Solar Bombardment, by far. Make sure the Witnesses are a priority during the opening of the game, get that mandate production up ASAP

Once you get starting mandate, you’ll be able to call 2 loaded bunkers at the start, great for clearing expos, and maxing your econ out by the 3 min mark. Makes zag look slow as hell, its absurd.

Never stop making troopers. if youre 3 CC’s are idle, you will die. modify the guns and royal guard based on comp (vikings are shockingly good AA/AG, and tank are way better AA than they’re given credit for)

build the artillery, i never go much above 10, and load them up. Keep them firing on bases/waves/etc the whole game. Their range makes it possible the whole time.

You sure they don’t count if in medivac/refinery/bunkers? what about earthsplitters?

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I was wondering this too but I thought any trooper or worker inside any kind of structure doesn’t count?

I’m around the same level (12) and I’m finding him to be really strong- certainly better than Raynor, H&H, Alarak, Karax and Felix.

I’d make sure you get out witnesses asap- if done properly you can have them put by around the first wave if not earlier, even at level 10.

When you have an unguarded expansion, take it asap. I typically build to 17 workers, pull six off the line, switch to troopers, have them knock down the rocks, build a bunker next to the expo, switch back to workers, have them build the expo.

Make sure you prioritize getting your troopers up to 3/3 weapons/armor- i usually build two engineering bays to get them done fast.

Make sure you build a fusion core and get the upgrade that doubles the mandate you generate from workers/troopers

Build at least five command centers total- with a witness on my main and my natural, i float toooons of minterals, and its best to dump them into more troopers.

Pride of Augustgrads are insanely powerful.

Out of all the commanders, i’m struggling most with mengsk to even win… I see the suggestions, but i’m not sure how to achieve it. The timer is so unforgiving for possibly one of the slowest commanders in the game XD

I don’t like the royal guard for the reasons mentioned, they’re expensive and still squishy, even the battlecruiser :x

For example: Was on brutal temple defence…made bunkers and siege tanks, enemy had banelings and loads of zerglings, bunkers proved useless. I could not build defences quick enough to defend all 4 sides, game end.