Basic Strategy

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This is largely a rewrite of my guide: here.


So far there are three win conditions:

  • Destroy the Enemy Heavy Turret.
  • Hold hardpoints to attain 100 Score.
  • Have more hardpoints at the end of six minutes.

Most decks build towards the first two goals. Hardpoint control decks can be built defensively, aiming to set up structures on hardpoints already captured to maintain control or offensively, to possibly destroy the enemy turret after taking some hardpoints.

For this guide we will refer to the Near Hardpoint as A and the Far Hardpoint as C.


Early Game is the first minute of the game. 4:00 to 3:00. Pilots and Burn Cards only.

You start off with 6 supply every game, and gain 1 supply every 4 seconds. By the first engagement you should have 8 supply to work with.

MAPs & Goals

    Upon seeing the map you should make a decision about how you're going to approach it. Training Grounds and Crash Site are regarded by the community as "long" maps. While Angel City and Boneyard are regarded as "wide" maps. What map you get should influence how you make your decisions. Depending on your playstyle you should have different goals in mind, the following are examples:

        Defensive/Passive: Hold 2 Hardpoints by Titanfall, stall the game and let your points accumulate. 

        Offensive: Take all hardpoints. Damage to the medium turret is a bonus. Switch gears to base destruction if possible or in a last ditch effort to win.

        Base Destruction: Hold at least 1 Hardpoint while using burn cards to take out the enemy medium turret. 

    Depending on the map you may alter your early game goals to match, the following are examples:

    Training Grounds

    Being a small map Training Grounds can be approached rather lackadaisically. Winning defensively, offensively, or by base destruction is possible here.

    Crash Site

    Being a large map Crash Site is harder to make a comeback on.

        Defensive: Aim to take B, as making a comeback on Crash Site is hard you need to open up aggressively.

        Offensive: Play the way you usually would, overextending should be less of an issue with how large the map is.

        Base Destruction: You can either choose to take more hardpoints, playing more normally before making your push to get more time or you can spend even more to take down the enemy medium turret for the Titanfall phase.

    Angel City

    Being a rather symmetrical wide map Angel City is also played rather lazily. Consider the right hardpoint the "far" hardpoint.

        Defensive: Aim to take the hardpoints working from one side to another, "backcapping" if you see the opportunity. Then defend.

        Offensive: Aim to take the hardpoints, keep the game at a fast pace and hitting multiple at a time, spreading out the enemy forces.

        Base Destruction: Pick one side of the map and focus down that medium turret. Send some units to control hardpoints on that side of the map.


    The most important point in Boneyard is the engagement at B. There are many ways to approach this.

        Defensive: Open late, let the enemy take B and then catch all of the enemy forces with AoE.

        Offensive: Rush B in force. With the shield the enemy won'y be able to counter with Ordnance cards.

        Base Destruction: Take A and rush one medium turret.


    Most people "script" their openers, opting to use the same starting strategy every match. You have about 6 to 8 supply to decide how you're going to open up the match.

  • Divide and Conquer

    Send all your pilots to different hardpoints, or two pilots to the first hardpoint and drop troops or a sentry on the last. A very aggressive opening aiming to have the first real engagement at C. The troops will likely be slain and your pilots while you capture A and B. Be prepared for an engagement at B. High-risk, High-reward.

    I personally don't use this and don't see it much. There is a benefit to securing the first two hardpoints off the bat though. If you wipe the board with your supply while ending with 2 hardpoints you're "ahead" and essentially back at the game's start but with you with a growing point lead.

  • Grunt/Spectre Captain/Arc Bruiser Opening [2/5]

    Send a Grunt/Spectre Captain to the near hardpoint.


            Set up an early regular Sentry (within your medium turret radius or in an advance position) or Mine at B.

            Deploy Blast Spectres in hopes of catching enemy pilots together, or drop a missile on them.

            Deploy pilots to B to rendezvous with the opening unit and team-fight there.

            Wait and drop grunts/shield grunts/rocket grunts behind enemy lines after their pilots move up to B.

            Wait and deploy blast spectres to hit pilots that group up on B.

The important thing about these units is their Capture Effect. The Grunt Captain and Arc Bruiser deter back-caps while the Spectre Captain will bring additional forces to upon summoning. Deploying these units to A has the highest chance they'll activate their ability.

  • Early Pilot Ball

    Send all your pilots to A. (With higher cost pilots only send 2.)

    When they move to B they'll move relatively together and engage as a team.


            As they move up to B set up a sentry or throw in an advance grunt squad.

            Drop ordnance on advancing pilots to soften them up.

            Alternatively, throw the grunt squad behind enemy lines as the enemy pilots advance (Hardpoint C.)

Generally works pretty well. However, if the enemy draws a Barrage you're likely to pay for it. 

  • The Classic

    Send a Tanky Pilot to B.

    A weaker one to the near hardpoint.


            Use the supply that remains to respond to enemy's assault.

Also a fairly common strategy. It's safer from ordnance. Unfortunately this is normally seen with Boomers, which are legendaries. So, if you see a Boomer going out to be, don't do this. The Boomer will win. Sorry. Boomers are the bane of Bronze play. You're counting on you pilots to be able to 1v1 or 1v2 for a little bit.

  • Slow Start

    Wait, let the enemy take C and capture A as they capture B. When the enemy reaches A use your supply and do your best to trade up against them.

A strategy I normally use but found that it fails to shine on Crash Site. Being two points down on Crash Site is quite a big set back.


Mid game happens when the clock strikes 3:00 and ends at 2:00. Titans are ready to drop. Your first Titan is important. So we'll look at the basic Titans and their affect on the game:

  • Ogre - Orges and their derivatives slow down the pace of the game. You drop an ogre to control where enemies are going to clump up and fight. Ogres buy you time. But don't do a lot of damage.
  • Stryder - Most Stryders are focused on killing humans and infantry. Dropping a Stryder forces the opponent to start dropping Titans to respond.
  • Atlas - Atlases are primarily anti-robotic. They'll do quite a bit of work on Sentries, Spectres, and enemy Titans.

Your first titan will change the pace of the game and the first person to call their titan will dictate the change in pace.

As a defensive player I like to open up with an Ogre. It slows the pace of the game and will tie up any Titans to come. This will let me set up defenses in response.

Alternatively, a defensive player can keep an anti-robotic titan as their first titan. Prolong the pilot phase as long as they can and use their saved supply to counter the first enemy titan drop.

When playing aggressively I choose to open up with a Stryder. It definitively ends the pilot phase and if ahead in hardpoints after the early game prevents the enemy from using pilots or infantry to recapture easily. I will then follow up with anti-robotic titan.

When focusing on turret destruction the opener is generally a Ronin. The quick footspeed gets it to finish off the medium turret if it's not done, or it can soften up the heavy turret for a low cost.


Late game starts at 2:00. You're given 5 supply. Supply regen increases by 30%. 

    Defensive: Defensive players can opt to drop a titan or hold on to this supply to counter what they see their opponent do. Quick reaction gets more rewarding if you're playing like that, I find it better to try to dictate the flow of the game.

    Offensive: Offensive players can use the supply and this phase to force out more troops and go for a base push while maintaining point control.

    Base Destruction: This phase is the most important for a base destruction player, the 5 supply can be used to drop a Core Ogre, a staple in most base destruction decks.

End Notes

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