These are pretty mean tricks. Use them at your peril.
Forward chamber rush
The forward chamber rush works best on maps that have really big distances between
yourself and the enemy when you know exactly where your enemy is starting. The forward
chamber rush is a good way to catch your opponent pants down.
First make sure you have a level one, Coal-only creature. Send two of your three
initial Henchmen on the long walk towards the enemy base. The third Henchmen should
start mining and your initial Coal should be spent on additional Henchmen that are
rally-pointed onto Coal.
When your two Henchmen are near to the enemy base have them create a Creature Chamber
and start pumping out level one creatures. When you have about five creatures, attack
the enemy base with them and your two Henchmen. Continue to produce additional creatures
during the battle and pour them into the enemy base. If (somehow) your opponent
manages to fight off this attack, sell your forward Creature Chamber and start a
booming strategy back at your main base. Hopefully you’ve slowed down your opponent
more than you’ve slowed yourself, and you’ve given yourself enough of an advantage
Mass of flyers and target lab
An effective and fun strategy in a FFA (free-for-all) or team game is to build up
a critical mass of flyers (about 20+) and then attack the enemy lab, ignoring Anti-Air
Tower defenses and everything else. If you are playing a “Destroy Enemy Lab” game,
your opponent will lose the game once the lab is dead. On the other game types,
your opponent will lose the ability to build Henchmen and perform level research,
so it can still be a very valid strategy.
Mount a really devastating late attack with a level five flyer like a Dragonfly-Great
White Shark. When the shark’s frenzy is triggered, it can destroy the lab very quickly.
If you want to do more of a rush, use a level three variant that can do some big
damage to buildings, like a Scorpion-Snowy Owl.
This might not win you many games but it's fun and dirty! Have all your Henchmen
mine Coal. Build up about ten Henchmen as quickly as possible, completely ignoring
Electricity production. Once you have ten Henchmen, attack! Move them towards the
enemy base. Continue to produce Henchmen at your main base and have them mine Coal.
When you get your Henchmen to your foe’s base, use them to attack the enemy Henchmen.
Keep your Henchmen in a tight group; using the attack-move command is really effective.
Micromanage your Henchmen as best as possible; Henchmen that are taking damage should
be moved away from the battle and then returned once the enemy stops focusing the
attack on them. The micromanagement you do here will really determine the outcome
of this strategy.
If the enemy tries to build a Creature Chamber have your Henchmen build a Sound
Beam Tower right beside it as quickly as possible. Try surrounding the enemy Creature
Chamber with Bramble Fences so that creatures cannot come out, or attack their Henchmen
if you think you can stop them from completing the chamber. Send reinforcements
from home once you have another ten or so Henchmen.
In longer games on larger maps, you often have time to experiment with different
strategies. Try using a Gyrocopter to move a single, super-powerful unit and drop
it in an expansion site. Things like Turtle-Whales are very slow on their own, but
their heavy armor and sonic attack make it a great unit for raiding expansion sites.
You could also drop an artillery unit into a lake or river near an enemy base and
bombard them from the relative safety of the water. Sometimes it’s the little things
you do that can throw your opponent off guard.