Goal
Assign roles early so builds complement each other instead of three identical classic openers colliding.
Front role
- Takes early map control and pressure.
- Builds combat units from the first lab — rioters, tanks, or raiders depending on match-up.
- Calls targets for team focus (comm, air lab, key mex).
- Often needs metal funnel from eco after the first few minutes.
Eco role
- Prioritizes mex, energy, and second lab or t2 transition for the team.
- Sets share to feed front or air carry.
- Avoids random unit spam that starves team metal.
- May take a safer com position — not always the drop player.
Air role (optional)
- Fast air lab, scouts, fighters, transports.
- Screens for commander drops or denies enemy air.
- Expensive — only commit if the team agreed pre-game or scouted enemy comp.
2v2 default split
| Players | Simple split |
|---|---|
| 2v2 | Front + Eco (eco funnels; front pushes) |
| 2v2 with air plan | Eco + Air carry (front light until air online) |
3v3 default split
- One front, one eco, one flex (air or second front depending on map).
- Flex player communicates before taking metal-heavy drops.
Communication checklist
- “Who labs first?” — avoid double air lab unless planned.
- “Who drops?” — only one com drop unless full air cover.
- “Share targets?” — name a player, not “team” vaguely.
Roles are not rigid — swap when front wins hard and eco player should push. The point is intentional builds, not copied solo BOs.