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peashooter
05-17-2007, 07:26 PM
What's the best Building/Unit order to defend against a Soviet Tank Rush?

I played yesterday several times against the same player, and he tank rushed every time, so I knew what to expect- but still was unable to stop the rush.

I am thinking- If you know exactly your opponent's strategy (i.e. tank rush) you should be able to stop it.

I tried several tactics none of which worked. Ended up losing to a force of like 6-8 Rhinos each time.

1st try: Built 2 Grizzlies and 8 Guardian GIs. Tried to spread them around. His tanks came and started destroying my base. I sent my 2 tanks (which are fast but got destroyed quickly)However by the Time the GIs mobilized, got to where the Rhinos were he just sent them to the other side (or to my miners) and shot from there.

2nd try: Build 6 IFVs, 2 tanks and 6 guardian GIs. Put guardian GIs in IFVs. Went head on with the 6-8 soviet tanks and lost.

3rd try: Built 6 Rocketters and 2 tanks (The rocketeers drained my credits pretty fast slowing my production). The opponent (who saw the rocketters ) built a couple of flak traks . Rhinos and flak traks charged my base, The flaks slaughtered my rocketeers pretty badly.

Anyway what IS the best strategy against a tank rush? If I can survive unti I get the battle lab and have a cpl of battle fortresses with GIs out then I am safe. However all my attempts to defend against the rush are slowing my credit flow which Delays the battle lab (and fail anyway)

Daishi
05-17-2007, 07:33 PM
Plain grizzlies + 2-3 spread GGIs is good. Make a pillbox if they get in your base to work as fodder.

EliteGi
05-17-2007, 07:42 PM
I am thinking- If you know exactly your opponent's strategy (i.e. tank rush) you should be able to stop it.
Which is why I stopped playing RA2 online. I was a decent player considering I had only played for a month or so, but it was way too one-dimensional for me. Playing against any soviet player you already know what's coming (which can vary in speeds and numbers, but is always the same thing essentially), you just have to do the best you can to stop the rhino rush.

There is no magic solution to stopping a good Soviet player. I guess the best way is to do the same thing yourself - go Iraq and pump out rhinos as quickly as possible. If you're Allies then grizzly tanks with fodder and GGI's (depending on the map/situation that is. GGI's are awesome for choke points). Basically try to hold him off until you can get battler fortresses. If you can get to that stage you've won really. But a Soviet player has the advantage until teching up.

If you haven't got good microing and tank battle skills you have no chance vs a good Soviet player.

I'm not going to bother mentioning Yuri.

I'd suggest playing TS online, far better gameplay - never gets boring. Yes that's right, I've played for 7 years without getting bored, but got bored of RA2 (and Generals ZH) after not much longer than a month, each.

truefeel
05-18-2007, 04:43 AM
LOL @ TS. custom maps are allowed to be played in QM.

Cylon Crusader
05-18-2007, 09:11 AM
What's the best Building/Unit order to defend against a Soviet Tank Rush?

I played yesterday several times against the same player, and he tank rushed every time, so I knew what to expect- but still was unable to stop the rush.

I am thinking- If you know exactly your opponent's strategy (i.e. tank rush) you should be able to stop it.

I tried several tactics none of which worked. Ended up losing to a force of like 6-8 Rhinos each time.

1st try: Built 2 Grizzlies and 8 Guardian GIs. Tried to spread them around. His tanks came and started destroying my base. I sent my 2 tanks (which are fast but got destroyed quickly)However by the Time the GIs mobilized, got to where the Rhinos were he just sent them to the other side (or to my miners) and shot from there.

2nd try: Build 6 IFVs, 2 tanks and 6 guardian GIs. Put guardian GIs in IFVs. Went head on with the 6-8 soviet tanks and lost.

3rd try: Built 6 Rocketters and 2 tanks (The rocketeers drained my credits pretty fast slowing my production). The opponent (who saw the rocketters ) built a couple of flak traks . Rhinos and flak traks charged my base, The flaks slaughtered my rocketeers pretty badly.

Anyway what IS the best strategy against a tank rush? If I can survive unti I get the battle lab and have a cpl of battle fortresses with GIs out then I am safe. However all my attempts to defend against the rush are slowing my credit flow which Delays the battle lab (and fail anyway)


Turtle up, make alot of prism towers along the perimeter of your base and surround them with a couple pill boxes each, also make atleast one AA defense structure for each of the prisms, then make prism tanks because:

1 They have longer range than soviet tesla, apocalypse and rhinos.

2 They have "spread" damage meaning when their beams hits an enemy unit a few more beams jump out impacting on any nearby enemy units or structures.

If you are Soviets then make tesls towers and surround them with atleast 5 flak troopers and 3 flak trucks filled with flak troopers. Then make rhinos and apocalypse tanks as well if possinle and send them out to either damage or completely destroy the enemy attack force. Alternatively you can keep them back behind your defenses in case your defenses get destroyed you can then use your tank force to get the remaining enemy tanks and/or infantry.

If you are Yuri then make 2 mind control towers and one gattling turret for every 2 mind control towers, surround the towers with a couple masterminds in tank bunkers each. If you want you can also use a few lasher light tanks for defense of the masterminds. Remember that as Yuri your only strong point is mind conrtol, use it poperly and you should be okay.

Daishi
05-18-2007, 09:44 AM
Turtle up, make alot of prism towers along the perimeter of your base and surround them with a couple pill boxes each, also make atleast one AA defense structure for each of the prisms, then make prism tanks because:

1 They have longer range than soviet tesla, apocalypse and rhinos.

2 They have "spread" damage meaning when their beams hits an enemy unit a few more beams jump out impacting on any nearby enemy units or structures.

If you are Soviets then make tesls towers and surround them with atleast 5 flak troopers and 3 flak trucks filled with flak troopers. Then make rhinos and apocalypse tanks as well if possinle and send them out to either damage or completely destroy the enemy attack force. Alternatively you can keep them back behind your defenses in case your defenses get destroyed you can then use your tank force to get the remaining enemy tanks and/or infantry.

If you are Yuri then make 2 mind control towers and one gattling turret for every 2 mind control towers, surround the towers with a couple masterminds in tank bunkers each. If you want you can also use a few lasher light tanks for defense of the masterminds. Remember that as Yuri your only strong point is mind conrtol, use it poperly and you should be okay.

1) He's looking for pretech counters as the Allies. Hence the term, "tank rush"
2) Everything you suggested, even the Yuri strategy, will get your face smashed. Turtling simply doesn't work in RA2/YR because you can't cover the field or harass miners with fixed defenses. Prism towers and tesla coils are next to useless unless they're acting as fodder for a swarm of tanks.

The Soviet strategy is to spam rhinos right back If they get in your base, you can optionally lay a sentry gun or perhaps a group of tesla troopers to slow them down.

Yuri has quite a few counters. The one I wouldn't recommend is the psychic tower strat, because it can get swarmed to death. Pretty much any combination of Yuri Clones and Lashers works well, with gatts mixed in to take on terror drones and flak tracks.

Oh and EGI, the reason you left RA2 was the reason I started a balancing project. :D

Cylon Crusader
05-18-2007, 12:49 PM
1) He's looking for pretech counters as the Allies. Hence the term, "tank rush"
2) Everything you suggested, even the Yuri strategy, will get your face smashed. Turtling simply doesn't work in RA2/YR because you can't cover the field or harass miners with fixed defenses. Prism towers and tesla coils are next to useless unless they're acting as fodder for a swarm of tanks.

The Soviet strategy is to spam rhinos right back If they get in your base, you can optionally lay a sentry gun or perhaps a group of tesla troopers to slow them down.

Yuri has quite a few counters. The one I wouldn't recommend is the psychic tower strat, because it can get swarmed to death. Pretty much any combination of Yuri Clones and Lashers works well, with gatts mixed in to take on terror drones and flak tracks.

Oh and EGI, the reason you left RA2 was the reason I started a balancing project. :D


K thanks, I posted it because it used to work for me when I played RA2 and Yuris Revenge online.

truefeel
05-18-2007, 12:55 PM
Never go pure defensive.You will end up loosing. I have to admitt: going too agressive is neither good (ask all me opponents who pushed me in my base and desperately tried to kill my IC, only to end up getting all their units killed:D ).

EliteGi
05-18-2007, 03:07 PM
LOL @ TS. custom maps are allowed to be played in QM.
Which is why the older players don't give a crap about rank! I've had my good ranks (been in top 10, beaten number 1's (some of which were laughable)) so I don't care about rank anymore. I play to haveth fun!

truefeel
05-18-2007, 03:32 PM
for FFG, it's a good game. for raking games, it sux balls.

EliteGi
05-18-2007, 04:18 PM
for FFG, it's a good game. for raking games, it sux balls.
Which is why you play FFG and not ranking games. :p

I never cared about rank for RA2 either. Especially non XWIS, I mean my first time online I could get 10 win streaks.

Statalyzer
05-18-2007, 04:25 PM
Pretty much the only way to stop a tank rush besides a sneak tactic that kills his WF and Conyard both is with a tank force of your own.

GGI-IFVs can work but you can't go head-to-head, you've got to hit-and-run to buy yourself time.

Zancloufer27
05-18-2007, 06:48 PM
Or you could TerrorFlak his WarFac. Either send 5 terrorists in a Flak, or 5 conscripts with Ivan bombs. Mind you, if it doesn't work it will set you really far behind.

Or if he has one refinery, you MIGHT go for that.

Daishi
05-18-2007, 11:30 PM
If he's a soviet makin' tanks, it's not gonna work. Simple as that.

starscream007
05-18-2007, 11:35 PM
Which is why the older players don't give a crap about rank! I've had my good ranks (been in top 10, beaten number 1's (some of which were laughable)) so I don't care about rank anymore. I play to haveth fun!


Sadly in Generals and ZH you get booted out of room because of your W/L count

Zancloufer27
05-19-2007, 11:08 AM
Thats why I only play FFGs with Daishi and a few others I know :\

JJFZ3000
05-26-2007, 05:22 PM
This is for Red Alert 2 only, not YR

1) As Soviets you can build 10 terror drones and ambush his tanks as they move towards you base. Always scount. Or you can build a whole bunch of tesla troopers, they can easily stop tanks.

2) As Allies choose America, the free GIs will help. But, the German tanks destroyers are of course also good against the tank rush.

Think in counters, and have a good economy.

deploy
power plant
barrack (dogs for scounting)
refinery
(air force command if US)
war factory (build 1-2 harvesters immediately)
AFC

truefeel
05-26-2007, 05:44 PM
1) As Soviets you can build 10 terror drones and ambush his tanks as they move towards you base. Always scount. Or you can build a whole bunch of tesla troopers, they can easily stop tanks.

2) As Allies choose America, the free GIs will help. But, the German tanks destroyers are of course also good against the tank rush.

Think in counters, and have a good economy.

deploy
power plant
barrack (dogs for scounting)
refinery
(air force command if US)
war factory (build 1-2 harvesters immediately)
AFC

1) a relative good player who scouted your base will see and will not fall for it; mass TDs are annoying, but easily killed if you have tank control. mass teesla troopers are slow and hit 'n run on buildings and miners is very very easy.

2) the free GIs will not help, b/c you simply can't get your first paradrop ready by the time he is attacking. Tank destroyers: just the same, maybe 1 or 2 Tank Destroyers if he's slow or it's a rather big map, but that's it.

In both cases, the only way to counter a rush is to prepare a rush yourself. If you build roughly equally fast, you'll win any day, b/c you will scare him off if he's a good player. If he's of the kind "brainless rusher", you just put a sentry inbetween his tanks and yours and his tanks shoot the sentry, your tanks his tanks, resulting you'll end up loosing practically no tanks at all and he all of them and then he's is in big trouble.

JJFZ3000
05-26-2007, 06:16 PM
I guess it also depends on the map. Some maps are easy to defend against a rusher because there's only two entrances to your "base" and the first ore field is in the base. So you can just mass your teslas at the entrances. Urban maps also help.

truefeel
05-26-2007, 06:23 PM
small to medium maps have mostly all have rushing capabilities. There are a few maps which is easier to camp (like soevereign map, which is a lame map btw) and of course mostly all water maps, but count on it that most maps are fitting to rush.

And not all urban maps are anti-rush. Alamo is a quite good rushing map if you're fast and attack from the spots were the garrisonable buildings are less concentrated. A second example would be Urban Rush, were both players mass infantry to get buildings in the middle, which also can be considered as a rush (which is pure for soviet players, as they can get dogs to prevent allied players from garrisoning buildings and soviets also get twice the men for exactly the same money as allieds make GIs).

JJFZ3000
05-26-2007, 10:25 PM
You should play a free for all three player game on the map called "Canyon" something, it's the only official (3) map before the map packs, not 2-3 or 2-4. In the beginning there's only one entrance to your base, unless he repairs the bridge.

In that map several mirages, a few prisms, and GIs should be enough to clog each entrance.

But, that's only for preventing a tank rush not winning the game.

Statalyzer
05-27-2007, 03:41 AM
Tank Destroyers can work to stop a rush, especially in YR, but the problem is you have to build AFC right after War Factory, while your opponent is building another refinery and pretty soon he'll outproduce you.

truefeel
05-27-2007, 04:07 AM
You should play a free for all three player game on the map called "Canyon" something, it's the only official (3) map before the map packs, not 2-3 or 2-4. In the beginning there's only one entrance to your base, unless he repairs the bridge.

In that map several mirages, a few prisms, and GIs should be enough to clog each entrance.

But, that's only for preventing a tank rush not winning the game.

But then it's not a rush anymore if you have teched up. A rush is going 0 miners from war factory and straight tanks. you can't possibly have then mirages and prism tanks, I even doubt an AFCC. For the rest, I agree: it's easy to camp on the map, along other maps, but the majority of the maps are more or less "rushable".

Statalyzer
05-28-2007, 02:30 AM
You can get an AFC easily - it's $1000, so with the build time modifiers in YR you can get an AFC right after you war and your opponent will have just built his 1st rhino! Even without the BTMs, he'll still not have his 2nd tank yet. Of course, that doesn't mean that getting an AFC is a good idea...

truefeel
05-28-2007, 04:19 AM
Well, I ment with not getting an AFCC that it would not be good, b/c of the economical sacrifice.

apple23
05-31-2007, 10:20 PM
Tank Destroyers really arent that good against rushing, considering that you have to have the AFCHQ and the sheer fact that they are barely stronger than a grizzly. Also keep in mind that they have no turret; so if the tanks rush right past them they have to turn around and possibly chase them to shoot. Your better off with grizzlies and maybe a pillbox or two for fodder and light fire

JJFZ3000
05-31-2007, 11:47 PM
If you're playing a map with one or two entrances to your base, the tank destroyer would be fine since you can just block the entrances with them. They do over twice the damage as grizzlies. Also, with the AFC you can get Prism towers.

This is for RA 2 only, might not be the best for YR.

truefeel
06-01-2007, 10:07 AM
If you're playing a map with one or two entrances to your base, the tank destroyer would be fine since you can just block the entrances with them. They do over twice the damage as grizzlies. Also, with the AFC you can get Prism towers.

This is for RA 2 only, might not be the best for YR.


You would fend off the rush b/c of the advantages of not being in open ground, but not b/c of the tank destroyers. maps with pinch points near bases are always very difficult to rush on. That has nothing to do with the units theirself.

RA2 is completely different; grizzlies and rhinoes are more balanced (although rhinoes still are better), so for soviets, it's more difficult to rush (which is of course compensated that allieds are not really that powerfull on late game), even on small maps.

apple23
06-01-2007, 11:27 AM
You would fend off the rush b/c of the advantages of not being in open ground, but not b/c of the tank destroyers. maps with pinch points near bases are always very difficult to rush on. That has nothing to do with the units theirself.

RA2 is completely different; grizzlies and rhinoes are more balanced (although rhinoes still are better), so for soviets, it's more difficult to rush (which is of course compensated that allieds are not really that powerfull on late game), even on small maps.

Lol allies are WAY overpowered in late game, with a really good mix of deadly usefull units. Mirage for defense, GGIBF and Prism for hit 'n run attacks, and everything including maybe a group of rockies to finish them off. The only usefull units the soviets have are the flak track, rhino and the V3. I guess the V3 can take out mirages effectively, but if GGIBF's hit 'n run, even with rhinoes in the mix they get owned.

Daishi
06-01-2007, 11:45 AM
They said RA2, retard. Everyone knows how powerful the Allies are in late game YR.

And TDs are weaker in YR thanks to the friggin GGI.

truefeel
06-01-2007, 12:29 PM
Lol allies are WAY overpowered in late game, with a really good mix of deadly usefull units. Mirage for defense, GGIBF and Prism for hit 'n run attacks, and everything including maybe a group of rockies to finish them off. The only usefull units the soviets have are the flak track, rhino and the V3. I guess the V3 can take out mirages effectively, but if GGIBF's hit 'n run, even with rhinoes in the mix they get owned.

Let's take a zoom in at a part of my previous post:

RA2 is completely different; grizzlies and rhinoes are more balanced (although rhinoes still are better), so for soviets, it's more difficult to rush (which is of course compensated that allieds are not really that powerfull on late game), even on small maps.

Let's zoom in further

RA2 is completely different; grizzlies and rhinoes are more balanced (although rhinoes still are better), so for soviets,...

last zoom in:

RA2 is completely different

Anyone that has trainer which makes BFs appear in RA2 ? Without BFs, allieds are very weak vs. deso bombing. you need to have alot of TC to nutify desolators as allieds without BFs.

Cylon Crusader
06-01-2007, 02:18 PM
1) He's looking for pretech counters as the Allies. Hence the term, "tank rush"
2) Everything you suggested, even the Yuri strategy, will get your face smashed. Turtling simply doesn't work in RA2/YR because you can't cover the field or harass miners with fixed defenses. Prism towers and tesla coils are next to useless unless they're acting as fodder for a swarm of tanks.

The Soviet strategy is to spam rhinos right back If they get in your base, you can optionally lay a sentry gun or perhaps a group of tesla troopers to slow them down.

Yuri has quite a few counters. The one I wouldn't recommend is the psychic tower strat, because it can get swarmed to death. Pretty much any combination of Yuri Clones and Lashers works well, with gatts mixed in to take on terror drones and flak tracks.

Oh and EGI, the reason you left RA2 was the reason I started a balancing project. :D



In that case, start smapping GGIs like theres no tomorrow and spread them out evenly throughtout your base or send them and deploy them to where you know where he might attack you from (choke points etc), then start making about 10-15 grizzlies and d the same.

For Yuri, try to tech up quickly and buid 7-10 mind control towers throughtout your base. If you feel unsure about this then make a bunch of yuris and if possible a few lasher tanks and spread them throughout your base, make a few gatts as well.

For the soviets, make about 5-7 bunkers and fill them all, then make about 10 flak troopers and then if you can make a few tesla towers and wall them in, after doing so make as many rhinos as you can and spread them evenly through your base. Try to wall in every stucture you can, starting with the defensive structures, then economical (ore refineries) and then start on your power plants and your CY.

I am sorry I could not be more precise, I am in school right now and I cant use the computer at home because there isnt any, both of them dont work but im getting one in about a month and a half.

truefeel
06-01-2007, 03:06 PM
In that case, start smapping GGIs like theres no tomorrow and spread them out evenly throughtout your base or send them and deploy them to where you know where he might attack you from (choke points etc), then start making about 10-15 grizzlies and d the same.


But you will have even less tanks then an Iraq player. Let's say you make 10 GGIs. One desolator is enough to counter them all. And then it's game over b/c all your GGIs are vanished and the Iraq player has so much tanks you are terribly outnumbered.

For Yuri, try to tech up quickly and buid 7-10 mind control towers throughtout your base. If you feel unsure about this then make a bunch of yuris and if possible a few lasher tanks and spread them throughout your base, make a few gatts as well

But then the opponent can tech up fast and make a couple of siege units. As yuri, and any side, you always need have mobile units. some lasher tanks and a magnetron do miracles. literally.

For the soviets, make about 5-7 bunkers and fill them all, then make about 10 flak troopers and then if you can make a few tesla towers and wall them in, after doing so make as many rhinos as you can and spread them evenly through your base. Try to wall in every stucture you can, starting with the defensive structures, then economical (ore refineries) and then start on your power plants and your CY.

Again, a couple of siege units undo it all, even before you have rhinoes. making rhinoes straight is far better b/c of the mobility and that you can always switch between going defensive and offensive.

throstur
06-02-2007, 09:33 PM
I'm not going to say that I know any better than the rest of these average-Joe's, but I'm assuming you want to play as an Allied player, there are a few things you might do. This will be long, so get a drink and sit back.

First of all, any smart Soviet player will concentrate on money before tanks, this means that I wouldn't be surprised at 1-2 ore miners coming out of the factory if there is a bunch of money available.

Second of all, you fight fire with fire. Of course, two matches won't blow each other out, but if you're smart and resourceful (and you have the money), you'll build ONE IFV and an engineer somewhere early and send the engineer IFV towards his base and capture his MCV or war factory, sell whatever you get and you can produce more tanks.

Third of all, and probably the most important, is that when rushing to build tanks, you'll probably end up spending more than you're making because your two to three miners aren't producing enough money, so send some miners out of the factory, maybe one if you're not splashing ore refineries and instantly selling them. It might help making two or three ore refineries after making your war factory, and a second war factory won't exactly cripple you either if you've got the money.

Also, (and I love starting my sentences with also), you might want to consider making as many Grizzlies as possible. What am I saying? Definately produce as many Grizzlies as you can. If you have enough money and maybe have a shortage of tanks because you're building an ore miner, build some GI's (that's right, GI's, not Guardian GI's, but GI's!). The GI's will generally work well as a team and if used properly your enemy will not be able to run over them. The GI costs half of what the Guardian GI costs but has a shorter range, is that bad? Of course not, because 5 GI's cost less than 3 Guardian GI's and you already know that 3 measly little Guardian GI's don't do too much good against a tank rush. The GI's themselves aren't going to do much killing, but with the help of the pillbox I'll tell you about in the next paragraph, and a few Grizzly tanks, you'll probably be all right.

YOUR PILLBOX will be just about the only defence you'll have that isn't mobile. You will NOT start constructing it until you have a smooth flow of cash coming, and you will NOT deploy it until you know where the enemy will strike. Some players and many walkthroughs state that "A pillbox will not make a big difference to your funds", WRONG. The pillbox costs 500 and the Grizzly tank costs 700, the Grizzly is just about twice or thrice as good as the pillbox concerning its firepower and can move around. SURE, it takes fewer hits to kill a pillbox, but as you will soon find, Grizzlies survive for just as long. On a side note, the IFV costs 600 and will last for a short period of time, but if it can kill a few units and get an Elite promotion status it'll become about as strong as the German Tank Destroyer (I wouldn't rely on this during a rush, rather use it as Fodder).

Everybody knows, or should know, that the Soviets have always settled for firepower, as their accuracy and speed have never been too great. The average rhino tank won't be able to dodge any shots fired at it, and unless you're chasing him or he's going up a hill, you have a VERY HIGH rate of accuracy. This is not what this paragraph is about. The Grizzly tank, and the IFV tank are much faster than the Rhino tank and will be able to dodge a handful of shots. Personally, I hate Allied players who keep tracking around making my tanks turn their turrets, it's annoying as hell. When you've boxed your tanks (I assume you know about grouping your tanks tightly as a part of tank control)... as I was saying, when you've boxed your tanks tightly and see your enemy trying to outmanoeuvre (silly spelling of that word, I dislike the French for it) you, charge perpendicular to their to-be location, if you don't understand that, just move your tanks towards the place his tanks will go. If he charges right at you, get ready to keep a pretty tight poker face. Once you are blasting away like an ape on nitrous, grab your mouse and send your tanks to the side. Not away from the enemy, but maybe so that the enemy must turn his turrets to hit you, and so that the Rhino wastes a few shots because he shot too late.

And last but not least, the Fodder. The Fodder is a key element to a good attack, and a smart enemy might be using Fodder (how many times have I said fodder with bold capitals now? I really can't emphasize my point enough). If your enemy uses fodder, make some dogs and send them to the fodder as you attack with your tanks, if the enemy has fodder such as Terror Drones or any other unit from the war factory (heck, it could even be a War Miner), you'll have to try and pretend like it's not there, unless of course he's only got two or three Terror Drones, in this case, jump the drones with all your might so that they don't infect your tanks. And oh, if a tank gets infected with a Terror Drone, kill it when it reaches low health, or it will infect another nearby tank. AGAIN I have succeeded in prolonging this paragraph immensely with words of wisdom, without showing the true purpose of it. The real reason I mentioned Fodder is because YOU should be using it. Something simple, like two dogs and three GI's or just many GI's, or lots of dogs, and this time only, when I say many, I only mean three two ten, NO MORE. Your fodder shouldn't cost you much money, if you don't have 1000-2000 cash with a constant flow of Grizzlies coming out of your factory, you'll end up reaching that peak I mentioned earlier (third paragraph) and you'll have fewer tanks than your enemy.

AS A FINAL SIDE NOTE I'd like to mention that a rusher will probably NEVER try and capture the oil derricks, the dog and engineer for each oil refinery cost 700 and you might not be seeing 700 soon enough for it to make any good difference. I'd also like to mention that it has been an excruciating experience for me to write this... article with all those flashing, wacky smiley faces staring and making gestures at me.

This concludes my short guide to stopping me (or any equally good Soviet player). Some cheap things you might want to try include building a French Cannon (good luck), blowing the bridges before your opponent gets to your base, and building mirage tanks (all three of those are not worth the hassle, except maybe blowing the bridges, most Soviet players do have a Mirage-tank-phobia and a pet peeve for French Cannons).

truefeel
06-03-2007, 03:51 AM
Second of all, you fight fire with fire. Of course, two matches won't blow each other out, but if you're smart and resourceful (and you have the money), you'll build ONE IFV and an engineer somewhere early and send the engineer IFV towards his base and capture his MCV or war factory, sell whatever you get and you can produce more tanks.


engie rushing is lame and with allieds, it ussually fails if your opponent sees it coming.

For the rest: all good points, except I doubt that grizzlies will dodge much more attacks then rhinoes can. And a good player who rush always gets his derricks.

throstur
06-03-2007, 08:24 AM
It pleases me that you probably were able to read through my whole post, but although engie rushing is lame, it can work well in an Allied VS Soviet situation, if the IFV driver goes around his defences/tanks.

Personally, I always try and get derricks, but I've seen rushers that don't even try, then just make sure that YOU don't get it - of course, if the derrick isn't far, capturing it and building a pillbox/sentry will do most of the job.

truefeel
06-03-2007, 01:30 PM
It pleases me that you probably were able to read through my whole post, but although engie rushing is lame, it can work well in an Allied VS Soviet situation, if the IFV driver goes around his defences/tanks.

engie rushing is more about luck: if weren't able to get the IFV when it came to your base (b/c it happened to dodge shells), you're ****ed. It can work, but I don't think you should use it; fight hard like a pro and not weak like a sissy player:p .

Daishi
06-03-2007, 01:45 PM
It's not worth engi rushing if you don't bring a terror drone along. Otherwise, your target will likely escape without a hitch.

throstur
06-03-2007, 08:42 PM
engie rushing is more about luck: if weren't able to get the IFV when it came to your base (b/c it happened to dodge shells), you're ****ed. It can work, but I don't think you should use it; fight hard like a pro and not weak like a sissy player:p .

If you're fighting an enemy you most likely can't beat, mean sissy tricks may be essential. Again, these are things that can beat me, not things I use to beat others.

It's not worth engi rushing if you don't bring a terror drone along. Otherwise, your target will likely escape without a hitch.

If you don't get the MCV, you can take the War Factory, it almost does more damage taking the War Factory than the MCV.

truefeel
06-04-2007, 09:57 AM
If you're fighting an enemy you most likely can't beat, mean sissy tricks may be essential. Again, these are things that can beat me, not things I use to beat others.

If you can't beat him, learn from him so you can beat him the next time without mean tricks.
Of course that can beat u, they can beat me also and probably also the number 1 on the RA2 rankings. b/c engie rushing is based alot on luck.

If you don't get the MCV, you can take the War Factory, it almost does more damage taking the War Factory than the MCV.

If some one tries to engy your conyard and you can run off with it, you'll probably will kill the engie before it can capture anything. Mostly, war factory and conyard are not so close to eachother and it will take probably 5 seconds for the engie to travel from the mcv-point to the war factory. Even close buildings like a power plant ussually can't be captured if you have your tanks ready.

Statalyzer
06-04-2007, 09:37 PM
Don't send your engy out right away, it will almost certainly die if your opponent is good.

Wait until he starts to mass his rhinos to rush you, THEN send it in by another route. If you get past him, great. If you see he is going to cut you off, just pull back - you just bought yourself some crucial time to pump out more tanks and prepare your economy and defenses for the upcoming attack.

Once it's pulled back, you can keep it somewhere out there as a threat (if his tanks attack you, you'll move the IFV in, forcing him to keep somebody behind at his base or else go after it instead of your base for a time), or just move it to your tanks and use it to repair them in the battle.

Mercenary
06-04-2007, 10:23 PM
always keep fodders, which are units like infantry who take tank bullets, ex dogs and gis. also keep pillboxes ready so when they attack set up pillbox, and while his/her tanks are attacking your pill your grizzlies will shoot at them.

and remember truefeel is right, never go all defensive, it will never work out.
If you are allied against sov always keep your enemy distracted like with rocketeers forcing him to make flak traks while u make tanks and paradrops whick can be fodders or annoy the #$%^ out of your enemy.

pieman224
07-03-2007, 10:57 PM
What's the best Building/Unit order to defend against a Soviet Tank Rush?

I played yesterday several times against the same player, and he tank rushed every time, so I knew what to expect- but still was unable to stop the rush.

I am thinking- If you know exactly your opponent's strategy (i.e. tank rush) you should be able to stop it.

I tried several tactics none of which worked. Ended up losing to a force of like 6-8 Rhinos each time.

1st try: Built 2 Grizzlies and 8 Guardian GIs. Tried to spread them around. His tanks came and started destroying my base. I sent my 2 tanks (which are fast but got destroyed quickly)However by the Time the GIs mobilized, got to where the Rhinos were he just sent them to the other side (or to my miners) and shot from there.

2nd try: Build 6 IFVs, 2 tanks and 6 guardian GIs. Put guardian GIs in IFVs. Went head on with the 6-8 soviet tanks and lost.

3rd try: Built 6 Rocketters and 2 tanks (The rocketeers drained my credits pretty fast slowing my production). The opponent (who saw the rocketters ) built a couple of flak traks . Rhinos and flak traks charged my base, The flaks slaughtered my rocketeers pretty badly.

Anyway what IS the best strategy against a tank rush? If I can survive unti I get the battle lab and have a cpl of battle fortresses with GIs out then I am safe. However all my attempts to defend against the rush are slowing my credit flow which Delays the battle lab (and fail anyway)



Build a bunch of prism towers and mirage tanks. also build pill boxes in case they take out your power

Daishi
07-04-2007, 01:19 AM
prism towers are fking expensive and are too easy to overpower. And a rush would happen BEFORE the battle lab, so no mirages.

truefeel
07-04-2007, 02:20 AM
Most likely even before radar.

hogo98
07-04-2007, 08:28 AM
Depending on how your opponent builds:p

truefeel
07-04-2007, 09:48 AM
If he goes so fast radar, he will most likely have an "economical depression" :p.

pieman224
07-15-2007, 03:21 PM
prism towers are fking expensive and are too easy to overpower. And a rush would happen BEFORE the battle lab, so no mirages.

oh yeah he did say "rush." Ive been awake for 4 days so i aint thinkin to straight right now. i stil know what im talking about though