Teron
12-09-2008, 03:35 PM
Boomer Rush. Stories told to children. And now it's coming back to own you.
Most experienced players take the insane power of the Boomer Rush as a given, and speak from experience. Just from reading the forums, a new player might find it difficult to comprehend why, exactly, the Boomer Rush is so feared. You can just blow up the Boomers, right? Next, I am going to construct a scenario to show just why it's perhaps the #1 broken strat in the game.
Let us presume two players of roughly equal and relatively high skill. They need not be geniuses, but they need to know what they are doing. One of the players is Iraq, one is Yuri. The map is mostly ground-based but has enough water for navy plays to be meaningful. Most importantly, bases are within Boomer range from the shore. If the past ground-based games are of any indication, the match will be really close. The Yuri player is faced with a choice: To Boomer Rush or not. Since Boomer Rushing is the optimal Yuri strat on naval maps, the Yuri player will do the Boomer Rush.
Let's say the Boomer Rush's monetary cost is X.
Now, the Soviet player, being competent, knows that there's a huge chance of a Boomer Rush, and is faced with three choices:
1. To not make any anti-Boomer defense
2. To also build a quick Nav Yard and spit out two Typhoons.
3. To utilize ground-based anti-air measures.
He will discard the first choice as sheer insanity: A Boomer left unchecked will undoubtedly blow his base back to the stone age.
Option two seems good: Nav Yard plus Typhoons cost about the same as a Sub Pen and a Boomer. We will assume that two Typhoon subs, if grouped together, are enough to destroy a Boomer in relatively short order.
Now, as the Boomer approaches the Soviet base, the Yuri player KNOWS it's defended, purely because he's likely to build a Boomer and it has to be stopped. As both the Boomer and the Typhoons are stealthed, neither side knows where the others' navy is. This leads the subs into a game of cat and mouse, with the following scenarios:
1. Catch: The Typhoons trap the Boomer well and blow it to bits
2. Slip: The subs end up meeting each other, but the Boomer manages to escape the trap. The guessing game commences again.
3. Breakthrough: The Boomer manages to get past the defences and fire.
This will seem like a relatively fair game until you consider the stakes:
Both sides have invested X:
Yuri stands to lose: A Boomer submarine. This is worth X.
Soviets stand to lose: At worst, a key building like a War Factory, Con Yard or a Refinery. At best, something like a Reactor or a Barracks that, while easily replaced, leads to a tempo loss.
The Soviets stand to lose much, much more and their investment in Typhoons doesn't really benefit their overall strategy after the Boomer threat is over: Typhoons are solely sea-to-sea weapons, so if the Soviets win and kill the Boomer, they break even.
If Yuri wins, he delivers a blow to the Soviets' tempo, at worst crushing their game, and may even be able to attempt such a hit again.
It is these unfair stakes of the cat-and-mouse game that make Boomer Rushes so efficient. With two Typhoons, it's a guessing game. If the Soviet player invests more, he falls behind on the ground and will consequently be at a disadvantage.
What about ground-based AA? Ground-based AA:
1. Flak Cannons. Bad choice. They can't move, Yuri will simply move. If he forces you to spend more on Flak Cannons than he on the rush, he won.
2. Flak Tracks. They clog up the War Factory, and Yuri gets ahead on tanks. Not a good idea.
3. Flak Troopers. Slow, but at least mobile. Pretty cheap, too. More than 6-7 and Yuri wins again.
Both Flak Tracks and Flak Troopers also suffer from the Cat And Mouse syndrome.
In the end, the Boomer Rush is a tactic that, for Yuri, breaks even at worst and wins the game at best. Therefore, there's absolutely nothing to lose by doing it.
(This topic is mostly meant to be a single reference that explains the power of the Boomer rush in detail, so the stuff doesn't have to be explained again and again to new players. Can be left to rot if not of interest.)
Most experienced players take the insane power of the Boomer Rush as a given, and speak from experience. Just from reading the forums, a new player might find it difficult to comprehend why, exactly, the Boomer Rush is so feared. You can just blow up the Boomers, right? Next, I am going to construct a scenario to show just why it's perhaps the #1 broken strat in the game.
Let us presume two players of roughly equal and relatively high skill. They need not be geniuses, but they need to know what they are doing. One of the players is Iraq, one is Yuri. The map is mostly ground-based but has enough water for navy plays to be meaningful. Most importantly, bases are within Boomer range from the shore. If the past ground-based games are of any indication, the match will be really close. The Yuri player is faced with a choice: To Boomer Rush or not. Since Boomer Rushing is the optimal Yuri strat on naval maps, the Yuri player will do the Boomer Rush.
Let's say the Boomer Rush's monetary cost is X.
Now, the Soviet player, being competent, knows that there's a huge chance of a Boomer Rush, and is faced with three choices:
1. To not make any anti-Boomer defense
2. To also build a quick Nav Yard and spit out two Typhoons.
3. To utilize ground-based anti-air measures.
He will discard the first choice as sheer insanity: A Boomer left unchecked will undoubtedly blow his base back to the stone age.
Option two seems good: Nav Yard plus Typhoons cost about the same as a Sub Pen and a Boomer. We will assume that two Typhoon subs, if grouped together, are enough to destroy a Boomer in relatively short order.
Now, as the Boomer approaches the Soviet base, the Yuri player KNOWS it's defended, purely because he's likely to build a Boomer and it has to be stopped. As both the Boomer and the Typhoons are stealthed, neither side knows where the others' navy is. This leads the subs into a game of cat and mouse, with the following scenarios:
1. Catch: The Typhoons trap the Boomer well and blow it to bits
2. Slip: The subs end up meeting each other, but the Boomer manages to escape the trap. The guessing game commences again.
3. Breakthrough: The Boomer manages to get past the defences and fire.
This will seem like a relatively fair game until you consider the stakes:
Both sides have invested X:
Yuri stands to lose: A Boomer submarine. This is worth X.
Soviets stand to lose: At worst, a key building like a War Factory, Con Yard or a Refinery. At best, something like a Reactor or a Barracks that, while easily replaced, leads to a tempo loss.
The Soviets stand to lose much, much more and their investment in Typhoons doesn't really benefit their overall strategy after the Boomer threat is over: Typhoons are solely sea-to-sea weapons, so if the Soviets win and kill the Boomer, they break even.
If Yuri wins, he delivers a blow to the Soviets' tempo, at worst crushing their game, and may even be able to attempt such a hit again.
It is these unfair stakes of the cat-and-mouse game that make Boomer Rushes so efficient. With two Typhoons, it's a guessing game. If the Soviet player invests more, he falls behind on the ground and will consequently be at a disadvantage.
What about ground-based AA? Ground-based AA:
1. Flak Cannons. Bad choice. They can't move, Yuri will simply move. If he forces you to spend more on Flak Cannons than he on the rush, he won.
2. Flak Tracks. They clog up the War Factory, and Yuri gets ahead on tanks. Not a good idea.
3. Flak Troopers. Slow, but at least mobile. Pretty cheap, too. More than 6-7 and Yuri wins again.
Both Flak Tracks and Flak Troopers also suffer from the Cat And Mouse syndrome.
In the end, the Boomer Rush is a tactic that, for Yuri, breaks even at worst and wins the game at best. Therefore, there's absolutely nothing to lose by doing it.
(This topic is mostly meant to be a single reference that explains the power of the Boomer rush in detail, so the stuff doesn't have to be explained again and again to new players. Can be left to rot if not of interest.)