Saturday, January 31, 2009

Second Post again

I wrote my second post while I was extremely tired, so I am re-writing it so that it is shorter and probably easier to follow. In case I miss some points here, I'm leaving the old copy up.

The primary goals of Rush are to be able to go on the offensive very quickly, and be very good at general map control. A common effect of these goals is that most of their units are quite fast. This means that they can cross the map more easily, and also move to engage an opposing attack force far more effectively than a Turtle task force.

At the onset of a skirmish or multiplayer game, two of the mod's three teams start off with a construction unit. For Rush, their builder unit, the "Constructor Transport", is not only fast but also serves as a decent, though risky, transport. Since they start with one, they can quickly move to attack or secure resources. It still needs to be filled up with infantry, which can take a little while to get from the game start.

This ability allows them to begin attacking an enemy position extremely quickly, though any savvy opponent will have by then built their own forces to counter, or have moved away entirely. Obviously, an early attack force will be fairly unversatile, but also be used as a stop-gap between better adapted forces.

Their map control is mostly about their build mechanics and their economy. We'll deal with the economy with a later post, but for now, map control is important. As Rush have no defence structures, they have two ways of staving off defeat. They can defend their base with units, an eventually futile endeavour as their units are designed for hit and run, or they can use their cockroach mechanic. All of their buildings can build their constructor unit, and their constructor unit is fast, so making a speedy get-away is important.

Ah, says the person who is paying attention. What if the bad guys catch your speedy, lightly armoured constructor unit? Well, yes, that is true. That's why you need map control. Your constructor will likely not survive an ambush, so you must always take steps to avoid that.

Of course, map control is also important for other reasons. A Rush player must, if his initial attack fails, attempt to keep its enemies on the back foot. Taking the initiative should be the foremost thing in your mind. Allowing a turtle player to take the initiative means (perhaps a lot of waiting, but also) that they will surely take you apart with super weapons, support powers, and their more powerful combat units. It should be noted that Rush chooses their battles, not in the same way as stealth, but by having faster units, and evading a strong enemy force.

Rush is also a very simple team, by virtue of having few units that perform all the necessary combat roles. In particular is the IFV, which is fast and lightly armoured, but can hold two infantry inside that can shoot out. By putting various different infantry in, the IFV functions as everything from mobile AA to artillery.

Anyway, that looks a bit neater, but is also shorter. Still posting on wednesday, for those who care.

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