Anyone have any good 1v1 strategies that don’t involve rushing? Also any good strategies on countering a rush would be good too, I like to play as cutter so strategies for him specifically would be appreciated
Step 1. Rush =)
Is there a particular reason you don’t like rushing or do you think it’s unsporting?
On 1v1 you should just focus on hogs/elephant early depending on if there’s hooks available, and if need be grab a turret or two (If you’re going two turrets build them diagonal from eachother for the best effect) and go into tanks from there from two bases, adding in a few wolverines if you really need them.
On the fist base you should usually have 4 pads, 2 reactors and a vehicle depot, then on the other get your reactors up asap and get power turret, destroy your 4th reactor and replace it with another vehicle depot. If you find that you still haven’t won even with max pop of tanks then take out one of your pads and use the for a field armoury…Don’t spend money on things such as ODST, or MAC upgrades, early, as a well micro’d tank will help you out a lot more…Basically double pump tanks until you win =)
Upgrading pads is required but that’s all too situational for me to be bothered to type out…general rule is the earlier the better though…Good luck, if you want to 1v1 lemme know, and I’ll try and help you if you do some things which aren’t so smart =P
I guess 1v1s just arent for me then, im a general and usually only play 2v2s with my friend whos also a general, we dont play too often but everytime we do we almost always win with ease, and we always have games that last 20 minutes plus with full upgrades and big battles and its alot of fun, rushes in 2v2s are also very easy to stop, but in 1v1s it seems like everyones rushing, and even if you do stop the rush your at a huge disadvantage resource wise, it ruins 1v1s for me, i like long drawn out games with big battles and super units, which is what i get in 2v2s, but if i have to rush in 1v1s to win i think im just not gonna play them, it really is just no fun in my opinion, and people always say its easy to counter a rush but its just not true, rushes come so fast and even with the proper units needed to fend it off you get put in a huge economic disadvantage
rushes in teams are not “easy to stop.” If you never attack before 20 minutes, you will never be able to play at a high level. Not that I care, just a correction.
I don’t even consider “Rushing” the correct term, it’s battling with early game units. It’s not really possible to skip the early game. (except maybe in deathmatch)
A rush is characterized by a player devoting his entire strategy to the early game attack to shut out his opponent as fast as possible, with little or no mid-to-late game plan. That’s totally different from harassing and slowing your opponent down by taking out something like his supply pads.
If you want to stop a rush, a good place to start is a fully turreted base. This will hold on its own in some, but not all cases. Also have an early elephant and barracks pumping infantry out (marines or flamers, depending on what you need more) two at a time. If your opponent comes at you fast, chances are he’s not coming with much, so you can win by sheer numbers. I know this isn’t all too specific, but I’m not a natural instructor, and I play prophet.
I hope you find success in holding off rushes, because it’s a really satisfying feeling when you do.
> rushes in teams are not “easy to stop.” If you never attack before 20 minutes, you will never be able to play at a high level. Not that I care, just a correction.
well me and my friend stop them with ease, when we see the opposing team playing as leaders that generally rush, we each make about 6 flamers, and if its a later rush with tanks or something we have a small army of tanks and hornets to stop them, and we do attack enemy expansions and such like that and we always get the reactors, but then even if we know we can end it we like to tech all the way up first before finishing the game
> > rushes in teams are not “easy to stop.” If you never attack before 20 minutes, you will never be able to play at a high level. Not that I care, just a correction.
>
> well me and my friend stop them with ease, when we see the opposing team playing as leaders that generally rush, we each make about 6 flamers, and if its a later rush with tanks or something we have a small army of tanks and hornets to stop them, and we do attack enemy expansions and such like that and we always get the reactors, but then even if we know we can end it we like to tech all the way up first before finishing the game
Underestimating your opponent is not a good plan, 6 flamers is hardly enough to stop a decent “Rush”, It certainly won’t help against an Anders or forge. (They use warthogs not infantry).
and leap of f8th, I play for the mid to late game, that is where all my preparation come’s into play . Just saying you have to play the earl game in order to reach the mid game, if our opponent attacks you early you have to be prepared to retaliate. and the Best defence is a strong offence, hit them before they hit you
if they’re busy defending it’s going to be hard for them to attack. Now the advantage is yours.
actually in 2v2s i play anders and my friend plays forge, and i never rush with warthogs, i just get hornets and spartans out fast while my friend gets tanks and spartans out fast and that will stop any attack that comes our way, unless we’re versing covenant then we make flamers, and after we stop a rush we work to finish off are army which ends up with me making 8 wolverins and 12 hawks, and my friend making 8 cobras and 12 grizzlys, works pretty much everytime, and 6 flamers each will delay a covenent rush and once they actually start rushing we just pump out flamers and make turrets and it stops it no problem
> If you want to stop a rush, a good place to start is a fully turreted base.
Ehh, that’s actually never a good way to start. If you do that, your opponent can just walk away and build up more, while you are stuck on your one turreted base. You don’t really stop a rush that way, you just delay your defeat.
> > rushes in teams are not “easy to stop.” If you never attack before 20 minutes, you will never be able to play at a high level. Not that I care, just a correction.
>
> well me and my friend stop them with ease, when we see the opposing team playing as leaders that generally rush, we each make about 6 flamers, and if its a later rush with tanks or something we have a small army of tanks and hornets to stop them, and we do attack enemy expansions and such like that and we always get the reactors, but then even if we know we can end it we like to tech all the way up first before finishing the game
That’s cool, but it doesn’t prove that “rushes are easy to stop”, because I guarantee the people you play aren’t very good, though there’s nothing wrong with that.
> > > rushes in teams are not “easy to stop.” If you never attack before 20 minutes, you will never be able to play at a high level. Not that I care, just a correction.
> >
> > well me and my friend stop them with ease, when we see the opposing team playing as leaders that generally rush, we each make about 6 flamers, and if its a later rush with tanks or something we have a small army of tanks and hornets to stop them, and we do attack enemy expansions and such like that and we always get the reactors, but then even if we know we can end it we like to tech all the way up first before finishing the game
>
> That’s cool, but it doesn’t prove that “rushes are easy to stop”, because I guarantee the people you play aren’t very good, though there’s nothing wrong with that.
not really true me and my friend are both generals and we are put up against other generals all the time, we just know how to stop a rush in 2v2s, also on another note, this thread proves to me that this game seriously has balance issues, in rts games you are supposed to be able to rush, turtle, or boom, and the fact that no one has posted a 1v1 strategy that isnt a rush shows that this game is a fail of an rts, why are there no good turtle or boom strategies? that are viable? i hope if they make a halo wars 2 they make rushes tougher to execute and make turtle and boom strategies more viable
> > If you want to stop a rush, a good place to start is a fully turreted base.
>
> Ehh, that’s actually never a good way to start. If you do that, your opponent can just walk away and build up more, while you are stuck on your one turreted base. You don’t really stop a rush that way, you just delay your defeat.
My bad, I didn’t mean to say turrets would stop a rush outright. But turrets do without a doubt discourage players from rushing, which gives you an opportunity to prepare for future attacks. And if they’re used with early game units, you could hold off a rush. You’re only delaying your defeat If you’re not being productive during the time it takes for the enemy to rebuild his forces.
> > > > rushes in teams are not “easy to stop.” If you never attack before 20 minutes, you will never be able to play at a high level. Not that I care, just a correction.
> > >
> > > well me and my friend stop them with ease, when we see the opposing team playing as leaders that generally rush, we each make about 6 flamers, and if its a later rush with tanks or something we have a small army of tanks and hornets to stop them, and we do attack enemy expansions and such like that and we always get the reactors, but then even if we know we can end it we like to tech all the way up first before finishing the game
> >
> > That’s cool, but it doesn’t prove that “rushes are easy to stop”, because I guarantee the people you play aren’t very good, though there’s nothing wrong with that.
>
> not really true me and my friend are both generals and we are put up against other generals all the time, we just know how to stop a rush in 2v2s, also on another note, this thread proves to me that this game seriously has balance issues, in rts games you are supposed to be able to rush, turtle, or boom, and the fact that no one has posted a 1v1 strategy that isnt a rush shows that this game is a fail of an rts, why are there no good turtle or boom strategies? that are viable? i hope if they make a halo wars 2 they make rushes tougher to execute and make turtle and boom strategies more viable
If you boom or turtle in 1s you lose because your opponent will out eco, and out army you, because he will expand, get hooks and pick up crates, or simply go and deny the depo/summits you were booming to. You have to always build units, you simply can’t hope to tech to ODSTs and that your opponent will let you do that.
In 1s you go hogs and flamers to harass, so that you can survive to mid / late game. UNSC is a “boom and turtle” to some extent when playing the covy, because their mainline are t2.
If you play unsc vs covy, you do turtle/boom, you just need flamers to harass hooks and hogs to camp / ram / harass.
I’d also like to point out that being a General or beating other Generals means nothing in this game. Yes, they have more experience, but most just don’t really know how to play ‘skillfully’. It is better to use trueskill as a skill measurement.
Also, it is a common mistake to mix up the terms rushing and harassing. They are completely different, and not that many rushes occur in 1v1 except in covenant mirrors like Brute vs Brute.
> not really true me and my friend are both generals and we are put up against other generals all the time, we just know how to stop a rush in 2v2s, also on another note, this thread proves to me that this game seriously has balance issues, in rts games you are supposed to be able to rush, turtle, or boom, and the fact that no one has posted a 1v1 strategy that isnt a rush shows that this game is a fail of an rts, why are there no good turtle or boom strategies? that are viable? i hope if they make a halo wars 2 they make rushes tougher to execute and make turtle and boom strategies more viable
I’ve actually been on the receiving end of this really good turtle someone put up against me in a 1v1. Essentially, it was just flamers, wolverines, and cobras with 4 upgraded turrets. Sit at your base with turrets and counters to whatever your opponent makes (and what your opponent makes NEEDS to be scouted constantly), and you’re pretty hard to crack.
Oh, and King Leonighdus knows where the heck it’s at.
> > > > > rushes in teams are not “easy to stop.” If you never attack before 20 minutes, you will never be able to play at a high level. Not that I care, just a correction.
> > > >
> > > > well me and my friend stop them with ease, when we see the opposing team playing as leaders that generally rush, we each make about 6 flamers, and if its a later rush with tanks or something we have a small army of tanks and hornets to stop them, and we do attack enemy expansions and such like that and we always get the reactors, but then even if we know we can end it we like to tech all the way up first before finishing the game
> > >
> > > That’s cool, but it doesn’t prove that “rushes are easy to stop”, because I guarantee the people you play aren’t very good, though there’s nothing wrong with that.
> >
> > not really true me and my friend are both generals and we are put up against other generals all the time, we just know how to stop a rush in 2v2s, also on another note, this thread proves to me that this game seriously has balance issues, in rts games you are supposed to be able to rush, turtle, or boom, and the fact that no one has posted a 1v1 strategy that isnt a rush shows that this game is a fail of an rts, why are there no good turtle or boom strategies? that are viable? i hope if they make a halo wars 2 they make rushes tougher to execute and make turtle and boom strategies more viable
>
> If you boom or turtle in 1s you lose because your opponent will out eco, and out army you, because he will expand, get hooks and pick up crates, or simply go and deny the depo/summits you were booming to. You have to always build units, you simply can’t hope to tech to ODSTs and that your opponent will let you do that.
>
>
> In 1s you go hogs and flamers to harass, so that you can survive to mid / late game. UNSC is a “boom and turtle” to some extent when playing the covy, because their mainline are t2.
>
> If you play unsc vs covy, you do turtle/boom, you just need flamers to harass hooks and hogs to camp / ram / harass.
well thats not what i mean really, in 2v2s i create an army of suffectient size to hold off a force while at the same time teching all the way up, i would never just research all the way to odsts without expanding or making an army, thats just dumb, but it seems like it 1v1s you very rarely get to tech all the way up because the name of this game is rush
> > > > > > rushes in teams are not “easy to stop.” If you never attack before 20 minutes, you will never be able to play at a high level. Not that I care, just a correction.
> > > > >
> > > > > well me and my friend stop them with ease, when we see the opposing team playing as leaders that generally rush, we each make about 6 flamers, and if its a later rush with tanks or something we have a small army of tanks and hornets to stop them, and we do attack enemy expansions and such like that and we always get the reactors, but then even if we know we can end it we like to tech all the way up first before finishing the game
> > > >
> > > > That’s cool, but it doesn’t prove that “rushes are easy to stop”, because I guarantee the people you play aren’t very good, though there’s nothing wrong with that.
> > >
> > > not really true me and my friend are both generals and we are put up against other generals all the time, we just know how to stop a rush in 2v2s, also on another note, this thread proves to me that this game seriously has balance issues, in rts games you are supposed to be able to rush, turtle, or boom, and the fact that no one has posted a 1v1 strategy that isnt a rush shows that this game is a fail of an rts, why are there no good turtle or boom strategies? that are viable? i hope if they make a halo wars 2 they make rushes tougher to execute and make turtle and boom strategies more viable
> >
> > If you boom or turtle in 1s you lose because your opponent will out eco, and out army you, because he will expand, get hooks and pick up crates, or simply go and deny the depo/summits you were booming to. You have to always build units, you simply can’t hope to tech to ODSTs and that your opponent will let you do that.
> >
> >
> > In 1s you go hogs and flamers to harass, so that you can survive to mid / late game. UNSC is a “boom and turtle” to some extent when playing the covy, because their mainline are t2.
> >
> > If you play unsc vs covy, you do turtle/boom, you just need flamers to harass hooks and hogs to camp / ram / harass.
>
> well thats not what i mean really, in 2v2s i create an army of suffectient size to hold off a force while at the same time teching all the way up, i would never just research all the way to odsts without expanding or making an army, thats just dumb, but it seems like it 1v1s you very rarely get to tech all the way up because the name of this game is rush
Games end in 1s when someone gets a lead. If i have 5 tanks, you have 5 tanks, and i micro my canisters better than you, and hit my mac while you miss, you are now on 2 tanks, i am on 4. Even on your side of the map, I have more tanks, thus I push and win.
In teams, if your unsc loses a tank lead but your covy has good rage micro / air lead, he will help you fight and thus, the game continues as the covy will help you out. In 1s, you don’t have a teammate to fall back on, so games end “faster”.
> actually in 2v2s i play anders and my friend plays forge, and i never rush with warthogs, i just get hornets and spartans out fast while my friend gets tanks and spartans out fast and that will stop any attack that comes our way, unless we’re versing covenant then we make flamers, and after we stop a rush we work to finish off are army which ends up with me making 8 wolverins and 12 hawks, and my friend making 8 cobras and 12 grizzlys, works pretty much everytime, and 6 flamers each will delay a covenent rush and once they actually start rushing we just pump out flamers and make turrets and it stops it no problem
then that’s where your going wrong, UNSC need hogs for the early game, I would be able to simply deny your hornets from ever coming out, and my ally would likely do the same to your allies tanks.
Also, on a side note, it’s impossible for your friend to have 12 grizzly’s and 8 cobra’s that’s more than full pop cap, unless your on about death-match in which cas there is no such thing s a rush. 
You can rush, turtle or boom in halo wars (Not really in 1’s, but in team games you can). But you can’t skip the early game, whatever your build the early game still happens and you have to be prepared for it. In order to turtle/boom you need map/hook control and you need to scout to see hat your opponent is doing. for this you need to play the earl game. it’s a simple fact. And in halo wars for UNSC the early game is pretty much Hogs, hogs and more hogs. with infantry for taking and holding hooks.
> > actually in 2v2s i play anders and my friend plays forge, and i never rush with warthogs, i just get hornets and spartans out fast while my friend gets tanks and spartans out fast and that will stop any attack that comes our way, unless we’re versing covenant then we make flamers, and after we stop a rush we work to finish off are army which ends up with me making 8 wolverins and 12 hawks, and my friend making 8 cobras and 12 grizzlys, works pretty much everytime, and 6 flamers each will delay a covenent rush and once they actually start rushing we just pump out flamers and make turrets and it stops it no problem
>
> then that’s where your going wrong, UNSC need hogs for the early game, I would be able to simply deny your hornets from ever coming out, and my ally would likely do the same to your allies tanks.
>
> Also, on a side note, it’s impossible for your friend to have 12 grizzly’s and 8 cobra’s that’s more than full pop cap, unless your on about death-match in which cas there is no such thing s a rush. 
>
> You can rush, turtle or boom in halo wars (Not really in 1’s, but in team games you can). But you can’t skip the early game, whatever your build the early game still happens and you have to be prepared for it. In order to turtle/boom you need map/hook control and you need to scout to see hat your opponent is doing. for this you need to play the earl game. it’s a simple fact. And in halo wars for UNSC the early game is pretty much Hogs, hogs and more hogs. with infantry for taking and holding hooks.
well when people hog rush us we both have a few hornets and tanks because our build allows us to get them out early, and tanks destroy hogs and hornets are cheaper and faster to build so i can keep pumping those out, and srry about saying my friend makes 8 cobras and 12 grizzlys, i forgot tanks use 3 population