It seems nowadays, in 90% of my games (I mostly play 3v3), I will be rushed. Normally warthogs, but sometimes hornets.
Who knows what the best counter to rushing is? I have tried rushing them myself, setting up turrets etc.
It annoys me that people play like this, but I guess its a legitimate strategy and it’s my fault for not being good enough to counter it.
What’s everyones experience with it and how do you go about countering it?
Thread needs more info.
90% of UA games can be won by simply doing some sort of gauss build.
In 3v3 teams, how you counter rushes depends on the combo.
double arbiter / unsc usually relys on an arbiter defending the enemy brute if there is one, an offensive arbiter and an offensive unsc spawn locking one of the offensive covys.
This combo is generally countered by having a brute, as triple offense > double offense.
arby / brute has the brute go on offense, and the arbiter defend if the enemy team has a brute. If its arby brute v double arby, you go triple offense.
This is the hardest to defend, usually dependent on having a good arbiter on defense + hitting and spawnlocking the brute, then denying the arbiters summits.
If you are running double unsc on frozen/deen, you can go double gunner, force the enemy covy to recall while your covy plays defense. Or one unsc can go flamers into tanks to protect the covy, while the covy + hogs play defense.
Rushes;
Brute rush v unsc 1s = gunner + dbomb/cryo + ram brutes. Force the brute to temple 2nd/3rd by harassing, and force him to have cross vehicle turrets. The brute rush will be substantially weaker, and delayed. Go quick tanks after gunner, or gauss, or try to expo then dbomb kill the chief if needbe. You don’t want to build a barracks to defend on release/tundra, though you should always build one on the rest of 1s maps.
Brute mirror 1s/2s/3s= counter rush. Basically who does the most damage.
Arby mirror 1s/2s/3s = counter rush. See above. In 2s / 3s you can attempt to play defense if you spawnlock the enemy offensive arbiter, but this usually isn’t effective.
Brute v arbiter 2s/3s= arbiter defends with a turret protecting his back 3 pads.
Covy v prophet 1s = wraiths, quick banshee / beam rifle on hook maps
prophet v covy 1s = honor guards, a maybe turret then counter offense.
unsc mirrors 1s/2s/3s = go hogs. the alternative is cross turreting, but if you do this, you allow your enemy to both get all the crates, and buy an expo as you won’t be able to deny it. In teams, you don’t have to always go hogs if you have an arbiter on your team.
Defending is usually only an option as an arbiter. Prophet can leave some ehg on defense, then port them in. Otherwise, the best defense is a good offense. If you out damage them, they have to recall, thus rush = stopped.
UNSC’s best bet is to go gunner and spawnlock the enemy covy so they don’t get units through, then ram brutes/grunts/ehg, deny summits forcing a recall. Then go tanks / gauss.
> Rushes;
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> Brute rush v unsc 1s = gunner + dbomb/cryo + ram brutes. Force the brute to temple 2nd/3rd by harassing, and force him to have cross vehicle turrets. The brute rush will be substantially weaker, and delayed. Go quick tanks after gunner, or gauss, or try to expo then dbomb kill the chief if needbe. You don’t want to build a barracks to defend on release/tundra, though you should always build one on the rest of 1s maps.
>
> Brute mirror 1s/2s/3s= counter rush. Basically who does the most damage.
>
> Arby mirror 1s/2s/3s = counter rush. See above. In 2s / 3s you can attempt to play defense if you spawnlock the enemy offensive arbiter, but this usually isn’t effective.
>
> Brute v arbiter 2s/3s= arbiter defends with a turret protecting his back 3 pads.
>
> Covy v prophet 1s = wraiths, quick banshee / beam rifle on hook maps
>
> prophet v covy 1s = honor guards, a maybe turret then counter offense.
>
> unsc mirrors 1s/2s/3s = go hogs. the alternative is cross turreting, but if you do this, you allow your enemy to both get all the crates, and buy an expo as you won’t be able to deny it. In teams, you don’t have to always go hogs if you have an arbiter on your team.
>
>
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> Defending is usually only an option as an arbiter. Prophet can leave some ehg on defense, then port them in. Otherwise, the best defense is a good offense. If you out damage them, they have to recall, thus rush = stopped.
> UNSC’s best bet is to go gunner and spawnlock the enemy covy so they don’t get units through, then ram brutes/grunts/ehg, deny summits forcing a recall. Then go tanks / gauss.
^----this is all you need to know as a covy player to win the majority of your matches…high level games come down to who adapts best from this based on the situation at hand
Thanks guys! This is helpful. It would probably be more helpful if I wasn’t a noob and fully understood all of it. However, I really like this game and want to reach a high-standard of play style. I will keep practising.
Thanks for the help!
Anti air turrets and cobras locked down. When my friends and I play I handle defense while they run off to get killed. Labyrinth is my favorite map after a few pushes against my cobra blockade people usually stop trying to go through the middle. I usually have wolverines right behind the cobras too to the eventual vulture drain-o plan fails miserably plus I go with Anders for added anti air and so I can get those dual launchers faster.
p.S. If you get 4 vultures out fast the enemy will -Yoink- bricks.