Brute vs Arby strats, 1v1 and 2v2

Hey guys, The only leader i’ve been having trouble with recently is the arbiter. In 1v1 i’m a rank 36 with only 40 games played in that playlist so far, but every time i come across an arbiter player it is really hard for me to do anything against him because he usually rages down anything i throw at him… I have tried brute rushing but usually lose everything except for my chieftain. On other occasions when i do not rush, I put up 1-2 turrets and try to get some jackals up quick but the arbiter will show up, rage my jackals, then import suicide grunts and take out my turrets then base. I will kill a few with vortex but the arbiter still seems to take me out pretty easily.

Any covenant players out there with some tips against the arby playing as a brute?

grunts with peon take 3 hits to rage down…that aside, after the initial brutes, get a hammer upgrade, its harder to kill a chieftain then brute squads…

hall 5th or 4th then spam grunts; he’ll run out of money and then just trash his warehouses gg. if he builds a turret it won’t do much against the grunt spam. if he builds jackals just vortex them while using grunts to kill his warehouses. don’t temple first rush because he will have enough money to rage your brutes and build a turret.

If they have 0 turrets, they are most likely saving their money to rage, so get inheritance and just deny their pads from coming up. Otherwise, mix in some brutes and target down blessed warehouses first. Micro the brutes the Arbiter is attacking so he is forced to rage them. If the Arbiter is raging a lot, you can also put your brutes near your leader so that the Arbiter may accidentally waste resources raging your Brute Chieftain a few times.

Temple 1st or temple 2nd is usually best, depending on the map size. If they make a lot of turrets, you should be able to either gain hook control, or on maps without hooks, you can just upgrade your pads and get a much better economy. On Tundra and Release, it’s usually a good idea to try to get a shield up after citadel so the Arbiter can’t counter attack and kill a lot of supply pads. It buys you time to get tech 2 and get some vamps or banshees out. Don’t make jackals mid-late game on these two maps. Constantly keep the pressure on with banshees and/or vampires. If you let an Arbiter tech up and get an equal number of vampires as you on Tundra or Release, you probably will lose.

An early grunt rush also can be very effective, but it’s more of an all in strategy. If the Arbiter deals with it correctly, you may have an economy equal to his or even behind his going into the mid game, which is not good. If he doesn’t defend well, you often will win the game very quickly.

Looks like the consensus here is using grunts, i’ll have to focus on getting a hall up asap and some grunt squads out hopefully before my base gets wrecked by suicide grunts…

@ bb2010 tundra is my worst map, i always seem to lose on it… when should i citadel on this map, as soon as i can or after i get some brutes or grunts out?

> Looks like the consensus here is using grunts, i’ll have to focus on getting a hall up asap and some grunt squads out hopefully before my base gets wrecked by suicide grunts…
>
> @ bb2010 tundra is my worst map, i always seem to lose on it… when should i citadel on this map, as soon as i can or after i get some brutes or grunts out?

(This did say 2v2, so here’s my 2 cents)

As far as the Grunts go, I’d recommend against using them on most maps (again, for 2v2). On a few maps, like Beasley’s, you can get away with a good Grunt rush. But, even still, the other team’s UNSC will have something to deal with your Grunts relatively quickly, which will force you on Hunters and can lose you the game if your teammate gets rushed too hard.

The mid-game goal of the Chief against an Arby in 2v2 is to slow him down enough to get some good damage in to the other team’s tanks. Grunts are definitely not a good way to damage tanks. So, building Brutes to deny pads is something I would do on a map like Docks or Repository because the Arby’s UNSC can help him easily and you need to do damage fast without impeding your Banshees too much. In 2s, you always have to have a Summit up before the Arby counter-pushes on your base with his tanks or you’re likely to lose.

Getting Inheritance is almost always a good idea when you’re up against an Arby because you need all the time you can get to make Banshees. Sometimes, Inheritance rushing is a good idea, but other times, it can be good to over-spam Brutes to ruin the Arby’s economy. It all depends on the situation. And be sure to avoid turrets like the plague. If it’s already built, don’t touch it and try to kill pads. All you have to do to beat a mediocre Arby is to deny one pad, kill another, and stay there for 3 more minutes. Make sure you spawn camp any Suies he might try to make and be ready to change your strategy fast if they spawn camp you. There aren’t hardly any good 2s Arby’s that play offense vs a Brute anymore and if you see them running over, 9 times out of 10 they’re cheesing. You should be on the lookout for the Temple 2nd Arby and be quick to get Citadel vs an early rush from an Arby. It’s usually pretty easy to get Citadel because you should normally have enough for Inheritance.

> > Looks like the consensus here is using grunts, i’ll have to focus on getting a hall up asap and some grunt squads out hopefully before my base gets wrecked by suicide grunts…
> >
> > @ bb2010 tundra is my worst map, i always seem to lose on it… when should i citadel on this map, as soon as i can or after i get some brutes or grunts out?
>
> (This did say 2v2, so here’s my 2 cents)
>
> As far as the Grunts go, I’d recommend against using them on most maps (again, for 2v2). On a few maps, like Beasley’s, you can get away with a good Grunt rush. But, even still, the other team’s UNSC will have something to deal with your Grunts relatively quickly, which will force you on Hunters and can lose you the game if your teammate gets rushed too hard.
>
> The mid-game goal of the Chief against an Arby in 2v2 is to slow him down enough to get some good damage in to the other team’s tanks. Grunts are definitely not a good way to damage tanks. So, building Brutes to deny pads is something I would do on a map like Docks or Repository because the Arby’s UNSC can help him easily and you need to do damage fast without impeding your Banshees too much. In 2s, you always have to have a Summit up before the Arby counter-pushes on your base with his tanks or you’re likely to lose.
>
> Getting Inheritance is almost always a good idea when you’re up against an Arby because you need all the time you can get to make Banshees. Sometimes, Inheritance rushing is a good idea, but other times, it can be good to over-spam Brutes to ruin the Arby’s economy. It all depends on the situation. And be sure to avoid turrets like the plague. If it’s already built, don’t touch it and try to kill pads. All you have to do to beat a mediocre Arby is to deny one pad, kill another, and stay there for 3 more minutes. Make sure you spawn camp any Suies he might try to make and be ready to change your strategy fast if they spawn camp you. There aren’t hardly any good 2s Arby’s that play offense vs a Brute anymore and if you see them running over, 9 times out of 10 they’re cheesing. You should be on the lookout for the Temple 2nd Arby and be quick to get Citadel vs an early rush from an Arby. It’s usually pretty easy to get Citadel because you should normally have enough for Inheritance.

good tips man, and i see you there on the top 10 spot on the leaderboards :stuck_out_tongue: So i pretty much need to send my chieftain over to the arby’s base as soon as he comes up… Then upgrade to inheritance asap, (which i have not been doing at all early on), i have no problem with non arby players because i have a really fast brute rush with a fast banshee fall back option. What should i do if an arby player gets to my base before my chieftain gets to his?

> good tips man, and i see you there on the top 10 spot on the leaderboards :stuck_out_tongue: So i pretty much need to send my chieftain over to the arby’s base as soon as he comes up… Then upgrade to inheritance asap, (which i have not been doing at all early on),

Always keep your Chieftain moving. If he’s ever in one spot for more than a second, that means you’re either picking up supplies or he has just died. The biggest reason for Inheritance is to buy time. If you won’t get anything out of upgrading Inheritance, don’t go for it. I always like to find the least-cost way for my rush to work and Inheritance is a big cost early on. Inheritance isn’t always a must when rushing an Arbiter, but it is definitely something you should always try to get when rushing an Arby. For example, if the Arby is on defense without a well placed turret, Inheritance is going to work out great. But, if he has good base-micro and an anti-infantry turret, you might as well just go to the UNSC and skip Inheritance for Banshees. Not hitting the Arby should always be a last resort for the brute, since the Arby is going to screw him in the mid-game.

> i have no problem with non arby players because i have a really fast brute rush with a fast banshee fall back option. What should i do if an arby player gets to my base before my chieftain gets to his?

The only way for an Arby to get to your base first is for him to go T1 or for you to be really slow when he’s on T2. If you ever see the Arby pushing to your base, check his Arby’s tech. If he doesn’t has Fiendish and his base is locked, go for Citadel with the money you have saved for Inheritance because you’re probably about to get cheesed. There isn’t a single good Arby player that will play offense against a Brute. If they push (assuming they’re a good player), all they can do is cheese you or they’re done for. If, for some reason, you see an Arby ahead of you, spawn your Brutes early so they don’t get raged down at your base. Even if you get spawn-camped by an offensive Arbiter, all you need is one Brute to do more damage than him. If he Suies your pads, he’s not camping you and won’t be able to sustain his economy while you’re rushing him. Plus, it’s a lot easier for you if he Suie pushes because Suicides are too easy to spawn-camp with 2 Hogs and a Chopper.

> @ bb2010 tundra is my worst map, i always seem to lose on it… when should i citadel on this map, as soon as i can or after i get some brutes or grunts out?

Ideally, you don’t want to get citadel until you upgrade at least 3 of your pads on Tundra. However, if you want to put a shield up 6th, make sure you time it right so you upgrade your base and make the shield before the Arby gets to your base for the counter attack. If you do a ton of damage with your initial rush, you can just go double summit banshees after citadel, which forces him to play defense until vamps.

Thanks a lot for the help guys, it helped last night in a 3v3 when i was brute and my two team mates were cutter/anders vs two brutes and an arby, i managed to hold them off on the second game we played them but being double brute rushed and suicide grunt rush is a -Yoink- to hold off :stuck_out_tongue:

> Thanks a lot for the help guys, it helped last night in a 3v3 when i was brute and my two team mates were cutter/anders vs two brutes and an arby, i managed to hold them off on the second game we played them but being double brute rushed and suicide grunt rush is a -Yoink!- to hold off :stuck_out_tongue:

If you were in Party Teams when that happened and not UA, then:

Deen:
Have had your Cutter build an Elephant and stick it down on your spawn pad. Then, build one front turret to cover it. That can hold off 3 Brutes with only 6 flamers or so, it’s pretty OP.

Frozen:
Anders and Cutter should each spawn camp one of their Brutes while you rush the Arby or your base will be stripped before you finish cheesing one of the Chieftains. After that, go double Gauss and it’s GG.

Exile:
Your freakin screwed, plain and simple. But, the good news is that your UNSCs can 2v3 pretty easy on that map. Cutter will expand next to you (unless you’re in the back, then you expand) and you rush the closest Covi and try to stay alive until your Anders has Gauss and Cutter can push them off with Tanks. To be honest, you don’t even need to live, you just need to slow one of them down a lot until you have Gauss.