Lately I’ve been seeing a rush tactic in 3 v 3 or 2 v 2 where the team uses Colony, Johnson, and any other random leader. They will rush Colony to the other leaders base and use Johnson’s bunker drop to protect the units. While colony in the bunker his weapon is very powerful and has a very long range, he also HEALS the bunker! This is extremely difficult to break, actually game breakingly over powered. I haven’t seen it stopped and I don’t think it is possible to stop, maybe you can counterattack their base and go for a base trade within the first 5 minutes. That’s really lame.
Honestly this combo is way too powerful, they need to reevaluate the leaders and the leader powers and lower the power of the lower tier abilities. This whole game has devolved into spammy rush tactics. I know that every strategy game has certain rushes, but this game is especially vulnerable to cheesy rushes due to the powerful leaders and abilities so early on.
What… if… you out the same ampunt of units you put into that push for the base trade, into fighting it. You can be max pop flamers marines snipers at 4 mins. You can stop it, promise lol.
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> What… if… you out the same ampunt of units you put into that push for the base trade, into fighting it. You can be max pop flamers marines snipers at 4 mins. You can stop it, promise lol.
You don’t think I did try to stop it? It’s a great rush that costs the team executing it nearly nothing. And I don’t think you understand how early this is coming, no way to be max pop when this arrives. All it takes is a hero or two and a bunker drop.
If anyone is interested in trying this, here is how to execute it. This is very effective with Colony, Johnson, and another leader that can get in a bunker such as Pavium in a 3v3, but works well enough with just Colony and Johnson in a 2v2.
Each team member proceeds with a standard build (harvesters, extractors, war council). Focus on getting the heros out in a decent time as they will need to rush across the map. - Once heros are out run them and the starting units over to an enemy base - At the enemy base Johnson drops a bunker - Put the heros in the bunker. At least two heros will be available at this point to get into the bunker. - As the other team’s troops all attack the bunker the heros will be shooting out and getting ranked up. - When the other team starts to make progress damaging the bunker use leader power heals to heal up the bunker, Colony’s heal is especially effective on the bunker. - Continue to drop leader powers on the other team’s resistance - By the time the other team finally overwhelms a bunker Johnson’s bunker power should be ready again, simply drop another bunker and put the heros in it again - Since this rush did not cost very much, your team should have reached tier 2 units by now and have some expansion bases. Build some healers and send them over to support the bunker, along with other reinforcements - With the heros shooting out of the bunker they have been getting ranked up. Combined with researched upgrades they should be beastly at this point and very difficult to take down even if they are outside of the bunker.The rush results in the other team being crippled with minimal losses and investment from your team. Honestly it’s such a great rush that everyone should do it in 2v2 or 3v3.
Unstoppable…Nope. As my teammates and I were one of the first to utilize this kind of strategy (but by no means saying we developed it), we definitely have been defeated a number of times or countered when using this rush albiet quite rarely. Our strategy is slightly different however and utilizes a two pronged attack that I dont wish to disclose because part of the game does involve having certain strategies that you want to keep close to your chest, but think of it as dealing with two bases being severely attacked at once, so much so that 90% of players almost immediately quit when the realize whats happening to them. As for many rushes from any kind of leader, preparedness is the key. Its all a game of chicken... You want to beat the rush, put pressure on your opponents assuming you dont know how to counter it. One of you is gonna have to divert their units to their base. Im assuming this in Non-Ranked battles, because you can`t really complain that your opponents are trying to beat you as quickly and efficiently as possible so that they rank up, so you have to be always aware that a rush is gonna happen, because unfortunately the passive get left behind.
Also, cheesy rushes, you know nothing of unless you played the original Halo Wars game. Warthog… All ill say
Hm I have come across a similar tactic, though two differences, one that they use Pavium rather then Colony. The other difference being once they heal the bunker they add a second bunker for snipers/rangers. Think they only thing that can come close to beating it would be trying to tech up fast as possible once you see Pavium/Johnson or Colony/Johnson. If you last long enough to get tech 2, pump our rangers/hunters while raining down your own leader powers.
I just want to add an extra note to this thread, if anybody is genuinely struggling to deal with a certain strategy then (as long as it’s not some game breaking exploit) there will pretty much always be a cost effective counter. In this case I can immediately see that you could just 1:destroy bunker with mines, 2 mass rush units and some ghosts/choppers and counter push. If you can’t think of one yourself, ask here or in a discord for solutions or for people to help you find solutions. Because quite frankly unless every champ team is using a tactic it probably isn’t unbeatable.
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> Lately I’ve been seeing a rush tactic in 3 v 3 or 2 v 2 where the team uses Colony, Johnson, and any other random leader. They will rush Colony to the other leaders base and use Johnson’s bunker drop to protect the units. While colony in the bunker his weapon is very powerful and has a very long range, he also HEALS the bunker! This is extremely difficult to break, actually game breakingly over powered. I haven’t seen it stopped and I don’t think it is possible to stop, maybe you can counterattack their base and go for a base trade within the first 5 minutes. That’s really lame.
>
> Honestly this combo is way too powerful, they need to reevaluate the leaders and the leader powers and lower the power of the lower tier abilities. This whole game has devolved into spammy rush tactics. I know that every strategy game has certain rushes, but this game is especially vulnerable to cheesy rushes due to the powerful leaders and abilities so early on.
This isn’t powerful at best its just annoying, also I believe you are mistaking Colony for Pavium because Colony’s hero does not heal structures however Pavium’s hero does.
All you need to do is put turrets on the back of your base and build suis, snipers, scouts then drop mines on the bunker.
This has been going on for a while and it is very annoying but beatable. The optimal way my team would do this is go Jerome, Pavium and Johnson this is stoopid good because Jerome essentially has 2 heroes he can call his mech out but what is so good about these 3 heroes are the synergy they have.
Johnson drops the bunker and he also has a healing stick he can drop, Pavium 's drone continuously heals the bunker, now this is where it gets good lol, Jerome’s passive time for heroes gives all your leaders and nearby units increased armor and damage. So not only do you have 2 Hero heals for your bunkers you now have added damage and amor. Now if you want to reach scumbag levels your Pavium player can try to steal a mini base early on preferably close to the base you are planning on rushing.
Once it’s built put a mega turret on it and there you have it. Three inspired Heroes and a Mega turret hitting a base. You Welcome!!!
This is even more fun with Pavium, as his hero can heal the Bunker from the inside. This strategy is fun and good for the memes, but isn’t all that great. A couple friends and I used to run Johny, Pav, and Colony doing this for the laughs in Team War. It’s only strong against players that don’t know what they’re doing.
Mines, rush units, some of the stronger heroes, and/or some scout spam would deal with this handily.
These are good tips. I didn’t know that mines will damage a bunker. The big thing about these rushes is that it creates a 3v1 situation, which if you have selfish teammates who don’t come to your aid… well then game over. I played Halo wars one quite a bit, loved it. Yes it did have a few cheesy rushes also, I used to employ them myself.
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> These are good tips. I didn’t know that mines will damage a bunker. The big thing about these rushes is that it creates a 3v1 situation, which if you have selfish teammates who don’t come to your aid… well then game over. I played Halo wars one quite a bit, loved it. Yes it did have a few cheesy rushes also, I used to employ them myself.
If your team isn’t coming to your aid in this situation why would they come to help with any rush, sounds like your problem is bad teammates and not unstoppable rushes
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> > 2533274863483546;2:
> > What… if… you out the same ampunt of units you put into that push for the base trade, into fighting it. You can be max pop flamers marines snipers at 4 mins. You can stop it, promise lol.
>
> You don’t think I did try to stop it? It’s a great rush that costs the team executing it nearly nothing. And I don’t think you understand how early this is coming, no way to be max pop when this arrives. All it takes is a hero or two and a bunker drop.
Doesnt think i know how fast hah. If your facing a 3s team playing a comp built to support upon itself then you need to play a comp built to play against it. There is always a way to defend a rush. Nothings unstoppable. What happens when they do that and they are all at your base and homeboy of yours pushes all base killers to their base. They cannot go back and defend. Theyll lose the base trade in the end. Regardless, people have done that many seasons with many different leaders to people doing it also with pav to heal it also, johnny to heal and anders double heal flamers or colony siphon. But ya know what. It can be stopped. Or you can aim to win the base trade.
you could have 40 pop grunts/marines by the time they waste time on building a hero unit. That bunker alone is just a garbage distraction go for the kill and hit the bases they wont have turrets that’s to much money to waste for a rush. Best you can do is prolong the inevitable and have the person being rushed get a second base, then just let the base being attacked live long enough for you to dole out enough damage for them to retreat for a defense. The main person to fear is Johnson and those -Yoink- mechs he has that just rip through everything, kill Johnson and you will be fine.
engage the leaders before they reach your base, or base trade with better building damage units. but if you really want an easy way to stop this, put a suicide grunt into the bunker one grunt at a time.