Hey fellow players,
I am curious as to your collective thoughts with regards to the current early to mid game meta with the aggressive scorched earth playbook?
It is interesting from a high risk, high reward standpoint as it could easily backfire if it fails crippling the unsuccessful players economy.
In terms of rushing, I usually end up playing Vordious, Anders, and Serina to the end of establishing an early to mid game foothold in terms of map control by means of overwhelming power pylons, neutral bases, and in some cases proxying enemy secondary base plots initially with a core infantry or scout mix.
Vordius has a strong early game with his infused mine leader power, hero ability, infused engineers, and grenadiers/grunt squads. The aoe dot infusion gel can be applied to great effect in turning the tide against marine masses, scouts, and or be used as an indirect crowd control or area denial. I especially enjoy its extended utility in the transition to late game base sieging with the passive upgrade to its effectiveness, and by extension the number of units that may put this effect to great use with 2 leader point upgrades I.e Blisterbacks, wraiths, grenadiers, engineers, and the hero himself.
Serina’s cryo tech is quite similar in function to the infused gel’s utility only it’s more of a zoning and slowing mechanic to be employed for ambushes or the denial of enemy retreats. To be sure, even after her post-launch nerfs to the build up of the frosting mechanic or the dps effectiveness of the cryothrowers, and or frostravens it is still a force multiplier when used against an unwary opponent before he has time to counter with special units masses.
Anders on the other hand, has a strong start with a very good marine rush due to her reduced power cost and tech time on the first core grenade upgrade. Following that point, the utility of R & D allows you to effectively switch, and upgrade a mixed comp rapidly amidst changing circumstances. This can be employed to great effect if you use a standardized marine rush to secure early advantage, only to switch off into hornets/hogs as a result of the enemy massing snipers, rangers, hell bringers, marauders, hogs in an attempt to counter a perceived infantry mass. They are than out of luck as they have dumped in a lot of early to mid game supplies, and power currency into raising a counter than has already become irrelevant. Generally speaking, the power cost savings allow you to quickly research global unit and special upgrades rapidly to ensure competitive advantage in emerging firefights.
To be sure, while these 3 leaders offer different strengths or play styles as a means to this end of establishing early game supremacy; where do you stand on the forefront of being the catalyst or conflagration that is the rush player?