Rushing-Easily counter-able

It’s easy to counteract a rush attack. First of all, if it’s only a few minutes into the game, it can’t be too forceful of a rush. Turrets are an easy counter to infantry, as are Jackals and Flamethrowers. For Warthogs, simply build something simple such as Rail Gun turrets or 1 Human Tank or a couple of Wraiths. If anyone has any questions, please post them here. Also, this is my first forum post/thread, so if this doesn’t belong here or I said something incorrectly, please tell me. Also, please have a polite discussion about this.

arbiter > infantry (except if you pump mass flamers but than you are way behind in the late game and you will see 15 banshees flying over your base when you have nothing )
suicide grunts > turrets

nuffsaid

> arbiter > infantry (except if you pump mass flamers but than you are way behind in the late game and you will see 15 banshees flying over your base when you have nothing )
> suicide grunts > turrets
>
> nuffsaid

I found jackals to be able to take out any infantry unit. Brute chieftain with 3 Veterancy stars. I killed one in less than 5 seconds with a full army of jackals.

> > arbiter > infantry (except if you pump mass flamers but than you are way behind in the late game and you will see 15 banshees flying over your base when you have nothing )
> > suicide grunts > turrets
> >
> > nuffsaid
>
> I found jackals to be able to take out any infantry unit. Brute chieftain with 3 Veterancy stars. I killed one in less than 5 seconds with a full army of jackals.

I thought we were talking about a rush ? if I go temple first and I brute rush you ( which means im at your base in under 2 min.) , i will kill some blessed warehouses and maybe stop a hall . Ofcourse at some point you are gonna get me of your base. But you have been set so far behind that you will see a lot of banshees within the next 3 min. Now what are your jackals gonna do ?

the best way to stop a rush is : go counterrush and try to do more damage to my base than i do to your base. try sneaking turrets up , try stopping unit prodution buildings , try putting a suicide grunt into my brute cheiftain ( if you are the arbiter ) , but in the mean time keep hitting my base. 9/10 times a “rush” is just to slow you down for the late game not to actually get someone out of the game.

Brute Chieftain + Brutes = Almost unstoppable rush.
If someone capable rushes your base with the above you might as well say goodbye to your base. Even if you somehow manage to defend against it which is very unlikely, the banshees or Wraiths will be at your door shortly after. =)

> Brute Chieftain + Brutes = Almost unstoppable rush.
> If someone capable rushes your base with the above you might as well say goodbye to your base. Even if you somehow manage to defend against it which is very unlikely, the banshees or Wraiths will be at your door shortly after. =)

its hard to stop a good brute rush yeah , but as anders just go warthogs and try to ram some of the brute squads as they try to teleport to their leader and then just keep harassing his base aswell. Also as prophet its not hard to stop a brute rush . elite honor guards > brutes

> > Brute Chieftain + Brutes = Almost unstoppable rush.
> > If someone capable rushes your base with the above you might as well say goodbye to your base. Even if you somehow manage to defend against it which is very unlikely, the banshees or Wraiths will be at your door shortly after. =)
>
> its hard to stop a good brute rush yeah , but as anders just go warthogs and try to ram some of the brute squads as they try to teleport to their leader and then just keep harassing his base aswell. Also as prophet its not hard to stop a brute rush . elite honor guards > brutes

But as I said if you do manage to hold him back, the Banshees (> Honour Guards) or Wraiths (>Hogs) will be at your door shortly after.

There are two things I feel need to be noted here. First of all, the best way to learn how to defend a rush, is to learn how to rush. If you use a similar tactic as your opponent, and stay defensive, you will have a larger army by the time your opponent makes his way to your base. Using rushing tactics and not rushing can also help you secure an early secondary base.

Second, no one really rushes to kill these days. A rush is simply there to get your opponent spending early game resources, allowing you to strike around ten minutes in with little resistance. For example, my friend and I often go arbiter and cutter. He “rushes” with his arbiter- destroying any heavy supply pads, temples, reactors, and possibly a barracks or other unit building structure. This gets the opponents spending as many supplies as they can to defend, building turrets and flamethrowers. This costs them tons of supplies, and only costs him some suicide grunts and 100 supllies for teleporting back. During this, I elephant rush a nearby rebel base (unless I have a free base), and I start double pumping tanks. Withing 6-8 minutes I have ten tanks with canister shell near the opponents base, and my friend has banshees destroying anything that might get in the way. While this is within ten minutes, I don’t consider ten tanks and 8-14 banshees a rush.

> There are two things I feel need to be noted here. First of all, the best way to learn how to defend a rush, is to learn how to rush. If you use a similar tactic as your opponent, and stay defensive, you will have a larger army by the time your opponent makes his way to your base. Using rushing tactics and not rushing can also help you secure an early secondary base.
>
> Second, no one really rushes to kill these days. A rush is simply there to get your opponent spending early game resources, allowing you to strike around ten minutes in with little resistance. For example, my friend and I often go arbiter and cutter. He “rushes” with his arbiter- destroying any heavy supply pads, temples, reactors, and possibly a barracks or other unit building structure. This gets the opponents spending as many supplies as they can to defend, building turrets and flamethrowers. This costs them tons of supplies, and only costs him some suicide grunts and 100 supllies for teleporting back. During this, I elephant rush a nearby rebel base (unless I have a free base), and I start double pumping tanks. Withing 6-8 minutes I have ten tanks with canister shell near the opponents base, and my friend has banshees destroying anything that might get in the way. While this is within ten minutes, I don’t consider ten tanks and 8-14 banshees a rush.

This is why I’m loving Halo Wars more and more - it’s more tactical than a game of chess!

I’ve had the collector’s Edition since launch but stopped playing it years ago. I’ve recently started again (because the dlc were half price) and have even just bought the strategy guide off ebay, which is highly recommended by the way (the strategy guide that is, not ebay, although that’s good too).

> This is why I’m loving Halo Wars more and more - it’s more tactical than a game of chess!
>
> I’ve had the collector’s Edition since launch but stopped playing it years ago. I’ve recently started again (because the dlc were half price) and have even just bought the strategy guide off ebay, which is highly recommended by the way (the strategy guide that is, not ebay, although that’s good too).

LOL, I do love these forums. Then again, it doesn’t take much to beat the B.net forums.

Also, same here! I got to around cammander way back when (only due to all the rank updates), then just stored the game away. I played it every now and then, but never got very serious. I few months ago I discovered one of my friends was pretty into HW, so I got back into it. Now I feel bad because I rarely want to play with my other friends, seeing how they fail to see any strategy.

I don’t know if ensemble meant to make the game this excellent, but they did a great job with all the counter units (Thanks to 343 as well for supporting us with some updates and such.).

> There are two things I feel need to be noted here. First of all, the best way to learn how to defend a rush, is to learn how to rush. If you use a similar tactic as your opponent, and stay defensive, you will have a larger army by the time your opponent makes his way to your base. Using rushing tactics and not rushing can also help you secure an early secondary base.
>
> Second, no one really rushes to kill these days. A rush is simply there to get your opponent spending early game resources, allowing you to strike around ten minutes in with little resistance. For example, my friend and I often go arbiter and cutter. He “rushes” with his arbiter- destroying any heavy supply pads, temples, reactors, and possibly a barracks or other unit building structure. This gets the opponents spending as many supplies as they can to defend, building turrets and flamethrowers. This costs them tons of supplies, and only costs him some suicide grunts and 100 supllies for teleporting back. During this, I elephant rush a nearby rebel base (unless I have a free base), and I start double pumping tanks. Withing 6-8 minutes I have ten tanks with canister shell near the opponents base, and my friend has banshees destroying anything that might get in the way. While this is within ten minutes, I don’t consider ten tanks and 8-14 banshees a rush.

lol don’t make an elephant just make 4-5 warthogs get gunner and clear yourself a base and go help your arbiter harras. Or if you play against double covy or against a prophet just go more warthogs and maybe gauss depending on the situation. Warthogs are way more usefull than an elephant

You do all have good points about not rushing to win, rather then holding back until a team member can get a good force to attack.

The key is to have your opponent spend more money than you are. If you’re building all these turrets and infantry just to defend a simple rush, you will be vulnerable mid-game. Warthogs are very important, and I recommend getting used to making them. They are mobile and they can harass your opponent while defending the rush. Camp your hogs near the portal and just ram any brute squads that try to go through. Hogs are key when you’re playing against covenant early game, mid-game, and even late game. You want to aim for hogs + hornets or something of that nature because it is a hard combo for a covenant player to stop.

I’m glad there’s Halo Wars discussion going on. :stuck_out_tongue:

> The key is to have your opponent spend more money than you are. If you’re building all these turrets and infantry just to defend a simple rush, you will be vulnerable mid-game. Warthogs are very important, and I recommend getting used to making them. They are mobile and they can harass your opponent while defending the rush. Camp your hogs near the portal and just ram any brute squads that try to go through. Hogs are key when you’re playing against covenant early game, mid-game, and even late game. You want to aim for hogs + hornets or something of that nature because it is a hard combo for a covenant player to stop.
>
> I’m glad there’s Halo Wars discussion going on. :stuck_out_tongue:

That’s a very good point. I think I might try that.

> The key is to have your opponent spend more money than you are. If you’re building all these turrets and infantry just to defend a simple rush, you will be vulnerable mid-game. Warthogs are very important, and I recommend getting used to making them. They are mobile and they can harass your opponent while defending the rush. Camp your hogs near the portal and just ram any brute squads that try to go through. Hogs are key when you’re playing against covenant early game, mid-game, and even late game. You want to aim for hogs + hornets or something of that nature because it is a hard combo for a covenant player to stop.
>
> I’m glad there’s Halo Wars discussion going on. :stuck_out_tongue:

While I agree that the key is to have your opponent spend more than you I must say that there is two very easy ways to counter your following two points.

  1. Hogs outside base: I would continue my rush with what I have at your base while I lock my base and once I feel I have enough brutes inside I will unlock my base and my brutes will destroy the hogs. Brutes > Hogs.

  2. Hogs and Hornets (mid to late game): Hunters and Vampires will beat Hogs and Hornet easily. Now you might say that Hogs beat Vampires and Hornets beat Hunters, but Hunters beat Hogs and Vampires beat Hornets. But what makes Hunters and Vampires better is that the Vampires lock the hornets in place so the hornets can no longer shoot therefore the Hornets no longer counter the Hunters and all that is left is Hogs getting slaughtered by Hunters and in turn Hornets getting slaughtered by Vampires. If you retreat the Hogs then the Hornets will still die and you are now down half an army that will loose to Hunters.

And last but certainly not least, I too am glad that there is still a HW disscussion going on. =)

> While I agree that the key is to have your opponent spend more than you I must say that there is two very easy ways to counter your following two points.
>
> 1. Hogs outside base: I would continue my rush with what I have at your base while I lock my base and once I feel I have enough brutes inside I will unlock my base and my brutes will destroy the hogs. Brutes > Hogs.
>
> 2. Hogs and Hornets (mid to late game): Hunters and Vampires will beat Hogs and Hornet easily. Now you might say that Hogs beat Vampires and Hornets beat Hunters, but Hunters beat Hogs and Vampires beat Hornets. But what makes Hunters and Vampires better is that the Vampires lock the hornets in place so the hornets can no longer shoot therefore the Hornets no longer counter the Hunters and all that is left is Hogs getting slaughtered by Hunters and in turn Hornets getting slaughtered by Vampires. If you retreat the Hogs then the Hornets will still die and you are now down half an army that will loose to Hunters.
>
> And last but certainly not least, I too am glad that there is still a HW disscussion going on. =)

Well, I doubt you’d have as much money as you think you would.

I can have gunner hogs at your base pretty darn fast, probably before you reach my base.

Now you can either:

  • Continue to my base while trying to sneak up a turret, or
  • Defend with your leader

I’ll be able to deny your 3rd warehouse from being built with only three gunner hogs, denying your economy. Then once you decide to unlock your base (I’d have maybe 5-6 hogs by then), I’ll ram your brute squads. Ram > Brutes. Trust me. You’d be better off trying to get a turret up or just defending with your leader because vortex destroys hogs anyhow. If you manage to teleport some brute squads at my base alongside your leader, I’ll just defend with one or two hogs and continuously ram your brute squads and drive away before you have a chance to vortex them. You’ll end up recalling and I’d just drive away. Brute rushes are shut down easily if the brute doesn’t build an early turret. :stuck_out_tongue:

As for your second point, it depends on how the early-game played out. Covy players almost never can keep up with UNSC players in unit count. You may be able to get up some hunters and a few vampires, but not as much as you’d think.

> > While I agree that the key is to have your opponent spend more than you I must say that there is two very easy ways to counter your following two points.
> >
> > 1. Hogs outside base: I would continue my rush with what I have at your base while I lock my base and once I feel I have enough brutes inside I will unlock my base and my brutes will destroy the hogs. Brutes > Hogs.
> >
> > 2. Hogs and Hornets (mid to late game): Hunters and Vampires will beat Hogs and Hornet easily. Now you might say that Hogs beat Vampires and Hornets beat Hunters, but Hunters beat Hogs and Vampires beat Hornets. But what makes Hunters and Vampires better is that the Vampires lock the hornets in place so the hornets can no longer shoot therefore the Hornets no longer counter the Hunters and all that is left is Hogs getting slaughtered by Hunters and in turn Hornets getting slaughtered by Vampires. If you retreat the Hogs then the Hornets will still die and you are now down half an army that will loose to Hunters.
> >
> > And last but certainly not least, I too am glad that there is still a HW disscussion going on. =)
>
> Well, I doubt you’d have as much money as you think you would.
>
> I can have gunner hogs at your base pretty darn fast, probably before you reach my base.
>
> Now you can either:
>
> - Continue to my base while trying to sneak up a turret, or
> - Defend with your leader
>
> I’ll be able to deny your 3rd warehouse from being built with only three gunner hogs, denying your economy. Then once you decide to unlock your base (I’d have maybe 5-6 hogs by then), I’ll ram your brute squads. Ram > Brutes. Trust me. You’d be better off trying to get a turret up or just defending with your leader because vortex destroys hogs anyhow. If you manage to teleport some brute squads at my base alongside your leader, I’ll just defend with one or two hogs and continuously ram your brute squads and drive away before you have a chance to vortex them. You’ll end up recalling and I’d just drive away. Brute rushes are shut down easily if the brute doesn’t build an early turret. :stuck_out_tongue:
>
> As for your second point, it depends on how the early-game played out. Covy players almost never can keep up with UNSC players in unit count. You may be able to get up some hunters and a few vampires, but not as much as you’d think.

My apologies, I should have mentioned that I’m not talking about 1v1 strategies. I’m talking about 2v2s, I have no doubt in my mind that in 1v1 a proper dedicated hog rush will beat brute rush, unless he gets up an early shield or a turret. But in 2v2s 2 Cheiftains will tear through a base faster than hogs, and if I see double hog rush happening it can easily be stop by preparing properly for it.

Oh alright. Yeah a 2v2 would play out a bit different.