The best way to stop a covenant rush

There are a few ways you can do this, some more effective than others. Below I’ll give a list of possible ways to stop the rushers dead in their tracks.

Option #1: The Turtle’s Shell Defense

This one is simple and fairly effective. Build your temple, then build a supply pad. After the supply pad, build a shield generator. The fourth slot should be used for a supply pad, and the fifth spot depends on whether or not the rusher stopped. If he stopped, build another supply pad, if he didn’t, add another shield generator. Eventually, he will get bored of attacking your shield and move on to attack your partner. No longer your problem.

Option #2: The Cannon Fodder

This is one of my personal favorites, and it works 90% of the time. Instead of making a temple at all, you go barracks first and start hoarding jackals inside your base. The shield upgrade isn’t necessary, as by the time the rusher arrives you should have between 8 and 10 jackals. This strategy works especially well against an arbiter. Once the rusher is gone, go temple 6th or 7th and make hunters asap to fight the enemy units.

Option #3: The Rage Quit

A favorite amongst lower level players. Just resign, why bother playing with rushers anyway? It’s just pointless.

Option #4: The popeisdamage Strat

As the arbiter you build your temple second, then delete your temple to get more money and just build all supply pads. You then rage everything down. Also works as prophet.

Option #5: Tourettes

Build two turrets right away in the front, then build on the spots behind them. Build in the very back last, to make sure you will have pads protected. Build a third and fourth turret when you have a chance, and go temple 6th. Then spam hunters/jackals. Works 90% of the time, especially in 3v3 games.

or even better…go temple first, shield second,blow up your temple and upgrade to citidel…

I really like the OP’s list. I’ll rage quit if I’m not in the mood to be rushed, but otherwise utilize said tactics.

could start with a shield generator and two supply pads followed by a temple…hoard the credits and unleash the prophet of regret’s cleansing ability on them while building more supply pads.

This has worked for me before a few times, but if I had to chose one of the options, I’d just take the rage quit. Never give any points to those who can’t play based on decent strategy.

Yooo MuslimPope :smiley: Didnt know you were on these forums…

Everybody listen to this man unless you are a skill 40 or above player. He knows what he is talking about :slight_smile:

Ok muslim I know we are pals and all and played together some back in the day, but I must say there are several issues with your suggestions here. This is purely constructive debate not harping.

  1. Building a shield early game is rolling over on your stomach and taking it. You sacrafice your economy and early supplies that could be used to help destroying their rush, instead of pawning it off to your teammates. Neither of which is a good strat.

  2. 8-10 jackals is very rarely effective, the reasons why are A. If the arby is just doing a fiendish harassment w/grunts he can rage them all down, same with brute. Prophet is obviously fail with shield just run away. B.If you are playing any sort of high level game there will be warthogs mixed in, in the beginning, which means all of your jacks dead leaving you with no leader no tech and exposed base.

  3. Not really a strat but ok.

  4. I had high hopes for this one I saw temple second, then I saw delete temple. 99% of the time this is a bad idea. The best thing you can do is to not upgrade pads because that=obvious target and big waste of your money if they kill it. Best thing to do as arby is temple third if you are playing D for the increased money. Get fiendish chop down whatever units they are making. If brute is smart and is microing brutes must rage some, but not much.

  5. This one is bad for the same reason as the first. You are using money on something that is to protect your base only and wasting money, however, turret is better than shield.

The revised way and I’m going to assume 3v3 as it is the most popular playlist, in 2v2/1v1 you can do the same thing but there are far more viable options for different situations, which are too numerous to list in one post.

As UNSC build warthogs or flamers depending on proper scouting. Warthogs are going to be your best option 90% of the time. You can either A. Defend with hogs against brute/prophet just micro well or B. (which I suggest) you can harass their base and force a recall and camp lift at the same time. Now in 3v3 you can run into issues with their team killing your hogs, but we are going to assume teammates are leaving you to fend for yourself on both sides of the ball. Hogs are also used to kill their hogs, clear expansions, clear hooks, stop expos, which is why I suggest hogs. Now there are certain times where you may want to go flamers I would not suggest on frozen valley because of map size, but possibly on exile (to claim hooks after diverting rush) or Fort Deen (closeness of bases you can defend anyone). If you do go flamers do not go too hard the right number of flames to build is dependent on how hard they are going into their rush, if it is an arbiter I would suggest 3 marines in the mix because they cost far more to rage down and is effective in stopping arbys. as UNSC turrets are very questionable, because they will pull off and go to a diff base, the only situation I may is on exile if you are in the front.

Now if you are UNSC and your teammate is getting rushed, you can go quick tanks which usually consists of 3-4 SPs R,R, VD and use a tank to pick off the covie it works very well against prophet/brute/hog attacks. Be careful with good arbys as they can rage down early tanks with relative ease.

As covie I rarely play defense I will almost always push offense because I know I can match the damage they will do to my base if not more, but if you are not confident in your rush ability then I would suggest the following. If you are the only covie on your team, you are a prime target, there is little reason most of the time that they will go to your opponents base vs. yours. So I like to go temple 3rd with two pads on one side first then temple. on the opposite corner of your first pad I will sometimes build a turret depending on covie leader that I am. If I am brute yes, as arby its a coinflip, as prophet no (you are a walking turret. As arby I will go fiendish you gain considerable health and dmg upgrades very useful in killing things. When to rage: Good brute that micros brutes (sucks but you must) and suicide grunts. Against everything else just fiendish chop. When possible attempt to put suicide grunts into their leader (very effective). As the brute you can upgrade either vortex or hammer, personally I like to upgrade vortex, but you are also going to want to build a back turret too. Vortex brutes,suicides,honor guards, hogs, flames, basically anything but leaders. As prophet, upgrade to blessed immolation, and build 3-4 honor guards (Most effective defense against any initial covie rush imo.)

Hope this helps, did not mean anything against you Pope, just from my perspective I think a little differently and thought I would point out why. I love to see people improve and spice up the competition, and MAYBE just MAYBE improve the teammates I get put with in 3v3/2v2 standard /WRIST.

Recently, I have never been rushed by a Covenant foe because all of my enemies are UNSC leaders. If they do happen to be Covenant though, they never rush. But just in case they do, I usually upgrade my Prophet of Regret first. It scares the rushers away very quickly. :slight_smile:

Lol at the randoms posting here…

He is clearly trolling.

To stop a rush, you counter attack or defend with brutes/grunts/EHG.

As unsc, you counter attack with hogs to spawn lock and do damage while base microing, building hogs and getting up turrets if necessary, then teching to gren/gauss

/thread

um

Pope, it’s good that you are spreading the word and I commend you for that but every one of your strategies are only concerned with the initial rush and you have not left any room for the rest of the match. I would advise anyone who is serious about this game to disregard your suggestions.