Halo Wars Vulture Rush

Discussion in 'Off Topic' started by RedNeck, Apr 30, 2009.

  1. Glasgow

    Glasgow Ancient
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    Vultures are horrible at fending off attacks. They are sloooooow, and prone to groups of units, especially infantry (idk if its true or not) or anti-air. I only use them when the coast is clear, and my enemy and his allies are preoccupied with fending off my attack, or my own allies attacks, like in the description, I think.

    So I just played a game yesterday, had about 8 or 9 Hornets, 3 spartans, and 3 squads of marines. I won't get into detail, but I was attacked by like, 15-20 or so Hawks, and amazingly I won. Somehow. Someone explain this?!?!

    My usual tactic is to build around 10 warthogs and a few squads of marines, and then gremlins, then build according to what my enemy has attacked me with, or his units that I have scouted out. I don't usually play Covenant so I can't say much about it.
     
  2. Telrad

    Telrad Ancient
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    2v2 and 3v3 don't consitute a balanced game. But I'll go with it.

    If my enemies allies help him to get Vultures, whats stopping my team mates from destroying the respective bases? Or to help me take out the Vulture rusher?

    If they help me, we win because 1 person isn't building units while 3 of us are. So, 3 players worth of units versus 2 players worth of units.

    Or, if my team mates start attacking the respective enemy base, my enemies allies will have to pull out from the Fast-Tech Vulture and have to defend their own base which gives me free reign on his base.

    Hawks aren't supposed to take on infantry or air units. They're mainly anti-tank.

    Never react to your opponent but rather make your opponent react to you.
     
    #22 Telrad, May 4, 2009
    Last edited: May 4, 2009
  3. QKT

    QKT Ancient
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    rushing is a nobhead tactic which ruins the actual purpose of playing games
    it just shows how much people are desperate to win
     
  4. gamewizard108

    gamewizard108 Ancient
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    You say that cause you lose alot dont chu?Rushing is just a different way of playing, there are some people who dont want to make the game last 3 hours you know.Besides in Halo Wars thats basicly the only other thing you can do ,I assume you never played another strategy game have you?There are some other strategy games where theres no need to rush.And did you know in most tournaments the professional players rush?maybe you should think before you post.
     
  5. QKT

    QKT Ancient
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    then why dont they go play a different game?
    basically the only thing you can do? there are other units you do know that?
    you havent learnt that games are for recreation[mainly]
    stop being a retard and think about it for a second
    i'm assuming the retard bit by the way you posted nothing of relevence
     
  6. Telrad

    Telrad Ancient
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    [​IMG]
    Apparently, you haven't learnt that games are for recreation too.

    Halo Wars was never meant to last longer then half an hour. The games units, upgrades, resource system, speed of units and upgrades all center around fast games. Not as fast as C&C but still fast. Halo Wars games aren't supposed to last longer then that.

    I think you're the person who's playing the wrong game. If you want your long epic battles, play Supreme Commander or Total Annialation.

    Yes, I know there are other units in the game and I can use all of them in the 30 minutes.
     
  7. RedNeck

    RedNeck Ancient
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    Update: Me and my buddies have been working on this rush and have discovered if one player masses an army of warthogs+gremlins and protect his teammates from on-coming rushers while the other 2 devote there time to vultures and support units like cobras or grizzlies it makes for a good game.

    it helps if the guy that builds the hogs and gremlins is in the middle and when they are done with the army they aid the other players by giving them resources.
     
  8. DimmestBread

    DimmestBread Ancient
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    This makes no sense. Its real time strategy. In real life, do people sit back in war. No, they try to win as soon as possible. Do you want people attacking you in your country (equivalent to your base) or their country (their base). Rushing is one of many tactics of real time strategy. Sure, some RTS games you can't rush (age of empires), but many others you can.
     
  9. Telrad

    Telrad Ancient
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    Since you seem keen on making this strat work, I'll tell you this much.

    One person should start out by attacking straight away. Any rush that works best for you. Leader rush, Hog rush, Scorpion rush, Banshee rush whatever. Do it and attack one person or all 3 (If you're attacking all 3, don't do it at the same time. Might seem obvious but...)

    The next person should do a mix, have some support units and tech up to Vultures. This person should be the one that keeps the above rush going or be the one stopping any counter-rush that the enemy has.

    The final person should tech up fully to Vultures, get the Vultures then help the other techer get to his Vultures while attacking the enemy with his Vultures.

    Ideally, it'll be a sort of like a talnt show. The first person builds up to the next person builds up to the next one. If you don't understand tell me.
     
  10. RedNeck

    RedNeck Ancient
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    I understand. The thing with the vulture rush is you can be as diverse as you want. Like you said you could start the rush with a different unit (first attack) and then bring the vultures in later when the battle is more developed (second attack)
     
  11. Nemihara

    Nemihara Ancient
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    I wouldn't say that it's a "rush" so much as it is a simple unit buildup. And the main problem with this is that my main tactic with UNSC is to build an extra Warthog to scout ahead at the enemy's base. A lot of people who do this unit buildup fail to realize how completely defenseless their bases are from a scouting attack. The Warthog itself does no damage, but the key point is intelligence. I know that if the enemy is building up their supply pads and their character is Cutter, they're probably going for infantry raiding. If they start stockpiling reactors, it's most likely an air raid if the character is Anders, although few do the vehicle rush, provided that they're using Forge. From there on, I just counter their unit type. It's a Rock-Papers-Scissors game. Infantry beats Air, which beats Vehicle, which beats Infantry. It's not perfect, but generally that's how it works.

    And when you're doing an attack with the primary forces being a difficult-to-produce unit, there's not a whole lot of diversity in your army that you're allotted. Putting a Barracks for a fake infantry attack means that you've already lost one Supply Pad. You're also subtracting from the amount of Vultures that you'd be able to put out. You could say, "But they'll be killed, so more Vultures would be able to come in later", but Vultures take a ***** long time to finish. You won't have the luxury of being able to produce all of your heavy units quickly enough to deal with an intelligence-aided attack.
     
    #31 Nemihara, May 5, 2009
    Last edited: May 5, 2009
  12. QKT

    QKT Ancient
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    make of what you want from a game, i want to make it worthwhile
     
  13. Telrad

    Telrad Ancient
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    The thing is, it really isn't.

    Your objective is to keep your enemy from your base or even seing your base. Problem is, you're build needs a lot of tweaking, in 1v1, to be able to do that. You have no main line units, and don't say that Marines are main line they're near useless at holding a line.

    You don't even need that much. All you need is a few Warthogs backed by something else. An Elephant, Marines and Gremlins do fine. A Spartan can help as well. You'd have to delay your Vultures by a minute, maybe two, if you really want this to work.

    Sometimes what you want to make your game be is impossible for it and has already been done by a different game. Again, Supreme Commander. Its even on the 360!

    Rushing is part of the genre and nothing is more satisfying then all those early attacks and when units count for a lot. Battles where if I lose one Warthog my entire attack falls to pieces. That shits more exciting to me then your 15 min no rush where all you have is one battle where **** blows up.
     
  14. RadiantRain

    RadiantRain Ancient
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    So you prefer to be destroyed and lose the battle, before you build any of your units.

    Rushing uses no tactics, no advance or premeditated thinking, and is plainly boring and unfair...
     
  15. QKT

    QKT Ancient
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    although in a 1v2 situation, i'd say it's ok
     
  16. Vicious Vice

    Vicious Vice Ghosts of Onyx
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    Rushing will be part of any RTS unless there is a specific no rush mode which I doubt will ever be in Halo Wars. Rushing although very infuriating for those on the receiving end is still a legitimate tactics and can easily be countered with proper counter units and base defense. Its best to build a force early on to scare away a rush or just to be ready to attack. In my book if by 5 minutes you dont have an army or defenses you deserve to get attacked and to lose. Your call Build an Army or Lose period.
     
  17. Telrad

    Telrad Ancient
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    EDIT: AARRGGHH, Ninja'd! Vicious Vice got it more concise then I did. So, listen to him.

    Sorry, what?

    I kinda' started to rant and may have lost the subject.

    I'm not sure that's what I wrote. I wrote that I prefer the earlier battles where losing one unit is a lot.

    And, rushing does have tactics, predetermined thinking and is completly fair. It may not seem that way for Halo Wars but that's because it's RTS lite, it still has some, just not as much as other games.

    For example, in RA3, there are so many more different rushes then Halo Wars. To list a few, Man Spam, Tank rush, ACV capture, Air rush, Naval rush, Tengu spam, Sickle T. Drone rush, Turret push (Allied or Soviet variant) MCV sell strat, dual rax, quick War factory, early harrasment, 3 ref, Empire dual rax man spam, barracks camping, Cyro rush, Quick-Tech and many mor ethat I can't think of. Each one of those have their disadvantages like the quick War factory leaves you unable to capture key points on the map and dual rax man spam requires you to babysit a lot of units in case the MCV crushes them. Empire dual dojo has the possibilty to be camped by a dog or bear.

    Tell me, do using any of those top strats require any thought? Probably not a lot but that's not really where the strategy comes in. It's in the reaction. Is my move more dangerous then my opponents? Should I call off the attack and defend my base? Should I press on?

    Considering that I listed a lot of early game strats and then I listed possible outcomes, how many possible sceanarios does that give us?

    Compare it to Halo Wars which has two viable early rushes, Leader rush and Hog rush. Of course there are more but you'd need a huge gap in skill to pull those off. What are the reactions that are possible? Pull out, build more hogs and build a new leader.

    And besides, thinking up early attacks never requires much thought. In anything.
     
    #37 Telrad, May 5, 2009
    Last edited: May 5, 2009
  18. RedNeck

    RedNeck Ancient
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    i think a rush requires skill in the sense that you need to be quick and efficient. If you get side-tacked from your rush you're screwed. It takes some tactical skill to be able to pull out massive amounts of units inside of 5-10 minutes. But i do think it takes more skill to play a longer game with no rushes
     
  19. Telrad

    Telrad Ancient
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    How so?

    Let's say one person was on top of the leaderboards of all ok and one was at the top of the "15 min no rush" leaderboards, who's better? Why?
     
  20. RedNeck

    RedNeck Ancient
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    The rusher would win the game definitely but stick that rusher in a game where you aren't aloud to rush and he will cry like a little baby
     

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