Heavy Rush

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A Heavy Rush was a standard strategy of sending a large amount of Heavy Offense at the enemy base, most often at the very beginning of the map. The main goal of a rush was to at least take down the generators and inventories, with taking over the base being an added bonus. The origin of the strategy is often credited to the Fallen Lords, who handed the Imperial Elite their only loss in OGL CTF competition and the strategy was often cited as one of the main reasons. Soon thereafter it became a standard strategy for maps such as Raindance where bases were extremely important to keep.

The Strategy

Using Raindance as an example, with a team playing a standard setup of 5 Offense and 5 Defense, a heavy rush generally consisted of four or even the entire offense - sometimes even some defensive players - suiting up for Heavy Offense and attacking the enemy base at roughly the same time or in a timely consecutive order. Often the rush involved the capper(s) and meant no attempts at the flag would be made during a rush. Some teams, such as the Pissed Off Ewoks, went so far as to designate roles for each player in the rush - the lead heavy's role was to remove the Heavy Defender guarding the base entrance, the 2nd heavy was to attempt to destroy all the turrets in the base, and the third, fourth, and fifth heavies would attempt to destroy the base's generators and then attempt to take over the base. While the vast majority of rushes came at the beginning of a map, teams often found success in rushing at other points in a map when having trouble breaching an enemy base or as a knockout blow when the enemy seemed to be hanging on to their base by a thread.

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