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The Rushing strategy is to attack the enemy base early, as a surprise tactic. Main objectives in rushing is to destroy the enemy base (at least as much as possible) or its economy (Harvesters/Refineries) to slow down base advancement. In a failed rush the player hasn't destroyed anything or not enough to cause the enemy harm, meaning that money spent on the rush is wasted.


GDI[edit]

GDI is lacking in rushing units, but has many semi-rushers, like Predators or Hammerheads. Units are expensive, which makes them less useful to rushes, but sturdy and powerful.

  • Predator Tanks: Build about five Predator Tanks to destroy their harvesters. This puts the enemy's economy down and it gives you time to build your arsenal. Watch out for enemy anti-tank infantry.
  • APC rush: Load a few APCs with an engineer and missile squads. Steal enemy ConYard/Drone Platform while shooting enemy units.


Nod[edit]

Nod has much better rushing capabilities than GDI or Scrin. Nod's units are cheap and maneuverable but they have weak armor and firepower.

  • Flame Tanks: Due to good firepower against enemy structures makes the Flame Tank perfect rusher. One Flame tank will surely burn defenseless base into ruins, even anti-tank infantry isn't safe from the flames. Attacking from two different locations with Flame Tanks is surely effective tactic.
  • Scorpion Tanks: If you dislike Flame Tanks, Scorpions will be the next choice. Cheap and fast units doesn't do much damage, but enough to destroy enemy's economy. Scorpion Tanks cost only $800, so they're really cheap.


Scrin[edit]

Scrin rushing capabilities are limited, but they do their job very well.

  • Disintegrators: You can almost immediately train Disintegrators to sweep enemy base. Train five Disintegrators and a couple of Buzzers and send them to the enemy's base. Destroy economy first, then raze everything you see.
  • Seekers/Gun Walkers: A bit slower and more expensive rush but still works. Train 3 Seekers and 2 Gun Walkers and do the job.