Command & Conquer: Red Alert 3/Rushes: Difference between revisions

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{{Header Nav|game=Command & Conquer: Red Alert 3}}
{{Header Nav|game=Command & Conquer: Red Alert 3}}
Rushes are strategies, usually early-game, that use speed, surprise, and numbers to win. They are effective early-game, because the enemy will not have had time to set up a proper base and their defensive capability is minimal. The primary goal of a rush is not, whatever you might have thought, to elliminate your oponent. A skilled commander will be able to survive one anyway. The primary goal of a rush is to cripple your ennemy's ressources, most of his production facilities and eventually his army, in that order. This allows you to sport the big guns significantly faster than he or she will, finaly giving you the condition to move in for the killing blow. The more difficult it is for your opponent to replace his losses, the more effective your rush will be. Be aware that failing to complete at least two of the discussed subobjectives will leave you weaker than you were at the start.
Rushes are strategies, usually early-game, that use speed, surprise, and numbers to win. They are effective early-game, because the enemy will not have had time to set up a proper base and their defensive capability is minimal. The primary goal of a rush is not, whatever you might have thought, to eliminate your opponent. A skilled commander will be able to survive one anyway. The primary goal of a rush is to cripple your enemy's resources, most of his production facilities and eventually his army, in that order. This allows you to sport the big guns significantly faster than he or she will, finally giving you the condition to move in for the killing blow. The more difficult it is for your opponent to replace his losses, the more effective your rush will be. Be aware that failing to complete at least two of the discussed sub-objectives will leave you weaker than you were at the start.


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