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Nod MCV Rushing Guide

By MEXICANBROTHER - 16th August 2007 - 18:44 PM

Ok, so you want to MCV rush as Nod huh? It's a pretty viable option, and can even beat top players. However, it has restrictions just like every other strategy in the book. For starters, it doesn't work on all maps, nor does it work vs all factions. It's best used against GDI, not Nod but possibly Scrin. If nod were to ST rush you while you were MCV rushing, it would NOT be a pretty sight against Scrin it could work, but since you should try and capture a building, buzzer hives don't allow you to do that, however, it is semi-viable against a Scrin. I will explain in depth when is the best time, where is the best place, and how to use the Nod MCV rush.

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Top Replay demonstrating Nod MCV rush

Tournament Arena


For starters, let's talk about Tournament Arena (TA for short). TA is a pretty symmetrical map with blue tib that requires the opponent to expand to. Chances are if you choose Random or Nod, your opponent won't expand. Some top players expand anyways. So TA will probably be one of the harder maps to MCV rush successfully on, but it shouldn't be too hard if you know what you are doing. Like all other strategies, they usually only work against the same guy a few times, if even that much, unless you are a Random player.

Ok, so build orders, there is really only 1 solid build order that most people will use. My build order/strat for TA is as follows:

Build Order and Strategy

Crane > PP/PP. Unpack MCV when you place both PPs and go to your opponent's base. Next are what you queue on your crane while your MCV is traveling to your opponent : Refinery > Operations Center > War Factory/Shredder Turret. By time you get to your opponent's base, your War Factory (WF for short) should be ready. The best place to land your MCV would be next to your opponent's MCV. Place your turret hub as close as possible to your MCV and place each turret around it, giving it 360 degree protection from engineers. Place your WF next to his Refinery, or really anywhere you like or think would be a good spot. What you will be making from your WF are Flame tanks, which demolish buildings really quick, and if you put your WF near the building you want to kill or is most important to your enemy, your Flame tank will get repaired. You could even put it close to your turrets for protection from engineers. Now, use your flame tanks to kill your opponents buildings, microing your best, and keeping them alive, which if it's low on health, back it up behind your WF so your enemy can't fire at it and it can be repaired. If you are fast with the keyboard/mouse, you can sell your MCV, which gives you an engineer, a rifle squad, and $1250. Try and slip your engineer into your opponents MCV when you think the time is right, even if he sells it, that's good. You can tweak this a bit too. You could also make a barracks next to one of his buildings and make an engineer, or put your MCV next to his WF so you can prevent him from making tanks. If he expanded you could move your MCV to his WF and try and sell/capture it, or just make him sell it. All the while though, when you are rushing, make sure you make a second and third refinery to keep your money flowing. This essentially works the same against GDI/Scrin but, vs Scrin a buzzer hive will prevent you from capturing anything, which is why it's more effective vs GDI.