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Supreme Commander: Forged Alliance

Super Fast GG Rush (Poita_ vs SiN_)

#1Poita_  Dec 15 2007, 06:54 AM -
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This is a really short game and not entertaining in the least, but I'm just posting it to show some players that might be struggling with build orders on how to do a super fast GG rush on maps with wreckages (this can work on Crag Dunes too, although you are open to land raids)

Trans + 6 hunters ready at 2:40
GG in base with int at 3:15
Resign at 4:10

To the better players, what can SiN_ do against this? Once his power starts going down, he can't really spam ints any more. The only option I can see is to act as if you know the GG is coming and spam ints ASAP, put up an AA turret, or try and get 4+ ground AA.

The problem is that you just cannot scout it unless you are Aeon or go air first. Air first seems ok now, but engineers leave the factory slower, at least for Cybran.

Seems to be a bit of a guessing game, where if you guess wrong you end up disadvantaged. You can't really tell from the score very well because of the wreckages.
This post has been edited by Poita_: Dec 15 2007, 07:51 AM
#2MinimaDeMalis  Dec 15 2007, 11:22 AM -
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Well, he really messed up his BO, theres no way you should be stalling with -140 Energy in the first minutes.
Regardless is you plan a GG-Rush, expect one from your opponent or just want to build land - on wreckage-rich maps you need to build way more power than he did.

Theres no need to go air first - second fac is early enough to counter GG (as he did, but he stalled badly ). But not going Air second and building a scout & few ints is stressing your luck, especially if you`re stuck on a island
#3Gnats3  Dec 15 2007, 14:40 PM -
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Impressive. I think he would have had at least 2 interceptors up if he hadn't power stalled so badly, but you still probably could have pulled it off.
#4Irakly  Jan 29 2008, 01:29 AM -
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The SiN_'s BO was very bad. That cost him a game.
IMHO GG rush can be easily defended by 3-4 mobile AA (at least it will be able to stop first wave of GG attack) and by interceptors. Early production stalling is deadly in any case.
#5AncientSion  Jan 31 2008, 19:52 PM -
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3-4 aa will basicly do nothing at all to GGs. Apart from that, this thread was dead since 6 weeks ago.
#6Poita_  Feb 1 2008, 08:51 AM -
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QUOTE
The SiN_'s BO was very bad. That cost him a game.
IMHO GG rush can be easily defended by 3-4 mobile AA (at least it will be able to stop first wave of GG attack) and by interceptors. Early production stalling is deadly in any case.


4+ mobile AA will hold off the GG from your base, but it still leaves me open to prevent you from leaving your island. Also, those 4 mobile AA are taking away from your engineer production.

You need interceptors, but even then you need more than what I'm producing.

I've used this against several good players as well to good effect. In fact, I don't think I've lost a game on this map yet because of it.
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