[GS] What are the best rushes ?

gcampono

Chieftain
Joined
Nov 18, 2018
Messages
42
Hi, apologies if there are other threads that discuss this topic, but apart one mentioning knight rush I didn't find them and I heard someone mentioning a catapult rush.

I wanted to ask what kind of rushes are the most effective in GS, especially in Deity and Multiplayer settings. I know the answer is resource dependent, but let's assume that we have access to horses, iron and niter.

Is the archer/horsemen or swordsmen rush still effective?
Is it better to wait for war chariots into knights ?
Is it better to go for coursers ?
Is it better to go for musketmen?

Must these units be accompanied by rams / catapults / other units to be effective ?
 
So the term rush really just means that. A knight rush is really about rushing/beelining to knights whether it be for taking cities of pillaging lands. Because knight rushes were so strong and it took some time to get there people had knight rush strategies.
I have never heard of a catapult rush but I get it, it’s just another word for beelining the tech.
What you do once you have got to muskets depends on your wants and desires but if you want cities you are best with rams/towers/catapults.
The rules have been changed so you can no longer use cavalry with rams. This has made knights/horsemen less valuable and ground troops more useful. To me it was never about rushing a specialised troop type but getting a nice mixed army so am glad of the change.
Walls have more HP and archers tend not to be as good but if your weapon is suitably advanced it is still fine.
 
The rules have been changed so you can no longer use cavalry with rams.

Can you still use cavalry with siege towers?
 
any rush is an OK rush in my opinion. the best is a constant rush though all ages. first archers and warriors. as soon as crossbows are available upgrade to crossbows and continue rush. after upgrade to the next in line, i forgot the name, but it is the next in line upgrade from crossbows.

just keep it coming all game long. it only comes to a halt when you suddenly meet an enemy with mechanized inf's to counter your muskets... then basically its time to.... restart! :)

Mc
 
Just had a blast playing as Pedro (small, Deity) and going for a DomV after turtling with 4 cities up until BOMBERS. Had no horse, nor iron, nor coal, nor niter, nor inland oil, but that sacred small stack of aluminum saved the day. I used Reyna to buy a single Aerodome with a hangar and airport. Trajan had taken over 60% of our continent for himself. The 3 bomber units were enough to wipe him off the Earth and secure me all the power and strategic resources that I needed.

So, if you have a solid science lead and no cool toys to join the world stage... just keep rushing for the next strategic resource until you get the upper hand.
 
In my view, a rush is only viable as a domination-focused civ(if you want to win, that is), and as such it is best done using said civ's unique unit or a bonus at least. Another variant is a nuclear rush, which can obliterate anything provided you have enough uranium.
 
For mp i like to go for BW first for iron reveal. Then Horseback Riding. I build horsemen while gathering iron. When i attack with horses and archers i get Iron Working. I keep 2 warriors behind. Horses help to clean ennemy units. Then warrior to swords help to finish city if he rushed a wall in cap or earlier.

If i start with 2 or 3 horses that i can hook rapidly i will go straight for horses. But it's somewhat unusual.

Xbows+Knights are good too. Muskets are a must when attacking 50s def cities.
 
AH tech first. Get horses. 3 slingers-> archers. Hit before they have walls. Horses wreck face.

If no horses spawn, restart. LOL.
 
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