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Foundry Rush
07-22-2012, 01:07 PM (This post was last modified: 07-22-2012 01:09 PM by swimj.)
Post: #1
Foundry Rush
So I think many of you are familiar with how nearly unstoppable foundry rushes can be. For example, here are 3 recent replays of me getting c(rushed) on Foundry as p2:

Rush 1

Rush 2

Rush 3

So I don't think I made any atrocious mistakes on defense, while there obviously could be improvements (specific pointers welcome and appreciated!). Given the circumstances, I played at my normal level, which is high masters/average ST (I've been up and down between the two leagues).

As many people have trouble with this rush, I was hoping there could be some discussion/advice of defense strategies and any replays of successful p2 defense.

Thanks in advance.
Before anyone else, Syvan already wrote this on another thread:

(07-22-2012 08:04 AM)Syvan Wrote:  
(07-22-2012 06:58 AM)Fluffysox Wrote:  May I ask what this rush on foundry is?

This may be better discussed in its own thread, but I'll just describe it here. The Foundry rush, or at least the variant that works for me, is based on the way the spawn geometry is setup. On turn 5 you can deliver three soldiers (2 boosted), a heavy, and a sniper to the front door not including the wit space soldier.

On the first turn, use the soldier and runner to take wit spaces. This gives you good vision and is necessary for the heavy to move toward the base. Move the sniper up 1 hex toward the enemy base, move the medic next to the spawn closest the enemy base and boost the sniper.

Next turn, spawn 2 soldiers, boost the one near the medic and move the heavy and the soldier toward the enemy base, but stay on your side of the column.

Next turn, move your soldier up, spawn a new soldier, boost and move it up next the last soldier, move the sniper forward again, behind the soldiers, and move the soldier on the wit space.

Next turn, start attacking, but your overall goal should be to sneak a soldier into the little backdoor where you probably win almost all of your foundry games.

There are several ways I've tried defending this, the easiest is to spawn a runner and take out the wit space to remove P1's vision and send your own wit soldier to the backdoor. The rushing player needs to respond with a runner of his own to retake the wit space, which will necessarily modify the rush, and next turn if he sees the soldier moving into position, spawn a soldier of his own.

The best defense seems to be to move the medic to the base spawn, spawn a couple soldiers on turn 4, a heavy on turn 6, and hope for the best. Boost everything you can. I've tried using snipers for defense, but they seem to be quickly dispatched.

I think the real problem is the backdoor on foundry. The rush could be easily crushed, but once that soldier slips into position, it's gg.

So yeah, hopefully it can be now discussed in its own thread.
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Messages In This Thread
Foundry Rush - swimj - 07-22-2012 01:07 PM
RE: Foundry Rush - mmorrison - 07-22-2012, 02:49 PM
RE: Foundry Rush - Syvan - 07-23-2012, 12:10 AM
RE: Foundry Rush - Alvendor - 07-23-2012, 03:37 AM
RE: Foundry Rush - GinoGinuzzi - 07-23-2012, 04:03 AM
RE: Foundry Rush - Alvendor - 07-23-2012, 04:48 AM
RE: Foundry Rush - Sakiehl - 07-23-2012, 11:45 AM
RE: Foundry Rush - Alvendor - 07-23-2012, 08:34 PM
RE: Foundry Rush - Fluffysox - 07-23-2012, 04:18 PM
RE: Foundry Rush - Harti - 07-23-2012, 10:18 PM
RE: Foundry Rush - CombatEX - 07-24-2012, 06:39 AM
RE: Foundry Rush - ArtNJ - 07-24-2012, 07:38 AM
RE: Foundry Rush - oneadamleft - 07-23-2012, 11:21 PM
RE: Foundry Rush - Bluegodzill - 07-23-2012, 11:53 PM
RE: Foundry Rush - wonderpug - 07-24-2012, 12:22 AM
RE: Foundry Rush - Cookie - 07-24-2012, 01:08 AM
RE: Foundry Rush - wonderpug - 07-24-2012, 01:21 AM

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