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Foundry Rush
07-22-2012, 02:49 PM
Post: #2
RE: Foundry Rush
To be honest, when you start out as player two on foundry I don't think boosting the shark is the best idea. Not only does it take 2 wits, but it kind of takes the shark out of play for a turn or too, and this gives player 1 all the more reason to take that wit space and continue with the rush.

I would say as player two start out spawning a runner on the spawn next to your base to see if there is a rush coming and then you can adjust accordingly. The best defense for the rush is to try and take out any runners in the beginning, because this removes the chance of them getting your sniper or healer, and it buys you more time. They then have to spawn another runner to kill yours and this uses about half of their wits for their next turn.

Also, if you do this you can really see the whole map and what the rush is so by buying yourself more time then on the fourth turn you can prepare yourself according to their rush.

Sometimes there isn't much you can do but if you can survive the initial rush then it shouldn't be too hard to win.
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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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