Difference between revisions of "Rush"

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(Following the policy of be bold, I've swapped out a page about single-class gimmicks for a page about actual rushing strategies.)
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{{Quotation|'''The Soldier'''|If you know what's good for ya, you will run!|sound=Soldier_taunts03.wav}}
 
{{Quotation|'''The Soldier'''|If you know what's good for ya, you will run!|sound=Soldier_taunts03.wav}}
The '''Rush''' is an offensive strategy involving members of a team selecting a single [[class]] and attempting to push through the enemy together for a brief period.  
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The '''Rush''' is an offensive strategy where most of a team selects a rapid combat [[class]] at the beginning of a round, rapidly reaches and then overwhelms a position before the enemy can respond.
  
Coordination and the element of surprise are required for the Rush to work. The aim is to use the chosen class's advantages, along with sheer numbers, to overcome the opposing force. Often than not, the Rush may result in an opportunity to seize an objective, resulting in a quick decisive victory.
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The strategy relies on the strength of the classes chosen. You can conceivably choose any single class for an attack, but a successful rush requires an overwhelming amount of force. Only the Scout, Soldier, and Demoman have the strength and speed necessary to succeed, so only these classes will be discussed.  Other rushes may work at times, but they will succeed solely on the weakness of your enemies and not on the strength of the strategy.
  
==Class Rush Strategies==
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==Class rush strategies==
===Scout Rush===
 
The '''Scout rush''' strategy requires all team members (or at least a large majority of the team) to choose the [[Scout]] class and '[[rush]]' towards the objective, such as the center [[Control point]] on traditional Control point maps such as [[Granary]] or [[Well]]. The large number of agile Scouts all taking advantage of their double capture speed makes it likely they will capture the center point before the other team has enough manpower in the area to contest it. While the capture is still in progress, the remaining Scouts use their speed to slip past the advancing front of the opposing team to the perimeter control point and then the final point.
 
  
Scout rushes can also work on [[Capture the Flag]] maps.  Several Scouts taking different routes into the enemy base may overwhelm the emerging enemy team and not give opposing Engineers enough time to erect [[Sentry Gun]]s.
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===Scout rush===
  
''Note'': Some servers impose a limit upon number of players in any given class. Limits on the Scout class can reduce Scout rush effectiveness.
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The '''Scout rush''' is the original rush; it named the strategy.  Your team sends a large number of Scouts towards the objective, such as the central [[Control point]] on a traditional Control point map like [[Granary]] or [[Well]]. With their double capture speed, overwhelming numbers and excellent damage, the Scouts have a fair chance to capture the point before the other team has enough manpower collected to contest it.
  
The best counter for a Scout rush is several [[Sentry Gun]]s, as their automatic tracking renders the quick speed of the Scout nearly useless. Multiple [[Pyro]]s are also a good counter, due to the spread of the [[Flamethrower]] and the fact that the afterburn will remove nearly half of a Scout's health. A [[Natasha]]-wielding [[Heavy]] may also spell death at longer rangers; especially if he has [[Medic]] support.  
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However, Scouts have no staying power. They make poor Medic buddies, and superior Medic combos with Soldiers, Demos and Heavies will eventually win a fight of attrition against Scouts.
{{clr}}
 
  
===Soldier Rush===
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===Soldier rush===
The '''Soldier rush''' is quite deadly at close to medium range with an entire volley of rockets being harder for the enemy team to dodge. Your shock tactics and high mobility may allow you to steamroll over the enemy for a quick and decisive victory. A Soldier rush can be foiled however by a combination of [[sticky bomb]] carpets, [[Sniper]]s and/or [[Spies]]. Also without [[Medic]]s on hand, your Soldiers will suffer high damage that is unlikely to be healed, though [[Equalizer]]s will substitute for that to kill off distracted opponents. Pyros setting multiple Soldiers on fire can spell doom for the rush. All in all, the Soldier rush is a "do or die" tactic, where you will either win easily, or die quickly. Some Soldiers will carry [[Buff Banner]]s to aid the assault.
 
{{clr}}
 
  
===Pyro Rush===
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Like the Scout rush, a '''Soldier Rush''' relies on speed. With a [[Medic]] following close behind, multiple Soldiers can use a sequence of [[rocket jump]]s to beat most enemy combat classes to the objective.  They can occupy the best positions, threaten enemies with spam, and become valuable Medic pockets when the Medics catch up. They're flexible and effective against any class the enemy might send.
The '''Pyro rush''' can be an effective tactic in some cases, but is ineffective in most. While a high number of close range attackers with disorienting [[Fire]] damage can leave a team in chaos, you are also in deep trouble if you should encounter a [[Heavy]]/[[Medic]] pair with a ready ÜberCharge (highly likely at the end of [[setup time]]) who are likely to mow you down before you can deal serious damage. Also several [[Sentry Gun]]s can easily foil a rush.
 
{{clr}}
 
  
===Demoman Rush===
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In gameplay terms, rushing with Soldiers is really taking advantage of a competitive [[rollout]] on a larger scale. By combining this rush with a good set of Scouts, you're quite likely to handily defeat unorganized or poorly composed teams.
A '''Demoman rush''' or '''Demo rush''' combines a solid defense with strong offensive capabilities, with volleys of stickies preventing the enemy from moving forward or even leaving the gate. If they manage to get on the point and booby trap the entrances to the area then they can weather a sustained assault. The [[Pain Train]] is a very helpful weapon to carry if your focus is on capturing Control Points. A Demoman Rush is one of the few class rushes that is able to overcome an [[ÜberCharge]]d pair. However, the rush is vulnerable to [[Spy|Spies]] and skilled [[Pyro]]s. Many Demomen rushes consist of the team using a combination of Sticky bombing Demomen (Using the regular [[Stickybomb Launcher]]) and [[Chargin' Targe]] Demomen.
 
{{clr}}
 
  
===Heavy Rush===
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===Demoman rush===
The '''Heavy rush''' is a tactic where you use the superior health and firepower of multiple Heavies to create a steamrolling vanguard few opposing teams can withstand. However, with low mobility and the absence of [[Medic]] partners this can prove a risky tactic. Eventually, the enemy is likely to overpower you and your slow speed may prevent you reforming the vanguard before the enemy have set up stronger defenses. On an unprepared foe this tactic can be devastating, though they are likely to be prepared a second time, and counter.
 
  
A subset of this rush is a Heavy+Medic Rush, in which half the team are Medics and the other half Heavies. This allows for a series of [[ÜberCharge]]s that can quickly destroy any unprepared enemy defenses.  
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Again, with a [[Medic]] following close behind, multiple Demomen can use a sequence of [[sticky jump]]s to beat most enemy combat classes to the objective.  This '''Demo Rush''' allows players to control an entire area of the map and lock down the entrances with grenade spam and sticky traps.  They're powerful fighters with great speed and top tier damage, but they have difficulty against Scouts and Soldiers at close range.  They also make relatively poor Medic buddies against skilled opponents.
{{clr}}
 
  
===Engineer rush===
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In gameplay terms, this too is really taking advantage of a competitive [[rollout]] on a larger scale. By combining this rush with Soldier and Scout backup, you're very likely to defeat unorganized or poorly composed teams.
The '''Engineer rush''' is normally ineffective except in specific circumstances. This tactic is best used with a large number of [[Gunslinger]]s ready to place [[Combat Mini-Sentry Guns]] to cover the construction of regular [[Sentry Gun]]s. In general, Engineers lack high direct damage attacks and Sentry Guns take time to build. It is often best to let the enemies get themselves killed on your Sentry Guns before rushing forward against their reduced numbers. This is far more effective on defensive maps and games such as the RED team in Payload maps, and it can also be used for more effective [[turtling]].
 
{{clr}}
 
  
===Medic Rush===
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== General rushes ==
The '''Medic rush''' is a tactic where you have an entire team of [[Medic]]s paired with other Medics. If you can make sure half the Medics have [[Blutsauger]]s and half [[Medi Gun]]s, this will make it harder to kill individual Medics. If all the armed Medics fire at once it can create a volley of syringes that will be difficult to dodge, along with a succession of [[ÜberCharge]]s which can make for an almost unstoppable assault. ÜberCharges necessitate a high level or coordination and teamwork however, and once they fade out you will be left vulnerable. This can be effective for capping individual points however. 
 
  
A "Medic Rush" can also refer to half of the Medics using the [[Übersaw]] while the other half [[ÜberCharge]] them. This is known as a [[Chain Über]]. The tactic requires good communication between players, and can be prolonged indefinitely with skillful switching between [[Übersaw]] and [[ÜberCharge]] roles.
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Single class rushes work when the classes have both speed and strength, but every class has its weaknesses.  Soldiers and Demos need Medics to rollout, Scouts have a difficult time holding territory because they can't spam, and other classes will eventually enter the mix. Pyros, Heavies, Gunslinger Engineers, Snipers, Spies; as the initial fight turns into a regular game, pure class strategies look less like good ideas and more like gimmicks.
{{clr}}
 
  
===Sniper Rush===
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To make a smooth transition from the first fight into the long haul, emphasize a mixture of the rush-capable classes and follow them up with a smaller band of powerhouses and support classes. Think of a rush as a team attempt to outrace your opponent to the best positions for the most important fight of the round. Have more rush-capable combat classes than your foes, but don't restrict yourself to a gimmick which threatens to collapse after the initial surprise.
The '''Sniper rush''' is very rare. Unless your whole team can aim extremely well, it will likely fail. The [[Huntsman]] may increase your chances of success, due to its strength at closer ranges. If your team is made up of effective players, then a Sniper rush's biggest impediment are fast classes, [[Sentry Gun]]s and [[Spies]]. The Sniper rush is most effective on maps which maintain large stretches of open space. Maps with tight choke points or an abundance of corridors can cripple the Sniper rush.
 
{{clr}}
 
  
===Spy Rush===
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Race for the point, but be ready to play regular Team Fortress 2.
The '''Spy rush''' is an uncommon tactic. It involves a large number of a team becoming Spies, then disguising as various classes and rushing the enemy base. If used correctly, then the Spies can sow confusion among the ranks. It may also allow the Spies to take down well-guarded turrets with the advantage of numbers and a larger supply of constant [[Electro Sapper]]s. A successful Spy rush may well give the Spies' team an opportunity to slip past the group hysteria and proceed with the fulfillment of the objective. Pyros can spell death to this tactic however.
 
An alternative play on the Spy rush is to adopt friendly disguises and equip the Dead Ringer, this may lead the opposing team to assume they have killed everyone, while the Spies sneak cloaked onto the control point.
 
 
 
==External links==
 
*[http://www.youtube.com/watch?v=F9W4GwWPiU0 Scout Rush]
 
*[http://www.youtube.com/watch?v=1FcB6yWJGhI Soldier Rush]
 
*[http://www.youtube.com/watch?v=Sm_-SBnFzPc Heavy Rush]
 
*[http://www.youtube.com/watch?v=UkSTFGInvCI Engineer Rush]
 
*[http://www.youtube.com/watch?v=tQWzJ3WNWxM Medic Rush]
 
*[http://www.youtube.com/watch?v=DDlvgrmM_6s Spy Rush]
 
  
 
[[Category:Strategy]]
 
[[Category:Strategy]]
 
[[Category:Glossary]]
 
[[Category:Glossary]]

Revision as of 15:44, 16 November 2010

If you know what's good for ya, you will run!
The Soldier

The Rush is an offensive strategy where most of a team selects a rapid combat class at the beginning of a round, rapidly reaches and then overwhelms a position before the enemy can respond.

The strategy relies on the strength of the classes chosen. You can conceivably choose any single class for an attack, but a successful rush requires an overwhelming amount of force. Only the Scout, Soldier, and Demoman have the strength and speed necessary to succeed, so only these classes will be discussed. Other rushes may work at times, but they will succeed solely on the weakness of your enemies and not on the strength of the strategy.

Class rush strategies

Scout rush

The Scout rush is the original rush; it named the strategy. Your team sends a large number of Scouts towards the objective, such as the central Control point on a traditional Control point map like Granary or Well. With their double capture speed, overwhelming numbers and excellent damage, the Scouts have a fair chance to capture the point before the other team has enough manpower collected to contest it.

However, Scouts have no staying power. They make poor Medic buddies, and superior Medic combos with Soldiers, Demos and Heavies will eventually win a fight of attrition against Scouts.

Soldier rush

Like the Scout rush, a Soldier Rush relies on speed. With a Medic following close behind, multiple Soldiers can use a sequence of rocket jumps to beat most enemy combat classes to the objective. They can occupy the best positions, threaten enemies with spam, and become valuable Medic pockets when the Medics catch up. They're flexible and effective against any class the enemy might send.

In gameplay terms, rushing with Soldiers is really taking advantage of a competitive rollout on a larger scale. By combining this rush with a good set of Scouts, you're quite likely to handily defeat unorganized or poorly composed teams.

Demoman rush

Again, with a Medic following close behind, multiple Demomen can use a sequence of sticky jumps to beat most enemy combat classes to the objective. This Demo Rush allows players to control an entire area of the map and lock down the entrances with grenade spam and sticky traps. They're powerful fighters with great speed and top tier damage, but they have difficulty against Scouts and Soldiers at close range. They also make relatively poor Medic buddies against skilled opponents.

In gameplay terms, this too is really taking advantage of a competitive rollout on a larger scale. By combining this rush with Soldier and Scout backup, you're very likely to defeat unorganized or poorly composed teams.

General rushes

Single class rushes work when the classes have both speed and strength, but every class has its weaknesses. Soldiers and Demos need Medics to rollout, Scouts have a difficult time holding territory because they can't spam, and other classes will eventually enter the mix. Pyros, Heavies, Gunslinger Engineers, Snipers, Spies; as the initial fight turns into a regular game, pure class strategies look less like good ideas and more like gimmicks.

To make a smooth transition from the first fight into the long haul, emphasize a mixture of the rush-capable classes and follow them up with a smaller band of powerhouses and support classes. Think of a rush as a team attempt to outrace your opponent to the best positions for the most important fight of the round. Have more rush-capable combat classes than your foes, but don't restrict yourself to a gimmick which threatens to collapse after the initial surprise.

Race for the point, but be ready to play regular Team Fortress 2.