A massive rip in the in the very fabric of reality was caused inadvertently by the Scrins use of their rift weapon. This anomaly would eventually be known has the Dimensional rift. The effects were devastating, the time line was shattered and suddenly people, events, vehicles even buildings suddenly ceased to exist. Suddenly both GDI & Nod had vastly altered armies. Old technology was mixed in with the new, briefly the war was suspended, has both armies struggled to come to terms with both their loses and their new additions. And what of the Scrin? completely unaffected! It was 3 weeks after the dimensional rift that the first skirmish occurred. Nod forces destroyed a relief convoy that was moving to assist a small GDI outpost, all personnel were lost. Belatedly GDI declared war on Nod, the tools of war may have change, but Tiberium was still present, Kane still alive and mankind's future still uncertain.

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GDI Rig rush (Games : C&C3: Tiberium Wars : Mods : Command & Conquer: Tiberian History : Forum : General Tiberian History Discussion : GDI Rig rush) Locked
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Sep 13 2015 Anchor

This is GDI's specialised low tier rush.



GDI Rig rush! - Mod DB


It is one of very few tier 1 rushes that GDI has (the significantly weakened APC\engineer rush is another, although Nod can also do that rush).

This rush is based around using the RIG support power as soon has you place your War factory, and making sure that you deploy it has close to the enemies starting tiberium field has possible. Ideally you should deploy the RIG in such a way that your opponent cannot harvest their tiberium field without taking fire from the Battle base's cannons.

The smaller the map you are playing is, the easier this tactic will be. On larger maps, your opponent will have more time to react to, and counter this tactic.

  1. Build a power plant, and once it is placed build a Vulcan tower, which you will sell, and then send the Minigunner into the direction of your enemies base.
  2. Build a Barracks has soon has possible, build a single Minigunner squad and send it into the direction of your enemies base (this is important, especially on larger maps, has this first unit is revealing the area that you will send the RIG into. Remember that you cannot send the RIG support power into shrouded areas of the map). If there are any safe Tiberium spikes, build engineers to capture them (the extra income is vital for rushes), then build a few more Mingunners, for scouting and if applicable on the map, garrisoning structures.
  3. Build a Refinery and place it, then immediately build a War factory.
  4. Make sure that you have at least $2000 before you place your War factory (or you will not be able to use the RIG support power).
  5. Once you have placed your War factory, immediately use the RIG support power, try and place the target decal has close to the enemies starting tiberium field has is reasonable. Depending on whether your opponent is onto your tactic, you might have time to move the RIG into a most favourable position before deploying it into the Battle base, if not, deploy it to cover your opponents tiberium field.
  6. Click on your War factory and set a way-point that is close to where you have sent your RIG too.
  7. Queue up around 3 Hummers, then 5 medium tanks.
  8. Make sure that you have enough credits to repair your Battle base. It is doing the most cost effective damage, and is also keeping your vehicles alive!

The number of vehicle necessary to destroy the Battle base (if it is being repaired), is quite prohibitive at the moment it has been deployed. By time they start building enough vehicles, your vehicles should have joined the action. Good micro will win the day, but the odds are heavily in your favour in a vehicle vs vehicle fight.
The best way to counter this rush, is to have a large number of Rocket type squads (or Disintegraters for the Scrin) ready, preferably before the Battle base has been deployed, or at least to start swarming the deployed Battle base with these troops (obviously the Battle base is useless against infantry).
If this happens, simply build enough Hummers to counter them.

Build and then sell Refineries in order to increase your harvester count (so that you can use the War factory solely for vehicles to support your Battle base, and harass your enemy).
You might also want to build a second War factory at some point.

Counter

Has is always the case, if you have scouted well, then it is relatively easy to counter this tactic, although has with all good rushes, the speed that this gets done at, means that you will have to interrupt your initial harvester harassment or your building of an optimal economy (typically 2 Refineries, 5 harvester set up).
The problem with this rush, is that it is not visibly different to a standard build order for an opponent who is not going to rush (ie early scouting, spike capture, and quick War factory placement), you can only be sure that the RIG rush is coming once you visibly see the RIG being transported to its drop location!

If for some reason you were sure that your opponent was going to rush, you could build 5 Rocket type squads if you are GDI or Nod, with the idea being that you hopefully destroy the RIG while it is still being transported (the ideal solution), however if your opponent sees that you have attempted this counter, they can simply send the RIG into an area where you are unlikely to be able to destroy it before it is dropped off.
Please note that if you are the Scrin, and it is a small map, there is no way for you to destroy the RIG while it is still in the air, since the only tier 1 anti-air that you have is vehicle based, and you will not be able to build enough before the drop happens.
So with the Scrin, build loads of Disintegraters and have them ready for when the RIG deploys, if your opponent has been too ambitious, and they cannot get enough hummers to back the Battle base up, you should be able to destroy it very easily.

Conclusion

What is great about this rush, is that it can put both Nod and the Scrin on the defensive early in a match. This in turn makes it difficult for these sides to utilise their fast units that they typically use to harass GDI harvesters and such.

Good luck utilising this rush!

Edited by: Madin

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