RUSE: uneven teams make better gameplay

11 April, 2010 (21:19) | Game industry

Lately I’ve seen people leave in the first minutes of a 4-4 match. Sometimes they “loose connection” while joining, sometimes a Jumbo tank rush kills them.

Teammates abandoning you make a good game. Usually this gives you a lot of resources and land for the little time the 4 enemies don’t attack you. A good strategy is to dominate the middle and build many AA tanks, recon, AT guns and some long range artillery. This army will fend of any attacks while you grow in strength. Good recon saves many tanks, so make sure you cover the map with recon tanks, jeeps, or planes.

A good enemy team will try to outflank you and stay back while throwing artillery shells on you. They usually combine this with paratroopers on your bases, so it’s usually a good idea to let them cap those and destroy them so you’ll have one main base and one forward operating base where your main force is located. You will always loose the economy game (build tanks is not building admin buildings, or vica versa).

A bad enemy will attack you with the little armies they can build. Recon plus long range AT will let you destroy the armies they have. If they attack with artillery, play the radio silence card and attack their forces. Most tanks can take a lot of artillery before they retreat or are destroyed.

Today I played two of these games, the good enemy team was defeated on points, the other was defeated by destroying the enemy bases and forces within one hour. The first match was the most fun, the enemy was talking big how my teammates were leaving and how good they were, but once their forces were gone and two of their bases plus my teammates bases they conquered were destroyed they retreated to their side of the map. After destroying their forward bases they tried to outflank me while talking insults and such (it’s the anonymous internet), pity their air force was nowhere to be seen when a dozen heavy bombers fended them off.

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