A very fast rush, often called a suicide rush, as if it fails to KO your opponent, you will almost certainly die.
Faction: GDI
Difficulty: Medium
Speed: 3-4 mins
Success: Low
Maps: Small, Medium, Large
Resources: Low
Power
Power Turbine
Barracks - 3 Light infantry to scout, 3 engineers.
Refinery
War Factory - APC
Radar (sell - use light inf to anti scout)
Pad
Tech Center (sell)
Service Depot (sell)
Disruptor
Carryall
The idea is to send the APC out with the engineers as soon as possible, attempt to steal the enemy's war factor or a refinery, do not steal their MCV.
Then follow up with the disruptor and attack the MCV first.
http://www.youtube.com/watch?v=kq3co2ggjQk
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2) "The Big & Bold"
A build order that leaves little to the imagination.
The idea here is to get as big as possible, with as many units as possible, and scare your opponent into submission by your sheer size and strength.
Faction: GDI
Difficulty: Medium
Speed: 10 Mins
Success: Medium
Maps: Medium, Large
Resources: High
Power
Power Turbine
Barracks - 5-10 infantry to scout
Ref
War Factory - 3 Harvs - Constant Titans
Ref
Ref
Comp Tower
Radar (sell)
Power
Power Turbine
2-3 SAMs
Expand to a near tib field using Power Plants
2-3 SAMS
Ref
Ref
Ref
The main focus of this build order is to be constantly building titans, whilst expanding quickly and protecting your base to establish map domination.
You will likely have to absorb a few attacks along the way, but as long as they dont KO you, a point will come where you have an overwhelming number of Titans that can be walked across the map and destroy the entire enemy base in 1 journey.
You want to amass between 15-20 titans, and send them in 2 groups, just beware of enemy EMPs.
http://www.youtube.com/watch?v=OdRob0h3DEk
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3) "The Usual Rusher"
A common rush, using a medium sized infantry attack followed up shortly afterwards with 2 disruptors.
Faction: GDI
Difficulty: Hard
Speed: 5 Mins
Success: Medium
Maps: Small, Medium, Large
Resources: Medium
Power
Power Turbine
Barracks - 30 light infantry, 10 disc men, send to enemy asap.
Ref
Ref
Ref (sell)
War Factory - harvester
Component Tower
Radar - sell
Pad
Tech Center - sell
Service Depot - sell
2x Disruptors
2x Carryalls
The plan with this one, is to get the small manrush out as soon as possible, and harass the enemy with it, distracting them and taking their attention away from the 2 disruptors you are about to fly in.
Try to keep your infantry rush alive for as long as possible, and if you can destroy any of their structures, that's always a bonus.
You want to remain unscouted for as long as possible, and you can use the infantry you get when you sell structures to kill off enemy scouts.
At around the 5 minute mark, your disruptors should be ready to fly in and wipe out the enemy base.
http://www.youtube.com/watch?v=J4KIhoRnq7A
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4) "The Endless Attack"
The idea behind this one, is to send your enemy a endless river of units, to overwhelm them and force them into submission.
Faction: GDI
Difficulty: Easy
Speed: 5-10 Mins
Success: High
Maps: Small, Medium, Large
Resources: High
Power
Power Turbine
Barracks - Constant infantry and disc men, send to enemy in waves of 25-30.
Ref
Ref (sell)
Ref (sell)
Ref
Ref
War Factory - Constant titans, send to enemy in waves of 5.
Power
Power Turbine
Ref (sell)
Ref (sell)
Ref
The key to this one, is to keep sending waves of attacks to the enemy, constantly pressuring them and never giving them a chance to breathe.
This one works very well if someone is attempting to use a low economy rush against you.
You need to watch out for attacks, but chances are the enemy will be more occupied trying to defend your attacks, and wont have a chance to mount any offence,
http://www.youtube.com/watch?v=nDbuxdyakSE
Edited by SkeletonNod, 20 April 2010 - 09:01 PM.