Once a helorush is confirmed, it’s wise to send your second CV to a deep forest the enemy is less likely to immediately search, or start inching it closer to the enemy spawn in preparation for a spawn swap. Doing this is more important than buying AA – again, even if you buy AA, it will not be possible to save your spawn CV, so you need a second CV hidden somewhere to avoid the automatic forfeit. In this case you’ll need to buy a third CV, ideally a heliborne infantry squad, and try to hide that in whatever time you have left. It is not possible to stop the helos before they reach your spawn. You must have a command unit hidden somewhere the helos won’t immediately find, to buy you time to counterattack or kill the swarm.įighting new opponents, you should send your second CV to cap a zone that is not directly between your spawn and the enemy one. If it turns out a helorush is coming and the swarm finds your extra CV while racing through the middle of the map toward your spawn, you’ve wasted it. Protecting the CV is where most people fail miserably. Foxtrot is by far safer in normal games, but you’ll regret it if you get helorushed, and if no rush comes you can redirect the CV to Delta should Alpha get dangerous. On Mud Fight, I always send my second CV to Alpha. By the time the rush hits you, you’ll have another 50-100 points. One minute of ingame time has already passed, meaning you’ve earned 100 points that you hopefully haven’t spent. So, you’ve spotted a rush, either by plane or by contact with your ground force. You don’t want to spend any time with a single CV even in normal games, because losing your only CV to flanking forces or blind bombing automatically forfeits the match. The plane can then be used to snipe recon helos or suspected CV transports.Īnother thing is to always start with 2 CVs – this is important not only to avoid falling behind in conquest points in case of a normal ground match, but also because if a rush comes, you can hide the second CV to buy yourself more time. One thing you can do is open with a plane that will be useful throughout the game, like a Puff or an ASF, and use it to get early warning if a rush is coming. If you don’t know someone is a rusher, or if they alternate rushing with playing normally at a level where you can’t win if you open with 400pts in reserve, you’ll be forced to deal with the helo swarm with a normal force. This way, even if they change nickname, you can keep track of them. The only trick I know here, courtesy of Dirty-D, is to add helorushers to your mute list. The meta level happens outside the match – if you know someone is a helorusher you can open with a massive point reserve and lots of AA on the field. There’s two dimensions to dealing with helorush. In ranked however you’ll want to try fighting the helorush if you value your points. Outside of ranked, the answer is easy – leave the game and find someone who actually wants to play. Helorushes are the only wargame tactic I consider illegitimate. Tanks with HEAT cannons can be surprisingly underwhelming because of this. No matter if we’re shooting from maximum distance or in a forest, a 12 AP HEAT weapon stays 12 AP. The big drawback of HEAT is that it doesn’t gain AP from range. With HEAT, even a 10pt WW2 gun or RPG can harm a superheavy. Lacking AP, a KE gun will simply not shoot. This is why 16AP is an important infantry RPG threshold – squads with 16AP can easily defend themselves from the common 2AV transports.Īnother HEAT advantage is that it always does at least 1 damage. This leads to HEAT oneshotting at 14 AP-AV difference, as opposed to KE where you need 18. That is to say, while a 10AV tank will take 1 damage from 10 HEAT AP, 1.5 damage from 11 HEAT AP, and 6 damage from 6 HEAT AP, against 21 AP it will take 7 damage (while 21 KE AP would only do 6.5). The first divergence from the KE formula is that after 10 points of AP-AV difference, HEAT starts adding 1 damage for any further overmatch. We start with 1 damage done, and gain 0.5 damage for every point of AP over the target armor. The formula for HEAT damage is on the surface similar to the one for KE. Like KE weapons, HEAT can’t fire on helos, planes or infantry only HE damage is used against these. Examples for HEAT weapons are infantry RPGs, ATGMs, and cluster.
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