Had he cut off your power supply, you'd lose your turrets and build time for your building queue would be countered by his infantry spam as Soviets are cheap to produce and MG turrets are the weakest against infantry compared to the Sentry gun and VX turret. As a Turtle player, I have to troubleshoot strategies like this kind of Rush. If I had to figure out if this was your strategy with a Turtle play: terror drones to counter MCV deployment, flak trooper with mines to prevent crushing and sickles for crowd control. Conscripts aren't strong against peacekeepers but the sickle's tri-shot turret mounts gives them a wide coverage. Flak mines do extra damage to buildings in large groups and switching to the cannon for buildings isn't as fast with the rate of fire being that it is. That 2nd ref that other player put out wasn't necessary as that eco could have been put to use in managing his micro game happening in his base. There was a huge moment when all of your infantry were stunned and his MCV just sat there, he either had to crush ALL of them to stim the tide or bug the hell out. He didn't react quick enough and did neither which tells me he wasn't thinking about micro but macro play. Stingrays could have helped but you were already within reach and plays changed his strategy, I wager he didn't handle the pressure. I believe he was going for a map control and standard play with armor to steamroll, he didn't have navy or air so I'm guessing here. Lastly, going for the oil refinery was a mistake on his part, which it was $500 compared to the 1 minute of control of $3 per second. Not enough to make it worth his while, I'm not going to say much since you've already stated it: your incomplete ref wall. If that engineer was sent around the island via navy travel, he could have gotten a free building that he could choose from: power or refinery. Either choice would have given him a build radius to drop a crane, a barracks to capture the other choice, build up an economy on YOUR side and flak your forces behind you, stranding your mid section with little manuverability to rush as you're only choice would be Turtling. That lone walled ref of yours could have been his 2nd or 3rd depending on his macro game while holding his micro by delaying your advance. Overall, an excellent video demonstration and insightful strategy guide. It's always delightful to see what other players come up with
This is a really good analysis of the strat. I'd just like to point out though, Allied buildings other than MCV and prospector don't give radius, so if the opponent had really wanted that, they'd've had to have captured the ref and deployed a prospector.
This could have easily been countered with a few MG Defenses and better Conscript micro, though. Not to mention how the Soviet player managed to sneak a sickle in the Allied Spawn. Could've easily crippled Allied power by killing the Prospector before moving to the Power Plant. Allied Early Tech is arguably one of the easiest to counter.
Had he cut off your power supply, you'd lose your turrets and build time for your building queue would be countered by his infantry spam as Soviets are cheap to produce and MG turrets are the weakest against infantry compared to the Sentry gun and VX turret. As a Turtle player, I have to troubleshoot strategies like this kind of Rush. If I had to figure out if this was your strategy with a Turtle play: terror drones to counter MCV deployment, flak trooper with mines to prevent crushing and sickles for crowd control. Conscripts aren't strong against peacekeepers but the sickle's tri-shot turret mounts gives them a wide coverage. Flak mines do extra damage to buildings in large groups and switching to the cannon for buildings isn't as fast with the rate of fire being that it is. That 2nd ref that other player put out wasn't necessary as that eco could have been put to use in managing his micro game happening in his base. There was a huge moment when all of your infantry were stunned and his MCV just sat there, he either had to crush ALL of them to stim the tide or bug the hell out. He didn't react quick enough and did neither which tells me he wasn't thinking about micro but macro play. Stingrays could have helped but you were already within reach and plays changed his strategy, I wager he didn't handle the pressure. I believe he was going for a map control and standard play with armor to steamroll, he didn't have navy or air so I'm guessing here. Lastly, going for the oil refinery was a mistake on his part, which it was $500 compared to the 1 minute of control of $3 per second. Not enough to make it worth his while, I'm not going to say much since you've already stated it: your incomplete ref wall. If that engineer was sent around the island via navy travel, he could have gotten a free building that he could choose from: power or refinery. Either choice would have given him a build radius to drop a crane, a barracks to capture the other choice, build up an economy on YOUR side and flak your forces behind you, stranding your mid section with little manuverability to rush as you're only choice would be Turtling. That lone walled ref of yours could have been his 2nd or 3rd depending on his macro game while holding his micro by delaying your advance.
Overall, an excellent video demonstration and insightful strategy guide. It's always delightful to see what other players come up with
He did attack those stunned guys. He jumped on like 10 of them and shot the rest. Agreed it was super delayed reaction tho
All rush strategies are risky bro.
There's just a step between win and fail. If you can deal with risk, you'll have better chance.
This is a really good analysis of the strat. I'd just like to point out though, Allied buildings other than MCV and prospector don't give radius, so if the opponent had really wanted that, they'd've had to have captured the ref and deployed a prospector.
[Nevercheese Intensifies]
7:10 Hey look Master flipping guys😂
The fact that Allies can even pull this off is so broken
This could have easily been countered with a few MG Defenses and better Conscript micro, though. Not to mention how the Soviet player managed to sneak a sickle in the Allied Spawn. Could've easily crippled Allied power by killing the Prospector before moving to the Power Plant.
Allied Early Tech is arguably one of the easiest to counter.
Cool strat! Why didn't you put javelin soldier into the turret?
Because it lowers DPS severelly. Javelin inside multigunners is basically a strat against Vindicators thanks to the higher burst damage.
@@WhooshWh0sh awesome cheers
More like turret spam because rush means early attack
It’s not turret rush. It’s more like Allied duel barracks rush.
No nerfed allies its really good becuase they are the usa plus they are anti heavy armour though
usa most piece of crap country ever
"Because they are USA"
Wow, what a crappy reason to begin with
i was laughing my ass off when i read this@@paulyeung2544
Hey! Can you tell me why there is no +A on my keyboard?
And because if that... I can't put my turret into aggressive mode :(
what do u mean
There is no +A on my keyboard
@@CactusUwU1 what is +A for? Do you mean Alt + A? It's right left to your space bar
Wooooosh
Thx for letting me know
We need javs to be 400$ again