
Most importantly, you rely on the aliens expecting a phase gate rush, to concentrate on guarding the hives, and not make a co-ordinated attack for the res nodes, and for the gorge to get the 2nd hive up before any significant number of offence chambers have gone down, in anticipation for the "phase" rush. There are large flaws of this tactic, just as there are with phase rushing:ġ) If aliens take out one of your res node locations, you've had it, the game is very near to being lost.Ģ) You RELY on marines to follow orders, and you need 1/2 who are good with jp/hmgģ) 7 carapace lvl 3 skulks will kill the marine base, or a res node location without much problem. At any rate, 4 marines with jp/hmg would take down the hive pretty fast if they all shoot at it. With a jetpack, evading multiple skulks isnt impossible, if they dont have leap yet. If youve ever tried using hmg's on skulks, you would know how easy it is for them to get close to you. If you take care of him (i.e drop ammo/health), he can use his jetpacks to jump out the way of skulks, reload, shoot the hive, jump, reload, shoot the hive. command them to take out the first hive, and then the growing hive STRAIGHT afterwards."Īctually this isnt as hard as you think for the marines, and even 1 jetpacker/hmg can take out a hive. command them to take out the first hive, and then the growing hive STRAIGHT afterwards.
#RUSH TEAM FORUM FULL#
By this time, with a good gorge, the second hive will be about 1/2 way to being full grown, and the aliens have probably thought theyre close to victory. you can drop jetpacks and hmgs), issue jp and hmg to as many soldiers as possible (admittedly you will only be able to drop about 4 sets).
#RUSH TEAM FORUM UPGRADE#
upgrade armour, research jetpacks, and wait.Īs soon as the researching is finished (i.e. Next comes the armoury upgrade, then the arms lab, then proto lab. Marines are commanded to defend the three phase gate locations. Drop a phase in holoroom, and then the two res nodes there. Drop a phase and a res node there, leave 1 to guard it, and send the other marines to holoroom. Leave 2 to defend base, send the rest to Hera entrance and reception (should be 5 marines). Ns_hera 8 vs 8, start main base as if you were planning on a phase rush (IP x 2, Armoury, Obs, Phase Gate).

Giving an example of a jetpack rush would be easier than explaining the tactic fullly.

The idea is not to place a tfac anywhere, otherwise getting jetpacks will be delayed. This is mainly due to the fact that most aliens anticipate a phase rush, and the gorge gets that 2nd hive asap, after getting 3 defence chambers and a few nodes up. Actually, jetpack rushing can be more effective for the marines than phase gate rushing.
