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Grygus_Triss

To Rush or Not to Rush? A Tactic from Grygus.

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The first few minutes of a battle are often crucial. They do not always decide the battle, but often a bad start can only be rectified by some skilled/lucky playing, or the enemy making mistakes.

One specific tactic is the "rush".

Its deceptively simple, You rush into center of map, a choke point, the caps, and bunker down behind an island and shoot anything which tries to pass you. This is a move favored by light cruisers, especially those of the US.

This can deny an entire area to an enemy, especially if you have radar, and can take an enemy force half the game to get past you, if you have allies covering you.

But this can be a risky move, to work properly, you need to be fast, you need to identify where you need to go, you don't have time to wait for intelligence data to tell where enemy is, or for BBs to catch up, or to check if you actually have allies willing to follow you.

If you don't get there fast, the enemy could take it and bunker down first.

That's they key to success. Ally support. If the enemy rushes you, you cannot hold them back without support, if you have ally support, you could hold the enemy back all game, or even push them back (especially if you take out their DDs in the early push, DDs panic a lot when they encounter a CL where they expect a DD).

As a solo player, I have both been very successful, and very unsuccessful with this strategy. Either pushing forward, capping, radar and locking down enemies for allies to pick off, or pushing forward and getting trapped while enemies overtake me because my team has decided to abandon flank.

As stated above, speed is key, delay can cost you, but sometimes if you're unsure if you have team support, its better to hang back and push together, and hope the enemy has chosen the same tactic.

For other ships, if you see you light force rush forward, support them, your close presence can keep the enemy at bay.

For the light force, keep an eye on enemy and allies, if allies look like they're running, turn around and run before its too late.

And if you do rush successfully, remember, you don't always need to keep rushing, and if you do, wait for backup, solo ships pushing forward get killed.

This has been a midnight ramble from a captain who just successfully pulled off a rush and had a good game in his Worchester.

 

20201103_233859_PASC210-Worcester_16_OC_bees_to_honey.wowsreplay

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884
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My experience of Bumrushing is when i chose opportunity to strike and destroy.

 

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77
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It is difficult to do in the Asia Server due to the language barrier in the chat box. I call it the Babylon Factor.

But sometimes you get lucky playing with more experience players since they will feel where the team goes, or send someone from the team to do scouting - DD or CV - before rushing then adapt to the movement of the opponent.

 

 

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234
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boxchat is a non issue. hunker down and requesting support is enough. people with half a brain would see what needed to be done.

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If I am in a DD and I am positioned in a straight line to a cap I will try the rush cap straight up. Can beat radar ships to the punch sometimes.

If the CV drops fighter cover for me I normally pull it off too.

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4,066
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It depends on the situation. To effectively rush you need a combination of:
i) escape plan
ii) backup plan
iii) friendly fire support.

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927
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Methinks the confirmation bias might be strong in relation to this.......

Like all high risk, high reward strategies its hard to understand the expected results when they are extreme. Its easy to remember the times it works, and hard to remember how many times it didn't.

It would be highly map dependent, especially given the teamwork requirements.

As your favoured prey (DD) I'm looking and being wary of the obvious radar spots cruisers might try to get to early game. A cruiser in a difficult spot only really gives an advantage if the enemy does not counter somewhere else. The maps are usually pretty even in terms of key spots.

And on a side note yesterday I cracked 52% overall! My hax pax are working! :Smile-_tongue:

 

snip_20201104122703.png.59e53a3353b2554c43c7b4bdf900c875.png

 

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1,430
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Work sometimes . The key objective though had to be clear , you can rush to cap or you can rush to made a stand , an area denial. The problems always the support or lack of support for the most part. On Mid to High tier games Radar and CV had made it pretty difficult and unwillingness of most BB to actually tank and fight the front these days limit the effectiveness of such approach. Further hampered by the fact that all DD pretty much all hard countered at all tiers in such engagement distance .

Works better for standard battle mode 

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