Skip to content

Let's talk about our Red Rush strategy...

#27
Auto-translated
I can also provide arguments in favor of keeping the red-rush rule.

1. Red deprives blue of its growth, and not the other way around.
2. Red can buy an army on the first day, and this can be the key to victory if it decides to launch a fast build on that day.

I will also try to list the advantages of the red color:

1. Red is one day ahead, and if the game ends on red's turn, it means that it could potentially have done more to contribute to victory.
2. Red can double its mana on the first day of the week, while blue has a much lower chance of doing this on the 7th day of the week, again, if red decides to launch a fast build on its first turn.


Added 9 minutes later
Wicc

Countering the red-rush is extremely simple - don't leave a 127 (1x7) army in the opponent's reach. And if he is determined to take a key city, meet him at 127 and fight in the field.

That is, with skillful play from blue (which, apparently, Dima Surmay and R55Max are not familiar with), the red-rush can only work as a finishing factor. For example, if blue was unable to win the battle at 127.

You don't understand that with control, red will gather its growth and attack you. And if you were roughly equal at 127, then at 131 you will lose.
Besides, there are cases when a fast build occurs and armies are lost on both sides, in which case blue has no chance at all if the main city of blue is within reach.