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

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#62
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The main problem with red-rush is that for every 1 real red-rush, there are 10 "red-rushes" where a hero with growth runs into the opponent's scout hero or an empty castle. It is precisely for this reason that the idea of allowing red-rush is being pushed, and not at all out of a desire to help red. That is, to make the flow of the game more natural and less burdened by rules.

IMHO, an event that occurs in 1 game out of 50 can be safely ignored. Because out of those 50 games, with more or less evenly matched opponents, at least in 30 of them the outcome will be determined by some details of the layout that do not depend on the player's skill, but are merely created by the whim of the generator. How red-rush is worse than the rest in this regard is not very clear. A correctly sized Griffin Conservatory on the path or a conveniently located Dragon Utopia with control significantly outweigh the effect of a red-rush.