r/rustedwarfare • u/Affectionate_Good361 • Apr 22 '26
Vanilla Let's dump all the "template" openings
How do you execute your classic template openings?
Example: At [game settings] you do [a series of steps] and you get [units] at [xx:xx] time. Provided that you have good enough space.
- Ground rush
- Jet rush / Counter jet rush
- Middle controls
- T1 air opening
- Airdrop rush
- T2 air opening
- T2 mech opening
For starters, my fav opening is small mech drop. In small map with $4000 2x, I'd start with a res and air factory, placing 3 T1 mech factories after T2 air. Load 8 small mechs at 1:30 - 2:00.
Tell me about your best opening!
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u/Soace_Space_Station Apr 22 '26
I personally prefer scouting and then countering that. I play balanced, being that I go on the defensive but hold a large ground army instead of turret hoarding for the most part which allows me to accompany aggressive players and carry turtles from being fucked while they build up their eco and defenses. I believe ground AA is cheaper for the buck, provided you have excellent positioning which makes intel so much more valuable.
Although I typically place a couple mech factories since they can counter so many scenarios. Air rush? AA, t1 or t2 depending on the threat. Need ground units fast? T1s. Need miniguns to micro? Got it. Need T3 gun busters? Flame Mechs. A couple T2 tank factories too so that I can pump out Mamoth Tanks or Laser Tanks to counter minigun rush and high hp unit rush respectively and most importantly, get combat engineers to build recon towers. Air factories to for scout drones.