Nuts and Bolts – Why the Rover Rush Works
Almost all successful Rover Rushes that I have ever seen or participated in are accomplished with Impact weapons, and with something right at four (4) rovers. Why? Because there is a very definite window of opportunity where it works, and as the game continues to unfold, it becomes increasingly less likely that the tactic will succeed. One cannot call the Rover Rush a “strategy” per se, because its implementation is purely tactical in nature.
Here’s the math behind why it works:
Consider a base assault in the early game. The attacker has built a transport and has a matched pair of 4x-1-2 (Nerve Gas) Rovers inside. He finds some unfortunate in the early game with comparable techs. To that end, we’ll give this fellow a synth garrison, a hastily upgraded former in the area (upgraded with synth armor), and a perimeter defense (this assumes that the defender spots his roving opponent and hastily builds one) Because the attacker is well…attacking, we’ll assume that he’s been in a few scrapes, and has three (3) levels of morale above his defensive counterpart, giving him a 37.5% combat modifier against his nemesis in synthmetal. Further, we’ll assume that the defender gets no modifier at all.
The math breaks down thusly:
Attacker: base 4 * .5 (gas) * .375 (morale modifier) = 8.25 total attack strength
Defender: base 2 *1.25 (base + perim) * .25 (sensor in rage) = 5.625 total defense strength
The attack proceeds as follows:
Rover #1 moves toward the base, attacks, kills the synth garrison easily. Base loses half its pop.
Rover #2 moves toward the base, attacks, kills the former, and has 1/3 or 2/3 moves left, enabling it to move in and capture the base, assuming there’s a base left to capture.
Net gain for the attacker: A Size One (1) base (maybe), and two dead enemy units with no losses for them.
Ouch.
However, let us assume that the attacker did not find anybody to pummel until he got missile techs, and let’s see how things shake out.
We’ll give our stalwart attacker two transports and four rovers, all nerve gas equipped as before. Once more, we’ll give the attacker three morale upgrades, while the defender gets nothing in the morale department (even though by this time, the defender is almost certain to have at least a 12.5% modifier thanks to worm fights, the presence of a monolith, or SOMETHING, but nevermind that. We’ll assume the defender is a total wuss, and that the only thing keeping him from having negative modifiers is the presence of the CC in the base). However, the defender DOES get ECM and comparable armor (Plasma). We will not, however, rub it in and give the defender pulse too….
As far as base defenders, we’ll assume that by now each base has two garrison units, and that when the defender spots the attacker, he upgrades an infantry based probe to plasma armor/ECM, and does the same with a nearby former (minus the ECM for lack of money….gotta make it as realistic as we can, and in all probability the defender would be unable to afford ECM and Plasma armor for both his hastily upgraded units….and come to think of it, I’m not even sure you CAN put ECM on a Former….I usually put “Trance” on them.
Attacker: Base 6 *.5 (gas) * .375 (morale) = 12.375
Defender: Base 3 * 1.25 (base + perim) * .5 (ecm) * .25 (sensor in range) = 12.6265
The attack proceeds as follows:
Rover #1 attacks, severely messes up Garrison #1, but dies.
Rover #2 – See above to Garrison #2
Rover #3 – Manages to kill an armored former, but is sorely messed up from it (the former is armored, but does not have ECM, and thus is unable to pull a victory out against an X-Missile rover…sad but true)
Rover #4 – See above, losing to a wicked probe team
On the defender’s turn, the Infantry based probe team mind controls the enemy rover, and the attack ends. The window has officially closed on the rover rush. Any further attempts will (predictably) end with the same result against this opponent.
Net results of the battle: Attacker loses three (3) X-rovers to combat, and loses its fourth to mind control. Defender loses a former.
Note in this case that the attacker had local superiority and 2:1 odds (4 attackers, and infiltration would reveal the presence of 2 defenders, the probe team and former not having been upgraded yet), making it look like a reasonable attack when the forces were dispatched.
Further Considerations:
Let’s take a closer look at the second scenario. I’m at work, no game in front of me, so I’m not sure of the costs here, but IIRC, a plain vanilla transport costs 30 minerals, and I’ll ballpark an X-Missile Rover at….27? If that’s close, it means that the total mineral cost to build the attack force is somewhere near 168 minerals. We’ll even be generous, and assume that all but one of those six units is a “freebie” requiring no support costs, and we’ll ballpark total travel time to the battle at ten turns, which adds another ten minerals of cost to the attack force, bringing it to a whopping 178 minerals. That’s a pretty big opportunity cost in terms of infrastructure that could have been built.
But what about all the minerals and money spent by the defender?!
That’s a fair question, and I would respond to it thusly:
Half of the defender’s forces (Infantry-Based Probe and Former) is stuff that the attacking player would have built for his bases as well, making those items a “push” when looking at overall cost. In all probability, the attacking player has at least a token garrison unit as well (Police?), making one of the defender’s two garrisons also a “push” where costs are concerned. So…the only “expense” the defender incurred would be the construction of the second garrison, the Perim. Defense, and the upgrading he did on his units…the cash FOR those upgrades coming entirely from running a Market economy—which, at this point in the game, the attacker is surely NOT running! Now, I’m not in front of the game at present, and I’m sorry to say that I don’t have the cost of a Perim. Defense memorized, but I think I can safely get away with saying that the Perim. Defense AND the second garrison cost something less than 178 minerals.
Even if we assume that empire wide net mineral counts are identical for both players in this example (which they’re almost assuredly not!)….even if we assume that a Perim. Defense and 2nd Garrison costs fully HALF of what the attack force cost, that still means that the defending player has a “windfall” of 89 minerals over and above what the attacker has, which is….what? One mineral shy of three supply crawlers? So…let’s assume that while the attacker was making the attack force, the defender churned out three more crawlers in that timeframe, and has them each harvesting two minerals (probably four each, given the techs available in the attack, but we’ll be polite and say it’s just two). Three crawlers, two minerals each, for the ten turns it took the attack force to get shipped out and arrive at the scene of the battle, which amounts to another 60 mineral advantage for the defender, not to mention 6 more every turn they stay alive after that….
Don’t get me wrong….I’m not saying everybody’s game should be all about playing nice and transcending….sometimes attacking is the best, the only answer you have. My point is now what is has been from the start….Attacking has a variety of “hidden” costs associated with it, and an unsuccessful attack can set you back more than you realize. Also, a well prepared defender is not the guy you want to Rover Rush, and the math supports that. (Well…I think it does anyway….I’ll be the first to admit that I’m not big on crunching numbers, and I am at work, so if some of the numbers are off, please feel free to correct me!)
-=Vel=-
(goofing off at work!)
Almost all successful Rover Rushes that I have ever seen or participated in are accomplished with Impact weapons, and with something right at four (4) rovers. Why? Because there is a very definite window of opportunity where it works, and as the game continues to unfold, it becomes increasingly less likely that the tactic will succeed. One cannot call the Rover Rush a “strategy” per se, because its implementation is purely tactical in nature.
Here’s the math behind why it works:
Consider a base assault in the early game. The attacker has built a transport and has a matched pair of 4x-1-2 (Nerve Gas) Rovers inside. He finds some unfortunate in the early game with comparable techs. To that end, we’ll give this fellow a synth garrison, a hastily upgraded former in the area (upgraded with synth armor), and a perimeter defense (this assumes that the defender spots his roving opponent and hastily builds one) Because the attacker is well…attacking, we’ll assume that he’s been in a few scrapes, and has three (3) levels of morale above his defensive counterpart, giving him a 37.5% combat modifier against his nemesis in synthmetal. Further, we’ll assume that the defender gets no modifier at all.
The math breaks down thusly:
Attacker: base 4 * .5 (gas) * .375 (morale modifier) = 8.25 total attack strength
Defender: base 2 *1.25 (base + perim) * .25 (sensor in rage) = 5.625 total defense strength
The attack proceeds as follows:
Rover #1 moves toward the base, attacks, kills the synth garrison easily. Base loses half its pop.
Rover #2 moves toward the base, attacks, kills the former, and has 1/3 or 2/3 moves left, enabling it to move in and capture the base, assuming there’s a base left to capture.
Net gain for the attacker: A Size One (1) base (maybe), and two dead enemy units with no losses for them.
Ouch.
However, let us assume that the attacker did not find anybody to pummel until he got missile techs, and let’s see how things shake out.
We’ll give our stalwart attacker two transports and four rovers, all nerve gas equipped as before. Once more, we’ll give the attacker three morale upgrades, while the defender gets nothing in the morale department (even though by this time, the defender is almost certain to have at least a 12.5% modifier thanks to worm fights, the presence of a monolith, or SOMETHING, but nevermind that. We’ll assume the defender is a total wuss, and that the only thing keeping him from having negative modifiers is the presence of the CC in the base). However, the defender DOES get ECM and comparable armor (Plasma). We will not, however, rub it in and give the defender pulse too….
As far as base defenders, we’ll assume that by now each base has two garrison units, and that when the defender spots the attacker, he upgrades an infantry based probe to plasma armor/ECM, and does the same with a nearby former (minus the ECM for lack of money….gotta make it as realistic as we can, and in all probability the defender would be unable to afford ECM and Plasma armor for both his hastily upgraded units….and come to think of it, I’m not even sure you CAN put ECM on a Former….I usually put “Trance” on them.
Attacker: Base 6 *.5 (gas) * .375 (morale) = 12.375
Defender: Base 3 * 1.25 (base + perim) * .5 (ecm) * .25 (sensor in range) = 12.6265
The attack proceeds as follows:
Rover #1 attacks, severely messes up Garrison #1, but dies.
Rover #2 – See above to Garrison #2
Rover #3 – Manages to kill an armored former, but is sorely messed up from it (the former is armored, but does not have ECM, and thus is unable to pull a victory out against an X-Missile rover…sad but true)
Rover #4 – See above, losing to a wicked probe team
On the defender’s turn, the Infantry based probe team mind controls the enemy rover, and the attack ends. The window has officially closed on the rover rush. Any further attempts will (predictably) end with the same result against this opponent.
Net results of the battle: Attacker loses three (3) X-rovers to combat, and loses its fourth to mind control. Defender loses a former.
Note in this case that the attacker had local superiority and 2:1 odds (4 attackers, and infiltration would reveal the presence of 2 defenders, the probe team and former not having been upgraded yet), making it look like a reasonable attack when the forces were dispatched.
Further Considerations:
Let’s take a closer look at the second scenario. I’m at work, no game in front of me, so I’m not sure of the costs here, but IIRC, a plain vanilla transport costs 30 minerals, and I’ll ballpark an X-Missile Rover at….27? If that’s close, it means that the total mineral cost to build the attack force is somewhere near 168 minerals. We’ll even be generous, and assume that all but one of those six units is a “freebie” requiring no support costs, and we’ll ballpark total travel time to the battle at ten turns, which adds another ten minerals of cost to the attack force, bringing it to a whopping 178 minerals. That’s a pretty big opportunity cost in terms of infrastructure that could have been built.
But what about all the minerals and money spent by the defender?!
That’s a fair question, and I would respond to it thusly:
Half of the defender’s forces (Infantry-Based Probe and Former) is stuff that the attacking player would have built for his bases as well, making those items a “push” when looking at overall cost. In all probability, the attacking player has at least a token garrison unit as well (Police?), making one of the defender’s two garrisons also a “push” where costs are concerned. So…the only “expense” the defender incurred would be the construction of the second garrison, the Perim. Defense, and the upgrading he did on his units…the cash FOR those upgrades coming entirely from running a Market economy—which, at this point in the game, the attacker is surely NOT running! Now, I’m not in front of the game at present, and I’m sorry to say that I don’t have the cost of a Perim. Defense memorized, but I think I can safely get away with saying that the Perim. Defense AND the second garrison cost something less than 178 minerals.
Even if we assume that empire wide net mineral counts are identical for both players in this example (which they’re almost assuredly not!)….even if we assume that a Perim. Defense and 2nd Garrison costs fully HALF of what the attack force cost, that still means that the defending player has a “windfall” of 89 minerals over and above what the attacker has, which is….what? One mineral shy of three supply crawlers? So…let’s assume that while the attacker was making the attack force, the defender churned out three more crawlers in that timeframe, and has them each harvesting two minerals (probably four each, given the techs available in the attack, but we’ll be polite and say it’s just two). Three crawlers, two minerals each, for the ten turns it took the attack force to get shipped out and arrive at the scene of the battle, which amounts to another 60 mineral advantage for the defender, not to mention 6 more every turn they stay alive after that….
Don’t get me wrong….I’m not saying everybody’s game should be all about playing nice and transcending….sometimes attacking is the best, the only answer you have. My point is now what is has been from the start….Attacking has a variety of “hidden” costs associated with it, and an unsuccessful attack can set you back more than you realize. Also, a well prepared defender is not the guy you want to Rover Rush, and the math supports that. (Well…I think it does anyway….I’ll be the first to admit that I’m not big on crunching numbers, and I am at work, so if some of the numbers are off, please feel free to correct me!)
-=Vel=-
(goofing off at work!)
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