On rushing to a sector.
Most of us rush out of the starting blocks to the sectors we want, most of the time this is not halfway across the map. More confident players might rush the nice high point sector but this usually leaves his flanks open. The sectors we go after are also pretty much set in stone and the same goes for the arrival time in the sectors (nice indicator of a rusher). IF you as a player are to passive to move forward in the early stages and take or at the least contest a good sector than its your own fault. It does not mean the game is over if you dont get the high point sector. It simply means you have to play smarter from that point on. More points mean more units, but it also means more oppertunity's to lose that unit bc you will want to attack whit your " supperior force".
You'll almost certainly get pushed off this point if 1200 points of VTS1s arrive with AA cover.
Deal whit it, as pointed out in pretty much every vts1 topic. NATO has one ground combat unit whit a good price /quality combo, that is the vts1. It has ok main armament 3/5/3 and the 2/2 armour combo is also pretty nice. And still this unit is 20 points.
Actually, there's several. The VTS1 is currently the best choice but as Bentguru says there are others the title can move to. He says he knows where he's going if they simply nerf the VTS1. I know where I'd go, and while it probably won't work quite so well, chances are it will.
1-you can also vet units.
Vet has very little to do with this point.
2-A nato vts1 rush is limited by one unit pick. When nato players have to face a rush they have to face several unit slots of cheap troops. Troops that are cheaper than a VTS1 even. Troops that can also kill said VTS1. Nato player will most likely also have a bigger selection of units for a normal game. so limiting the number of hard counters to the rush.
4-That is your own fault, you want AI to do everything for you?
People aren't perfect. Every little thing adds up and everybody makes mistakes. This particular one is very easy to make when trying to back up mutliple combat groups while simultanously calling and managing reinforcements. You cannot assume perfect play when balancing, however much it simplifies things.
Lets make a list of ground combat VEHICLES WP gets for 20 points or less that can succesfully engage them. Leaving inf out, but we all know how devistating inf can be when in range.
Few of them are hard counters. The ATGMs are pretty cost ineffective as they'll only take me down to 1 hitpoint and not kill me. A lot of the units relying on their main gun suffer from lack of speed. You're also going to need to be stocking at least half your force on these units to stop a rush. This is
going to heavily set you back against those who don't rush as it's pretty easy to defeat this kind of light unit heavy army as NATO. With AA and a command truck and recon combined in this is going to be pretty much all your money.
Anyway - care to post up some replays of you defeating a VTS1 rush in a 1v1 ranked game? Competant rushers only please. To be honest I think one of the main signs that things are not quite right is Bentguru's stance. He actually wants the unit he uses every game to have it's price raised to 30 points!