Goldrush

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Goldrush
Size Large
Style Symmetrical
Recommended Players 32
Air Vehicles Disabled
Tech Buildings N/A
Base Defenses
  • GDI
    • Advanced Guard Tower
    • Guard Tower x2
  • Nod
    • Obelisk of Light
    • Turret x2
Buildings
  • GDI
    • Barracks
    • Weapons Factory
    • Tiberium Refinery
    • Power Plant
  • Nod
    • Hand of Nod
    • Airstrip
    • Tiberium Refinery
    • Power Plant
  • Appearance

    The battlefield is set on green and rocky hills near the coastline, where a derelict industrial plant resides in the middle of the map, separating both bases from each other, and surrounded by mountains and trees.

    In-depth Analysis

    Infantry paths: Each base has a bridge from their respective infantry production building leading to a forest path with watchtowers that can be used to reach the opponent base or to reach the factory from three exits on the side. Another route is located behind each base's vehicle production building, leading uphill, flanking the Tiberium field and leading to the side vehicle path. Last, each base has also a small spot in front of their vehicle entrances, ideally used for sniping; a hill path adjacent to the front entrance for GDI, and a small hill near the rock barrier for Nod.

    There is a small passageway in the factory, along several ladders that infantry can climb to reach various roofs of it.

    Vehicle paths: Vehicles can leave the base through two entrances, the frontal one leading to the industrial plant, and the side route that will lead to more options. The factory can be circumvented by going through an underpass on the right (left for Nod), or driving through the left side of it. On the right (left for Nod) of the underpass, the main path converges with the side path.

    Exiting from the side path entrance, one can drive on the left (right for Nod) to reach the main path, or go forward and uphill to reach another path with a excavation machinery on the top that converges with both bases' side paths.

    Note that vehicles cannot reach the Barracks/Hand of Nod and the Power Plants in each base, since they are divided by a river that can only be traversed by infantry.

    Mystery Crates: Four appear in proximity of the abandoned factory: one in the underpass, one in the center of the main path, one in the small passageway, and the last one on the roof reachable with the ladder. Another one appears behind some rocks in the uphill vehicle path, the next one appears in the middle of the forest path, and the last two appear on each back infantry paths, one per side.

    Harvested Tiberium field: each faction harvests the field adjacent to the back infantry path. There is also a small field near the excavation machinery.

    Strategy

    Battlefield control

    Taking control of the center is the first step to mount an assault, carefully considering if to split forces on all the vehicle paths or focusing on one or two while leaving other paths vacant. The front entrance in each base is smaller than the side entrance, but it allows vehicles to reach the Tiberium Refinery and the automated defenses faster. Snipers can be stationed on the roof of the factory to assist vehicles by sniping Engineers from atop.

    Employ patrols on the forest path to spot incoming infantry rushes and sneaking players. The backdoor infantry path can be guarded by any vehicle lingering nearby, only needing dedicated patrols when all the vehicles are pushing onto the enemy base.

    A strong presence in a front of the opponent base entrances and in the forest path will trap the opponents inside, without needing to split forces on three vehicle paths.

    When besieging the enemy base, vehicles will not be able to cover Superweapon Beacons on the other side of the river, so it is advised to either to infiltrate, perform an infantry rush, or employ tank fire to take care of the other side of the base.

    Sneaking options

    The forest path is a good option to infiltrate the enemy base, but upon reaching the bridge entrances, expect Proximity C4 to block the way. Infiltrators can dive in the respective rivers after crossing the bridge, and from there they can swim and reach most of the buildings by carefully avoiding the automated defenses. There is a Guard Tower/Turret located in front of the Power Plant, so players should exercise caution when trying to sneak in there.

    The backdoor path is also a viable option: for Nod infiltrators, it leads to the back of the Weapons Factory, along with a rock arch that can be employed to hide and avoid defenses' fire; for GDI infiltrators, the path leads to the runway of the Airstrip, along with a bunker nearby for hiding and a tunnel passage under the runway, starting from the side of the runway and reaching the front of the Obelisk. While the control tower of the Airstrip is not reachable from here, setting up an Ion Cannon Beacon behind the container or in the tunnels will strike the runway, thereby destroying the Airstrip should the beacon succeed.

    Rocks, containers and boxes near the industrial plant, and trees in the forest path offer hiding spots for players in middle of going towards the enemy base.

    Stealth Tanks possess plenty of space to hide in the GDI base after the Advanced Guard Tower and the Guard Tower nearby are destroyed. Still, they cannot reach the Barracks and Power Plant due to the river, albeit they are able to fire at them from distance.

    External Links