Counterargument to the idea of nerfing General Granger's Combat Chinook rush #2681
RetroMous3
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Is the Combat Chinook rush strategy too strong against the vanilla USA faction?
What is it?
Granger’s Combat Chinook rush typically involves spamming Combat Chinooks ($1200 each) loaded with Missile Defenders or (Pathfinders later on), hitting fast to disrupt economy or defenses. Its strengths: speed, firepower from gunports, and point-defense lasers (PDLs) that zap missiles.
Now the argument for is that the Combat Chinook rush isn’t just strong—it’s oppressive early-game against vanilla USA. and that the Combat Chinook rush isn’t just strong—it’s oppressive early-game against vanilla USA.
It’s about giving the other side a fighting chance. The Combat Chinook’s versatility—supply gathering, troop transport, and infantry firepower via gunports—lets Granger hit hard and fast before vanilla USA can build up AA defenses like Avengers or Patriots. Price increases (say, from $1200 to $1300, $1400 or $1500 for the Combat Chinook) wouldn’t gut his strategy; they’d just delay the rush slightly, forcing smarter play instead of brainless spam.
They'll say it’s stuck with slower, power-reliant counters that Granger’s choppers can exploit by sniping power plants. and that it’s making the matchup skill-based, not a one-sided curbstomp. This argument hinges on game balance: the Combat Chinook’s low cost and high utility might skew early-game encounters too heavily in Granger’s favor, especially against a faction that needs time to tech up. so this side of the argument want tweaking the numbers on Granger so vanilla USA isn’t helplessly steamrolled.
Is There a Better Solution?
Although the above is a fairly good argument (Ill give it Three and half chainsaws outta five)
Vanilla USA’s counters—Humvees with Missile Defenders, Patriots, or early Avengers—either take too long to mass or get outmaneuvered. price hikes (e.g., Combat Chinook from $1200 to something higher, or regular Chinook from $1200 to $2400 or whatever) could work but risks over-nerfing Granger. His whole deal is air power! on a budget!
hike costs too much, and he loses his edge entirely.
A Better Solution
Instead of price changes, tweak the counterplay for vanilla USA without gutting Granger. his air superiority is exactly that superior making him inferior by introducing an aircraft tariff and the likes will reduce his superiority to redundancy.
solution could be
Buff Early AA Accessibility: Let vanilla USA build Avengers without a Strategy Center like laser General. with a reduction of laser reach (less reach than laser general) This gives them a faster, mobile AA option to swat Combat Chinooks before they snowball. Keeps Granger strong but forces him to micro harder.
Power Plant Resilience: Slightly boost power plant HP or lower their priority as targets. Granger’s rush often wins by crippling power early—give vanilla USA a bit more breathing room to get online. or cheaper upgrade for control rods
decrease power build time (this kinda thing)
or which im not much of a fan of this idea but
Chinook Vulnerability: Make Combat Chinooks take 10-15% more damage from non-missile AA (e.g., Gatling Cannons or Quad Cannons if facing China/GLA). PDLs already counter missiles; this lets other factions punish sloppy rushes without breaking Granger’s core.
These keep Granger’s air identity intact—he’d still dominate with good play—but let vanilla USA fight back if they’re quick and smart.
Total fairness isn’t the goal or could ever be achieved and Generals thrives on asymmetry but the rush shouldn’t feel like an auto win either nor should it be eliminated from the game
How Other Armies Fare Against Combat Chinook Rush?
China (Vanilla)
Counter Tools: Gattling Cannons ($1000, static), Gattling Tanks ($800, mobile), MiGs ($1200, late-game air counter).
Chance: Better than vanilla USA. Gattling Cannons shred Chinooks (PDLs don’t stop bullets), and China’s early-game economy (Hackers, supply trucks) can weather a rush if protected. Gattling Tanks mobilize quickly, too. Problem: slow build times and power reliance mean a well-microed Granger can snipe power plants or outmaneuver static defenses.
Verdict: Decent shot—faster AA response than USA, but still vulnerable to early precision strikes.
China Subfactions
Infantry General (Fai): Floods of Mini-Gunners and Tank Hunters overwhelm Chinooks up close; Gattlings seal the deal. Stronger than vanilla China.
Tank General (Kwai): Tougher Gattling Tanks and early ECMs disrupt missile locks, but lacks rush-specific counters. Similar to vanilla.
Nuke General (Tao): Gattlings plus early MiGs (if rushed) hold well; nukes irrelevant here. Slightly better than vanilla.
GLA (Vanilla)
Counter Tools: Quad Cannons ($700, mobile), Stinger Sites ($900, static), RPG Troopers ($300, squishy but cheap).
Chance: Solid. Quad Cannons rip through Chinooks (no missile reliance), and GLA’s scrappy economy (Workers, Black Markets) recovers fast. Stinger Sites with RPGs add punch if built early. Weakness: no early air units, and Chinooks can kite slow Quad Cannons if microed well.
Better than USA—cheaper, faster AA options give GLA an edge against the rush.
GLA Subfactions
Stealth General (Dr. Thrax): Quad Cannons plus Toxin RPGs punish Chinooks hard. Very strong.
Demo General (Juhziz): Explosive Stinger Sites and Quad Cannons hit harder; economy holds up. Stronger than vanilla
GLA. (Kassad): Similar to vanilla but stealthier—still good, not game-changing here.
USA Subfactions (Excluding Granger)
Laser General (Townes): Laser Turrets ($1300, static) and Avengers (no Strategy Center needed) counter fast. Much better than vanilla USA—early mobile AA is key.
Superweapon General (Alexander): Patriots with EMP upgrades stun Chinooks; Aurora Bombers (later) clean up. Stronger than vanilla but slow to scale.
Does Bumping Vanilla USA Solve It?
If we buff vanilla USA—say, by letting Avengers build without a Strategy Center (like Laser General) or boosting Patriot build speed/power plant HP—does it fix the Combat Chinook rush issue?
Yes, for Vanilla USA: Early Avengers or tougher power grids would let them swat Chinooks before the rush snowballs. They’d match Laser General’s AA tempo, forcing Granger to rethink mindless spam.
China and GLA already handle the rush better (Gattlings/Quads). Buffing USA doesn’t address why Granger’s strat feels oppressive—it just patches one victim. will be the attempted counter argument If Granger’s rush is still too easy against most factions and claim the root issue (Chinook cost-efficiency or PDL strength) persists.
Risk: Over-buffing USA could make them too strong against other air strats (e.g., MiGs, Helicopters), flipping the balance problem elsewhere.
Alternative: goes back to Tweak the Source
Combat Chinook HP Nerf: Drop it 10-15% (from ~600 to ~510-540). Still rushable, but Quads/Gattlings punish mistakes harder than normal
PDL Adjustment: Make PDLs 75% effective vs. missiles (not 100%). Gives Missile Defenders/Stingers a slight edge without gutting the mechanic.
These keep Granger’s air dominance intact but raise the skill floor—China/GLA stay competitive, vanilla USA gets breathing room, and no faction needs a unique buff that risks domino-effect imbalances.
Conclusion
Other armies (especially GLA and China subfactions) already fare better than vanilla USA due to cheaper, non-missile AA and resilient economies. Buffing vanilla USA (e.g., early Avengers and laser reach reduction and other examples ) would level their odds, but it’s a Band-Aid—Granger’s rush could still dominate elsewhere. but the changes to USA vanilla while other armies already fair could be enough to keep the game inline at its fast pace asymmetric 1.04 version A slight Chinook/PDL nerf might be the sharper fix, keeping the game’s asymmetry without letting one strat autopilot to victory. but to totally go after to Granger IMO might not be the right call
What’s the call?—buff USA and call it a day, or tweak Granger to make everyone sweat a bit more?
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