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Deceit is the essence of RUSE's gameplay. In World War 2 deception played a key role throughout the conflict. D-Day in part was successful because the allies had built a fake base full of decoys to lead the enemy into believing an attack was imminent in a location away from the real attack point. Giving false information to an opponent is part of war and forever will be. The game RUSE looks to bring this part of warfare into the light by allowing players to take advantage of RUSE cards. These cards allow players to use deception in designated sectors for a limited period of time. The ruses are split into 3 categories.
**Multiplayer Ruses - At the start of a multiplayer match, each player is given 2 Ruse cards they can use at the start of the game. A new RUSE becomes available after each minute of gameplay.
Players may use up to 2 Ruses in 1 sector
Reveal

Spy -Tips: Use Spy to ensure that your attack will be successful before moving in on unidentified units. Spy will show you what types of units the enemy has

Decryption - Tips: This will show you where the enemy troops are moving to in a sector. Great way to set up an ambush of your own. Also can inform you of whether or not you will have company when you try and move in to take a supply depot
Hide

Radio Silence - Tips: Radio Silence allows you to hide any of your units in a sector. This is great to use when rushing enemies to form a surprise attack. Also a good technique is to move the units behind enemy lines using Radio Silence and begin building units to attack once the enemy starts pushing forward

Camouflage Net - Tips: Camouflage net is great for building bases behind enemy lines to do a sneak attack on your opponent. Also use it to cover any vulnerable buildings you may have so that the enemy does not take advantage of your weakness.
Fake

Reverted Intel - Tips: Reverted Intel is a good RUSE to make your opponent think you are stronger than you really are and can help to avoid conflict early on. On the flip side you can use this RUSE to flank with strong units and make your opponents believe an attack is coming in from weak opponents.

Decoy Army - Tips: Use this RUSE to mount a fake attack so that the enemy moves away from the area where you wish to really attack. Can also use it to make your opponents believe you are stronger than you actually are when defending an area.

Decoy Building - Tips: Make your opponents believe you are setting up a base somewhere you really aren't

Fanaticism - Tips: When units become low on health they automatically retreat. This RUSE makes them fight to the death and can give you a few more moments to bring in backup if need be.

Terror - Tips: When units are low on health they automatically retreat from the area of attack. Terror will make your enemies retreat faster without having to make them as low on health as you normally would. Use Terror when there is a large group of enemies or when you are evenly matched.

Blitz - Tips: Blitz is obviously great for rushing opponents or taking a base by reaching it first. It can also be used to retreat forces that are overwhelmed so that you can avoid as many losses as possible.
After you choose a ruse a small box will appear at the top of the screen that will display the same clockwise counter that is shown when units are being produced. This gives you an idea as to how long the ruse will be in effect. Additionally, players can zoom out and see a counter displayed on the map that shows how many minutes (seconds) are left for the RUSE.
RUSE Multiplayer Tips & Tricks - Strategies For Winning
Tips By
Xbox Gamertag: Redbean
To slow down an opponent using a quick rush of infantry at the start on a small map, if you are planning on taking a slow developing approach and need to buy time, try the following:
1. Go about building your normal slow developing stuff.
2. Use your two ruses at the start to build a decoy armor base, and then send a fake tank offensive up the road that they would approach with infantry.
This will get the rusher to pause, garrison his infantry in trees, etc, and even once he realizes it is a ruse, once he eventually moves forward, if he attempts to capture the armor base, his infantry will die from booby traps.
One example was I was playing 1v1 as US:
1. opponent built forward barracks and pumped out some infantry to rush.
2. I used ruse1 to build a forward decoy armor base, then sent fake tank offensive to zone defending a bridge his infantry had to cross.
3. This caused him to stop his rush before the bridge, and garrison his troops in the city and woods as he built a anti-tank to counter the tanks.
4. I built a real artillery base and pumped out arty.
5. I made easy pickings of his infantry and anti-tank with the arty from a safe distance.
Feign air and go ground, and vice-verse:
If your buildout and play style is tank heavy, make your opponent worry about building AA.
If your buildout and play style is air heavy, make your opponent worry about building anti-tank.
1. Build your armor base near HQ.
2. Use ruse1 to build decoy airport outside of the sector that contains your HQ.
3. Use ruse2 to put radio silence on the sector with your armor base.
4. Go about building your tanks, pumping them out.
5. When ruse3 becomes available, launch a fake air assault offensive at opponent.
6. Send the tanks to work.
The opposite example of this, I was playing 1v1 and did the following playing as Britian:
1. Built airport and one supply.
2. ruse1 was armor base forward of my sector
3. ruse2 was radio silence on my airport sector
4. pumped out fighter-bombers
5. ruse3 was fank tank assault on his HQ sector.
6. opponent had built barracks and several infantry to start, but changed gears to build anti-tank base and several anti-tank units.
7. fighter-bombers made quick work of anti-tank.
I call this one the "play-action pass", because I make him think I'm keeping the ball on the ground, but I'm really going to air it out.
The turtle and blitzer switcheroo
If you're going to turtle, make him think you are rushing.
If you're going to rush, make him think you are going to turtle.
If you want to turtle, try the following:
1. Use ruse1 to build a fake barracks in a very forward section.
2. Use ruse2 to camo your HQ sector.
3. Go about building your turtley stuff, and the opponent will only see your forward barracks and expect a infantry rush with an assumed radio silence on that sector to camoflauge them.
An example of this from the other direction is when I played a 1v1 as Russia:
1. I built a barracks in a forward sector.
2. Used ruse1 and ruse2 to build decoy arty and anti tank base near my HQ.
3. To further the ruse, I built two cheap bunkers near my hq protecting the fake buildings.
4. When ruse3 became available, my engys were just arriving to build the barracks in a forward position, I used it to camo that sector to conceal my barracks.
5. I used ruse4 for radio silence on the same sector, and then pumped out a stream of light infantry (I had a ton of $$$ having not spent really any) and charged his hq secotr grabbing buildings left and right.
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