Game Type: 2 Free For All (1v1)
Build Type: Rush
Map Size: 320 x 320, 384x384
Starting Money: 500
Suggested Generals: Kesselring, Manstein, Runstedt
Sell Anti-Aircraft: Yes
Sell Bunker: Yes
Sell Artillery: Yes
Sell Supply Depot: Optional (Sell or use to scout)
Build Order: Infantry HQ, Ammo Depot, 4 Infantry Regiments, Improved
Machine Guns Upgrade, Infantry Regiment, Marksmanship
Training Upgrade
Specials to Use: V-Rockets, Military Gear Up
The Machine Gun Rush is a do or dye type of build. It’s paramount that you get to your opponent as soon as possible when utilizing this build. Due to the necessity of knowing the opponent’s location it’s best to use the supply depot to scout for the opponent’s location. However, once found, the supply depot can be sold in order to provide for the other upgrades.
When playing an opponent, they may, or may not have utilized a single HQ build. If they dropped 2 Infantry HQs, then it’s paramount that you take out one of their Infantry HQs. Do not make the mistake of going for their main Corps HQ as it is typically guarded by a bunker and artillery. If you can drop one of their infantry HQs, then you will win the game.
If your opponent used a single HQ build comparable to the one you utilized, then you may have a fight on your hands. Remember, don’t let your units die, retreat, give ground, but don’t let them die. When faced with a player that utilizes a similar build order, the Military Gear Up can provide a huge advantage, as it grants your infantry 20% more health. With 5 Infantry units on the ground, the 20% bonus will provide the equivalent health of 6 units.
The V-Rocket special may only be utilized in games that last for an extended period of time. On a 320x320 map, extended games are few and far between, however, they do occur. Be sure to grab towns on the way to rushing your opponent. The towns will increase the rate that you accrue points for your special. The person who achieves their special first will typically win the game. If you get your special (V-Rockets), this is the time you want to take out the Corps HQ. If you are able to take out the Corps HQ, then your opponent is forced to spend their points on dropping another HQ, and they are not able to use their special against you.
Summary: To win with this build be sure to follow the build order, grab towns while rushing your opponent, and go straight for your opponents Infantry HQ.

Written by : Valdarez
Courtesy of: The Triple Threat Clan
Website:
http://www.triplethreatclan.com