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To Rush Or Not To Rush
由 SizkAK 制作
How experienced SLs evaluate rush viability, plan HAB placement under uncertainty, adjust mid-route, abort when needed, and avoid turning aggression into avoidable wipes.
   
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🎯 Early-Game Rushing in Squad — Decision & Execution Guide
Introduction
Early-game rushing can swing a round hard in your favor… or cost your team tempo and tickets instantly.
Because of that, rushing should be treated as a problem of timing and reliability, not instinct.
Tools like squadcalc.app make it much easier to understand:
  • when you can actually arrive
  • when the enemy can plausibly arrive
  • how likely your squad is to meet those windows
If you choose not to think in those terms, then the safer default is to play conservatively and backcap until you have real information about how the round is unfolding.
The sections below describe how experienced SLs evaluate rush viability, plan HAB placement under uncertainty, adjust mid-route, abort when needed, and avoid turning aggression into avoidable wipes.
1. Timing vs the Enemy — What Winning or Losing the Race Actually Means
Every rush hinges on:
How much earlier can we arrive than the enemy?

Beat them by ~1 minute
  • uncontested arrival
  • safe radio placement
  • time to build HAB
  • time to set security
  • strong early advantage
Beat them by ~30 seconds
  • radio often still possible
  • but they arrive while you stabilize
  • defense is fragile
  • mistakes can lose the FOB
Lose the race

This is catastrophic.

Typical result:
  • they spot the truck
  • they shoot it
  • your squad dies
  • roughly 15 tickets lost including wipe + vehicle
  • your team starts behind

Because the downside is this severe, timing is the single most critical pre-rush evaluation.
2. Planning HAB Placement in RAAS
Before you even decide to rush, RAAS forces you to plan under uncertainty.
The key question:
How likely is this location to be an objective?
Practical guideline:
  • > 1/3 probability → acceptable
  • around 1/3 → cautiously acceptable
  • well below 1/3 → poor choice unless compensating advantage exists

Regardless of RAAS uncertainty, HABs should always be near where the round actually flows.
3. Mid-Route Evaluation — When a Rush Must Be Aborted or Adjusted
A rush is not one decision at main — it is ongoing re-evaluation.
Below are conditions that break the viability of placing a HAB.

A) Contact / Tracking
If you are:
being tracked
intercepted
or clearly known to the enemy
then placing a radio becomes unsafe.
B) The timing window closes

Anything that slows or fragments the push destroys the advantage:

slow loading
forced alternate routes
vehicle mishaps / rollovers
driving errors

Important note for SLs:
If you are not driving your own rush logi, you lose:
  • awareness of actual speed
  • awareness of exposure time
  • sense of how close the enemy might be
  • reaction bandwidth

You become time-blind, extremely dangerous when seconds matter.
When uncertainty grows too large → abort or shift.

C) Radio placement becomes unsafe

Mid-route realizations:
  • unexpected enemy LOS
  • terrain cannot be defended
  • predictable funnel
  • exposure you didn’t account for
In these cases:
  • shift to safer fallback
  • or hold until secure

D) Rally before radio
Rule:
If you cannot place a rally before placing a radio, do not place a radio.
A rally:
  • stabilizes spawn
  • buys time
  • pr
events catastrophic all-or-nothing loss
4. What To Do When the Rush Window Closes
When the original rush is no longer viable:
1) Switch to defense
Build behind expected flow and hold approaches.
2) Attack from a safer angle
Different compound, lateral movement, higher ground.
3) Fall back to a near FOB
150–250m behind:
  • hidden
  • defensible
  • allows later pres
sure


4) Wait for a window
Areas cycle between:
too hot
viable
exploitable


Slowing and waiting is safer and more effective than forcing a lose.
Last Two
5. Backcapping as Information
When uncertainty is high or rushing unsafe: Backcap. You’ll learn where to rush after. Often cheaper and safer than guessing.

6. Fundamental Requirements (Obvious but decisive)
A rush only works when:
The squad leaves together
The squad arrives together
The squad acts together
If you cannot satisfy all three → do not rush.