Hello, If you don't know me, I'm layton322. I bought the game a few weeks after release, so I've had my fair share of RUSE. I've had a break from RUSE recently for about a month or two, but I'm now back for some more RUSE action! I'm more of a casual player and am no master, but I hope this thread can help you.
This guide is not for people who have literally JUST bought the game. I'm assuming that you've played at least half the campaign and have good knowledge of the HUD.
Right, so lets get started. First of all, I would like to point out some general tips which can help you:
1) Play the campaign first. The whole campaign is one big tutorial, and it will help a lot if you finish the campaign first and gain a better understanding of the game.
2) Know your nation. Make sure you know your nation's strengths and weaknesses, and what you can do to attack your enemy.
3) Try and anticipate what your enemy will do. You probably do this to some degree automatically, but when building units, try and think what your enemy will do to counter.
4) MICRO! Micro, or micro-management is very important, and can get you out of many hairy situations. This basically means controlling a small selection of units and controlling them intelligently.
For example, the Panzer IV has a significantly bigger range than the Carro M13. Now if you keep pulling the Panzer IV back, and keeping the Carro M15s out of range, you could easily destroy many.
5) Recon . Your army is largely nothing without recon. You need recon to see the enemy, and use your units to your full potential. It is extremely important. By mid game, you should have no less than 4 recons on the field.
6) Supply Depots are better than Administrative Buildings! Supply depots generate you more money than admins and are more efficient, so never build an admin at the start of a match, and only build admins if supply depots aren't readily available.
7) Be aggressive. The majority of players will tell you that turtling is not a recommended strategy for RUSE. Raid as many depots as possible, and try and agitate the enemy at every turn.
OK, So now lets get on to the Ruses. I haven't highlighted all the ruses here, just these two which I think are often neglected by new players.
1) DECRYPTION . One of my favourite ruses, Decryption can help you and your army alot, especially early game. I don't really understand why so few use it.
- You will be able to see your enemies' orders, in the form of red arrows. Very useful,especially as an early warning system for planes.
-Building trucks are also shown, allowing you to see where the enemy is deploying buildings, and most importantly, what building they are deploying by looking at how long the arrow is.
2) DECOY BUILDING/UNIT . Often overlooked, these ruses are actually very useful to fool your opponent. Decoy troops can lead your opponents to believe you are attacking somewhere where you aren't, which is often very useful. For example, using decoy units, you could send the decoys straight for the enemy, while radio silencing your real men, and attacking from behind.
Lastly, I'll detail some units that new players don't often use which are actually quite good. Bear in mind a lot of this is opinion, so feel free to post any you think are good too.
Vickers - $10 - A good unit that can easily stop infantry rushers, and give cover to TDs. Sadly, I don't often see them on the field though!
Archer - $10 - One of the best TDs in my opinion, as it has decent firepower and is very cheap. Its very effective early - mid game, and for such a low cost can easily keep the enemies tanks at bay. Don't overestimate them though, as your best with fireflies when the heavy tanks start rolling out.
Outpost - $15 - An infantry defence doubling up as a recon, this is actually very useful for base defence, especially against sneaky units and infantry rushers.
Canon 75mm - $10 - Decent firepower and range for light artillery, and only $10! Very useful if you happen to have an artillery base out.
Fortified Position - $20 - Many immediately go to build a Maginot bunker, but for half the price this underrated bunker actually does the job quite well. Its anti-tank gun can easily stop light tanks in their tracks, while the anti air gun can stop planes approaching. It has no infantry defence though, but this can easily be solved if you double it up with a tank.
Bersaglieri - $5 - Second best light infantry in the game, they have some nice firepower and grenades. However, their satchel charges are rather ineffective and often miss. Still, quite a nice unit to harass enemy light tanks.
Carro veloce - $10 - Same as the Vickers, and is also not used often. Very useful at repelling infantry and stopping rushers.
The Assault Guns - M75 $20 - M105 $30 - quite useful when light artillery won't cut it. Relatively low price for some decent units.
Semovente - $20 - Very effective. The Semovente is kind of an early and advanced TD rolled together. Good armour and good firepower at a very nice cost!
90mm Anti Tank Position - $40 - Although you may be misled by the name, this also doubles up as an anti air bunker. Consider it a stationary AA 90 with better defence. Very useful, but not often deployed it seems.
Marder - $15 - Basically an Archer with slightly better range, Its quite useful for dispatching enemy tanks in early and mid game.
Pak 36 - $5 - While this is a very limited AT, its actually rather useful early game, requiring no research and only costing $5. It can easily keep enemy light and maybe even mediums at bay. Especially useful facing a Carro M11 rush.
Bofors - $10 - Many people just go to build M16s, but I actually find the Bofors rather useful, often more than the M16. Can hide in forests, unlike the M16 and is more cost effective.
Wolverine - $15 - Can fire while moving, which is very useful, and at only $15, can be quite instrumental early game.
Ishak - $15 - This is a rubbish plane if used as a fighter. However, if used as more of a decoy, you can easily lure unsuspecting fighters into a wall of AA.
Type 35 75mm - $10 - I haven't seen this on the field that often. Pretty much identical to the French light artillery in stats and cost. Therefore, its awesome!
Ku-Se - $20 - Basically an armoured variant of the 75mm. Useful when you need a bit of extra armour. Again, mostly people will skip straight to the advanced artillery in the prototype base, even when this does the job on most occasions.
Thanks for reading. Hope it helps