Well I know there is so many grey jumpers now and more than half of the tactics community play with a rush set. Mostly the golds though. This set that I came up with that I need some help improving from you guys is designed to stop the Netjak Rush same side, and be strong enough to stop it opp side as well. Also I am hoping that this will be a good Anti Rush for any rush that comes against it.
Well here is the set, and I will explain how it works and what I have troubles with that you guys might be able to help me out.
The point is, if you get first turn you have a few things you can do.
You can either LW his scout since the LW is in position to zap his scout first move and then make him make the choice of saving his scout or taking a shot at your cleric. You can easily get a trade off of his scout for your cleric but this isn't that good of a trade.
Another move you can do is you can move your first knight (one on the right of your LW) up one square (don't attack). Doing this on a normal Netjak Rush positioning will block the LoS for GA to take a shot at your cleric with the other knight in it's position.
If you get second turn, usually he won't do anything unless he has a BR. (Which is very rare for a normal Netjak Rush) When he skips turn just go back to your first plan of what to do on your first turn.
If he does move GA up before you get your knight up, you need to attack GA, and move your knight one square back to stop from mud quake hitting your cleric. After this move, he will either move his scout (especially if you already hit it with LW) or he will move a knight and attack your knight. On rare cases he might move his dragon to try and get a shot at your cleric or knight. If he takes a shot at your chanty you need to attack it with knight and then move your knight up even with LW wall. Then feel free to freeze the dragon. The mud or scout can not reach it. Then you have extra time to finish off his GA.
The only immediate danger I see to this set is if your opponent has a BR and he gets an early first turn rush. If this happens and he has a second set with no GA or mud danger, you can move scout over to block off his path, or freeze and barrier.
Your pyro can help finish off an enemy scout GA and mud and attack that cluster will greatly help your end game. It give the opponent the chance to either save one of them (especially if you have a free LW). Your witch is also there to finish off scout if need be, just make sure you keep that and your scout away from dragon.
Make sure you don't move any of your units if there is still danger of mudquake and your cleric is not healed up. This gives the enemy a good 10 or less damage to all your weak units. If you have to just snipe the mud and scout off. With their range dead. Lure units into your chanty trap and keep pyro and witch well guarded. The barrier can help with barriering your knights if your opponent just wants to stay on defense and use his dragon to finish off your knights.
Well, I might say some more stuff on this set later. Any suggestions, comments? I am ready to hear them.
Thanks,
Fearliss