Forts
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Surviving the Rush
By Romerolagus and 1 collaborators
A quick reference guide to help new players defend against a weapons rush and survive the first 5 minutes of multiplayer games.
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Introduction
Losing to a weapons rush is almost a rite of passage for new Forts players. What is a weapons rush exactly? It's a set build order that results in having specific weaponry in the shortest amount of time possible. The goal is to overwhelm an opponent before they have adequately prepared and it can be devastatingly effective. How can you defend against it? The key is timing, and that is what the majority of this guide will focus on.

For those already familiar with Forts or RTS's in general, detailed listings of costs and building times are included in the Appendices.
Weapon Timeline
This timeline will represent the earliest possible time that a weapon can be produced under ideal circumstances. Ideal circumstances assumes placement is always immediate, resources are always available to begin construction, and no time is lost to bracing or device construction. Upgrade Centres are assumed to be built concurrently with other tech buildings, and no pre-existing tech buildings were included on the map.

Time
Standard
Hurricane
Overdrive
Eagle Eye
Armourdillo
10
Seconds
Sniper
18
Seconds
Machine Gun
Sniper
20
Seconds
Machine Gun
Sniper
Machine Gun
Sniper
Machine Gun
Sniper
Machine Gun
Sniper
54
Seconds
Workshop
Armoury
Upgrade Centre
60
Seconds
Workshop
Armoury
Upgrade Centre
Workshop
Armoury
Upgrade Centre
Workshop
Armoury
Upgrade Centre
Workshop
Armoury
Upgrade Centre
70
Seconds
Minigun
72
Seconds
Minigun
72.5
Seconds
AP Sniper
76.5
Seconds
AP Sniper
Flak
Smoke Bomb
80
Seconds
Minigun
Minigun
Minigun
81
Seconds
Incendiary Mortar
EMP Rocket
85
Seconds
AP Sniper
Flak
Smoke Bomb
Flak
Smoke Bomb
AP Sniper
Flak
Smoke Bomb
AP Sniper
Flak
Smoke Bomb
85.5
Seconds
Buzzsaw
90
Seconds
Incendiary Mortar
EMP Rocket
Incendiary Mortar
EMP Rocket
Incendiary Mortar
EMP Rocket
Incendiary Mortar
EMP Rocket
95
Seconds
Buzzsaw
Buzzsaw
Buzzsaw
Buzzsaw
97.5
Seconds
Shotgun
99
Seconds
Heavy Mortar
Shotgun
100
Seconds
Heavy Mortar
105
Seconds
AP Minigun*
110
Seconds
Heavy Mortar
Shotgun
Rockets
Heavy Mortar
Shotgun
Heavy Mortar
Shotgun
117
Seconds
Swarm Missiles
Rockets
130
Seconds
Swarm Missiles
Rockets
Swarm Missiles
Swarm Missiles
Rockets
Swarm Missiles
Rockets
135
Seconds
Munitions Plant
Factory
150
Seconds
Munitions Plant
Factory
Munitions Plant
Factory
Munitions Plant
Factory
Munitions Plant
Factory
162.5
Seconds
Warhead
175.5
Seconds
Warhead
195
Seconds
Warhead
Warhead
Warhead
198
Seconds
20mm Cannon
202.5
Seconds
Firebeam
Magnabeam
220
Seconds
20mm Cannon
20mm Cannon
20mm Cannon
20mm Cannon
225
Seconds
Firebeam
Magnabeam
Firebeam
Magnabeam
Firebeam
Magnabeam
Firebeam
Magnabeam
234
Seconds
Cannon
243
Seconds
Plasma Laser
Howitzer
260
Seconds
Cannon
Cannon
Cannon
Cannon
270
Seconds
Plasma Laser
Howitzer
Plasma Laser
Howitzer
Plasma Laser
Howitzer
Plasma Laser
Howitzer

Moonshot DLC Weapons highlighted and underlined.

*Armourdillo specific weapon.
Build Orders
The first thing to understand about a rush is the build order. A build order for a given map consists of 3 parts.

  1. Technology and Device Prerequisites:

    The buildings and devices necessary to build and fire the weapons.

  2. Resource Costs:

    The total amount of metal and energy necessary to build the prerequisites, the weapons, and to fire the weapons. May affect device requirements.

  3. Build Timings:

    The exact moments to begin building each component and the cumulative length of time before the weapon, or weapons, are ready.

As an example, consider the prerequisites for a Plasma Laser. To access the Plasma Laser on the tech tree, you would first need a Workshop or Armoury, then a Factory, and a storage capacity of 1000 metal and 6000 energy. On most maps that would mean you would also need to build additional Metal Stores and Batteries.

To simplify things, we'll ignore the resource costs for the moment and focus on time. Before you can start on your Factory, you must first complete your Workshop or Armoury. That will take 60 seconds to complete. Once it is complete, you can begin building your Factory, which will take an additional 90 seconds. Finally, you are able to begin construction of a Plasma Laser, which will take an additional 120 seconds.

Adding all of that up, we get 60 seconds + 90 seconds + 120 seconds for a total of 270 seconds. Or 243 seconds when using the Hurricane commander. (See Appendices.) This represents the earliest you should expect to see a Plasma Laser in a standard game, barring the use of a commander's active ability and maps with pre-built technology buildings.
How Does This Information Help?
Once you understand a build order you can formulate strategies to defend against it. In the previous example under ideal circumstances an opponent could have a Plasma Laser ready within 243 seconds. By referring to the Weapon Timeline and Appendices, you can determine what counters you have the time and resources to afford.

Let's say you decide to counter with a Shield. Since a Shield takes 15 or 7.5 seconds to build, you know that you would need to have begun construction by the 228st or 235th second. At the same time, you also know you don't really need the Shield (against a Plasma Laser at least) until that point.

Many players who have fallen to a Laser Rush build a Shield near the very beginning of the game. This sets them back in quite a bit in terms of resources for their own tech and weapons. It's understandable, given the embarrassment of toppling or falling onto a teammate. By learning the timings involved, you can allay those fears and be prepared with your own defenses and weapons at the appropriate times.
The Art of Survival
This is a list of common defenses against the various weapons.

Weapon Types
Counters
Bullet Weapons:
Machine Gun, Minigun, Sniper, Flak, Shotgun, 20mm Cannon
Slanted Armour, Shields, Sandbags, Armour
Missile Weapons:
Mortars, Swarm Missiles, Warheads, EMP, Rockets
Anti-Air (AA) fire, manually fired weapons, Sandbags, sacrificial (ablative) bracing, Armour

Special: Firing missile weapons to trigger opponents AA to shoot down their own weapons
Penetrating Weapons:
AP Snipers, Lasers, Fire Beams, Cannon
Multiple layers of Armour, Shields, Sandbags, sacrificial bracing
Special:
Lasers, Fire Beam, Swarm Missiles, Warheads
Shields reflect Lasers and Fire Beams

Eliminating Snipers prevents the firing of Swarm Missiles and Warheads
All
EMP Rocket explosions temporarily disable everything within their area of effect

Prevent an opponent from building up the resources to build and fire weapons by destroying Mines, Turbines, and causing damage that forces them to repair
Attempts to Topple or Disconnect the Fort from its Foundation
Background bracing, cross bracing, additional ground connections, Rope supports, sacrificial bracing, armour, and removal of objects to prevent explosions that would damage background bracing


Note: Sacrificial bracing is bracing that is deliberately built out from the Fort to be struck by incoming missile weapons in order to absorb their area-of-effect (AoE) damage. By causing explosive weapons to detonate further away, it reduces the amount of damage caused inside the base or on the core.
Ideal vs Actual vs Just Have Fun
Looking at the Timeline it would be easy to think a weapons rush was the only viable tactic. In reality, a failed weapons rush often spells the end. A player must commit the bulk of their resources to an attack that, if countered, leaves them with few options. The faster they achieve their weapons, the more they must neglect their income and their own defenses. Forts affords a variety of play styles, and finding ways to make your preferred builds work is all part of the fun. But too often players new to Forts fall victim to a rush and become angry, discouraged, and reluctant to continue playing. That benefits no one and was the inspiration for this guide.
What is in the Moonshot DLC?
The Moonshot DLC adds:
  • A new single player campaign.

  • Additional single and multiplayer achievements.

  • Capture map game mode and a new device, capture point Derricks.

  • The Combined Forces faction with three new commanders, Buster, Phantom and Moonshine.

  • Five new themes including a dark nighttime theme.

  • The Moonshot HUD.

  • An in-game badge.

  • New Moonshot in-game music.

  • Four new weapons, Buzzsaw, Smoke Bomb, Howitzer, and Magnabeam.

  • Two new materials, Blast doors and Portals.
Moonshot content and Moonshot dependent mods can only be enabled by lobby hosts who own the Moonshot DLC. However, this also enables that content for all players within the lobby whether they have the DLC or not.

Moonshot DLC content in this guide is highlighted and underlined.
Appendices
Note: All Appendix information is current as of June 30, 2021, and reflects the Tons of Guns Mod enabled. Moonshot DLC content highlighted and underlined.
Appendix 1: Materials Building Times
Material
Time to Build
(A) Time to Build
Bracing
5 Seconds
2.5 Seconds
Background Bracing
5 Seconds
2.5 Seconds
Armour
8 Seconds
4 Seconds
Armoured Door
10 Seconds
5 Seconds
Shield
15 Seconds
7.5 Seconds
Rope
0 Seconds
0 Seconds
Portal
8 Seconds
Activation 10 seconds
4 Seconds
Activation 10 seconds

(A) Architect Commander Time to Build

To activate portals click and drag from one portal to the next. Portal alignment can be modified by right-clicking to bring up a contextual menu.

Note: Materials under construction will pass projectiles until completed with the exception of Buzzsaws.
Appendix 2: Materials Conversion Times
Material
Time to Build
(A) Time to Build
Bracing to Background Bracing
5 Seconds
2.5 Seconds
Bracing to Armour
8 Seconds
4 Seconds
Bracing to Armoured Door
10 Seconds
5 Seconds
Bracing to Shield
15 Seconds
7.5 Seconds
Bracing to Portal*
8 Seconds
4 Seconds
Background Bracing to Bracing
5 Seconds
2.5 Seconds
Background Bracing to Armour
8 Seconds
4 Seconds
Background Bracing to Armoured Door
10 Seconds
5 Seconds
Background Bracing to Shield
15 Seconds
7.5 Seconds
Background Bracing to Portal*
8 Seconds
4 Seconds
Armour to Bracing
5 Seconds
2.5 Seconds
Amour to Background Bracing
5 Seconds
2.5 Seconds
Armour to Armoured Door
10 Seconds
5 Seconds
Armour to Shield
15 Seconds
7.5 Seconds
Armour to Portal*
8 Seconds
4 Seconds
Armoured Door to Bracing
5 Seconds
2.5 Seconds
Armoured Door to Background Bracing
5 Seconds
2.5 Seconds
Armoured Door to Armour
8 Seconds
4 Seconds
Armoured Door to Shield
15 Seconds
7.5 Seconds
Armoured Door to Portal*
8 Seconds
4 Seconds
Shield to Bracing
5 Seconds
2.5 Seconds
Shield to Background Bracing
5 Seconds
2.5 Seconds
Shield to Armour
8 Seconds
4 Seconds
Shield to Armoured Door
10 Seconds
5 Seconds
Shield to Portal*
8 Seconds
4 Seconds
Portal* to Bracing
5 Seconds
2.5 Seconds
Portal* to Background Bracing
5 Seconds
2.5 Seconds
Portal* to Armour
8 Seconds
4 Seconds
Portal* to Armoured Door
10 Seconds
5 Seconds
Portal* to Shield
15 Seconds
7.5 Seconds

(A) Architect Commander Time to Build

Note: Materials in the process of conversion will react with projectiles using the properties of the original material while building.

*Moonshot DLC Material highlighted and underlined.
Appendix 3: Device Costs and Building Times
Device
Metal Cost
Energy Cost
Time to Build
(H) Time to Build
(A) Time to Build
Mine
300
2000
30 Seconds
27 Seconds
30 Seconds
Turbine
200
800
20 Seconds
18 Seconds
20 Seconds
Metal Store
200
500
16 Seconds
14.4 Seconds
13.33 Seconds
Battery
150
625
16 Seconds
14.4 Seconds
13.33 Seconds
Sandbags
0
300
30 Seconds
27 Seconds
30 Seconds
Repair Station
200
1500
20 Seconds
18 Seconds
20 Seconds
Barrel*
150
2000
15 Seconds
*
*

Note: Devices interact with projectiles normally while under construction.

(H) Hurricane Commander Time to Build
(A) Architect Commander Time to Build

*Shockenaugh specific device.
Appendix 4: Technology Costs and Building Times
Building
Metal Cost
Energy Cost
Time to Build
(H) Time to Build
Workshop
400
2000
60 Seconds
54 Seconds
Armoury
400
2000
60 Seconds
54 Seconds
Upgrade Centre
600
3000
60 Seconds
54 Seconds
Munitions Plant
800
5000
90 Seconds
81 Seconds
Factory
800
5000
90 Seconds
81 Seconds

(H) Hurricane Commander Time to Build.
Appendix 5: Weapon Costs and Building Times
Weapon
Metal Cost
Energy Cost
Time to Build
(E) Time to Build
(H) Time to Build
Machine Gun
75
250
20 Seconds
20 Seconds
18 Seconds
Sniper
100
300
20 Seconds
10 Seconds
18 Seconds
Incendiary Mortar
150
1000
30 Seconds
30 Seconds
27 Seconds
Buzzsaw*
200
2000
35 Seconds
35 Seconds
31.5 Seconds
Swarm Missiles
500
2500
70 Seconds
70 Seconds
63 Seconds
Smoke Bomb
30
300
35 Seconds
35 Seconds
31.5 Seconds
Flak
200
800
25 Seconds
25 Seconds
22.5 Seconds
EMP Rocket
200
2000
30 Seconds
30 Seconds
27 Seconds
20mm Cannon
600
4000
70 Seconds
70 Seconds
63 Seconds
Cannon
900
6000
110 Seconds
110 Seconds
99 Seconds
Howitzer
1000
9000
120 Seconds
120 Seconds
108 Seconds
Firebeam
400
3000
75 Seconds
75 Seconds
67.5 Seconds
Magnabeam
600
5000
75 Seconds
75 Seconds
67.5 Seconds
Plasma Laser
1000
6000
120 Seconds
120 Seconds
108 Seconds


*Scattershot Buzzsaws cost 275 metal but receive +2 projectiles when firing.
(E) Eagle Eye Commander Time to Build
(H) Hurricane Commander Time to Build

Moonshot DLC Weapons highlighted and underlined.
Appendix 6: Weapon Upgrade Costs and Building Times
Weapon
Metal Cost
Energy Cost
Time to Build
(H) Time to Build
(O) Time to build
Machine Gun to Minigun
125
400
20 Seconds
18 Seconds
10 Seconds
Minigun to AP Minigun*
125
800
25 Seconds
*
*
Sniper to Armour Piercing Sniper
150
400
25 Seconds
22.5 Seconds
12.5 Seconds
Incendiary Mortar to Heavy Mortar
100
800
20 Seconds
18 Seconds
10 Seconds
Swarm Missiles to Warhead
200
2000
65 Seconds
58.5 Seconds
32.5 Seconds
Flak to Shotgun
50
400
20 Seconds
18 Seconds
10 Seconds
EMP Rocket to Rockets
200
2000
40 Seconds
36 Seconds
20 Seconds

(H) Hurricane Commander Time to Upgrade
(O) Overdrive Commander time to Upgrade

*Armourdillo specific weapon.
Appendix 7: Weapon Firing Costs
Weapon
Metal Cost
Energy Cost
Machine Gun
0
30
Minigun
20
300
AP Minigun*
30
500
Sniper
0
30
Armour Piercing Sniper
0
30
Incendiary Mortar
3
150
Buzzsaw
0
1200
Heavy Mortar
15
400
Swarm Missiles
40
1800
Smoke Bomb
30
300
Warhead
50
4000
Flak
30
300
Shotgun
30
800
EMP Rocket
20
800
Rockets
30
1200
20mm Cannon
40
2000
Cannon
75
3000
Howitzer
70
4000
Firebeam
0
2000
Plasma Laser
0
5000

Note: Fire Beam and Plasma Laser can be fired before reaching full energy, but will fire for a reduced duration.

Moonshot Weapons highlighted and underlined.

*Amourdillo specific weapon.
10 Comments
Christopherharden2013 19 Apr @ 10:25pm 
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dfox11b 11 Apr, 2023 @ 9:56pm 
Could you update for high seas?
Romerolagus  [author] 1 Oct, 2021 @ 6:25pm 
A bit (more than a bit) late but yes, updated
Raaaage Alert 14 May, 2020 @ 9:28pm 
update for moonshot?
Jack.Burton 4 Jan, 2020 @ 9:27am 
@Romerolagus thank you kindly sir
ma1kawa11 2 Jan, 2020 @ 8:37am 
Could this be updated for moonshot?
Romerolagus  [author] 19 Jan, 2018 @ 5:50am 
@JackBurton I think the use of those tips has been deprecated for multiplayer. Several of the updates, such as the Tons of Guns mod, alter gameplay in ways those tips do not reflect. The tips do still apply to the single player campaign however.
Jack.Burton 18 Jan, 2018 @ 1:23pm 
request: Can you make a guide/resource listing of all the loading screen tips?
Romerolagus  [author] 17 Jan, 2018 @ 5:56pm 
@JackBurton This was more of a defensive reference lookup, but I can summarize the basics. Weapon combos are usually designed as counter-counters. For instance, if you have a laser and they counter with a shield, you would want something that can disable the shield such as an EMP, missiles, rockets, warhead, cannon (if they aren't Scattershot) mortars if they can reach, or Spook, since he can steal energy and potentially disable the shield.

Likewise, if you have a warhead, and they counter with AA fire, you would want anti-AA weapons, but also AA diversionary fire, such as a swarm or mortars to absorb or divert the AA fire to allow the warhead to get through.
Jack.Burton 16 Jan, 2018 @ 5:56pm 
This is pretty comprehensive! Can you talk about some weapons combo's that have good synergy?