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    FAQ/Walkthrough by roar888

    Version: 0.4.6 | Updated: 03/01/13 | Search Guide | Bookmark Guide

                    *                                           *
                    *                 R.U.S.E.                  *
                    *           Walkthrough/Strategy            *
                    *              Version: 0.4.6               *
                    *          Last revised: 03/01/13           *
                    *               by: roar888                 *
    Table of Contents [TOCT]
    I. Opening Notes........................[OPNN]
    1. Revision History.....................[RVSN]
    2. Introduction.........................[INTR] - Complete
    3. Walkthrough..........................[WKTR] - In progress
     3.1 Prologue...........................[PRLG]
     3.2 Taking Command!....................[TKCM]
     3.3 Kasserine Pass.....................[KNPS]
     3.4 The Wild Bunch.....................[TWBN]
     3.5 Digging Out the Fox................[DOTF]
     3.6 From Bait to Prey..................[FBTP]
     3.7 Hide and Seek......................[HASK]
     3.8 Tangling With Barbara..............[TWBB]
     3.9 Battle of Monte Cassino............[BOMC]
     3.10 Utah Beach........................[UTBC]
     3.11 The Hedgerow War..................[THRW]
    4. The Ruses............................[RUSE] - Complete
    5. Nations..............................[NTNS] - Coming soon!
     5.1 Germany............................[GMNY]
     5.2 Italy..............................[ITLY]
     5.3 United States......................[UNST]
     5.4 France.............................[FRNC]
     5.5 United Kingdom.....................[UNKD]
     5.6 Soviet Union.......................[USSR]
    6. Battles..............................[SKMS] - Coming soon!
    7. Operations...........................[OPNS] - Coming soon!
    8. Contact Information..................[CTIN]
    9. Copyright & Thanks...................[CRTY]
    I. Opening Notes [OPNN]
    Thank you for reading my R.U.S.E. FAQ/Walkthrough. I appreciate suggestions
    and all other constructive input. Also, if you think it's helpful, (on
    GameFAQs) please click the Recommend button at the top of the page!
    All recommendations and strategies detailed in this guide are geared toward
    the various singleplayer modes, though many may work (sometimes even better)
    in the multiplayer as well.
    This guide is currently authorized for hosting on GameFAQs, Neoseeker, Cheat
    Code Central, and Super Cheats only. If you are reading this on any other
    site, it is in violation of copyright and may be outdated, and I ask that you
    please notify me of such an occurrence. Thanks!
    1. Revision History [RVSN]
    0.4.6 - 03/01/13
    * Completed walkthrough for The Hedgerow War scenario.
    0.4.4 - 02/19/13
    * Completed walkthrough for Utah Beach scenario.
    0.4.2 - 02/18/13
    * Completed walkthrough for Battle of Monte Cassino scenario.
    * Minor formatting correction to The Ruses section.
    * Added some additional recommendations to The Ruses section.
    * Apologies for the long delay and thanks for your patience! College is a busy
      time for me right now.
    0.4.0 - 07/22/12
    * Completed walkthrough for Tangling With Barbara scenario.
    0.3.8 - 05/02/12
    * Completed walkthrough for Hide and Seek scenario.
    0.3.6 - 04/30/12
    * Completed walkthrough for From Bait to Prey scenario.
    0.3.4 - 04/29/12
    * Completed walkthrough for Digging Out the Fox scenario.
    0.3.2 - 07/27/11
    * Completed walkthrough for The Wild Bunch scenario.
    0.3.0 - 07/21/11
    * Corrected Contact Information entry in Table of Contents.
    * Reworked introduction for The Ruses section.
    * Updated copyright information.
    * Minor clarifications to The Ruses section.
    * Began Walkthrough section, completing Prologue, Taking Command!, and
      Kasserine Pass.
    0.2.5 - 07/17/11
    * First published version!
    * Set up the basic layout of the guide.
    * Completed the Opening Notes section.
    * Completed the Introduction section.
    * Completed the Contact Information section.
    * Completed the Copyright & Thanks section.
    * Completed The Ruses section.
    2. Introduction [INTR]
    R.U.S.E. is a real-time strategy game set in the World War II time period. It
    differs from other RTS games in a couple of ways. First, fog of war is handled
    differently. By default, you can see all of your opponents structures and
    units, though the units are represented by a dot, which denotes whether it is
    a heavy or light unit, but not its actual unit type. Line of sight on a unit
    will reveal the specific type of unit. Also, you can hide your units in a
    forest or town and they will actually vanish from the map if your opponents
    don't have line of sight.
    Another unique aspect of R.U.S.E. is the ruses themselves. I will discuss them
    in a later section, but suffice it to say they can be game-changers.
    Also, the various strengths and weaknesses of units in R.U.S.E. are much more
    important than in some other RTS games. For example, (and you may have already
    learned this the hard way) a couple of anti-tank guns concealed in a forest
    can literally wipe out an entire line of medium tanks without breaking a
    sweat. You actually will need units of every type to combat what your enemies
    will throw at you.
    Last, the units in R.U.S.E. don't run around the map as quickly as in other
    games. Nor are the resources as plentiful. You'll need a well-formed plan of
    attack to emerge victorious.
    3. Walkthrough [WKTR]
    The R.U.S.E campaign follows the story of American commander Joseph Sheridan
    throughout his tour of North Africa and Europe. It is a satisfyingly long
    campaign; you really would get your money's worth even if the game simply
    included the campaign and the skirmish mode called Battles. In addition to the
    aforementioned Campaign and Battle modes, you also get the typical Multiplayer
    mode along with a game mode called Operations, which is essentially the RTS
    version of Call of Duty: Modern Warfare 2's Spec Ops. These other game modes
    are covered later.
    While I will describe the strategy and tactics needed to complete the
    missions, I don't believe in spoiling the story for others and therefore will
    reference it as little as possible unless it affects the dynamic of the
    missions itself.
    3.1 Prologue [PRLG]
    This is understandably an incredibly easy mission, so I won't waste much time
    on it. To teach you the dynamics of combat, you are given control of a couple
    of tanks, Super Pershings. Just drive them up to the specified points, letting
    them destroy the enemy units along the way. They will have no trouble doing
    so, as they outmatch every other unit on the field in this mission. When you
    get to the final rally point, the mission will end.
    3.2 Taking Command! [TKCM]
    You'll start this mission with a few infantry units, with orders to head up
    the road to rally with some anti-tank guns (AT guns from here on). There are a
    couple scattered enemies to take care of along the way, but nothing your units
    can't easily defeat. Another few enemy infantry occupy the town ahead, but
    they split up before you get there, allowing you to easily handle them piece-
    meal. Once you rally with the AT guns, moving on to the objective is simply a
    leapfrogging maneuver. As you forge ahead, move your AT guns to the front when
    faced with tanks and your infantry to combat enemy infantry. With this tactic
    you'll easily make it to the final objective before the enemy catches up with
    3.3 Kasserine Pass [KNPS]
    You start with some AT guns and infantry. Move the AT guns that are farther
    from the river closer together so they both have line of sight on the two
    roads nearest them, and the ones closer to the river so that they both have
    line of sight on the bridge and the road that runs along the river. Keep your
    infantry inside the city behind the AT guns unless you're faced with an
    infantry assault. These positions allow your AT guns to shred enemy tank
    columns regardless of which direction they come from.
    You'll be introduced to the Decryption ruse, which allows you to see enemy
    units' orders in the chosen sector. You might as well use it as you get the
    opportunities, since there's nothing to save it for. Your allied support units
    across the river will hold off the enemies for quite a while, so they're not a
    threat for the early stages of the mission.
    At about halfway through you'll be reinforced with some paratroopers, but you
    shouldn't even need them, since the enemy attack waves are very light. After
    you destroy all attacking units, the mission ends successfully.
    3.4 The Wild Bunch [TWBN]
    You start with control of a few light tanks, tasked with running straight up
    the center pass at the enemy. Essentially, just head to the objective point,
    taking out enemy units as you go. Once you near your objective, you'll
    encounter some medium tanks. The first lone one you can destroy, but the next
    two are together: too much for your puny light tanks, so you need to fall back
    and await medium tank support. It helps to have your light tanks preselected
    so you can immediately turn them around when you get the order to retreat.
    Once you rendezvous with your medium tanks, they are turned over to your
    control, so roll in with your whole force and tear the enemy a new one. There
    are a few infantry units mixed in with those medium tanks, but they should be
    easy to clear out.
    After taking the town where the objective lies, you'll have to hold until your
    allies can set up a barracks for you. Since the enemy has AT guns, you'll need
    infantry to get to them. You should be able to split up your forces 50-50 and
    defend both sides easily enough. If you lost more than a couple tanks, though,
    you may want to sit in the middle and take on the threats with your full
    strength as they present themselves.
    After the barracks is constructed, you automatically get a few infantry, so
    it's time to go to work. Move out against the AT gun battery, making sure to
    cover your infantry with tanks, while ensuring the tanks stay out of range of
    the AT guns. The enemy will counterattack in an attempt to prevent the
    infantry from reaching their goal, so stay wary. Once you have destroyed all
    the AT guns, the mission ends in success.
    3.5 Digging Out the Fox [DOTF]
    You start this mission with several infantry units and few light tanks, medium
    tanks, and anti-tank guns. Your first objective is to take out the enemy HQ,
    though there are several points you'll want to handle along the way. First,
    use the Spy Ruse to reveal the anti-tank guns that are dead ahead of you. Hit
    them with your infantry, since the couple of infantry units they have covering
    them won't put up much of a fight. Move your other units up parallel to your
    infantry to provide cover against a few advancing tank units.
    Stagger your advance, allowing your AT guns to take out enemy tanks, while
    using your tanks to take on infantry and your infantry to hit enemy AT guns.
    Use your tanks to destroy the enemy armor base, while sending your AT guns
    west to deal with the tanks lying in wait there. Your infantry can then sweep
    up the remaining AT gun hiding behind them.
    Move west along the lake, repeating this strategy as necessary, until your
    tanks are in range to destroy the enemy HQ. Oh yeah, the HQ is a decoy. So
    once you destroy it, you'll have to hold off an enemy assault against the city
    you're trapped in. It's largely a tank assault, so you'll want to maximize the
    effectiveness of your AT guns. Two on each end of the city should be enough to
    hold off the tanks. Station some tanks on each side as well, to deal with any
    accompanying infantry.
    After you hold the city for the allotted amount of time, you'll get some
    reinforcements of tanks, AT guns, and infantry. Use these to accomplish your
    next objective, which is to aid the allied force on your left flank by
    destroying some AT guns there. The infantry reinforcements you receive should
    easily be enough to defeat them. Next, your advisor will panic over the
    appearance of a Tiger tank, which is a heavy tank. Use your AT guns to make
    short work of it, making sure to keep them covered with your remaining tanks
    and infantry.
    Your final objective is to score 1000 points. Your best bet here is to just
    sit tight while your units handle any enemies that come close. Once you reach
    the 1000 point threshold, the mission ends in success.
    3.6 From Bait to Prey [FBTP]
    ** For directional purposes, it seems that "north" is diagonally forward and
    left from your initial viewing angle. I'll be using the directional cues used
    by the game. For example, east is diagonally forward and to the right from
    your initial viewing angle. You may want to realign your view so these
    directions are easier to understand. **
    The first few objectives in this mission are very scripted, outlining exactly
    how many buildings and units to deploy and where to deploy them. This is
    described in the following paragraph. Go ahead and skip to the third paragraph
    if you so desire, since it's really kind of unnecessary.
    You start with just an HQ, with the directive to set up a supply depot dead
    ahead of your position. Do that, and then follow the subsequent order to
    build a Barracks nearby. Move your recon units to the designated location to
    reveal some troops hiding in the forest east of your position. You'll be told
    to deploy some infantry to handle the situation, so go ahead and deploy 4
    units to take them out. You'll be advised to use a Ruse to unveil the enemy
    unit types and/or their orders, though both of these things are fairly obvious
    through the use of recon units and common sense.
    Once the easy part is over, things start to get interesting quickly. You'll be
    expected to take on several hidden units in the forests around your HQ, so use
    your recon units to reveal them to eliminate the possibility of an enemy
    surprise attack. Next, you'll have to take the city to the north, again, using
    only infantry. There will be enemy infantry occupying the town, so you can
    recon ahead, or overwhelm them with numbers, as there are only two.
    After taking the town, have your infantry occupy the town square to set up an
    ambush for the approaching enemy armored units. While this is happening,
    you'll want to deploy infantry to the forests all around your HQ, as you will
    shortly begin to see attacks from all sides. If you deploy them correctly,
    they will be able to lay ambushes against any approaching enemy units.
    After repelling the Italian offensive, a large force of Panzers will move in
    on your left flank, or rather, what seems to be Panzers. Don't panic just yet:
    they turn out just to be decoys.
    The real attack is coming on your right flank in the form of an Italian armor
    and infantry offensive. It shouldn't be too difficult to fend off, since they
    hit you in twos and threes rather than all at once. After the attack on the
    right flank begins, the Italian forces will also resume their assault on the
    town, so be prepared with another ambush there. They will try to mix things up
    as well, going around the town rather than through it, though any infantry you
    had in place to fend off the fake panzer attack should be enough to handle
    Once you destroy all of the attacking forces and clean up any stragglers, the
    mission will end in success.
    3.7 Hide and Seek [HASK]
    You'll start with a few infantry units and a recon unit with the objective to
    capture the supply depot being guarded by a couple Italian light tanks. Their
    line of sight doesn't extend to the road that runs right next to the depot, so
    just have a few infantry units run along the road using the Radio Silence
    Ruse, sparing one to capture it, and send the others a little farther to hide
    in the forest on the other side.
    After you capture the supply depot, the enemy will counterattack from all
    sides. Your infantry hidden in the forests should be able to handle them
    fairly easily with the element of surprise. Following the initial wave of
    attacks, you'll be given two Lee medium tanks. They'll help deal with some of
    the more overwhelming infantry and light tank assaults. If you can help it,
    avoid using them to repel the medium tanks you'll see a little later in the
    battle, since Lees are really bottom-of-the-barrel medium tanks. Use infantry
    ambushes to take on any medium tanks you face.
    At this point, the game hands the reins over to you to best decide how to 
    capture the HQ. It's hard to lose this mission, since there's no time limit,
    and the AI doesn't attack very often or in very large numbers, but if done
    wrong, it can take a long time. The most effective MO is to use Radio Silence
    and forest ambushes to leapfrog your infantry units forward to within striking
    distance. Patience is the key here, as this strategy involves the efficient
    use of recon units, and a lot of sneaking around the edges of the map. Be
    careful around the advanced medium tanks you'll find patrolling around the
    cluster of towns midway between your HQ and the objective. The only two
    effective means of dealing with them is a large-scale surprise attack, or
    simply skating around them. Your call there.
    Once you're within range, you'll face one last major obstacle: a flamethrower
    tank. It is deadly against infantry in a head to head fight, but luckily it
    sits right in front of the HQ, so you can run a perfectly planned pincer move
    with your infantry, one side from the town on its left rear flank, and the
    other from the forest directly in front of it. There are also a couple enemy
    infantry in the forest behind the HQ, but if you have at least a few infantry
    left after surviving the flamethrower tank, they should handle it. And
    remember, only one needs to make it to capture the objective. Get it, and the
    mission ends in success.
    3.8 Tangling With Barbara [TWBB]
    You start with infantry positioned in a few of the forests and towns
    surrounding your HQ, right between several groups of enemy tanks. Your first
    objective provides the counter to these with the goal of producing some tank
    destroyers to fend them off. The initial attacks are piecemeal, and primarily
    from the right side (using your initial viewing angle). After a couple futile
    attacks, you'll start to see attacks from both sides, though still in easily
    manageable numbers.
    As you'll be reminded several times throughout this mission, Recon units
    greatly extend the range of your tank destroyers, and I highly recommend using
    them. It'll definitely help prolong the life of the only two medium tanks
    you'll get throughout this whole mission. These medium tanks are valuable,
    since they're the best defense against the infantry units that will start
    hitting you from the front after the first tank assaults.
    After you fend off these initial attacks, you'll be tasked with crossing
    either or both of the two bridges spanning the river ahead from your HQ. Take
    your time with this one, since there's no rush, and you'll face a variety of
    unit types along the way. Capturing the three enemy bases (an armor base, a
    barracks, and an anti-tank base) is also a much better plan of action than
    destroying them, since they'll allow you to construct units closer to the
    front, and you'll get access to light tanks and AT guns. Keep this in the back
    of your mind, as the AT guns in particular make the last part of this mission
    MUCH easier.
    The push forward here is really an excercise in leapfrogging, push forward
    with the tank destroyers when facing enemy armor, infantry when facing AT
    units, and tanks when you see infantry ahead. Recon units make this strategy
    doubly effective as well.
    After you clear your side of the river, take a moment to regroup for the final
    push. You can proceed a couple of ways here. Leapfrogging, of course, is one.
    My method (IMO) added a little more fun to it, though.
    Send the bulk of your force across the rightmost bridge and have it hang back
    there, while sending a column of light tanks across the left bridge, with some
    AT guns and infantry trailing a bit behind. Hiding the AT guns and infantry in
    the forest nearby, have your light tanks engage the waiting enemy defenses,
    then quickly have them retreat back toward the forest where your AT guns and
    infantry are lying in wait. When your ambush begins to tear the enemy units to
    shreds, send your main force up the right gap in the forests, mopping up any
    remaining enemies and destroying their HQ. This strategy also has the
    secondary advantage of avoiding the worst of the enemy artillery barrage from
    the towns on the left side of their HQ.
    Once the enemy HQ is either captured or destroyed, the mission will end in
    3.9 Battle of Monte Cassino [BOMC]
    This scenario starts off giving you control only of one airfield, with the
    ability to build B25s and nothing else. Your first objective is to take out
    the artillery pounding your base. Use all your available funds to construct
    four new bombers, to bring your total to five. Get them all in the air as
    quickly as possible. Continue to do this throughout the game, since they are
    useless on the ground, and it will allow you to respond more quickly to
    impending threats.
    It will only take one bomber to eliminate the single enemy artillery unit, so
    send two of your other bombers to destroy the group of three enemy light units
    camping out near your base. Once the enemy artillery unit is destroyed, you'll
    be instructed to destroy the artillery base. Take the remaining two airborne
    bombers and hit that building to complete the objective. Remember to reassign
    your other bombers to nearby airborne positions immediately after they are
    rearmed and refueled so they aren't caught on the ground by artillery or other
    ground units.
    Upon completing this objective, you'll be given full command of the buildings
    at your base. The first order of business is to destroy the enemy AA tanks
    directly ahead of you. The best solution here is a couple of Wolverines. While
    you wait for those to be constructed and get in range, take the opportunity to
    construct supply depots at the empty locations and use your bombers to take
    out the anti-tank base and the couple units off to the left of the AA tanks.
    Next you'll be asked to help out American units on your left flank. Take out
    the fortified position over there as well as the machine gun nests to the far
    right for the French, using your bombers for both, and you'll clear that
    objective. While you're waiting for your bombers to get there and back, start
    construction on an armor base and get a few medium tanks up to the front with
    your Wolverines. These will help out with your next objective.
    After clearing the way for the French and Americans, you'll get your main
    mission: to destroy the enemy HQ. Don't jump the gun here; you'll need to
    build a few more bombers to get past the AA guns and fighters. You're not able
    to build AA units or fighters yourself, so you'll need to rely on Radio
    Silence to slip by the fighters and your ground units to eliminate whatever AA
    guns you're able to get to.
    Use your tanks to destroy the enemy bases directly ahead, leading up to the
    airfield. Slow your advance, since there will be AT guns hidden in the forest.
    Use your bombers, under the cover of Radio Silence, to destroy these. You'll
    also get another couple objectives, to clear the way for the British, and to
    prevent your allies from losing too many units. The British objective is
    actually very useful, because once loose on the enemy's left flank, they will
    help you by destroying some of the AA guns back there by the HQ. Keep
    advancing with your tanks and Wolverines to eliminate enemies on the ground,
    both for the sake of protecting your allies units, and to destroy as many AA
    guns as possible. Once you're in the enemy's backfield, the quickest way to
    victory is an all-out assault with all your bombers, combining Blitz and Radio
    Silence. It takes 10 hits to destroy the HQ, so you may have to conduct more
    than one bombing run, particularly if you take heavy losses.
    Succeed in breaking through and destroying the HQ, and it's mission success.
    3.10 Utah Beach [UTBC]
    ** Note: The camera angle shifts directions even more than usual in this
    scenario, so to make things simpler, all my directional instructions will be
    from the perspective looking from the initial beach head. North is directly
    forward, away from the beach (yes, I know this is historically inaccurate, but
    it makes things simpler).
    You'll start with a wide front line all along the beach and only infantry
    units. Your first goal is to take out the two 88mm AA/AT guns. Split your
    forces to go wide to both the right and left around the machine gun nest, each
    half taking one of the guns. Use the swamps to your advantage to hide and
    execute surprise attacks against the enemy infantry. Once you've eliminated
    the guns, allied air units will clean up the rest of the enemy infantry along
    the beach and take out the machine gun.
    After a short briefing, you'll get an HQ and the ability to fortify your
    position against counterattacks. You'll want one or two machine gun nests to
    both the east and west of your HQ, as the enemy will launch infantry attacks
    from the town to the west and the road to the east. After you fend off those
    attacks, set up at least one anti tank bunker directly behind each machine gun
    emplacement to defend against the armored assault coming next.
    Having beat back several of these attacks, you'll be notified that you should
    link up with the paratroops that have dropped behind the enemy lines in the
    towns off the beach. Relieve the 82nd (the ones directly ahead) at this point.
    Almost immediately after this, you'll begin to be bombarded with artillery
    from the area near the 101st. Attack west through the forest with some
    infantry to eliminate the AT gun hiding there while you wait for a few tanks
    to be constructed. You'll need them to destroy the machine gun nests and
    artillery. Once these are destroyed, you can relieve the 101st.
    Now you'll be facing attacks from almost every direction. Quickly get some
    AT guns and infantry hidden in the forests around chokepoints to cut off the
    attacks at their most vulnerable locations. For attacks from across the bridge
    to the north, hide some infantry in the nearby town, along with some infantry
    and a couple AT guns in the southwest area of the forest to its east. Some
    infantry in the eastern area of this forest will also help prevent enemy
    infantry from ambushing your AT guns from behind.
    The bridge to the west is much more difficult, as you will be faced not only
    with light and medium tanks, but heavy tanks as well. Hide at least 7 infantry
    in the nearby town, backed up by some light tanks just north of the forest
    road to cover the exit from the town if the enemy breaks through. Some AT guns
    hidden in the eastern part of that forest covering the exit from that town are
    also a good idea. Also hide some infantry in the southwest area of the far
    northwestern swamp to pick off tanks coming across the western bridge. This
    will be at the far edge of the AT guns' range, but it helps a ton when those
    Tiger tanks start crossing that bridge.
    You'll also be facing attacks from the east again, so get some AT guns in the
    swamps along the beach. Artillery will probably destroy your machine gun
    nests, so you'll want to have roving tank patrols (Shermans, preferably) to
    destroy infantry and artillery both from the eastern beach road and, more
    importantly, the open area to the northeast.
    If you can hold off all these attacks, the mission will end in success.
    3.11 The Hedgerow War [THRW]
    ** Note: This is essentially the same map used in Utah Beach, so it should
    feel very familiar. My directional instructions will be slightly different,
    though, as North will be used to mean directly forward from your base to
    You'll start out with a briefing in which you see two groups of armored units
    moving toward your outer defenses. You're then given control of a recon plane
    and told to gain line of sight on these units. Scout the ones moving in from
    the northwest first, as they pose a threat not only to your machine gun nests,
    but also to the infantry stationed in the town near the river. Once you have
    LoS on the Stugs, you get control of four fighter-bombers. Send all of them at
    the Stugs coming from the northwest. By the time they're destroyed and your
    fighter-bombers are rearmed, the other Stugs should have moved within LoS of
    your recon plane by themselves. Hit those with the fighter-bombers as well.
    In the meantime, an enemy fighter will have appeared, and you'll be given
    three fighters to combat it. Pull your recon plane back a bit so when your
    fighters give chase they won't get within range of enemy AA. Don't worry,
    though. If any of your planes are shot down during this period, you'll be
    given replacements.
    Once these threats are all dealt with, you'll get full control of the units
    and buildings in your base. Use this lull to set up a more fortified defensive
    - First, get all your planes back in the air, with your fighter-bombers over
    the large forest just NW of your base and your fighters covering your recon
    plane just to their north.
    - Set up another airfield and two supply depots at the nearest ones to your NW.
    - Also construct a AT base.
    - Move the armored recon that's just next to your medium tank up into the
    forest to the NE.
    - Build a few medium tanks to complement the one you already have.
    - Build at least four AT guns and hide them in the forest with your armored
    - Move the armored recon that's stationed outside the town to the far NW into
    the forest NE of that town.
    - Lastly, train at least three infantry and send them to the SE side of the
    swamp just to the east of your HQ. At some point during the mission, the
    enemy will send some Stugs along the beach. These infantry will handle that.
    You'll periodically see some Stugs attempt to cross the river to the NW. The
    infantry in that town nearby will easily handle them, but make sure to keep an
    eye on that area, because if they bypass the town, you'll need your fighter-
    bombers to take care of them instead.
    Now that you're set up, build a few infantry and send them east with your
    medium tanks toward that secondary HQ. Let your tanks take out the infantry in
    the town near the beach, then pull back this whole group, because the enemy
    will respond by sending a tank group from the armor base out east. Draw them
    within range of your AT guns and let them have it. Now move in again and
    capture the secondary HQ. While those units are on the way over there, build
    another armored recon and a few more AT guns. Send them to the forest just NE
    of the secondary HQ. Once the armored recon has LoS on the forest, use your
    tanks and infantry to clear it out. In the meantime, construct a supply depot
    next to the secondary HQ. Keep your tanks in the area to destroy an enemy
    counter-attack of mixed units. That will most likely be the enemy's last
    effort from that area.
    With that area secure, use your infantry to ambush the AA gun just north of
    the forest. Stay away from the forest on the west side of the road for now, as
    the enemy armored recon there will tear up your infantry. Now that you've most
    likely acquired a decent amount of resources, use the increased capacity of
    your second airfield to construct two more fighters, two more fighter-bombers,
    and four bombers. After those are constructed, send three fighter-bombers at
    the armored recon in the forest and three at the AA gun just to its west. Use
    your fighters to cover their return trip. Blitz will work well here to
    minimize casualties.
    Now send two fighter-bombers to take out the AA gun just to the SW of
    Valognes, again using your fighters to cover their return. Use your other
    fighter-bombers to pick off enemy units around the enemy's other secondary HQ
    to the NW. (I usually take out the Tiger tank and AT gun camping out there.)
    Use your air units to clear the rest of the NW sector across the river, then
    capture the secondary HQ, build a supply depot, and use your remaining
    infantry over there to hide out around it to the north.
    The enemy should have one AA gun left at this point. Send two fighter-bombers
    to take it out, and send the rest of your fighters and fighter-bombers to
    hover over Valognes (they'll pick out their own targets from there). Send all
    four bombers at the Siegfried Blockhaus. Don't worry about a ground assault;
    your goal should just be the enemy buildings around Valognes. Replace any air
    units you lost in the previous attack, get them all back up in the air, and do
    the same thing again, with two bombers now targeting the enemy airfield and
    two targeting the armor base. If you've eliminated all enemy tank destroyers
    with that attack run, you can send your medium tanks up the east flank to take
    out the barracks on that side of Valognes while your bombers hit the AT base
    and any other buildings that may be there.
    Once all the enemy buildings have been destroyed, the mission will end in
    ** More coming soon!
    4. The Ruses [RUSE]
    The ruses are obviously the reason for the game's title, but do they really
    impact the strategy of the game as seen on TV? That entirely depends on how
    you use them.
    You can play through the game without using them, but it will be much more
    difficult. Misusing or not knowing how to use them will garner the same
    results. On the other hand, if you make efficient and effective use of your
    ruses; combining a fake tank assault with a well-timed radio silence order,
    for example, you could entirely outflank your opponent when he thought for
    sure he had you on the ropes.
    The aspect of the game that really makes the ruses useful is its take on fog
    of war. The fact that your opponent can essentially see what you're doing at
    all times means you need some other way to conceal your intentions and augment
    your forces' abilities. The list that follows will detail the effects of each
    ruse as well as my recommendations for their use.
       Description   | Increases the movement speed of all units in the sector.
     Recommendations | This works well in combination with Radio Silence when
                     | attempting quick flanking maneuvers. I also suggest using
                     | it at the start of a game to speed up the early building
                     | process, especially of supply depots. In multiplayer, Blitz
                     | could be used with Reverted Intel to sell your opponent on
                     | a deception that a group of infantry is really a large
                     | column of tanks.
       Description   | Causes your units to fight to the death. No retreats!    
     Recommendations | Works well in skirmishes between units of the same type,
                     | especially if your units are inferior to your enemy's.
                     | Also useful in difficult situations where you're forced
                     | to try to take out enemy units with units that are weak
                     | against that type (tanks vs anti-tank guns). This ruse
                     | can give them that extra push to get through and hit the
                     | opponent with the big guns. Last-ditch defensive efforts
                     | could also see this ruse being useful.
       Description   | Causes enemy units to retreat with less damage.
     Recommendations | Can be deadly when used in combination with Fanaticism, as
                     | it allows your units to finish off the opponent's more
                     | easily. Keep in mind that this won't necessarily help you
                     | in a tank vs anti-tank situation if your tanks can't make
                     | it in range in the first place. Like Fanaticism, this ruse
                     | works best in even skirmishes between same-type units and
                     | in defensive positions where you are otherwise overmatched.
                                      Decoy Base
       Description   | Continually builds a booby-trapped base in the sector.
     Recommendations | This ruse comes in 4 flavors: Armor, Airfield, Artillery
                     | & AA, and Barracks. In general, this ruse will have the
                     | same effect regardless of which you choose. You may want to
                     | weigh the believability vs induced panic, however. Will
                     | your enemy believe that you'd place an Artillery base one
                     | grid over from his HQ? Will he overreact to the Armor base
                     | you placed near his weaker left flank? In any case, this
                     | ruse is useful for diverting your enemy's attention from
                     | another action you're mounting elsewhere. One added bonus
                     | to remember, though, is that if your opponent tries to
                     | capture the base instead of destroying it, it will blow up
                     | and kill the infantry sent to capture it.
                                    Fake Offensive
       Description   | Constructs free controllable dummy units of chosen type.
     Recommendations | Like the Decoy Base ruse, this one comes in multiple
                     | varieties for maximum effect; however, the type of unit you
                     | select seems to have a greater impact on the type of
                     | reaction you'll provoke. One thing to note is that the
                     | first option will generate units of all types, which will
                     | probably cause your opponent to scramble everything to hold
                     | it back. A fake tank assault is useful for showing where
                     | your opponent has lined up his anti-tank defenses, while a
                     | fake air assault is a good way to cause the opponent's
                     | aircraft to waste ammo and fuel, forcing some to land, thus
                     | thus lightening the air cover you have to deal with if
                     | yours is thinner than ideal. One last use is to mix in fake
                     | units with real ones during an attack to decrease the
                     | chance of enemy units hitting yours. This is particularly
                     | useful when facing more advanced units than yours or when
                     | facing a type disadvantage.
       Description   | Reveals the specific types of enemy units in the sector.
     Recommendations | First, an important caveat to this ruse is that if your
                     | opponent is using radio silence in the sector, this ruse
                     | does nothing since if you have no line of sight on the area
                     | there appear to be no units to identify. If you do have
                     | line of sight, sending a spy is redundant since you can see
                     | the unit types anyway. In the case where using this ruse
                     | will have an effect, it is particularly useful when your
                     | opponent has a lot of light units, since they are more
                     | varied than heavy units. It is also good for determining
                     | the composition of a large enemy attack force if you think
                     | you're not properly prepared to repel it. This is also a
                     | good foil if the enemy is using the Reverted Intel ruse.
       Description   | Continuously reveals the orders of enemy units in the
                     | sector.
     Recommendations | This serves as an early warning system of sorts when you
                     | have an idea of when an attack is coming. It also can serve
                     | to show whether your opponent is reacting to an action as
                     | you had planned. Used in combination with the Spy ruse, you
                     | will literally know exactly which of your enemy's units are
                     | doing what in real-time. Keep in mind that, like Spy, if
                     | your opponent's units are under Radio Silence or hidden in
                     | forested areas, this ruse will treat them as if they didn't
                     | exist. Unlike Spy, however, if you have line of sight on
                     | enemy units, this ruse could still be useful, as it will
                     | show the orders for the units your troops can see.
                                    Radio Silence
       Description   | Will cause any of your units not in line of sight of enemy
                     | units not to appear onscreen in any form.
     Recommendations | As mentioned earlier, used in combination with a fake
                     | offensive elsewhere, this ruse can be used to outflank your
                     | enemy to great effect. Radio Silence can also be used to
                     | prevent enemy artillery from targeting your troops if your
                     | opponent doesn't have line of sight on them anyway. Another
                     | use for Radio Silence is to hide your units from view
                     | before sending them to hide in a forest or town so that
                     | your opponent doesn't know where to look at all.
                                   Camouflage Net
       Description   | Will cause any of your buildings or construction units not
                     | in line of sight of enemy units not to appear onscreen in
                     | any form.
     Recommendations | Like Radio Silence, Camouflage Net is useful for protecting
                     | your investments from artillery fire and bombings, except
                     | applies to buildings and construction units instead. The
                     | other most effective use is to hide a building you have
                     | placed closer to the enemy HQ than would otherwise normally
                     | be recommended.
                                   Reverted Intel
       Description   | Will cause your light units to appear as heavy units to
                     | your opponent and vice versa if they are not in your
                     | enemy's line of sight.
     Recommendations | As mentioned earlier, this ruse could be used with Blitz to
                     | better sell your opponent on the deception. Another fun use
                     | for Reverted Intel is to watch your opponent have his
                     | machine gun nests all set up for an infantry assault while
                     | you roll in with tanks. This could also be used on defense
                     | to cause your enemy to think he's going up against a group
                     | of tanks rather than a battery of anti-tank units. Overall,
                     | much hilarity could ensue from the use of this ruse.
    5. Nations [NTNS]
    Coming soon!
    6. Battles [SKMS]
    Coming soon!
    7. Operations [OPNS]
    Coming soon!
    8. Contact Information [CTIN]
    Feel free to email me with comments, questions, suggestions, corrections, etc.
    I will gladly respond to any game- or FAQ-related emails. Please include
    something like "R.U.S.E." or "R.U.S.E. question" in the subject line.
    DO NOT contact me with any kind of advertisements, spam, malicious
    attachments, etc.
    Email: rhurley24@gmail.com
    **I will probably get back to you within 24-48 hours.
    Check out my other work:
    Alien Swarm - FAQ/Walkthrough (PC)
    9. Copyright & Thanks [CRTY]
    Copyright 2011-2013 Ryan Hurley. This work may not be reproduced under any
    circumstances except for personal, private use. Use of this guide on any other
    web site or as part of any public display is strictly prohibited and a
    violation of copyright. It may not be placed on any web site or otherwise
    distributed publicly without advance written permission from myself. I reserve
    the right to require any website hosting this work to remove it.
    All trademarks and copyrights contained in this document are owned by their
    respective trademark and copyright holders.
    Websites currently authorized to host this guide: GameFAQs.com, Neoseeker.com,
    SuperCheats.com, CheatCC.com.
    GameFAQs - For hosting my work and for that matter for hosting everyone else's
    work that I have read.
    Neoseeker, Super Cheats, Cheat Code Central - For hosting my work.
    Eugen Systems - For developing the game.
    Ubisoft - For publishing the game.
    My readers - AKA you. Yeah. Most people don't realize that I appreciate your
    reading my work just as much as you appreciate the help you (hopefully) get
    from reading it. I guess I just enjoy doing things to help people. So yeah.
    Thank you.                    __       __       __
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