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Why rush guide

Lets think about it this way. Lets say a player rushes you and you loose. The match is over. You couldnt keep up enough to build either enough defence of offence as your defence due to you not being able to keep up with there macro or you just fell behind in the techtree and dident get a barracks or spawning poo or gateway in time.

If you survive the rush not only my you be crippled but the may know what you have, what your going for, or know that your crippled(meaning he's ahead of you and will more likely attack again or tech enough to kill you later)

Rushing puts you in the advantage so the question is why wouldnt you rush?
if you turtle and your weak on scouting you have blocked your self in and even possible cut your self off from possible quick expansions and we all know (or atyleast the good players know) field control is one step closer to a win. Thats all apart of scouting.

Elements of a rush:
a rush can easly evolve into anything else aslong as you have the movement to counter act the enemy

-crippling the enemy is what your aiming for. Even if you loose your army if you took as many Miners with you as you could this puts you ahead by a landslide some times. If the enemy was teching he cant tech any further or even build men to defend himself. HE HAS NO WAY of getting money as fast as you are.

-Rush/scout. Rushing an enemy while there teching gives you the best idea of what there planning to do. Lets say your playing terrans (in SC2) the enemy is protoss and you some how figer he is going stalkers/immortals Your going to cut to murauders which you should already have. It doesnt take long for him to be run over if he is teching and only building zealots that arnt even upgraded. Early build units still can kill even the highest tier units so knowing the enemy is key in victory. If your in the enemy every 2 seconds from the start of the match it isnt very hard to figer things out and prepare your self.

All i'm basicly trying to say is rush the h*ll out of the enemy. just dont lose more money in the rush then you can destroy in his base.



25 Mar 2010 | Comments (3)
Tags : rush  
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Inflames wrote (2010-03-26 17:32:00)

avatar Zergling

Nice vid and nice comments both of you :)

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Buzzjuice wrote (2010-03-26 12:51:40)

avatar Reaper

There are a few more elements to a Rush, than just a rush. Often people use a 'proxy' meaning like a Gateway or Barracks, or a Pylon that is near the enemy base and then pumping out units that way. This method of rushing and attacking is also known as 'cheese' or cheesing the opponent.

Like Seven said, committing to this means that you WILL be behind if the cheese fails. And cheeses can be defended as long as you remain with a cool head.

 

The video above shows a match TvP where top ranking players, Predy and First and Last face off. First and Last, as Protoss goes for a proxy pylon and then goes warpgates and rushes Predy, the Terran player. Watch how Predy defends against these rushes, and this very well applies to this rush build as well.

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Seven wrote (2010-03-26 06:00:29)

avatar Brutalisk

Rushing, or just being aggressive right off the bat, isn't always the best. The defender would always have more units because of the distance you have to travel to get to them. If you're saying an early rax/gate/pool to get him before he even starts making units, well you are economically behind, and the amount of workers you kill may at the very least only break even for you.

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