" " " Starcraft How To: September 2010 "
 

In Starcraft 2, rushing involves skipping out on building up your base and instead "rushing" straight for a particular unit. In this article, I will discuss the best Starcraft 2 rushes for each race.

Best Starcraft 2 Rushes for Terran

Reaper Rush: This strategy involves building Reapers as fast as possible. By following this strategy, you can build Reapers with just 7 SCVs. Have all of your SCVs harvest minerals and send one SCV to your enemy's base. Once at your enemy's base, start building a Barracks on the outside.

While the Barracks is building, build a Refinery and start harvesting vespene gas. Build a Tech Lab on your Barracks and start pumping out Reapers. Send your Reaper in as soon as it is ready and try to kill as many harvesters as you can while avoiding the enemy's ground units.

Banshee rush: This strategy involves racing for Banshees and taking out the enemy before he is able to get any anti-air units. This only works versus Zerg players. You will want to build a Refinery, Barracks, Factory, and Starport at a 10/11 supply count. As soon as your Starport is done, build a Tech Lab on it and then build a Supply Depot. Start producing Banshees right away and send your Banshee in. Kill Queens first then go for the Drones.

Best Starcraft 2 Rushes for Protoss

Void Ray Rush: This Protoss strategy involves building a few Void rays as quickly as possible. Void Rays are expensive, so you cannot sacrifice your economy to perform this rush. Get a Pylon at 8/10 supplies and then get a Gateway at 12/19 supplies. While your Gateway is building, build an Assimilator and keep making Probes. As soon as your Gateway finishes, build a Cybernetics Core and a second Assimilator.

Never stop building Probes until you reach the cap of 22 Probes at your main base. As soon as your Cybernetics Core finishes, build a Stargate. When your Stargate is done, start using Chrono Boost to make Void Rays. Be sure to use extra minerals to build Zealots in order to defend your base from a potential rush. Attack the enemy with your air units once you get 3 Void Rays. Be sure to let the Void Rays charge up off a random building before engaging the enemy's army. Do not go straight for the enemy's units with uncharged Void Rays.

Best Starcraft 2 Rushes for Zerg

Zergling Rush: This is a cornerstone Zerg strategy. I recommend building a Spawning Pool at 9 or 10 supplies (9 at small maps, 10 at large ones). While the Spawning Pool is building, grab an Extractor and another Overlord. Build 6 Zerglings as soon as your Spawning Pool finishes and send them in. Be sure to keep building Zerglings and train Metabolic Boost (Zergling speed upgrade) as soon as you can.

Mutalisk Rush: I prefer to use this rush to follow up a Zergling rush. Start off with the Zergling rush mentioned above. Your enemy's progress will be slowed down by your initial Zerglings, making him susceptible to an early attack by air units. Your Zergling rush probably will not kill the enemy, but you should be able to slow his progress a lot and force him to build anti-ground units. At this point, tech for a Lair and keep building Zerglings.

Once your Lair is done, add a Spire. Continually produce Zerglings and keep sending them into the enemy's base in small groups. These will slow down your enemy significantly. As soon as your Spire is done, build 3 Mutalisks and send those in right for the enemy's mineral line. If you did this right, your enemy should not have any anti-air units and it should be an easy win from there.

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**Note: The intro video is off-sync due to different sampling rates (25 to 30). Next game will have it porperly sync'd :) If you'd like to see it properly sync'd up (you should!), check it out here: www.youtube.com **Special thanks to dkh for making this intro video, check out his youtube page here for more of his work: www.youtube.com Response (Blue Protoss) Khulas Ravine Davyie (Red Terran) Response's website: www.xtremeonez.com Response's TL Stream: www.teamliquid.net Be sure to contact him if you're interested in starcraft lessons!

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When a teammate of mine loses his base, several things go through my mind. This is in Starcraft 2 of course, and yes I just played a game where this happened.

Our upper Protoss player, a good friend of mine, lost his base in the end game. In the end game, armies are so large and destructive, a player can lose an entire base without you being able to get to it in time to save it. This is especially true under our circumstances, where our armies weren't mobile. They were slow, we couldn't save his base in time.

He is a trooper, and he managed to rebuild. Yet something struck me near the end of that game.

The battles in that game were mega intense, Phoenix verses Battlecruisers and Vikings, Collasus and Stalkers on the ground, just huge epic battles. With so much occurring, not to mention the need for expansions and more troops, it can be hard to focus enough attention on the battles.

Their is always more you could be doing.

So I realized this at the end of the game, even though I already knew about it. This is giving your teammates control of your troops. If your teammate has a lot of energy that he can't really put anywhere, giving him control of your troops is the obvious solution.

He can put 100% of his effort into making your troops as effective as possible, and you can put a majority of your effort into managing your resources and building your army.

This is a win/win. Now, this of course is only for the players who like me, want to win at all costs. Letting another player manage your army isn't fun, in fact its boring. However that other player can focus a lot more attention on it, so it makes you a much more effective team.

So don't forget, when your buddy has nothing else to do, share control of your units with him. Let him worry about focus firing Phoenixes, and maneuvering them around. Let him worry about blinking the Stalkers into a strategic location. You worry about securing expansions, building more fighting troops, and staying one step ahead of your opponents.

Oh and let me add one more thing to this article. This is about maps with island expansions. These expansions are ideal for Terran players to occupy. Not only can they just fly a fully loaded Command Center over to them, they can then outline them in Turrets. These expansions can be a pain in the butt to destroy.

If you kill off your opponent, but they have one of these, be sure to immediately start pumping anti air. Air is the easiest to build from those expansions, they don't have to worry about transporting troops this way. Now that gives me an idea, you could use Nydus Canals as Zerg to get on and off those islands, might be worth looking into.

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Want to see this replay or submit other EPIC replays? www.starcraftarena.net

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