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Geckat
03-20-2004, 9:18 PM
The Rushmaster has a brilliant rush for Zerg (Zergling/Lurker), and for Protoss (Carrier), but I don't have one for Terrans. Any suggestions (units, I'll make my own strategy later)?

ZeroDarkStar
03-20-2004, 9:33 PM
Duh. Marines & Medics. A classic.

Battlecruiser
03-20-2004, 9:33 PM
marine and medics. Just pump them out with a ratio of 3 marines to 1 medic. Addd in firebats if you want to deal some heavy damage and many is pletiful. If not stick to marines and medics and get the upgraded distance shooting.

I didn't see zerodarkstar's post.

Geckat
03-20-2004, 9:55 PM
Well, marines and medics are a bit old. And an experienced player could kill off that group easily. I need something that you can really get ahead, just wipe any opponent out. Like getting three fully loaded Carriers when he's got about six Dragoons and twenty Zealots. Or getting Zergling really really fast (that was old too, but it can be complicated if you do it right), and finally Lurkers before your opponent gets Detectors (doesn't work so well against Zerg). Siege Tanks I couldn't really get a hold of. Maybe Ghosts...they've got cloak and do a fair amount of damage. Maybe I'll see if I can get marine/medic to the obsession level...

assassin_666
03-21-2004, 9:01 AM
fastest 2 rushed with t is sc rush and proxy rush

Duddits
03-21-2004, 12:40 PM
Though it isn't much of a rush, super quick tech to Ghosts with lockdown. By the time you are there, assuming you haven't died, your enimy would be going mech. Then again, advanced warning of your quicky tech would be screwed with good detechtion.

Twitt
03-23-2004, 3:17 AM
God, what a bunch of retards. Why in the world would you rush to ghosts, that's the dumbest idea I've ever heard. M&M isn't a rush, it's standard. The only real rushes are Gundam, Bunker, BBS and proxies. Other than that, terran isn't a rushing race. Ghosts.....wtf.....so retarded.

assassin_666
03-23-2004, 7:32 AM
Though it isn't much of a rush, super quick tech to Ghosts with lockdown. By the time you are there, assuming you haven't died, your enimy would be going mech. Then again, advanced warning of your quicky tech would be screwed with good detechtion.
YOU DIDNT SAY IT IN 3RD PERSON

venom03
03-23-2004, 12:41 PM
can't u only use lockdown ability of the gosts on mechanical units only? if im not mistaken, then its useless on the zergs. so, if u want to rush with gosts and use lockdown, it wont work on zergs.

dido661
03-31-2004, 9:47 AM
By the time you get ghost it won't be a rush at all. . Because ghost take alot just go get to them you have to build a factory then a starport then a science and that takes forever . . . . You probley would be better off gettin g's and tanks or just sticking with the old style and rushing with marines and medics.

MrMer
04-06-2004, 10:21 PM
If you can get them soon enough, try vultures. yes, I know that they are generaly worthless (or at least I find them to be so) but early in the game they can do alot of damage. Wipe out the enemy workers if possible, then plant Spider Mines inbetween the Minerals and the Command Center. Spider Mines + rebuilt workers = more dead workers.

Duddits
04-07-2004, 2:46 PM
I had a 3 minutes 48 second vult strat. This was w/o out upgrdades. This is for TvT when you think they are going quick infantry. Spider mines > Medics -boom-

YOU DIDNT SAY IT IN 3RD PERSON

Though I'm not in 3rd person at the moment, yes I did.

I also said that it wasn't a rush, didn't I? Did I forget to add that or something? -checks- Ok, I worded it incorrectly, but I was implying that it wasn't rush.

Geckat
04-08-2004, 8:41 PM
ok fanx peeps. I'll try these out. I've tried out a few rushes, but I've found that Terrans aren't really the best rush-ers. They're more of a defend-defend-until-your-enemy-is-exhausted-then-WHAM race. I'll try these anway tho. THanx

Sambo83
04-08-2004, 9:00 PM
I need something that you can really get ahead, just wipe any opponent out. Like getting three fully loaded Carriers when he's got about six Dragoons and twenty Zealots.
Why would I build 20 zealots in PvP? You wouldn't live long enough to erect a stargate.

Geckat
04-09-2004, 11:16 AM
This is about Terrans, Sambo. I'm just saying that I could get Carriers really fast. I tried it against an Insane computer player, and it worked w/ flying colors, so :p

Any other st00pid comments?

Sambo83
04-10-2004, 6:13 PM
According to your post that I quoted, you're talking about having carriers vs "six dragoons and twenty zealots." Would you care to explain to me how terran is involved in that? Also, I'm glad you can beat the computer. Massive congratulations dude. A carrier "rush" is completely pointless in a PvP. You will get spanked. I did develop something of a "carrier rush" for PvT. It got the best of staind. :)

Geckat, anytime you want to play let me know. I don't get on bnet that often anymore.. usually just at night when im bored, but if you want to play PM me or AIM me or something.

Battlecruiser
04-11-2004, 4:59 PM
ok fanx peeps. I'll try these out. I've tried out a few rushes, but I've found that Terrans aren't really the best rush-ers. They're more of a defend-defend-until-your-enemy-is-exhausted-then-WHAM race. I'll try these anway tho. THanx

not really. just watch any replays of the terran emperor (slayers boxer) and you will see how to use terran at its fullest..

Geckat
04-12-2004, 9:11 AM
k. Where can I find this 'Terran Emperor'?

Sambo: I'm just giving an example of a rush. I couldn't give one about Terran, cuz, obviously, I don't have one. I know the computer is easy. But first time against an Insane Computer player on all three races, I know that it'll work just fine. I can't play battle.net. I'm just juicing up for when I get rid of this stupid auto-disconnecting-in-20min dial up connection. I've tried, but it keeps disconnecting me in twenty minutes. I turned it off and it still does it!!!! Anyhoo, I'll try to keep up with Starcraft still even though I'm now playing Warcraft III, which is a lot different that Starcraft. Thanx for the offer Sambo. I'll call on you right when I get unlimited access.

Battlecruiser
04-12-2004, 10:17 AM
You can get slayers boxer's replay at any site. He was the number one player for quite a while.
Here is one- http://users2.ev1.net/~bobcar/replays/(11)no1_vs_boxer.rep

Sambo83
04-14-2004, 1:42 AM
I've tried, but it keeps disconnecting me in twenty minutes. I turned it off and it still does it!!!

Procure a copy of Norton System Works. It has a "connection keep alive" thing that prevents dial-up connections from doing that.

MnementhDedderath
04-27-2004, 2:02 AM
I have a 3:30 tank/vult rush but sambo no believes me, but tanks are worthless vs lings and zealots early game (explosive damage), vultures much better terran rush quick, and w/ speed upgrade you can usually run right through to mins bypassing enemies units.

MrMer
04-27-2004, 8:08 PM
Didn't I already post almost that exact thing?

MnementhDedderath
04-28-2004, 5:22 AM
I had a 3 minutes 48 second vult strat. This was w/o out upgrdades. This is for TvT when you think they are going quick infantry. Spider mines > Medics -boom-

330 is considerably faster than 348 especially when you think that the enemy is going to be marine medic rushing....(and mine is 330 with speed upgrade and 350 with spider mines)

Kamikaze_Chicken
04-28-2004, 6:02 AM
dude no one cares about what you do dont you get that

Pharaoh
12-09-2004, 3:15 PM
The Rushmaster has a brilliant rush for Zerg (Zergling/Lurker), and for Protoss (Carrier), but I don't have one for Terrans. Any suggestions (units, I'll make my own strategy later)?
If you are tired of med/marines, then do what I like to do. Get vultures. They work extremely well against Protoss. By the time you have vultures, usually toss are not speed upgraded yet so they are slow. You can zip around in your vultures and harass the hell out of him. This will buy you time to tech up to tanks and gols as well. Remember to also lay down some mines as they do a huge amount of splash damage to units. They could also be used to safe guard your base from frontal attack as well as detect and kill off dark templars if he tries to sneak in later. So all this being said... vultures are one of the most underestimated units for Terran.


Oops, sorry I posted before reading through the entire thread and noticed others posted about vultures as well.

Ahzz
12-12-2004, 10:00 AM
Geckat, your words speak of your skill. m&m is no "old" and wont be for a while. Whats so bad about it anyway? You can eliminate your opponent by it with a quite good chance.Anyway, if you dont think it good, then no. Well... playing vs z, if he/she makes a fast expand, which you see about 50% of the games, then make a bunker out of hatcherys sight, when its coming up, it has like no sight range, but if hatchery not yet finished, try to build up a bunker, and bring up marines as fast as you can. When Zerg brings zerglings, you should have a few marines in the bunker, and scv repairing it, so no prob really, the zerg must make a sunken colony or his hatchery is most likely dead, with zerglings guarding the sunken, you wont be too easily on destroying it, but you might get his hatchery before your bunker dies. Then, you have a great advantage of the game. Hmm... what else... Ah yes, these work not too often so well, but may be very effective. Just make the normal marine + medic, and stim pack. make as fast as you can an drop ship, and go for the zergs main base, or preferably unload them in some place he/she wont see it. About 1 firebat, 6 marines and 1 medic is fine. Then, use stim pack and rush to kill his drones, if he wont be able to defeat your units, you will also get his tech buildings. Now, you should have a great advantage of the game, already.
Another one vs Zerg is a wraith rush. make 2 starports, and start pumping out wraiths. keep destroying his/hers overlords. make after some time cloack, and if he did not expect it, he wont be having spore colony yet. you cloack wraiths, he wont have detectors, and destroy his drones. leave the wraiths after some time, and continue the normal tvz.
This one you can find out by scouting... Make as fast as possible, even with one barracks, making academy and researching stim packs. make another barracks. keep making some marines, medics, and firebats. Go and rush with them, if he did not make a fast expand, or does not make sunken colonies to defend them, you will have a nice time grilling his zerglings, or hydralisks, by this time he wont have many of them. just keep using stim pack and destroying his units and drones etc. If he has 2-3 sunks or more, retreat, if only one and a few zerglings, go for it. firebats with medics take his zerglings down by seconds, and marines finish the sunken colony. Then, he is totally by your hands, if he manages to survive somehow, he should be quite down with his economy and so on. Make really fast a tank to shoot his sunken colonies down, and then you should know what to do.

This one goes for tvp...
Make the basic blocking to your choke point, as normally. (barracks, a few supply depots for preventing them from just running trough. Make a fast facotry, and pull out one siege tank, start to make a starport. Now, when the starport finishes, you should have spider mines done, and a few vultures. make a dropship. and load it with 4 vultures. If your opponent does not have cannons, drop the vultures again on a dark corner, or if your opponent sees your dropship with a building or something else, just unload it fast, so he wont be prepared. go with your vultures, and keep making spider mines to his base. escpecially close to probes. now just keep shooting his probes, caring of nothing else. He will a) have a hard time getting to his probes in time, since the spider mines, b) he will run to your units. Maybe your units die, but most likely will the spider mines to blow his probes up, or just take probes away, totally spoiling his economy. now, you should have siege tanks with siege mode and vultures with speed and a engineering bay done, or atleast soon. go and take a few scv and all tanks + vultures, and make the classical tank push. Incase you dont know what it is, its putting rally points near the palce where you take your units, most surely on the door of your enemys base. keep making missile turrets, adding mines to the ground, and moving slowly your tanks forward to your enemys base. blah... I will add more if I'm feeling like it, strategys i mean. "carrier rush"???! Only newbies make it, nowadays. Who would not scout for them, and seeing in time, since enemy making no move to move out of base? By the time you get your first carriers, a terran player has double the size of wraiths, a protoss player a nice amount of dragoons with high templars, maybe even corsairs, and zerg player hydralisks or blowing them up by scourges the time you get them. Here are now just some examples of terran rush + some Notsoimportant extra

aak
12-13-2004, 12:45 AM
Bunker rushing.

Ragnarox
12-13-2004, 1:48 AM
Wraith rush. I've never done it before, but I have had it happen to me. I was playing 1v1 Lost Temple as Zerg and I had a nice little base going and just as I finished building my hydra den, 5 wriaths stormed in. This only took 2 minutes and 46 seconds, 5 unupgraded wraiths. They killed my overlords, typical. By the time I did have some adiquate anti-air from my secondary base and some overlords, the guy had just finished getting lvl 1 weapons and armor upgrade for air, not to mention cloak. I eventually managed to take out the wraiths but I was crippled. Then the guy brought in 18 wraiths to mop up. I haven't tried the tactic yet (not skilled enough to) but I will try it sometime.

Spartan-II
12-14-2004, 8:20 PM
2 minutes and 46 secondsThats impossible the build time alone takes up 2 minutes not including the wraiths and the harvesting of minerals!

Basan
12-27-2004, 6:22 AM
... Wipe out the enemy workers if possible, then plant Spider Mines inbetween the Minerals and the Command Center. Spider Mines + rebuilt workers = more dead workers.

Agreed, the 1st part. Now for the 2nd and... no. Don't get offended but it will only work if he/she places (unit) defenses near the gathering points (gas and ore) after your 1st rush. :concern:
Hovering units (workers, Vults and any Archons) don't set S.Mines. Other ground units do.

Schwitzer
12-27-2004, 8:06 AM
It's a general misconseption some people have that worker units will set off Spider Mines. As mentioned, this is not the case, making Spider Mines excellent scouts to be placed at mineral nodes to spy on possible expansion attempts.

Basan
12-27-2004, 9:01 AM
As mentioned, this is not the case, making Spider Mines excellent scouts to be placed at mineral nodes to spy on possible expansion attempts.

Ditto. But that, I think almost everyone knew already. ;)