• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 16:04
CET 22:04
KST 06:04
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
ByuL: The Forgotten Master of ZvT29Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
Team Liquid Map Contest - Preparation Notice2Weekly Cups (Feb 23-Mar 1): herO doubles, 2v2 bonanza1Weekly Cups (Feb 16-22): MaxPax doubles0Weekly Cups (Feb 9-15): herO doubles up2ACS replaced by "ASL Season Open" - Starts 21/0258
StarCraft 2
General
Team Liquid Map Contest - Preparation Notice How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? ByuL: The Forgotten Master of ZvT Nexon's StarCraft game could be FPS, led by UMS maker Weekly Cups (Feb 23-Mar 1): herO doubles, 2v2 bonanza
Tourneys
PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament SEL Doubles (SC Evo Bimonthly) WardiTV Team League Season 10
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
The PondCast: SC2 News & Results Mutation # 515 Together Forever Mutation # 514 Ulnar New Year Mutation # 513 Attrition Warfare
Brood War
General
It's March 3rd BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion CasterMuse Youtube Recent recommended BW games
Tourneys
[Megathread] Daily Proleagues BWCL Season 64 Announcement The Casual Games of the Week Thread [LIVE] [S:21] ASL Season Open Day 1
Strategy
Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates Simple Questions, Simple Answers Zealot bombing is no longer popular?
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Battle Aces/David Kim RTS Megathread Diablo 2 thread Path of Exile
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread UK Politics Mega-thread NASA and the Private Sector
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Just Watchers: Why Some Only…
TrAiDoS
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1877 users

Should offensive tower rushing be viable in RTS games?

Forum Index > General Games
Post a Reply
Normal
TL.net Bot
Profile Joined June 2004
TL.net134 Posts
November 07 2025 17:19 GMT
#1
Discussion thread for front page poll: "Should offensive tower rushing be viable in RTS games?"
Yurie
Profile Blog Joined August 2010
12046 Posts
Last Edited: 2025-11-07 18:04:11
November 07 2025 18:03 GMT
#2
I think there is another option on this as well. Make it a game setting and let players pick. No rush is available in many different RTS games, usually it isn't that popular though.

Personal opinion. Only having long games every time lessens variation and surprise, critical things for long term enjoyment. Most people are not the ones that like fine tuning one build for 3 months.
seopthi
Profile Blog Joined December 2014
393 Posts
November 07 2025 18:52 GMT
#3
Cannon Rush is iconic in both BW and SC2. Not every game needs to look the same
Latham
Profile Blog Joined May 2007
9568 Posts
November 07 2025 19:44 GMT
#4
Age of Empires 2 strikes a nice balance with this. It's not a complete auto-loss if you get tower rushed, but if you panic, you will lose.
Tower rushing in AoE2 requires quite the big investment and is risky, both economically and militarily. Even if someone tower rushes your gold/stone, you always have a second set to fall back on, which they'll need to tower as well. You can also rush the tower with a few workers because towers can't shoot under themselves where melee units attack range is.

Games would be very boring without tower rushes, all-ins and other such tactics. I know it feels shitty to get tower rushed when you wanted to train your macro on a player opponent, but that is more of the case of being forced on the backfoot, into a reactionary playstyle, rather than just getting "cheesed" by someone.
Win/Loss rate doesn't matter, the only true loss is if you react emotionally and haven't learnt anything from your loss.
For the curse of life is the curse of want. PC = https://be.pcpartpicker.com/user/LathamTK/builds/#view=CrqmP6
MJG
Profile Joined May 2018
United Kingdom1401 Posts
Last Edited: 2025-11-10 14:16:02
November 10 2025 14:15 GMT
#5

Yes.
puking up frothing vitriolic sarcastic spittle
Manit0u
Profile Blog Joined August 2004
Poland17682 Posts
November 10 2025 15:54 GMT
#6
I like it. Not playing it but I like that those kinds of strategies exist. It's always good for the spectators and participants alike to have some form of all in cheesy strategy where instead of standard battle you get this "Can he hold?" scenario. Variety is the spice of life and in my opinion RTS games are better off when you have strategies that are not very common but are still viable and break the mold of standard play.
Time is precious. Waste it wisely.
RogerChillingworth
Profile Joined March 2010
Chad3119 Posts
Last Edited: 2025-11-13 09:55:44
November 13 2025 09:50 GMT
#7
I'm a huge fan of Heroes of the Storm's overall pacing, with the early game being very forgiving and the late game being on a knife's edge where a mistake is very meaningful and comebacks are always possible.
I think RTS could adopt a similar pacing, where the early game is for small advantages, poking, dueling—slowly setting the stage as the intensity builds. It's logical, too, that as power levels increase so would the stakes.
If the goal is to make the most fun game, then I think this is it. Casuals can breathe a bit and pros can lean on strong mechanics to get small edges or, at times, win straight up (but very rarely).

Generically speaking, I've never been a fan of really cheesy all-ins early game, in any game. The argument tends to be that it keeps greed in check, but that's only because we've designed RTS in the same fashion for 30 years.
WombaT
Profile Blog Joined May 2010
Northern Ireland26307 Posts
November 13 2025 13:33 GMT
#8
Absolutely, provided it’s a sufficient gamble that can punish greedy play, or neglectful scouting.

If it becomes a stock thing you can do that’s way harder to stop than execute, it’s not super fun for me.

Still have traumatising flashbacks of close spawn vHu back in the day on Turtle Rock in Warcraft 3 haha!
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
BisuDagger
Profile Blog Joined October 2009
Bisutopia19307 Posts
November 13 2025 15:56 GMT
#9
Tower rushing should have huge risks. However, I think an rts that has viable tower based offense could be really cool. It would have to be very creative, not just sending workers to build stuff. Take for instance if the warp prism could warp in finished cannons from another location on the map. Or if towers could be converted to castle siege towers and pushed across the map in an AoE style game.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Agh
Profile Blog Joined July 2010
United States1038 Posts
Last Edited: 2025-11-14 07:06:44
November 13 2025 17:36 GMT
#10
I got my start in warcraft 2 and just about every game involved some type of offensive towering. Didn't detract, was just part of the game.

As long as there is counter play it's fine, and the default game state assuming both players are equal and have not made any mistakes should be neutral at best for the attacker.

If cannon rushing was something that always let you automatically come out even or ahead then it's bad for the game.
(see graph for player count post window mines for an example of the long term effect this can have)



For Starcraft 2 specifically, much worse things have plagued the game than cannon rushes. Thankfully most have been fixed or either addressed in some fashion, but still existed for longer than they should have.

Off the top of my head: Building bunkers from inside of bunkers and offensive low ground wall offs were the absolute most game breaking. (Different category but honorable mention to queens and roaches not having enough range to even fight back vs hellions or reapers).


I still would have put starting workers @ 10 and kept the increased town hall supply but I like that sc2's starting economy naturally omits most cheeses. I think the only thing really left that results in degenerate game state are the hybrid cannon/gateway rushes in PvZ if the map favors it.
I may appear to be an emotionless sarcastic pos, but just like an onion when you pull off more and more layers you find the exact same thing everytime and you start crying
Manit0u
Profile Blog Joined August 2004
Poland17682 Posts
November 14 2025 02:28 GMT
#11
On November 14 2025 00:56 BisuDagger wrote:
Tower rushing should have huge risks. However, I think an rts that has viable tower based offense could be really cool. It would have to be very creative, not just sending workers to build stuff. Take for instance if the warp prism could warp in finished cannons from another location on the map. Or if towers could be converted to castle siege towers and pushed across the map in an AoE style game.


I think so far WC3 did it the best. You had different tower rushing strategies, not all races could do them and it depended on the matchup and then you had a ton of variety there too. From all-in early rushes, to delayed tower push supporting your main army targeting very specific and strict timings in the opponent's build etc.

99% of the time tower rushing is a kind of gimmicky pocket strategy that can catch your opponent off guard but it still requires a lot of skill, experience and game knowledge to execute properly and is entertaining for both sides. There was I think one time where Undead tower rushing Orcs or Humans was THE meta play but like with most meta stuff people eventually figured it out and it was phased out (but still remains as a viable strategy if you can catch your enemy unawares).
Time is precious. Waste it wisely.
yeti
Profile Blog Joined January 2010
United States259 Posts
November 15 2025 22:26 GMT
#12
Even if canon rushing isn't done often in BW pro matches, I think the threat of it existing is important both to balance matchups and keep player's BO honest. To borrow a chess term, "Often the threat is more powerful than the move."
the absurd is sin without god
RogerChillingworth
Profile Joined March 2010
Chad3119 Posts
Last Edited: 2025-11-16 13:01:14
November 16 2025 12:57 GMT
#13
On November 16 2025 07:26 yeti wrote:
Even if canon rushing isn't done often in BW pro matches, I think the threat of it existing is important both to balance matchups and keep player's BO honest. To borrow a chess term, "Often the threat is more powerful than the move."



The OP is worded poorly, like the political compass tests that ask loaded questions that you then 'agree' or 'disagree' with. For this, I feel it's pushing the premise that tower rushing is inherent in RTS. It's more interesting to think about how far we can get away from StarCraft and stop thinking so small. People play the same old hits—blue minerals, guy with gun, barracks-factory-starport—and never truly innovate. Like not even a little.
What would a RTS that is better than StarCraft look like that has no tower rushing at all? No towers, even. How can a RTS be 5x more fun to play than StarCraft? To me, these are the questions. Because the validity of tower rushing just brings out the same old answers, because why wouldn't it? People only think about StarCraft and its derivatives.
ETisME
Profile Blog Joined April 2011
12685 Posts
Last Edited: 2025-11-17 06:15:00
November 17 2025 06:14 GMT
#14
It's worthwhile for pro matches.
Though it just be quite difficult to nail the balance, very dirty and limits map design.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Intelligence13
Profile Joined October 2024
Canada19 Posts
Last Edited: 2025-12-11 21:53:18
November 17 2025 06:27 GMT
#15
Actually the typical thing which never happens in war are resource fields finishing. It should be plus to resource fields (1850/1850) or even (2250/2250) and same to vespene gas. With the current patch SCII went to late games, late games only and never returned to the HotS strategy which once meant all types of gameplay.
OSCEWiNtER
Profile Joined May 2015
Hungary20 Posts
November 19 2025 14:04 GMT
#16
I liked how cannon rush worked in Brood War.
It's a lot stronger in Starcraft 2 in my opinion, which I dislike a lot
My life for Aiur! My love for Starcraft
ThunderJunk
Profile Joined December 2015
United States726 Posts
November 19 2025 18:01 GMT
#17
On all but the smallest maps, it's not possible to "tower rush" in Beyond All Reason... at least in a game-ending way in the early game. The closest you can come to it relies on an air transport. Good luck making that work in 1v1 versus any but the noobiest opponents!

Sometimes there are cool niche situations where you can build static defenses under the enemy's nose and deny an important area of the map, like a geothermal vent - so you're effectively tower cheesing in the midgame.

And one of the endgame win conditions is to build a giant long-range artillery cannon - but that's really more of a "Win More" option.

__

Having a commander in the early game makes it a lot harder to completely lose immediately to aggression with no follow-up.
I am free because I know that I alone am morally responsible for everything I do.
Readmangacc
Profile Joined November 2025
United States1 Post
November 23 2025 08:44 GMT
#18
Honestly, I think tower rushing is fine as long as it’s risky and scoutable. Cheesy builds add spice to RTS — they keep greedy players honest and stop every match from turning into a macro simulator. The problem is when the execution is easier than the defense, which is why SC2 cannon rushes annoyed people more than BW ones.

For me, the best RTS design keeps early pressure possible but not auto-win, and uses it to create mind games instead of coin flips. And yeah, RTS can definitely explore more creative early-aggression tools than “worker builds tower,” but the threat itself is important to keep things interesting.
Read manga online for free :p
stenole
Profile Blog Joined April 2004
Norway869 Posts
November 24 2025 17:59 GMT
#19
"Should" is a very restrictive word that implies a dogmatic view of the genre. I think in general it seems like people have a very constrained view of what an RTS is or isn't. I think for BW specifically, tower rushes have enriched the game. It means that no matter how mapped out the game is, players can't be fully complacent and autopilot the early game.

More "modern" RTS games seem to struggle with cheese elements because mechanical execution plays a smaller part. It becomes a purely a build order vs build order situation where one person wins or loses where the only thing that can change anything is is one person is lacking game knowledge. It's a blind strategy win just like winning a round of rock-paper-scissors. Good developers will naturally make the changes to the game needed for these kinds of interactions not to happen, for example removing tower rushes. The game's inability to support it should signal a problem though. An RTS that is all about decisions is really just a pure strategy game.
XenOsky
Profile Blog Joined March 2008
Chile2321 Posts
Last Edited: 2025-11-25 03:27:34
November 25 2025 03:27 GMT
#20
just give me workers and a base...
StarCraft & Audax Italiano.
ThunderJunk
Profile Joined December 2015
United States726 Posts
Last Edited: 2025-11-25 23:45:16
November 25 2025 23:44 GMT
#21
On November 25 2025 02:59 stenole wrote:
"Should" is a very restrictive word that implies a dogmatic view of the genre. I think in general it seems like people have a very constrained view of what an RTS is or isn't. I think for BW specifically, tower rushes have enriched the game. It means that no matter how mapped out the game is, players can't be fully complacent and autopilot the early game.

More "modern" RTS games seem to struggle with cheese elements because mechanical execution plays a smaller part. It becomes a purely a build order vs build order situation where one person wins or loses where the only thing that can change anything is is one person is lacking game knowledge. It's a blind strategy win just like winning a round of rock-paper-scissors. Good developers will naturally make the changes to the game needed for these kinds of interactions not to happen, for example removing tower rushes. The game's inability to support it should signal a problem though. An RTS that is all about decisions is really just a pure strategy game.


To be fair, scouting with your worker is a distinctly "Blizzard" design element. If you think about it, it's not necessarily intuitive that a unit whose primary function is mining and building would have some of the faster movement speed in the game. In any game where this isn't the case, where workers/constructors move more slowly than military units, you proportionally nerf tower rushing. Also, the degree to which buildings and resource collection are dispersed across wider swaths of the map also affects viability of tower rushing.

Does designing away from tower rushing necessarily neuter early aggression? Not at all. It's just that in Blizzard games bases are distinctly built around highly concentrated resource distributions and builders move quickly. That definitely doesn't imply that any game that doesn't include tower rushing is less mechanically rewarding.
I am free because I know that I alone am morally responsible for everything I do.
BronzeKnee
Profile Joined March 2011
United States5219 Posts
Last Edited: 2025-11-30 23:54:11
November 30 2025 23:50 GMT
#22
Should a workers only cheese be viable? It isn't hard to imagine that being the question if towers were designed properly (ie only viable when used defensively) but worker rushing was viable due to some unintended game design choice that made workers stronger than combat units in certain scenarios.

So, as someone who has done more than their fair share of cannon rushing, the answer should be no. It really speaks to poor overall design that it happened to begin with and was unintended, and it is unintuitive.

It's not hard to design away from tower rushing. There are much better ways to get variety in gameplay than having people do things in an unintuitive fashion.

Harris1st
Profile Blog Joined May 2010
Germany7096 Posts
December 01 2025 11:03 GMT
#23
I think tower rushing is a fun element and does for entertaining games. So yes.
Go Serral! GG EZ for Ence. Flashbang dance FTW
Manit0u
Profile Blog Joined August 2004
Poland17682 Posts
January 05 2026 08:45 GMT
#24
On December 01 2025 20:03 Harris1st wrote:
I think tower rushing is a fun element and does for entertaining games. So yes.


On that topic:

Time is precious. Waste it wisely.
Normal
Please log in or register to reply.
Live Events Refresh
Next event in 3h 56m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 552
elazer 207
IndyStarCraft 151
UpATreeSC 114
JuggernautJason50
CosmosSc2 28
StarCraft: Brood War
Britney 17317
Sea 12735
NaDa 10
Counter-Strike
fl0m3492
pashabiceps3455
Fnx 1595
Heroes of the Storm
Liquid`Hasu425
Other Games
tarik_tv17402
Grubby3840
summit1g2271
FrodaN1133
Beastyqt700
ceh9530
B2W.Neo442
shahzam318
C9.Mang0170
KnowMe126
Trikslyr71
Hui .57
ToD39
Mew2King30
Organizations
Other Games
BasetradeTV194
Counter-Strike
PGL67
StarCraft 2
angryscii 24
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 21 non-featured ]
StarCraft 2
• Hupsaiya 27
• Reevou 4
• intothetv
• sooper7s
• Migwel
• AfreecaTV YouTube
• LaughNgamezSOOP
• IndyKCrew
• Kozan
StarCraft: Brood War
• 80smullet 21
• Michael_bg 2
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• lizZardDota2134
League of Legends
• Nemesis3624
• TFBlade1118
• Scarra361
Other Games
• imaqtpie1000
• WagamamaTV392
• Shiphtur201
Upcoming Events
PiGosaur Cup
3h 56m
Replay Cast
11h 56m
Replay Cast
1d 2h
The PondCast
1d 12h
KCM Race Survival
1d 12h
WardiTV Winter Champion…
1d 14h
Replay Cast
2 days
Ultimate Battle
2 days
Light vs ZerO
WardiTV Winter Champion…
2 days
Classic vs Nicoract
herO vs YoungYakov
ByuN vs Gerald
Clem vs Krystianer
Replay Cast
3 days
[ Show More ]
CranKy Ducklings
3 days
WardiTV Winter Champion…
3 days
MaxPax vs Spirit
Bunny vs Rogue
Cure vs SHIN
Solar vs Zoun
Replay Cast
4 days
Sparkling Tuna Cup
4 days
WardiTV Winter Champion…
4 days
Replay Cast
5 days
Replay Cast
5 days
Monday Night Weeklies
5 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-03-02
PiG Sty Festival 7.0
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Jeongseon Sooper Cup
Spring Cup 2026
WardiTV Winter 2026
Nations Cup 2026
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025

Upcoming

ASL Season 21: Qualifier #1
ASL Season 21: Qualifier #2
ASL Season 21
Acropolis #4 - TS6
Acropolis #4
IPSL Spring 2026
CSLAN 4
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
NationLESS Cup
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.