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Defending Rush as Terran

Forum Index > StarCraft 2 Strategy
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Craven42
Profile Joined August 2010
United States26 Posts
August 12 2010 12:11 GMT
#1
Hey guys, I'll try to post some replays later, but I'm at work right now :/
I'm a mid-rank gold league player, and I consider myself decent-to-decently good as far as my sc2 abilities, but I need a little help. If the game goes into late gameplay I can play pretty strong but a majority of my losses come from just real quick rushes. I primarily run a 10supply 11rax build, but by the time i get a couple marines or marauders out I either get rushed by a group of zealots or lings and taken down. Can anyone recommend a better build that doesn't sacrifice economy but can help protect from these rushes? I do scout and it usually appears like they are teching but then i just get bombarded. Any advice would be appreciated.
Don't call me human, I prefer the term 'Terran'
Mingeek
Profile Joined March 2010
United States35 Posts
August 12 2010 12:13 GMT
#2
Just wall off every time if you're scared.
Jayvie
Profile Joined July 2010
United Kingdom53 Posts
August 12 2010 12:17 GMT
#3
A supply/rax wall with a couple of SCVs repairing it will hold off a near infinite number of zealots and lings until you can get a few marines there.
Give a man a fire and he's warm for a day. Set fire to the man and he's warm for the rest of his life.
Klive5ive
Profile Blog Joined January 2008
United Kingdom6056 Posts
August 12 2010 12:23 GMT
#4
9Rax is the alternative you're looking for. There was a thread about it before.
He argued it was economically equal to 12Rax since the faster orbital command.

It's 9rax, SCV, SCV, Depot, (then you have about 150 minerals when the Rax finishes for OC).
A wall is of course important.
Don't hate the player - Hate the game
Brack
Profile Joined April 2010
United Kingdom8 Posts
August 12 2010 12:27 GMT
#5
Yup a wall and a couple of scv's to repair if necessary. No way lings / zealots can get through if you're repairing
Craven42
Profile Joined August 2010
United States26 Posts
August 12 2010 12:31 GMT
#6
does repairing cost minerals? I always though it did, just curious how much of a drain that is
Don't call me human, I prefer the term 'Terran'
Voyager I
Profile Joined July 2010
United States260 Posts
August 12 2010 12:34 GMT
#7
It does, but it's cheaper than losing.
Craven42
Profile Joined August 2010
United States26 Posts
August 12 2010 12:38 GMT
#8
Cool, thanks for the input. I've been doing pretty good by I had a horrid 4 game losing streak the other night, figured I'd ask.
Don't call me human, I prefer the term 'Terran'
Korsyn01
Profile Joined August 2010
Australia7 Posts
Last Edited: 2010-08-12 13:03:42
August 12 2010 13:02 GMT
#9
Walling off is key to defending against rushes if you're not extremely familar with the best early counters. Sending out an scv to scout just after you've finished your first supply on a 12 rax build will help you determine what unit comp your opponent is going for so you can counter hardcore when, or if, they do rush.
"When there's blood on the ground, buy property."
Troy47
Profile Joined August 2010
United States60 Posts
Last Edited: 2010-08-12 20:11:29
August 12 2010 20:08 GMT
#10
Remember to put the scv's you send to the wall on autorepair so you don't have to be there to micro every subsequent attack, these few seconds are really key in defending those first 2-3 waves of the rush. I was at the same level at you probably a week ago, always winning as late game terran but sometimes dying to random early rush tactics, am now top in gold after going 12/15 recently.

At 9 build racks, scv, scv, depot, OC, gas, and then keep pumping scv's and add a second barracks as soon as you can afford it on top of the gas and constant marine pumping from the first racks. You should have two racks that is justifiable for any game and have surivved the early rush. From there, you need to scout (if you didn't already after building your wall with your scv or using OC's 3-4th mule to scan instead) and see what the opponent is planning. Either way you'll want a factory for tanks, but this will tell you if you need to load up into 2+ starports or focus instead on strengthening your bioball through engineering bay upgrades.

Also, once you're passed the first rush, look for drops by protoss in the corner of your base or a worm from zerg. Set a marine to patrol each of the dark corners of your base and wall effectively with your buildings. Get a single tank in siege covering your mineral line and hotkey a bioball group as your response team. Once you have 2-3 tanks and a bio ball and 2-3 medivacs, you should be looking to push, harass, and/or expand. If you scout him weakened by that rush, you can sometimes take him with a quick counter. Remember, once you survive that initial wave, scout scout scout. But as terran, you have to always plan for that early rush, the worm, or a drop into your mineral lines.

Also, against zerg, the alternative to a worm is a mass mutalisk attack. If the zerg hasnt rushed and you see a muta tower in his base, it usually means he's going to mass muta you. So stop buildings marauders/tanks and start pumping out marines and valkyries. If he muta rushes, 2-3 well placed tanks and your marines should be all you need to repel any secondary ground attack/drop he does. The main concern is stopping those mutas. Cause you'll need 10 or more valks plus marines to defeat a zerg who goes all in with mutas.

If you can drop his muta group, your bio ball with tanks supported by your remaining valks should be able to eliminate his expansion(s) and get you prepped to take his main by sheer numbers.
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