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.
Defending Rush as Terran
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Craven42
United States26 Posts
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. | ||
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Mingeek
United States35 Posts
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Jayvie
United Kingdom53 Posts
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Klive5ive
United Kingdom6056 Posts
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. | ||
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Brack
United Kingdom8 Posts
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Craven42
United States26 Posts
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Voyager I
United States260 Posts
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Craven42
United States26 Posts
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Korsyn01
Australia7 Posts
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Troy47
United States60 Posts
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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