The zerg may rush fastest because of the zergling. Conversely, preparing for a non-existent rush may have the same effect. The early investment in units rather than boosting the economy or tech may have adverse affects if the rush fails. For the achievement, see Zergling Rush (achievement)Ī rush involves attacking with many tier 1 units to destroy an opponent early in the game. Full membership Required for full guide access.Zergling rush redirects here. Drones are light, they are fast and can get a surround on marauders quite easily. The last weakness of marauders would probably be, believe it or not, drones. Spine crawlers, like marauders, deal also additional damage to armoured targets, which makes'this enocuter even deadlier. With marauder rush, the main weakness is the early zergling speed upgrade, which negates concussive shells and any form of stutterstep micro completely.Īlso, when enemy scouts your rush and builds additional spine crawlers, then it can be very hard to break. In this match-up, time is in favour of zerg and fast decision making and actions are required. On the other hand, If zerg brings drones to defend, then fighting them off should be done just as against zerglings. Killing off the spine crawlers first is essential.Īfter that, feel free to kill queens and other structures as provided. However, when your opponent brings queens instead of zerglings to defend the spine crawlers, then targeting should not be changed. Zerglings, without speed, can be killed easily, but it takes time. When zerglings come, then stutterstep micro must be used. Attacking straight on the spine crawlers is encouraged, because marauders deal bonus damage against armoured targets. Unlike with marines, getting behind the mineral line is not that useful. Killing off the spine crawlers first is essential.Īttacking into zerg straight on with marauders is quite effective. However, when your opponent brings queens instead of zerglings to defend the spine crawlers, then targeting should not be changed. Using concussive shell and stutterstep micro can negate any speedless zerglings very effectively. However, if we look at how early the marauder push comes, it is possible to deal some early damage with them before the zergling speed upgrade finishes. This is mainly because zerg, in early game, has a lot of zerglings which can deal with marauders quite easily. Keep in mind however, against zerg, this build is not that reliable.Īs mentioned, against zerg, the marauder rush is quite bad. Due to its early arrival, scouting with this build is not that important, because it can hold off or stop any other enemy rushes quite effectively. This will ensure constant reinforcement and pressure capabilities. Every following unit that comes out from the barracks should be rallied to the enemy base. SCVs, with marauders rush, are not usually brought, because marauders already have a lot of healthpoints and they do not need any buffer from harvesters. Terran moves out with units only when he has four of them and this is because even two marauders are quite weak alone, but having four instead changes tides drastically. Four first marauders usually arrive at the enemy base by the four minute mark, which means it can do quite a lot early damage right there. However, against protoss and terran enemies it can be devastating and when played out properly, enemy should not be able to stop you easily. It is quite bad against zerg, does not deal a lot of damage to certain defending units and while attacking, is also quite slow. It is not widely used because it has quite a lot of vulnerabilities. Marauder rush from terrains is quite powerful.
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