![]() ![]() In RTS-games that have been played for a long time, anti-rush strategies are usually developed, causing most rushes to become more of an attempt at early pressure rather than a direct attempt to win the game, though the latter still sometimes occurs. The time limit was lowered in later versions. This led to extremely early rushes where the rusher quit just before 5 minutes if the rush did not seem successful enough. In early versions of Starcraft, players were able to quit the game within 5 minutes without having a loss filed in the official statistics. By the late 1990s, in most RTS-games, virtually all good players practiced the rush, which is still considered a standard and completely acceptable strategy. Consequently, soon the opposite became true: players who could rush well became respected. Furthermore, a rush that failed was likely to result in the loss of the rushing player, so a rush involved taking an inherent risk. However, the very design of RTS-games basically allow a rush of some type to exist in any game. When the first RTS-games were released in the early to mid 1990s, and rushes were first discovered, rushes were considered to be an unskilled tactic in many RTS gaming circles. As time went on, the term rush became applied to other races in StarCraft, and to other real-time strategy games as well. Later balance changes implemented through patching and the release of an expansion pack improved the rushing abilities of the other races and de-emphasized Zerg rushing. ![]() At the time StarCraft online play began, the Zerg could execute faster rushes than either the Terran or the Protoss players considered the Zerg the race most likely to and best-adapted to rushing. The term was further popularized by the strategy of Zerg rush (typically with the zergling unit, so the term was also known as zergling rush or in a more abbreviated form as ling rush or gling rush), from StarCraft ( 1998). In Red Alert, so-called tank rushes were a dominant strategy for players using the Soviet forces. Warcraft II players used the term grunt rush, the "grunts" being the Orc footmen. The first common appearances of the term rush in this sense come from Warcraft II ( 1995) and Command and Conquer: Red Alert ( 1996). The units used are almost always cheap, easy to produce, and weak compared to other units. For example, in the game StarCraft, a Terran player may use a Marine rush, a Protoss player may use a Zealot rush, and a Zerg player may use the infamous Zergling rush. ![]() The term "rush" is often preceded by a word describing the type of unit used in the rush. The rush is often a suicidal (for the units involved) attack rushing units are often expected to die, but to nevertheless benefit the player initiating the rush by disrupting the opponent's operations. A rush can also be considered a mass attack with primarily only one type of unit used, and depends on overwhelming numbers and force to succeed. If the rush is successful, then the player may have won the game or significantly set his or her opponent back if the rush fails, then the rushing player may have wasted valuable time and resources that would have been better spent on research or building types of units not as well adapted toward the rush. The player who rushes may sacrifice such options as greater long-term resource gathering or immediate research up the tech tree to opt instead for a quick strike.Ī successful rush usually attempts to disrupt the resource gathering of the defending player. In RTS games, to perform a rush, the attacking player focuses on building a large number of fast, cheap units adept at attacking. ![]()
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