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What's the charge of StarCraft 2 SC2 Terran?
Rush's strategy is extreme. ...

Rush can be considered close, and multi-line play can be considered far. ...

Many tactics are formulated on the basis of investigation, and the attack tactics are no exception.

Rush must find out whether his opponent is near him on the map. If it is too far away, you may miss the time when RUSH or RUSH can play a role when you run a long distance to someone else's door.

You need to check whether your opponent's opening tactics are suitable for you to play RUSH. Rush will be better if the opponent is conventional or quick.

When you spy on your opponent, you should also block his investigation. It's best not to let him find out that you want to rush before rushing out, so that he has time to prepare. Otherwise, the effect of punching may be greatly reduced, or you may be passive.

Open two battalions.

When carrying out assault tactics, the number of arms and troops going out

If the opponent is a bug, and the first farmer you investigate finds that the opponent is a mining tactic, you can consider bypassing his vision, shooting a bunker behind the crystal of his No.2 mine, or at the entrance of the other base, or on a downhill slope, or at a place where you can hit the other No.2 mine base. If it is stable, you can shoot a bunker a little far from the other side's No.2 mine base and a little closer to your own base (when the progress is about half). If the opponent finds it, he may drag about six farmers out to reinforce the bunker under construction or repair the farmers. The riflemen came out with about five farmers and went to the opponent's base. It is best for farmers to turn on automatic maintenance, stay in the front position and help the card position set up the formation. The riflemen went to attack the opponent's base or farmers. When the opponent's dog jumped up, the rifleman went into the bunker and the farmers around him made repairs. During the period, pay attention to the movement of the other party's jumping insects, and be careful that he will intercept the subsequent marines with some jumping insects. If he really intercepts the follow-up, the follow-up marines can wait for a certain number before taking two farmers out, but this may increase the pressure on the front line. If you can destroy your opponent's second mine base, you can consider continuing to rush to the opposite main mine, or take advantage of this advantage to go home and operate for a period of time.

You can also fight pure men, one barracks hangs reactor accessories, the other barracks hangs scientific and technological accessories to upgrade shields or intensifiers (the research time of intensifiers is too long ...), stand as gunners and scout ahead at the same time. Before the opponent explodes poisonous insects or when the number of poisonous insects is small, pure gunners (you can also take some or a large number of farmers there to build bunkers and cover gunners, etc. ) rushed over and rushed to the opposite No.2 mine. For example, a small number of poisonous explosive insects, fungus carpet tumors, the second mine base and farmers, because if the opponent's poisonous explosive insect nest is ready at this time, he is likely to continue poisonous explosive insects in places where you have no vision, so use this time to wait for the opposite poisonous explosive insects to cooperate with the accelerated jumping insects to rush out. It's best not to play on the carpet. If the operation is good, you can try a frontal attack and resolutely retreat.

If there is no poisonous insect nest opposite, many jumping dogs may jump out, so you'd better quit the carpet first and find a side or narrow position to fight.

Whether it's a fast fort rush or a pure chivalrous rush, you need to release a large number of farmers or jumping dogs from your opponents and rush forward to surround the gunmen.

Rush's effect will not be very good if the opposite side does not mine, but the jump start is accelerated, and the jump start of a single mine is toxic and explosive. However, it can be considered to block opponents in highlands or base intersections to delay the mining time of the second mine.

If the opponent is Ling, then the method to deal with Ling's quick opening of No.2 Mine is similar to the above method to deal with insects. You can choose the location of the fort according to the actual situation, and then continue to recruit and drag the farmers. It's best not to go to the highland of your opponent's base, and don't go too deep, otherwise you may be surrounded or blocked by a large number of farmers dragged out by your opponent, and cooperate with enthusiasts or chase after them, which has no suppression effect. Because elves, unlike the other two races, can build forts by building barracks, so if your opponent doesn't mine early, you can also try to stall the peasants from the beginning, or when there are no sentries or few sentries on the other side, pure men will rush over and give priority to playing crystal. Be careful that your opponent drags farmers out of their stalls or surrounds them. It seems that farmers move faster than gunmen. If you can't fight, you should also cause enough economic losses to your opponent before losing all the rushing troops to ensure that you still have advantages in the future.

There can be a small wave of fire reconnaissance afterwards. Marines can take one or two marauders with upgraded shock bombs to press forward (mainly reconnaissance and interference to help judge the situation, and it is not necessary to directly defeat the opponent, depending on the actual situation. If the advantage is obvious, don't miss the opportunity. If the situation is passive, don't send troops too deep, and resolutely retreat to find other opportunities), you can also take a living point in the previous rush and calculate the plan. When you walk to your opponent's door, the shock wave bomb has just been studied, or some research has been delayed, but this may delay the marine shield. How to implement it depends on the specific situation.

If the opponent is also human ... the method can also be used to move it, but the effect may be worse or even worse, because humans can block their mouths and drag farmers to repair the bunker, and the infantry entering the bunker will increase the range of 1 ... unless your gunmen are far more than your opponent's troops at the same time, and you also drag a lot of farmers, even so, I don't think it is easy to rush down. ......

The above are some general methods of attack tactics, so we must pay attention to the time point. Too early may have no motivation, and it will also hurt our economy. It is useless to miss the time point too late. Attention should also be paid to the actions of the Marine Corps. For example, when there are many marines, don't go straight up. Therefore, marines are likely to spread out in a row or arc, which will affect the damage per second. It is best for the whole army to get closer to the target and let the infantry in the front row and the rear row fire at the same time. Also pay attention to the opponent dragging a large number of farmers out to block positions, or panic in or even kill marines. When you find that your opponent has this idea, you should make preparations in advance, such as retreating ahead of time, running to the side or narrow place before you can escape, giving priority to killing the infantry of the other side if you can kill the troops of the other side, and giving priority to killing the peasants if you can't kill the infantry of the other side. Also pay attention not to be intercepted in the follow-up.

Try to reduce mistakes and be careful of possible counterattacks by opponents.

You also said that you were locked outside your opponent's bunker, so if you had enough soldiers, you would beat them away in two or three rounds. If you don't have enough soldiers, you can't shoot, or even if you can shoot the other side's frontal defense, you will lose a lot. Don't force it. Guard these soldiers well and shoot them at the weak defense of their opponents with a transport plane. It is best to play multiple lines and guard against the opponent's multi-line attack.