Marine Vulture Rush
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This rush is alternatively called the "Gundam Rush", named after its innovator V-Gundam. This rush is best used against the Protoss, but can also be used against a Terran opponents. In either case, it is not suggested to use this build against an opponent likely to pose early aggregation. This build was designed to rush a Protoss or Terran with marines and mines, with Siege Tanks immediately following up. Below is a build order copied directly from V-Gundam that makes room for 5 marines in the rush.
- 9/10 - Depot
- 11/18 - Barracks
- 12/18 - Refinery
- 15/18 - Depot
- 16/18 - Marine (Scout with SCV, rally barracks to choke)
- 18/26 - Factory
- 19/26 - Marine
- 21/26 - Marine
- 22/26 - Factory, Marine
- 23/26 - Machine Shop, Depot, Marine
- 25/34 - Tank, Vulture, Mines Upgrade (Float Barracks toward enemy main, rally factories to choke)
- 30/34 - Depot, Siege Mode Upgrade when mines complete
Build Order Notes
I find that moving the first depot, barracks and refinery up one supply doesn't hurt and allows you to get the scout out faster.
- Hopefully some sort of map control has been setup and the Terran can attempt to take an economical advantage.
- 6-9 pool Zerg
- Rush Builds
- Fast tech 12
- Hatch Expo
This build was pioneered to punish Protoss tech and fast expand builds. It is essentially a slower but more powerful bunker rush. And as a bonus, is not as much of an all-in rush build. Even though dragoons do well against marines and vultures, their damage type (explosive) allows this rush to occur. The marines are used to distract dragoon shots giving vultures time to plant mines around and behind the goons. SCV's should be brought along to make a bunker for extra punch and to protect your first couple of tanks. The barracks floating towards the enemy main is for scouting and extending sight. From time to time you can land it and pump some more marines. Scouting is a little later than normal to allow minerals for at least a quick four marines.