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Rush (video games)

Video gaming strategy of making an early attack

In real-time strategy (RTS) video games, a rush is an opening strategy in which a player commits to an attack during the early stages of a match, before an opponent has established a developed economy, technology base, or defensive position. Rushes rely on speed, surprise, and a build order that prioritizes immediate military pressure.

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They may employ inexpensive combat units, worker units, or offensive structures placed near an opponent's base. Because the attacker diverts resources away from longer-term development, containing the attack can leave the rushing player at a disadvantage. The tactic became particularly associated with the Zerg faction in StarCraft, giving rise to the term Zerg rush. Strategic decision-making in RTS games includes choosing how much to invest in economic development, technology, and the production of combat units. Santiago Ontañón and his co-authors define rushing as rapidly constructing an army and sending it to attack as early as possible. Ben Weber and Michael Mateas similarly classify rushing as a build-order strategy intended to overwhelm an opponent with inexpensive units early in a match. They distinguish it from a timing attack, which is launched after a particular trigger, such as completing an upgrade. Rushes are therefore defined principally by the timing and commitment of the attack rather than by one fixed unit composition.

Text: Wikipédia, CC BY-SA 4.0. ·

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