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Bunker Rush (vs. Protoss)

From Liquipedia StarCraft Brood War Wiki
[e][h]TerranBunker Rush vs Protoss
Bunker Rushing
Strategy Information
Creator(s):
Matchups:
TvP
Type:
Opening
Popularized by:

The Terran Bunker rush is an all in build designed to either kill or disrupt a Protoss' natural expansion in the case of the 8 rax or as an early kill build in the case of BBS. Note that a Bunker Rush vs Protoss is a difficult thing to pull off compared to its Zerg counterpart and should only be attempted against a Tech build or a 14 Nexus.

Build Order[edit]

  • 8 - Barracks
  • 9 - Supply Depot
  • 10 - Scout. On a four player map, scout two mains at once.
  • 10 - Barracks finishes, rally to opponent's natural and pump Marines
  • 15 - Supply Depot

Build Order Clarification[edit]

The Numbers[edit]

  • Because harvesting is timed to produce 150 minerals when the 8th SCV pops (supply depot makes 100 the 50 for the SCV normally becomes the 9th SCV) throwing down the Barracks comes right as the 8th SCV pops.
  • The supply depot comes right before the 9th SCV.
  • The 9th SCV is the one that is delayed 10 game seconds (about 6 seconds on fastest)
  • The 10th SCV is also delayed 10 game seconds.
  • Assuming that timing is perfect,The SCV should pop with "Not enough supply," 10 game seconds later the supply should pop, and 10 after that the barracks.
  • Scout when "Not Enough Supply" plays with that SCV and one more from the mineral line.
  • The next supply depot comes at 15 because the marines and SCVs are alternating every 10 games seconds

Playing the Build[edit]

Pushing Out[edit]

A good time to push out is with four Marines and some SCVs, rallying on the natural of the Protoss. You will hit four Marines just as the Depot finishes so assuming you are a little behind, as most people will be, push when you hear "Additional Supply Depots Required." At this point you have to decide if you want to all in or disrupt the natural.

Going All-in[edit]

If you are feeling like you can break the natural and take the main, its possible to end the game right here. Here are some things to consider:

  • Can you rush the distance? A cross map rush is going to be pretty difficult
  • Can you micro your SCVs?

Note that if you choose not to all-in vs. Protoss it will be a difficult transition back to Mech play

Things to Remember[edit]

  • Assuming you have at least 16 minerals you only need four SCVs harvesting to build the eight units to that supply depot. This setup however prevents you from moving past the 26 supply mark, truly making this an all-in.
  • Build two more SCVs and six Marines, leaving you with with ten Marines and fourteen SCVs to work with (some of them coming later)
  • Micro, Micro, Micro that's all you can really do. Make sure you repair your bunker and keep the Zealots/Probes fighting your SCVs and not any vulnerable Marines.

Transition[edit]

Assuming that you did not pull all of your SCVs, dealing enough damage to the natural will allow you to transition into a 1 Barracks FE

Countered By[edit]

Hard Counters[edit]

Soft Counters[edit]

  • None

Counter To[edit]

  • Standard Play

Notable Maps[edit]

Strong[edit]

  • Any map with a short rush distance, two player maps

Weak[edit]

  • Any map with a long rush distance

Mentality[edit]

  • Channel your inner Pre-Oov play