Push
From Liquipedia StarCraft Brood War Wiki
Traditionally, Push refers to a tactical maneuver performed by Terran. In the incorrect sense, it is being used to describe any sort of attack.
Terran Push
[edit]A Terran Push is characterized by its slow, unstoppable nature and most often employed in the match-up vs. Protoss. The Terran will slowly edge forward with Tanks, unsieging a few and placing them in front of the others, so they provide cover for each other. It is accompanied by support units such as Vultures, less frequently also by Goliaths. The movement resembles a push, as the Terran is moving deliberately slowly from one fortified position to the next. Mines are usually placed at the rim, to provide scouting, and to stop Zealots from running into the Tanks.
There is a differentiation made between Hard Push and Soft Push. Hard Push refers to the slower way, with Turrets being erected along the path. In doing this, it creates a sturdy defense on a path towards the opponent's that is very hard to break. Also, because of the constant path created, it allows one to fall back to a more secure position without giving up complete map control. However, because of its slow nature, it allows the opponent to expand, and potentially out-macro you during the duration of the Hard Push. Doing a Hard Push presupposes buildable ground between the two bases. On maps as Medusa, where the center is unbuildable, Hard Pushes are prevented altogether. Soft Push skips these Turrets but progresses faster.
Loose Usage
[edit]In a more recent, loose usage, a Push can describe a variety of offensive moves. There might be a Speedzeal-Push, a Lurker-Push, a Dragoon+Reaver Push and so on, replacing a once specific term with a meaning too ambiguous to be meaningfully applied. These strategies have historically been referred to as, and are more appropriately called, timing attacks. While the mentioned "Pushes" are loosely related to the Push, Dark Swarm leapfrogging with Lurkers is somewhat less loose usage.
Push Tactics
[edit]This section will cover some of the basics of the Terran mid and early-late game push with Vultures and Siege Tanks.
Tanks
[edit]- When Zealots are far away from Tanks it is okay to use Tank fire on them. If a large army with speed Zealots is coming at you, this usually means only the first volley of Tank fire should be at Zealots.
- When Zealots are close to tanks it is important to target fire on Dragoons. If you do not you will double the power of the Zealots by using splash damage against your own Tanks and wasting their shots.
- Tanks should be spread out so that they are exactly far enough away from each other that no two Tanks will be caught by a single Psi Storm. Any further and you are too spread out.
- Tank formation should be curved toward your opponent in a moon or crescent shape.
Vultures
[edit]- Vultures are the fastest unit in the game. Use them to your advantage by moving them as far ahead of your Tanks as possible and laying Mines. The purpose of this is to get as close as possible to your opponent's natural expansion before having to use Siege Mode. Once you engage Siege Mode you will move slowly, and if you do it too close to your base your push will be too slow.
- When you push out it is important to send 2-3 Vultures to scout and lay mines at every expansion, especially gas expansions. Be sure to send them around the map the long way to avoid being killed by Dragoons.
- When the Protoss attacks your push, keep your Vultures behind the line of Mines and interspersed with your Tanks or just barely in front of your Tanks. If they are on top of the Mine line, they will die instantly. If they are too far ahead of Tanks, they will die to opponents' fire and Tank splash damage. If they are too far behind the Tanks they cannot protect the Tanks from Zealots and absorb Dragoon fire.
- Vultures die very quickly and your push will stop if you do not reinforce. Rally your factories to your Tank line and constantly produce Vultures.
Mining
[edit]- Never leave units on top of Mines, especially Siege Tanks. Either clear the Mines or do not move there.
- Mines should be placed in front of Siege Tanks at a special distance. They should be close enough so that Siege Tanks can protect the Mines from Dragoon fire, but also far enough away so that Zealots cannot easily drag the mines into the Tanks.
- When starting the push initially, scouting should proceed in this order: Comsat Scan the area where you plan to move, move Vultures and place Mines in that area, move Tanks and engage Siege Mode behind Mines.
- Mines should be placed ahead of advancing Siege Tanks to prevent attacks while unsieged. They should especially be used to cut off flanking attacks from directions not parallel to the push direction.
- Always try to have one side of your push to a wall so your units can only be attacked from one side (this avoids flanking).
- It is critical to place Mines and Turrets in your main base before you move out if your opponent has Arbiters.
- Interspersing Turrets with Mines, guarded by Siege Tanks, is a very difficult combination to attack without incurring losses. Be sure to use this combination in your push.