Rush Strategy
From Liquipedia StarCraft Brood War Wiki
Rush is a very early game attack (usually before any normal attack of the same type would happen) that focuses on surprise and dealing very high damage to the opponent or even killing him. A Rush is usually considered to be an All-in; if it fails (or not enough damage is dealt), your economy and tech is far behind.
Since it's Micro intensive and focuses mostly on Early-game, it's perfect for players that are (good with Micro but) bad with Macro and/or Mid/Late-game play or if one is playing against a stronger opponent, as it gives less opportunities for the better player to get ahead.
Things that constitute a Rush are usually some combinations of the following:
- Cutting Workers (which usually involves building more unit production buildings and units).
- Making very early unit production (4 Pool, Barracks Barracks Supply, 9/9 Gateway, etc.) or offensive (Cannons, Sunkens and Bunkers) buildings.
- Making proxy buildings for quicker attacks (shorter attack route), or Hidden Tech (DT Rush).
- Bringing your workers along with the first attack units (usually only SCVs or Probes) to provide to either shield/block, build/repair or to attack with them.
- Blocking your opponent's building placement. (eg. PvT - denying the completion/start of the Wall-in, PvZ - blocking Creep Colony placement when one is going for some variation of a 2 Gateway Zealot attack)
- Using Map features to your advantage, eg. PvZ Tau Cross Pylon block, Heartbreak Ridge high ground above the first Expansion for a Cannon Rush, Destination Mineral push trough (DT, Lurker), etc.
- Getting cloaked units earlier than usual - before the opponent has any source of detection. (DT Rush)