Planetary Fortress RushPosted by RaynorRaider on 2011-02-06
|10||construct: Supply Depot|
|12||* send out a scout *||@ 30% rax|
|14||construct: Engineering Bay|
|@ Roughly 150 Minerals/150 Gas:|
|- Load up SCVs into Command Center|
|- Send all SCVs to opponent base|
|- Float both the Command Center and the Rax to opponent base|
While it is possible to try and wall to block scouting - this would still give away the early E-Bay. It is optimal to begin buildings as soon as resources allow, thus walling is not a requirement. It is possible to proxy/hide the E-Bay to keep your opponent in the dark.
Keep your scouting SCV in your opponents base as long as possible - you need to know the opponents building locations for optimal positioning once your Command Center arrives. Or alternatively you can use that SCV to speed up the rush, scouting is rather pointless, as you cant really pull out of it. An early Refinery build is also feasible for this strategy - however note that commonly when you early Refinery, once your opponent sees it there is a much higher chance they will sacrifice early economy to get more defences - thus this "standard" style opening has a slightly higher chance of succeeding.
While you only technically require 150 minerals and 150 gas - it is advisable to get a small portion of extra gas - you will need it for repairing the Command Center. Usually you will have around 400-500 minerals at the 4:30 lift-off time. Do not push the gas past 200 however, as any further is wasting too much time.
Keep in mind this build cannot be performed against Zerg due to the creep blocking the Command Center landing. Also, note that this is not viable against Terran, because they can simply lift their Command Center and take a new base the second you start your planetary fortress. Since planetary fortresses cannot be lifted, this leaves you to mine from a sub-optimal position.
This guide is designed for use on Scrap Station - however it is possible to execute this build on Desert Oasis, though timings may differ.
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