To rush, or to macro, that is the question. Whether victory will come to the first who is bold enough to attack. Or if she would prefer the patient player who maintains his defensible position?
When you consider that the current map pool is horrible, the maps all tiny, I think its clear that she prefers, at the moment, the rush.
There are some maps, Metalopolis, that are so rush favored, you really can’t play them any other way. As a random player, this can be confusing, simply because there are so many different combinations.
I always like to start with the most volatile and rush friendly matchup. The ZvZ. One of the reasons why I think so many people have trouble assessing a ZvZ is that there are both one base and two base rushes. But after playing many games, I’m happy to report that on smaller, two player maps, the one base rush is superior.
You won’t find many one base rush builds on imbabuilds.com and I think that’s a sad thing. Because it implies that nobody plays the one base rush anymore, and that simply isn’t true. I mean, even Jaedong played one base rushes in a professional tournament. I mean, he lost, but still he played it, and played it well.
But that also ties into the other factor that makes me say you almost have to one base rush. That’s skills. I understand that on the pro level, one base plays kinda suck. But they sure don’t at the platinum level. Because you have to be pro level gosu to be able to defend a one base rush when you open hatch first. I’ve seen players like Taeja do it. But it never works out for me.
Everytime you try and copy something that’s beyond you, you wind up falling flat on your face.
Let’s switch to Terran. Now, on any map, in nearly any game, I have no trouble playing a reaper expand with confidence. But these new map pools, has me going gas first into a 1-1-1 tank push (for TvT). It just wins games, it just feels right.
Protoss is another race where the conventional logic has always been that the first to expand will lose. Which means you can expect to see a lot more 4 and 5 gate attacks. I love to threaten a 5 gate, and if everything isn’t perfectly in my favor, add on a Robo Bay and turn it into a Warp Prism drop, while having an observer for DTs.
Of course, when you plays as protoss, Stargate plays is almost mandatory. The potential of the oracle to flat out win games is so good, you have to roll the dice on that attack. Even if it doesn't work, you can hold onto the oracle for scouting and protection against cloaked units.
I played a PvP the other day where my opponent went for a proxy Starport. I found it, and killed three pylons powering it, only to have the single oracle it produced rock me. I had been going for a Starport in base. I made a phoenix, which eventually killed the oracle. But it didn’t matter. The damage was done. The game was close after that, but ultimately I lost. That didn’t feel fair to me, because I scouted his proxy, and I countered his tech, but still despite throwing a rock to his scissors, the lost drones and mining time gave him compensation.
I guess the point of the post is that, nowadays you almost always have to rush. Because if you don’t and your opponent does, you’re going to outright lose. If you do and your opponent does not, he’s going to lose. And if you both do, it should be a wash, it should be even, or at least come down to skill. With that kind of logic, who would ever open up 15 expand anymore?