The "planetary fortress rush" is a somewhat cheesy tactic, which works on some maps, but I was wondering if it might be a viable strategy to build a planetary fortress at a choke point on the map in a later part of the game. 400 minerals for the command center and 100/100 for the upgrade doesnt seem that much for such a tough piece of guns and since its primarily minerals it seems a relatively cost effective thing to do. That way you can force your opponent to use other paths / methods of transport or switch to air tech instead OR to lay a trap for him if he must use a certain path.
Obviously this wont work well against terrans (siege tanks have a huge range which the fortress cant counter), but against a "roach fanatic" it might work and even Protoss Zealots and Stalkers will have problems with it.
Obviously the fortress alone wont stand a chance for long, but you shouldnt need much in addition to it.
Pros:
- relatively cheap cost
- no supply cost
- high splash damage
- forcing an opponent to tech-change (this is probably the biggest benefit if you already have the "proper counters" in place)
Cons:
- immobile
- no AA defense
- mediocre range of 6 ... enough against infantry, but not against mech
Viable choke points:
- a main crossroads which can be controlled by one fortress
- in front of the enemies base
- your own entrance




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