Best Buildings to Destroy when Rushing Terran?
When you're rushing a zerg player it's best to take out their Spawning Pool. It takes a long time to rebuild (plus its pretty costly), there's not normally multiples of them, and it's vital to much of the zerg tech tree (coupling this with destroying the Lair or Hive is particularly effective).
When you're rushing a protoss player, it's best to take out pylons powering the production buildings. They're relatively weak and can knock out unit production for a minute, plus it throws off the protoss player's supply. After that the Cybernetic Core is good to knock out the tech-tree.
But what about terran players? Nothing seems particularly vital to a terran player. All of the buildings are redundant, cheap, and easy to replace. Their main tech tree (Barracks -> Factory -> Starport) is all buildings that they tend to make many of - there's no equivalent to the Spawning Pool or the Cybernetic Core where taking out a single building throws off the entire tech tree. You could destroy the Supply Depots to have a bit of an impact on unit production, but they don't give as much supply as Pylons, and there's no other benefit like knocking out a power grid as when hitting a Pylon. Add-ons are quickly and cheaply replaced.
So, what's the best building to hit when you're attacking a terran player (I'm specifically wondering early game, but later game information is good to know, too. Also, if anyone has better buildings to hit when you're hitting a zerg or protoss base than what I suggest in this question, do share.)
Best Answer
As previously mentioned, add-ons are more valuable than you think. Taking out a reactor halves production, and re-making a reactor puts the building out of commission for longer than one cycle of marines. Delaying a critical upgrade like stim or combat shield is also good.
Another option is to kill mules, or to kill refineries. Both of those do set back your enemy's resources quite a bit, and killing refineries makes their army composition more predictable (and thus counter-able) for the next few minutes.
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Answer 2
If you are going for a very early rush, you might be able to go fast enough to destroy the Barracks along with any other structures that are in construction. But, this would take extreme precision and speed. If you could destroy the Barracks before they are made, or when they are the only thing, it could decide the entire game. No Barracks means no basic combat units, no Factory, and no StarPort. I am assuming the the Rush is meant to be VERY early game, and not late enough for them to have lots of unit production or a good defense.
Answer 3
In response to attacking mules...only attack them if you scout often and know they just deployed them recently. i have seen a few grandmaster games where a player wastes time sniping a mule that is just seconds away from dying anyway. Sometimes it's just better to force a player to spend an extra 50 minerals if you're unsure of how old the mule is.
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