2v2,I was with the Zergs,my mate with Zergs.The enemies both were with Protoss.By the time we wwere about to do the first Roaches (queen was ready) about 10 Zealots came and raped us.So what's the counter to Zealots Rush as Zerg ?
Base defense. Proper scouting. In the start of the game, you do not have so many tech options. But if you get an normal/early spawning pool, you can get enough lings to kill the zealot. You need four lings to kill a zealot, but you is able to get as much as him, since they are attacking. Queen behind dishing out damage is good to. But for me, it sounds like you got a little outplayed, with scouting to little and teching to much.
Good micro with your Zerglings, Play with the Zealots while you macro your base to get roaches in time.
Post a replay and people can help you troubleshoot your game more. In general: 1) Scouts. When you see that rush coming from 1/3-3/4 the map away you should modify your build accordingly. Leave some available supply for making zerglings instead of drones, throw down an extra spine crawler if you think you'll need it, et cetera. 2) Situate your spine crawler so it is shielded by other buildings but still in range to protect everything from melee attackers. This has a couple of benefits, such as a) melee units have to walk around to it while it takes shots at them, b) melee units can't fully surround it; c) it makes it possible/easier for you to use your own units to "wall-in" the spine crawler in your own base by clogging the narrow areas the attackers have to travel through to reach it. 3) Buy some time. Remember, the defending units you are pumping out don't need to travel anywhere. So the more time you can buy the better and better your defensive situation will become as you replenish/add to you units immediately while their units have to travel. Some ways to do this are: a) lead units away with a drone/zergling. If they attack-move their units towards your base and you pass by them with 1 of your own, then their units AI will follow to attack yours until they manually correct it; b) minimize the blows your units exchange with theirs. When they get there they will go for your pool/drones/et cetera. When they do, attack them with your zerglings/Queen/etc. When they turn to fight off the lings pull them back/run away a bit, until they tell their units to stop following your lings and go back to trying to hurt your pool/economy. Rinse and repeat. Remember also that your drones can attack as well, so you may want to pull some off to attack the zealots when they are busy chasing your zerglings or attacking your buildings. Of course you want to minimize economy loss, so you need to be prepared to micro those drones away if the player manually tells them to target those drones. 4) Abuse the auto-attack AI as much as possible. Again, this goes back to the concept of leading units away, but now your fighting in your base. If you see an unmanaged zealot (or two) going after a drone or lone ling, queue up some movement on that ling so it leads them around. When the zealots go for your Queen/lings attack with your drones while using them to shield the Queen/lings. If the player is good they will micro their zealots to attack your drones individually, but anything that doesn't receive a manual command will be taking hits from the drones while trying to wade through them to reach a ling that is running/moving away from it. If you have an extra overlord to station over them that can help too, since it makes it harder to selectively target the drones under it (don't keep overlords back from scouting though, I'm just referring to any building/popping while the zealots are in your base). 5) Clog the paths to your ranged defensive units (Queen/spine crawlers). I already mentioned this above, but I'll repeat it again. A common defensive strategy since the original SC is to have workers hold position in the narrow areas your building placement will force the melee attackers to have to go through. This makes the attacker have to waste time issuing manual attack orders to kill those workers in their path, only to then just to have his zealots march in single file to try and reach your defensive units which have been whaling on the zealots this entire time. With proper micro and preparation you can even pull back the drones blocking the path while forcing others into the way, increasing the amount of time you impede the zealots....and remember, time is your friend when defending a rush. It is the same concept as people having a few workers hold position on a ramp to slow down/impede an impending zergling rush. Well, there you go. Depending on their exact build order, etc you could also probably have banelings by the time they attack with 10 zealots. Hope it helps. Also, don't look down on the value of getting early 2x Queens. They help a lot against rushing, don't require any larvae to build, only cost 2 supply and 150 minerals (and often you will have a resource advantage if the opponent is rushing). Plus there are ways to continue to squeeze value from them after the rush is defeated, e.g. helps counter rush ----> early air assault, spawning larvae at 2x hatcheries, or covering a good portion of the map with creep using a combination of tier 2 ovie speed + generate creep + creep tumor.