toss strat against zerg quick rush

Discussion in 'StarCraft 2 Strategy Discussion' started by carlosg_313, May 7, 2010.

toss strat against zerg quick rush

  1. carlosg_313

    carlosg_313 Guest

    so this happen to me twice, which i think that a true noob would do.
    -i was using toss, started making more probes for the eco and build pylons and then a gateway. since i know the opponents were gonna rush with zerg, i built another gateway and had a zealot on the way. tell me why the zerg noob had at least 6 roaches and their drone attack my base. :eek: like honestly, does it really need no skills to use zerg? i do not suck, but i am not like a pro, but to be attack not even 5 min into the game, that is just a huge disgrace to me. all i want to know is is there a good strat to at least create zealot faster or stalkers as well. thanks. :mad: :mad: :mad:
     
  2. RushSecond

    RushSecond New Member

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    For faster zealots, chrono boost the gateway.

    Also, sentries help a ton against roach rushes, since you can block off your ramp to buy time for units, and/or block roaches from running so your zealots can slice them up.

    Oh and another thing that helps a lot, is to wall off with your buildings at your ramp.
     
  3. kuvasz

    kuvasz Corrections Officer

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    Nerd rage, anyone?

    The first step of countering anything in the game is asking yourself: "what could I have done better?".
    Not calling your opponent names just because they're more skilled than you.
     
  4. KHaYMaN

    KHaYMaN New Member

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    Don't be a true noob and learn how to chrono boost and micro your workers.

    Brought to you by Association Against "True Noobs" :yes:
     
  5. BTNHfan99

    BTNHfan99 New Member

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    im a fairly aggressive zerg player. im all about early combat trying my best to avoid long games.

    since im all about rush builds, one thing that i find very difficult playing against toss players is when they wall off and cannon up or tech to stalkers. or zerglings and roaches just doesnt cut it. a stalkers range is just to much for our roaches to penetrate the buildings without getting hit.

    so you might want to consider that!
     
  6. NightG

    NightG New Member

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    OP sounds like a troll but none the less:

    Don't build pylonS before a Gateway, build one. And if you suspect a rush, chrono boost zealots out.
     
  7. Subversion

    Subversion New Member

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    wall off your choke by putting a gateway and a forge side by side, this should be zergling tight. put one or two cannons behind this wall and zerg has no chance of busting through; you're free to mass some forces and macro up.

    this is great when you use it to wall off both your main and your natural, lets you expand hassle-free
     
  8. Buffy

    Buffy Guest

    This is both effective and annoying for the Zerg player, if you just do this and a bit good of scouting the zerg is doomed if he isn't truly outplaying you, hate this strat :(
     
    Last edited by a moderator: May 10, 2010
  9. Woogies

    Woogies Guest

    In regard to building a gateway and forge to block off your choke point, how do you get troops out of your base to attack once you're ready? Specifically, units like zealots and immortals.
     
  10. MeisterX

    MeisterX Hyperion

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    You don't block the choke completely. You want to leave enough room so that your units can get out, but so that you can also block it with a couple Zealots side by side. The idea isn't to BLOCK the choke, but rather NARROW it.
     
  11. Woogies

    Woogies Guest

    That makes alot more sense, thanks. Is it generally best to leave a path down the center or along one of the ends?
     
  12. retribution

    retribution New Member

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    Get more zealots. Faster. And then mass them, and counter! if he 6/8 pool rushes then he'll only be able to get 4-6 lings to attack you... probes can kill this. Usually when I counter against a zerg that ling rushed, I have almost as many zealots as he has zerglings, or 2:1 against his roaches... I'll take 2 zealots from the battle and kill some drones to cripple him economically. I don't block off my ramp.... I do however get cannon towers at my minerals... but that's usually after the ling rush, to stop the mutas. I do suggest that you use your 3rd chronoboost on the gateway to get a zealot out asap.... 1 zealot can take out 2-3 lings.... with 3-4 probes you should be fine for the rush.
    ________
    NT650
     
    Last edited: Feb 8, 2011
  13. Subversion

    Subversion New Member

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    it doesn't matter too much where u leave the path, see most people do it down the center tho.

    But I have seen plenty of high level players block it off completely early game.

    You can get ur units out very easily with Warp Gates guys :) Remember those? :p

    Only units u cant get out are immortals rly, which u can handle really easily with a warp prism, or just break a pylon after the early game :) Seen plenty of platinum replays and streams doing this.
     
  14. MeisterX

    MeisterX Hyperion

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    Trust me you don't want to encourage newer players to block off their chokes. This turns them into turtles. Which are endangered species if you didn't know :D
     
  15. Subversion

    Subversion New Member

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    hahahaha xD fair enough - but you're a terran man... you should love the turtle ;)
     
  16. Fslb

    Fslb New Member

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    Too few players understand what blocking off at the "choke" really means. it means you should really only have 1 zealot shredding through 1-2 zerglings able to attack at a time. Depending on how good your micro is, you can swap out zealots and if you have the quick stalkers that I see many toss players getting now, sit them on the edge of the cliff to just blast away since they need to be fully up the ramp in order to attack the stalker(s). Defending against rushes is dependant on your early scouting. If you scout with ur 8-9th worker u should see the pool before the zerglings are out. (unless you get unlucky on a 4 player map and find him last, then you might be in trouble. If you are still having trouble against zerg rushes, go a 8/gate or 9/gate build in order to ensure that you have the zealot or 2 out before you will be hit.
     
  17. Dredin

    Dredin Guest

    I haven't had any problems with zerg rushes in weeks and here's what I do: at 9 supply, pylon at ramp, make probe to get 10, by the time pylon is done, should have 150 min, gateway, while that's building, build forge, when forge and gateway are done (should be about the same time), place 1 cannon down on the side of the gateway/forge to cover ramp, build 1 zealot, build 1 more cannon on opposite side to take care of ramp, place the zealot in a hold position (make sure it's on hold, otherwise it will run after the lings, and let them in your base) in the choke point of the ramp so lings can't run through, only 1 ling can hit zealot, while the cannons take out the lings, if I'm feeling ambitious, another cannon right by pylon to cover top of ramp ... essentially making a triangle at the ramp with cannons. No rush gets through. I've had issues with 6 pool rush, but even still, by the time they come, I have the choke point complete and a cannon, if not a cannon and a zealot. If they rush with roaches, they are usually pushed back by the cannons. Once the rush is handled, I tech up to warp gates and blink. Blink is huge for getting the stalkers in and out of your base, much better than just warp prism warps. As for immortals, only option to get out of base is drop-ship ...
     
  18. sniper64

    sniper64 New Member

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    @Dredin, Damn you beat me :wubclub:
     
  19. Dooood

    Dooood Guest

    I agree Dredin 9pylon, 10 Gate after Forge, 2 Cannons + few Zealots much better than building another gate or cyber core. Tested so much time,early cannons the best defense against ling rushes.
     
  20. Yorkylol

    Yorkylol New Member

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    I have played Protoss enough times to understand how to beat Zerg in the early game.

    First off, learn to block your choke, not a full block a pylon and a gateway with Zealots in between, think of it like 300 when they lured all the massive amount of Xercies (or whatever) forces into the little narrow pathway surrounded by mountains, the reason they did this was numbers don't matter in there cause there is only so many openings to get an attack off. Keep your Zealots in this and you will only be fighting 2 zerglings at a time, in which case you should destroy them, a good zerg player will back off from this since there is no way to win. Also if you feel like you aren't confident in the Zealots, then get a couple to fortify yourself and get a Cybernetics Core out and place a stalker behind the pylon for extra damage on the Zerglings. This should buy you some time to get to where you need to be.

    After surviving the first attack try fortifying with some Photon Cannons which are really effective against low tier rushing (obviously).

    I promise this tactic works I've used it myself tons of times, and I've seen my Zerg 2's partner get hit with it too.