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TvP Beating zealrush

Forum Index > Brood War Strategy
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kP_cHoBo
Profile Joined June 2004
United States439 Posts
Last Edited: 2005-06-17 12:05:45
June 09 2005 05:25 GMT
#1
In tvp what do you do verses a protoss that goes 2 gateway to zealots then to goons? I do the tech BO (depot,rax,refinery etc to fact build etc etc)but by the time he has 2 zealots or 4 he's attacking my wall and I only have 1 vulture and 2 making. I'm not asking how to stop zealot rush but I'm asking what would be the best strat to go(2 fact vults, 1 fact to cc,1 fact dship to cc,if 2 fact vults he'll close his ramp with goons and zealots by the way)cuz he'll always outnumber me in units at the start. He goes zealots then goons so basically at the start he'll outnumber my 3 vults with his 4 zeals 2 goons then later he'll just drop or dt's or something. What should you do?
Hello
itzme_petey
Profile Blog Joined February 2004
United States1400 Posts
June 09 2005 06:55 GMT
#2
I never had a protoss go 2gate Zealots VS me on any map other than luna or one that I dont usually block. Since you said you did have a wall up then you're fine. Just use 1-2 scvs to repair the wall.

Strat to counter.

2fac vultures works pretty well if he wasted money on 2zealots. Slows down his observer by some. Mine out his expo and mine out the entrance to his base. You dont need to attack his units or run up his ramp. You have map control with your mines outside his base.
Expand by building directly in your natural. *saves you 30% build time when you dont have to lift*
Mine areas around your minerals, *careful to stay a few blocks away from scvs*
Get 1-2 turrets
Pump tanks and get siege after u got like 3-4

If you are careful then DTs wont be soo much of a problem. The only thing you have to worry about is a reaver drop or a frontal attack with a shuttle full of zlots. Just mine up and turret up and use scvs to fight if you think that you might lose that expo.

When you sucessfully stopped any attempt from protoss to slow you down. Stop making units and put down factories. Then money will start to flow in alot more and just macro. Scout for protoss expansion. If he has just his natural, be careful, he is going to try and attack you or trick you into moving out. However, if he has more than one expansion. Push out by sending SCVS to know where his army is and just attack move then siege and mine then turret. When you're in a situation like this, get some dship harass going. Harass his expo and force him to not focus on the push . Its importnant that you not let him get away with taht expo. If you feel that you are pushing well, make a CC and then refocus on the push. Usually my goal is to take down a protoss army or an expo before my CC is done.
"Last night, I played a game.. as I recall it was a strategy game.. Peeked around and what did I see, a girl playing starcraft better than me.. and I jizzed in my pants.."
GosuAmerican
Profile Joined February 2005
United States347 Posts
June 09 2005 08:10 GMT
#3
get your supply faster? to block ur wall get ur factory and then have a couple marines.
Nothing Succeeds Like Success. #1 [ReD]Nada Fan. GL Pat. Live PGT
GroT
Profile Blog Joined January 2004
Belgium3003 Posts
June 09 2005 12:43 GMT
#4
I actually wonder about this too, nobody ever did it to me when i played


I think toss users can best answer it.. what goes wrong when you do it? very late robo I guess? in that case port on LT is probably pretty decent, expansion too if you ask me

attacking fast on land seems like a bad idea
DANCE ALL DAY
Empyrean
Profile Blog Joined September 2004
17015 Posts
June 09 2005 13:07 GMT
#5
I'm pretty sure just a 2fac Vulture build will beat it. Vultre>Zealot, and with good mines, Vulture>Dragoon, especially since his robofac will be delayed. After that, just add facs (pretty safe to expo), and a few Tanks once you know his robofac is up.

I'm TvP newbie though, so don't quote me if I'm wrong
Moderator
kP_cHoBo
Profile Joined June 2004
United States439 Posts
Last Edited: 2005-06-09 13:34:20
June 09 2005 13:31 GMT
#6
On June 09 2005 17:10 GosuAmerican wrote:
get your supply faster? to block ur wall get ur factory and then have a couple marines.


Like i said b4 I'm not asking how to stop a zealot rush and thanx itzme_petey those helped alot.
Hello
IntoTheWow
Profile Blog Joined May 2004
is awesome32277 Posts
June 09 2005 13:39 GMT
#7
If you are feeling fancy you can go vutls and mine his expo

a soon as your vults are being built beging a starpot and dop vults in his main.
Moderator<:3-/-<
itzme_petey
Profile Blog Joined February 2004
United States1400 Posts
June 09 2005 16:29 GMT
#8
On June 09 2005 22:39 IntoTheWow wrote:
If you are feeling fancy you can go vutls and mine his expo

a soon as your vults are being built beging a starpot and dop vults in his main.


yea that works really well, if you are faster than the protoss in getting the tech. If toss gets those dts into the shuttles and into your base, it might be really hard to defend agianst and vulture harass at the same time.
"Last night, I played a game.. as I recall it was a strategy game.. Peeked around and what did I see, a girl playing starcraft better than me.. and I jizzed in my pants.."
Resonate
Profile Joined October 2002
United Kingdom8402 Posts
Last Edited: 2005-06-09 17:24:58
June 09 2005 17:22 GMT
#9
As toss, cos i've got no tech, 2-fac vults into expand would hurt me most. but i'd never open with this personally unless i thought he was zerg and he actually switched at the last second and i didn't see it

or if it was on requiem maybe... but then it's a different scenario cos i'm sure u're a temple addict
Memory lane in nice
NoSteratu
Profile Joined March 2003
Turkey770 Posts
June 09 2005 17:42 GMT
#10
if he goes 2 gate then core just wall in. do not let zea to come in. build a marine and ready to repair our wall. After that, 2 facts double upg. vultures are usefull because his obs is delayed. wait in your base until u have 4 vultures. by the time ur 4 vultures are made, upg. must be ready So lift rax and rape his zeals. mine here and there. get tank+siege into expo. Remember to build some turrets. hope this helps gl
Fear..Fear attracts the Fearful...the Strong...the Weak..the Innocent...Fear..is my Ally
labcoated
Profile Joined May 2005
Canada392 Posts
June 09 2005 18:14 GMT
#11
i used to always try to 2 gate zeal. against newbies, if you micro the zeals properly, you hide 4 zeals then hit their wall and it goes down and then you micro GG most likely.

better players (and random koreans) seem to already know the way to beat it: once you see a zeal, and/or a 2 gate, you keep an scv near your wall. i think 1 scv should buy you enough time until you can bring more scvs to repair. building marines might help but might not be necessary, i'm not sure about that anymore. you could get away with a later 1st tank too obviously, since his goon will be delayed.
Resonate
Profile Joined October 2002
United Kingdom8402 Posts
June 09 2005 19:48 GMT
#12
On June 10 2005 03:14 labcoated wrote:
i used to always try to 2 gate zeal. against newbies, if you micro the zeals properly, you hide 4 zeals then hit their wall and it goes down and then you micro GG most likely.


they're newbs, make 20 proxy raxxes in the middle if u want, you'll still win. who cares!

better players (and random koreans) seem to already know the way to beat it: once you see a zeal, and/or a 2 gate, you keep an scv near your wall. i think 1 scv should buy you enough time until you can bring more scvs to repair. building marines might help but might not be necessary, i'm not sure about that anymore. you could get away with a later 1st tank too obviously, since his goon will be delayed.


That all sounds fairly sensible. A marine is a good idea in every game to stop his probe gaying your wall.
Memory lane in nice
Patriot.dlk
Profile Blog Joined October 2004
Sweden5462 Posts
June 09 2005 21:28 GMT
#13
have a scout so you have enough time to get them SCV ready. The $ he wasted on zealots who will bash on a zolid wall is alot more then the $ you gotta spend on repair and lost income.

Now one other thing adds up, he's really late with teach.
max_power
Profile Joined April 2005
Slovakia163 Posts
June 09 2005 21:55 GMT
#14
who did this to you?

basically zealots are useless early game - why would a toss make zealots? I suppose you know that vulture>>zealots badly so whats the problem?

other ppl said it before (like nosteratu)

I think when toss makes early game zealots he wastes x*100 minerals (where x is the number of them)
Liquid`Nazgul
Profile Blog Joined September 2002
22427 Posts
Last Edited: 2005-06-09 22:21:31
June 09 2005 22:19 GMT
#15
As for vultures; you should be able to contain him with mines before he gets observers. He doesn't have enough goons to keep you from planting mines everywhere. Either his units are in front of your base and you run past them (try to sneak in), or they should be in his base and you will be able to plant some mines before your siege tanks arrive.

Also fast expand works very well against a protoss who goes zealots first. Maybe make a bunker on the lowground near the command center so that he doesn't run you over with pure units. Tanks on high grounds against protoss units without a shuttle should be an easy battle (possibly keep your rax near the wallin so that you can always land it to block his units). You should be way ahead of him in these situations and if you are of equal skill (micro/macro/decision making) you will win the game. If you cannot win like this there might be other facets of the game that you should work on.

If the player positions his units in front of his base while expanding you are facing a paper/scissor/rock situation. It will be very hard to break (but possible) even though he doesn't even have a robotics. However had you gone dropship with siege tanks it would mean instant death for him. I hate these kind of players that gamble and basically give in to their own incompetence.
Administrator
iNsaNe-
Profile Joined January 2005
Finland5201 Posts
June 10 2005 01:28 GMT
#16
Umm I don't remember that I would have ever done that kind of strat
It takes a fool to remain sane.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2005-06-10 01:58:05
June 10 2005 01:55 GMT
#17
On June 09 2005 21:43 GroT wrote:
I actually wonder about this too, nobody ever did it to me when i played


I think toss users can best answer it.. what goes wrong when you do it? very late robo I guess? in that case port on LT is probably pretty decent, expansion too if you ask me

attacking fast on land seems like a bad idea

Just get marines, get a tank. Now he can't do ANYTHING.

And if you really want to be safe, get a bunker.

You don't have to rush to vultures, just make sure you have a few marines and scvs repairing.

I don't ever wall so it's not like I run into this very often (I'd block my ramp with scvs and possibly do the float rax trickif I really thought I needed to).

Btw, didn't anyone else notice he said he makes vults before tanks :o?

That's like playing right into the toss players hands since goons will then do good vs your units.

Tank first.
Then do whatever. You say you have no problem actually holding your wall so yeah, tank not vulture first! And again, marines. 2-3 marines and his zealots will take enough damage. Repair.

Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
wishterran
Profile Joined February 2004
United States1045 Posts
Last Edited: 2005-06-10 05:11:14
June 10 2005 02:25 GMT
#18
There are a few things you can do, most have been mentioned. If it was me and I saw two zealots though, I would probably do 2 fac w/ addon, one tank, 4 vults dual upgrade speed and mines. If he makes more zealots, you have an advantage. If he switches to goons after only two, you will have mines and he won't have observers. Then you expand before him. Try to get your vults in his base too.

What FA and Nazgul said also sound good, but I haven't played this situation much. Try out these things, let me know how it goes.
kP_cHoBo
Profile Joined June 2004
United States439 Posts
June 17 2005 02:52 GMT
#19
On June 10 2005 10:55 FrozenArbiter wrote:

Just get marines, get a tank. Now he can't do ANYTHING.

And if you really want to be safe, get a bunker.

You don't have to rush to vultures, just make sure you have a few marines and scvs repairing.

I don't ever wall so it's not like I run into this very often (I'd block my ramp with scvs and possibly do the float rax trickif I really thought I needed to).

Btw, didn't anyone else notice he said he makes vults before tanks :o?

That's like playing right into the toss players hands since goons will then do good vs your units.

Tank first.
Then do whatever. You say you have no problem actually holding your wall so yeah, tank not vulture first! And again, marines. 2-3 marines and his zealots will take enough damage. Repair.



Can someone tell how to do the float rax trick? I heard it mentioned alot of times, but I never actually knew how to do it.
Hello
mcmascote
Profile Joined September 2004
Brazil1575 Posts
June 17 2005 03:45 GMT
#20
put one or more scvs in the ramp, 1 or more rines behind it, hold position and float rax.

zealot will try to attack the marine, but scv will block it..

Oh, vs zerg this dont work cause sttacked drones + lings will fuck u hard
The smallest minority on earth is the individual. Those who deny individual rights cannot claim to be defenders of minorities.
DJEtterStyle
Profile Blog Joined October 2003
United States2766 Posts
Last Edited: 2005-06-17 03:54:20
June 17 2005 03:53 GMT
#21
Two factory vultures into a quick expansion. The mines will prevent the Protoss from both expanding and moving out until he has observers, and his observers will be very late. You should be able to get a solid defense and superior economy before then; just don't make too many vultures before expanding.
kP_cHoBo
Profile Joined June 2004
United States439 Posts
June 17 2005 04:00 GMT
#22
ummm just tried it against someone as a test game. I clogged up my choke with 2 scvs put the marine and scvs on hold and i hid the scvs under the rax and in the end the lings kiled my scvs and 1 marine and came thru and raped my base. No..they didn't leak in or do the stacked drones trick they just attacked the scvs and came in and yes the choke was clogged up, rax hid the scvs very well but they still managed to attack the scvs and came in. What did I do wrong here?
Hello
baba1
Profile Joined April 2005
Canada355 Posts
June 17 2005 04:26 GMT
#23
the wall must hold
2 fact, get 1 tank
and start pumping vults
noq uote
sundance
Profile Blog Joined May 2004
Slovakia3201 Posts
June 17 2005 05:35 GMT
#24
On June 17 2005 13:00 kP_cHoBo wrote:
ummm just tried it against someone as a test game. I clogged up my choke with 2 scvs put the marine and scvs on hold and i hid the scvs under the rax and in the end the lings kiled my scvs and 1 marine and came thru and raped my base. No..they didn't leak in or do the stacked drones trick they just attacked the scvs and came in and yes the choke was clogged up, rax hid the scvs very well but they still managed to attack the scvs and came in. What did I do wrong here?

It's hard to tell without replay.
Nick Cave & the Bad Seeds
StarN
Profile Blog Joined November 2004
United States2587 Posts
June 17 2005 12:00 GMT
#25
if you see the guy making more than 1 zeal then you should have like 2 SCVs at your wall as a failsafe.
your best bet would probably be 2fact vult -> expo. he'll be late on obs so you can abuse that ezilly.
Retired BW Noob
Empyrean
Profile Blog Joined September 2004
17015 Posts
June 17 2005 12:31 GMT
#26
2 SCV isn't enough to block Zerglings.

Also, using Patrol command will get your units to attack the SCVs.
Moderator
labcoated
Profile Joined May 2005
Canada392 Posts
June 17 2005 14:28 GMT
#27
im serious about what i said. if you can wall, and u dont scout way too late, u see it coming, put 1 scv by wall and you should be fine. thats my advice.

on a map like luna i have no advice at all. you can still see it coming it's just a matter of knowing what to do (without overreacting). you have time to hold ramp, and/or build a bunker, whatever. back when goons were ignored and everyone played hunters i know staying in your scv line until you had a critical mass of marines was very typical against zeals and against lings, but 10 minerals and 8 spots is a big difference, plus people didn't play very well back then compared to now (stratwise)
mcmascote
Profile Joined September 2004
Brazil1575 Posts
Last Edited: 2005-06-17 14:48:03
June 17 2005 14:46 GMT
#28
On June 17 2005 21:31 Empyrean wrote:


Also, using Patrol command will get your units to attack the SCVs.


serious? I heard about it too..

Someday i was playing a 2v2 with my friend and the terran made it..

I start calling him a lamer in allied chat.. and sayed to my partner: use patrol, use patrol.. haha fuck lamer..
after that we lost lings, he techs to vultures and raped ours 9'pool..
The smallest minority on earth is the individual. Those who deny individual rights cannot claim to be defenders of minorities.
exalted
Profile Blog Joined March 2004
United States3612 Posts
June 17 2005 18:13 GMT
#29
On June 17 2005 21:31 Empyrean wrote:
2 SCV isn't enough to block Zerglings.

Also, using Patrol command will get your units to attack the SCVs.


NO DREAMING NO

2 SCV IS ENOUGH
PATROL COMMAND DOES NOT WORK

JUST FUCKING TEST WITH A FRIEND KP_CHOBO SO YOU KNOW HOW TO DO IT PERFECTLY

"uh, i went fact port vs protoss, well.. he killed my dropshipa nd i lost. FACT PORT SUCKS LOLZ!"

Just becuase it does not WORK for you first time EVER, does not mean it is not viable.
too easy
GroT
Profile Blog Joined January 2004
Belgium3003 Posts
June 17 2005 19:03 GMT
#30
Exalted please, you're a good poster, go easy on the caps ;(
DANCE ALL DAY
SoMuchBetter
Profile Blog Joined April 2003
Australia10606 Posts
June 17 2005 20:28 GMT
#31
On June 17 2005 21:31 Empyrean wrote:
2 SCV isn't enough to block Zerglings.

Also, using Patrol command will get your units to attack the SCVs.


On June 15 2005 22:47 SoMuchBetter wrote:
Show nested quote +
On June 15 2005 11:44 Carnac wrote:
On June 14 2005 09:15 ahk-gosu wrote:
On June 14 2005 02:38 exalted wrote:
One thing I would like to add is, always make a marine BEFORE lifting the rax and trying to put it in the appropriate spot - often the protoss will make a marine, and they can use the probe to make it unable to land - with the marine, you can ward them away, and if they go 2 gate zeal, you can do the 2scv + rax trick and they lose the game.


protoss cannot make marine. you mean zlot yes?

i assume with 2scv+rax trick you mean flying the rax over the scvs to make them invisible and having the scvs + marine(s) together on hold position?
it's useless. protoss (goes for any race) will simply use patrol instead of attack move and the zealots will directly attack the scvs -_-


thats a myth invented by terran players to make you think you have a chance
AUSSIESCUM
TeamLiquid eSTROgeneral #1 • RIP
Apollo[AoN]
Profile Joined May 2005
Romania22 Posts
June 17 2005 22:00 GMT
#32
if 2 gate zelots rush i protect my wall and go 1 fact 2 tanks drop and vult upgrade, the toss will have do defence in main so the drop with proper micro does signifiant damage the go vults mine his expo and fast expand and if bouth have same skill it's gg
Just some random noob ;)
SA-kcabsiozteh
Profile Joined July 2004
United States396 Posts
Last Edited: 2005-06-17 22:03:22
June 17 2005 22:02 GMT
#33
Just watch pro TvP replays, and if you do the wall correctly, also assuming you don't mess anybody up, zealot rushes will be the least of your problems.

2fact 4 vulture with dual upgrades rush should beat a zealot rush. Just micro and use mines. Remember when doing this build get a tank before you get the vultures too. Since tank range > goon range, you shouldn't have a problem.

You should always build a marine as soon as your rax completes. So, if they rush, you'll have that rine behind your wall to kill zeals, and you can get a couple of scvs to repair it, and when they bring goons later (which will be delayed), you should have a tank.

I hope this is good advice and this is what you need, because I haven't read everybody's posts.

I did see one part where you said 1fact port sucks... And it doesn't...

Just practice and watch some pro replays.

EDIT: Also I read someone said use mines to keep them in their base and maybe mine outside of your base. Do that. Because, as has been posted, going 2gate zealot should slow down their observers.
jjun212
Profile Joined December 2004
Canada2208 Posts
June 18 2005 04:44 GMT
#34
well.. i didnt read all the other posters but what most of them said work..

but what i do, just from expieriance is scv on choke with 5ish marines then tech on

it will take micro though ... but if u wall, it wont be a probally

i myself dont wall...
gh0st-v.2.0
Profile Joined May 2006
Germany2 Posts
May 02 2006 04:26 GMT
#35
hum, now we know how to beat zealotrush with wallin, but how to counter it without one (luna!)?
Especially if u don´t have nadas micro and if u dont want to waste mins on a bunker (that is quite useless, because zealots just rush in your scvs kill one or two then retreat to regenerate their shields)
If you try to kill the zealots with vultures goons are coming and until u have enough units to keep your main free of protoss units dts are coming up the ramp. Fortunetly I have calculated with this strat and upgraded mines. But with the 3 mines on every vulture you cannot protect your whole base (zealot rushing up the ramp and trying to attract as many mines as possible, then 2 dts coming trying to get into your scvs). Trying to get the dts out of your scvs means loosing a lot of them.
Hm if I know that p is attacking with dts why not making turrents? The problem is that protoss has his units in your base attacking the wholt time scvs making buildings and this way he sees your dock and just tries a dtdrop.

If u make too much tanks u get killed by dts and if u make too much vultures u get killed by goons.

And much more worse if p is lucky in scouting he can try to block your vesp what means for t to decide between getting gas very late or trying to get the gas early and getting the rax quite late.

I hope u see my pity with making tanks to counter goons (and trying to get an expansion) making vultures to counter zealots/dts and making turrents to be sure that dts cannont come in.

>>Micro is not counting as an answer<<
5HITCOMBO
Profile Joined March 2006
Japan2239 Posts
May 02 2006 05:14 GMT
#36
Why are you allowing the protoss to do these amazing gas steals and let their zealots kill vultures and mines while not counting terran micro as an answer?

If you aren't good enough to hold a zealot rush by pumping marines for the duration of the rush, micro IS your problem. If 2 gate zealot harass was such a problem, don't you think more pros would be doing it or losing to it?
I live in perpetual fear of terrorists and studio gangsters
jkillashark
Profile Blog Joined November 2005
United States5262 Posts
Last Edited: 2006-05-02 05:37:29
May 02 2006 05:28 GMT
#37
Usually by the time my scout dies, if I see he's going more than just one or two zealots, it could mean a zealot rush. When that happens, I'll do a vulture sneak build. 3-factory vultures with one machine shop for upgrades. Research mines first obviously.

Zealot rushes are rarely seen nowadays so that vulture sneak build is seeing less and less light.

You can really punish the Protoss for not having a lot of dragoons by eating his zealots alive. Of course you need to control your vultures with patrol away and laying mines.
Do your best, God will do the rest.
Hypnotize
Profile Joined March 2006
United States183 Posts
Last Edited: 2006-05-02 05:39:53
May 02 2006 05:38 GMT
#38
Luna is the only map where i have EVER had this problem. all u have to do is make rines and do some scv micro, taking the weak ones back. the only thing this does for the toss is distracrt you from getiing your first tank to stop the initial two goons. if u see a zealot rush use rine micro and play normally so you get the tank + mine upgrade + vult on 2nd fact build. if this goes as planned, assuming you didnt lose a depot or too many scvs it should have put the toss at a disadvantage. at this point you will expect either dts or reaver (reaver prolly not but maybe). just turret and mine up the place and expo then go tornado terran... I don't know why this is such a problem because zealots are slow as fuck and scvs are strong enough to avoid gettin killed by 1-2 zealots.

stop sucking
Carriers are gay
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