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ZvP Defending Zealot Rush - Page 2

Forum Index > Brood War Strategy
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Infundibulum
Profile Blog Joined May 2003
United States2552 Posts
Last Edited: 2007-06-29 23:12:46
June 29 2007 23:12 GMT
#21
a safer FE build vs 2 gate is 9 pool after lord, 11 hatch. your lings will be earlier, but make sure u don't forget to rebuild your eco after defending the rush.
LoL NA: MothLite == Steam: p0nd
Brutalisk
Profile Joined February 2007
794 Posts
Last Edited: 2007-06-30 00:18:07
June 30 2007 00:17 GMT
#22
9 hatch 9 pool is perfectly safe vs. any kind of Zealot rush, but you should really rather take the small risk and use 12 hatch 11 pool and help with drones if necessary, or run the drones away until your lings pop, and place a sunken ASAP when the hatch finishes.
9 hatch 9 pool is very bad for your economy, especially if the Protoss follows up with a fast expansion after his first few Zealots.
With 12 hatch 11 pool you can constantly produce drones, with 9h9p pool you have about a minute or so (rough estimation) where you can't get any more drones (9th drone -> wait for 300 for hatchery. After hatchery -> wait for 200 for pool. After pool -> wait for 100 for overlord. During all that time you only have max. 9 drones, which sucks)
Andaroo
Profile Joined March 2007
Canada70 Posts
June 30 2007 03:07 GMT
#23
I use 12 hatch 11 pool and I can fend off any non-proxy zealot rush. It's all a matter of scouting and saving larvae (if you see him make 2 gates before gas) so you will have 4 larvae free as soon as the spawning pool pops. By this time your opponent will have about 2 zealots and 1 probe harrassing u, simply take 1-2 drones with ur 8 lings and you should be destroy that no problem, make a sunk in your nat while this is happening and you should be able to successfully stop the rush. It's important that before you have a sunk up your zergling to zealot count must be at least 4:1, any less then that and you have to bring additional drones with you to combat the zealots, the reason for this is that zealots are much easier to micro then zerglings, they can simply pull back the damaged ones and hide in a corner somewhere.
I-Emerge
Profile Blog Joined December 2005
United States435 Posts
June 30 2007 03:59 GMT
#24
On June 29 2007 13:32 kewlsunman wrote:
What is a "1 zealot rush" by the way?

The only sorts of zealot rush you really need to be worried about are the various 2-gate incarnations; i.e. 9/10, proxy, 10/12. 9/10 and proxy double gate can both be very dangerous and end the game right there. A 10/12 rush is usually aimed at slowing you down and punishing you for FEing.

You can try scouting at 9 drone (while OL is building and about 150 min) if you're playing unfamiliar opponents or an opponent who you expect zealot rushing from. That will help you determine what sort of response you should make. If you see early gates or proxy gates, I'd hatch at ramp or in-base or even 12 pool if it's not too late. If you see 10/12 you can drop your FE hatch (at 12, presumably) as normal.

I keep two or three drones around my hatchery right as it's about to pop so that I can drop my sunkens as fast as possible (important to save up that money instead of grabbing a third hatch, obviously) while making 6 lings and rallying my hatcheries to my ramp. Usually he will have 1 zeal and the scout probe already there, with 2 more zeals on their way. If you can drop those two sunkens though, then all you have to do is try to stall until they're up. Let your hatch take some hits, let the sunkens take some hits, try not to lose too many lings, and make sure he can't run up your ramp.

If you are able to morph your sunkens before his zeals do much serious damage, then you are significantly ahead. You can chase his zeals back to his base with your lings and make it annoying for him to expo, and then play it like vs. 1 gate assim, fast tech toss except much slower to tech. Personally I like to get about 4 hatches and then try to run him through with about 12-16 lings and 6-12 hydras right when his expo's come in and he's only warped in maybe 2 or 3 cannons.

One other tip is that you can go in and steal his gas with your scout drone--this way you can gauge how committed to his rush he is and act accordingly.

This is nearly perfect!

Although from the sentence structure you can tell you mean that your 3 Drones ready to morph into sunkens will result in 2 sunken and 1 dead creep (sine a sunken was canceled), it might not be so clear to players who have little experience with this counter. All in all this quote answers the question just right and saved me time typing the exact things. Great suggestions!

---I-Emerge

P.S. A text book example of this is shown in the game IpxZerg (red/8) vs Reach(yellow/5) @ Luna when Savior contained Reach the entire game.
--------------------------------------------------------------------------------------------------------------------------------------------
Alternative BO for a Zvp FE with Hat before pool is...

Zerg 9 Hatch 11 Pool Fast Expo

Matchups: Zvp, Zvt

Theory: This is the "safe" Zvt fast expo build where offensive bunker is more easily defended, but beware that amassing of tech units will take slightly longer because of the sacrifice in economy if he tries to test that expo with a rush(you will need to spend money for at least one sunken). Scout well to make sure you do not make sunkens you do not need. In Zvp this is another decent fast expo build that is safer than the 12 hatch - 11 pool version.

Build:
9/9 - Overlord* (send drone to expo when overlord is half done, scout with this ovyerlord as well)
9/9 - Hatchery
11/17 - Spawning Pool
12/17 - Hold Larvae for zerglings^
12/17 - 8 Zerglings

*Here you may do a extractor trick for the 10th drone. If you are not well versed at doing it fast enough to make it worth the slight cost in minerals (if any if you are really fast), do not do it. In this case the extractor trick will make it a 10/17 Hatchery.

^You may include an extractor at this point, you may wait until the expo is up, then make a pair of them simultaneously.

Again you will have 4 larvae ready to morph when the pool is finished. If he decided to tech, then do not make any lings, and begin teching hard while continously scouting.
A punch is just a punch. Then a punch becomes more than a punch. A punch becomes just a punch again.
RuSh.ZeRg
Profile Joined June 2007
Canada3 Posts
Last Edited: 2007-06-30 07:21:17
June 30 2007 07:20 GMT
#25
eeeehhhhh
y not 9 hatch 9 pool?
and not 9 ovie 9 hatch 11 pool
SCC-RuSh.ZeRg
5HITCOMBO
Profile Joined March 2006
Japan2239 Posts
June 30 2007 09:25 GMT
#26
There's no sense in messing around with anything but 11 hatch 10 pool if you're trying to "safe" fast expand. The other builds aren't as economically strong, and it's still faster than 12 hatch 11 pool. All of these other builds have different strengths like 8 early lings (9 hatch 9 pool 9 lord or 10/9 hatch 10/9 pool 9/9 lord extractor trick to 10/9 drone), but for the most part, 11 hatch 10 pool is as strong or stronger overall, and it's definitely the way to go if you just want to survive the rush. The other builds are for tempo rushes and quick gas, etc.

Never resort to ramp hatch unless the map dictates it - LT was the only map I ever really ramp hatched on. You can add one there later, but don't start it off there, it's much safer to keep your base tight early game if you're not gonna expand.

Also, stop taking builds off of the Battle.net forums and posting them here.
I live in perpetual fear of terrorists and studio gangsters
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