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[Q] ZvP how to deal with zergling rush

Forum Index > StarCraft 2 Strategy
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zarge
Profile Joined April 2010
Sweden8 Posts
May 23 2010 19:30 GMT
#1
Hey everyone, my first real post here on TL. Thanks for a great community!

So I'm an average protoss player in plat, and I have huge trouble with zergling rushes.
Even if I have an early scout and I get to see the pool up early, I'm not fully sure how to deal all the lings as they come running shortly after.

What's the most standard response as a Protoss player?
Leeoku
Profile Joined May 2010
1617 Posts
May 23 2010 19:31 GMT
#2
wall off sorta on ur ramp. put ur zealot on high ground. build ur stuff so that only 1-3 marines can attack a zealot at a time. that usually holds them off. but for them to go that early of a pool is so risky. 13-15 pool is standard anything early is just a rush. if ur that scared of it, scout earlier. usually 1-2 gateways is enough or 1 gateway stalker rush
Backpeddle
Profile Joined May 2010
Denmark33 Posts
May 23 2010 19:33 GMT
#3
I block so there only is a small pasage where a zealot only just can get through, and 10 zealots are able to hold off 200 zerglings. or well, alot!
rezoacken
Profile Joined April 2010
Canada2719 Posts
May 23 2010 19:37 GMT
#4
It depends on how early is the zerg rush, is it a 6 pool ? a 9 pool ?

Usual responses :

- Faster Gateway (10 or 11)
- Blocking ramps with first zealot and buildings (you might consider blocking reinforcements, only the 4-6 first zergling should be a threat).
- Chrono Zealots
- Second gate if money permits and the flow of zergling is non-stop (but your ramp should be blocked by now).
- Fight with probes too, kite with probes, probes move fast enough and a 6pooling zerg will be behind economicly, therefore losing a few probes is okay.
Either we are alone in the Universe or we are not. Both are equally terrifying.
Orome
Profile Blog Joined June 2004
Switzerland11984 Posts
May 23 2010 19:40 GMT
#5
Zergling rushes should be no problem on most maps as long as you wall off so one zealot can hold the ramp. Against 10 pool and later, you'll have your first zealot out by the time they get to your base and you'll be perfectly safe (and at an advantage).

The only map where 8 pooling is strong is Steppes of War (Incineration Zone too maybe, not sure about the exact timing on there) because he'll get his first 6 lings into your base before your first zealot pops out. It all comes down to micro at that point, if you can keep him from killing too many probes and secure your ramp again, you'll be ahead.
On a purely personal note, I'd like to show Yellow the beauty of infinitely repeating Starcraft 2 bunkers. -Boxer
Seltsam
Profile Blog Joined April 2010
United States343 Posts
May 23 2010 19:42 GMT
#6
The 1 zealot wall can hold about 4-7 lings depending on zerg's micro. I tend to 10pylon/10gate then chronoboost my first zealot (don't forget to make him hold position). Then I opt for a forge and a canon (MAYBE 2, depending on how much pressure the Zerg player is applying). The build usually goes Gate > Core > Forge > Gate > Gate early on. The zealot wall + canons let me shut down follow-up zergling harasses after the initial rush, the early pylon/gate let me shut down the first rush, and the canons also allow me to get early upgrades and tech in peace to whatever I am planning to grab, whether it's an immo push or a 4-gate push. But yeah, it all revolves around the idea of walling off with one zealot and a pylon + gate or a gate + core.

You have to be careful, though, as 6 lings can potentially take out that one zealot. Try to have a second one building when the first one is engaging the zerglings, and position that second zealot to be able to wall off so that if the first one dies, it doesn't open up a gap for the zerglings to squeeze through.
Team Limited ftw! www.teamltd.net
rosasquatch
Profile Joined May 2010
13 Posts
May 23 2010 19:58 GMT
#7
I hardly ever lose against this just getting zealots out as fast as possible with 10 gate and chrono'd zealots. When I know that a zerg is doing this, I don't even get gas until I've successfully defended the rush.

I don't even wall in, at the beginning at least, because I always feel like having to run my probe over to my ramp sets me too far behind, this might be just me though, and it might be terrible advice. But regardless, 1 zealot and your probes should be enough to hold off 6 lings if they make it in your base, but you should be making more zealots while hes in your base too.

I have a replay that I can post, but I need bnet to be up to find it.

also, as Orome said, this shouldn't be a problem as long as you aren't set close to your opponent on a 1v1 map.
zarge
Profile Joined April 2010
Sweden8 Posts
May 23 2010 20:29 GMT
#8
Thanks for all the good tips!

The rushes that really gets me is those 8-pool all in on close spawn, when the lings are in the base when the zealot pops. But I'm going to try that non-walling off and just try to get the gate up near nexus asap and see if that might help. What about sim city the base, sealing between nexus and gas with a gate and blocking behind the mineral patches with a pylon and then holding off the rush "inside" the mining area?

also, if the lings keep rolling in, is it worth it to try to throw up a second gate or a forge?
rosasquatch
Profile Joined May 2010
13 Posts
Last Edited: 2010-05-23 22:07:46
May 23 2010 21:54 GMT
#9
Well, I wouldn't recommend a forge just because I'm pretty sure that early towers aren't a good thing to rely on. If you can manage with another gateway then I would say go for it.

edit: the "sim city base" thing seems like it would work if you have a stalker or two, but I would imagine that it would be hard with zealots, because the lings could just attack buildings from the side not occupied by your units, and if you ran them around then the lings would just run around the other side, but it might work, I really don't know.
Alsn
Profile Joined February 2008
Sweden995 Posts
Last Edited: 2010-05-23 23:11:30
May 23 2010 23:07 GMT
#10
On May 24 2010 05:29 zarge wrote:
Thanks for all the good tips!

The rushes that really gets me is those 8-pool all in on close spawn, when the lings are in the base when the zealot pops. But I'm going to try that non-walling off and just try to get the gate up near nexus asap and see if that might help. What about sim city the base, sealing between nexus and gas with a gate and blocking behind the mineral patches with a pylon and then holding off the rush "inside" the mining area?

also, if the lings keep rolling in, is it worth it to try to throw up a second gate or a forge?
If you scout an 8-pool you should be able to see the lings coming with your scouting probe(either by the pool being finished when you arrive or just physically seeing the lings), simply bring 4-5 probes to your "gap" in your wall and rally your first zealot so that he spawns near the gap, at which point you can bring your probes back. Even if you lose 5-6 probes(replace them if too many die before the zealot is finished) you should be economically ahead if you kept building probes during the attack.
Machina improba! Vel mihi ede potum vel mihi redde nummos meos!
Fruscainte
Profile Blog Joined December 2009
4596 Posts
May 24 2010 01:53 GMT
#11
Just wall off your ramp with gateway, and in the choke put a zealot on hold. A single hold zealot can take on 6 lings.
rbkl
Profile Joined March 2010
772 Posts
May 24 2010 01:58 GMT
#12
yeah try to wall asap, if its a map with a large ramp , ie scrap, then youi can probably have an extremely close build.

honestly 6 lings early is nothing some probes cant handle
www.check6gaming.com // www.iugaming.com ** Indiana's Premier Gaming / Starcraft Community **
Zidane
Profile Blog Joined July 2008
United States1689 Posts
May 24 2010 04:42 GMT
#13
Is it always possible to wall off with only 1 zealot?
LaustinSpayce
Profile Joined May 2010
United Kingdom58 Posts
May 24 2010 07:06 GMT
#14
On a map with a small ramp/entrance such as Steppes of War or Kulas Ravine, then yes. A map like Scrap Station would need 2 gateways and pylons to create a 1-unit wide gap for units to come in and out of.
tercet
Profile Joined May 2010
Canada24 Posts
May 24 2010 18:19 GMT
#15
In the old patches most zerg players would fast expand to roaches and usually I was able to void ray harass them and slowly kill them down.

But since the roach nerf, most zerg I play fast expand, and then go dual base mass lings and usually overwhelm me. So should I just abandon void rays now and just get lots of zealots sentries?
Kime
Profile Joined May 2010
United States17 Posts
May 25 2010 04:32 GMT
#16
I'm a platinum player post patch 13, which I guess makes me gold in the old system. I really hate these kinds of rushes, but I've learned to deal with them by blocking my ramp.

I like to scout zerg as early as possible to watch for the super quick ling rush. If I see it coming and I know I won't have a good defense in place before they arrive, I'll block off my ramp entirely with a forge.

The trick is to NOT use a pylon to help block the ramp, because it does not have enough HP to survive the ling attack. Block off with your gateway and forge, and build a cannon or two behind the wall. Two cannons will kill everything on the other side of the wall without making you frantic, costing you probes, or disrupting your economy. Later on, you can just use the cannons to blow up your forge or gateway so you can get out. Both buildings are only 150 minerals, which is a small price to pay to avoid economic ruin.

This tactic also works well when you detect a zealot rush coming. Just build a couple of cannons and have them blow away the zealot rush. If you already have a few zealots, you don't even need to block off your ramp 100% because your zealots will delay the enemy long enough for the cannons to kill them all. I've found that 8 out of 10 zealot rushers will throw their zealots into the cannons anyways because they have no other ideas besides the rush.

The best case scenario for you as the defender is to have your cannons wipe out his attackers with no losses to yourself. There are also lots of situations where he'll try your wall and give up after losing a few units, which puts you well ahead since you did not sacrifice your economy for a failed attack. If he flinches away from the cannons before losing anything, your cost on the cannons and his cost to his economy make things about even.

A lot of high level players have a mental block against using cannons at all, and maybe at the high altitude Diamond plateau they play on they are correct. But for everyone below Diamond level, a couple of cannons in reaction to a rush will hurt him a lot more than it hurts you. Even if it all works out as an economic tie, you get to keep the cannons and the forge. They deter future attacks, they are detectors, and they back up your defenders on your ramp.
trust, but verify
Xrace
Profile Joined May 2008
United States43 Posts
May 25 2010 19:31 GMT
#17
I usually just block off my ramp with a gateway and a pylon and have like 1-2 zealots blocking the small space between the gateway and pylon. It helps to lessen the unnecessary resources to spend on more zealots. Depending on whether the zerg gets more zerglings if you scout, I would get sentries and more zealots.
slowmanrunning
Profile Joined March 2010
Canada285 Posts
May 25 2010 19:38 GMT
#18
artificial choke will save you unbelievable amounts of times. I don't play protoss, so this is coming from a z perspective (I'm an avid 8 pooler vs toss) but I know sending any less than 12 lings against 2 zealots at a choke isnt worth it, and thats only if thats all they have.
I aim to become a hydralisk and then stop posting, cause I don't wanna be a queen...
shinigami
Profile Blog Joined June 2004
Canada423 Posts
Last Edited: 2010-05-25 19:43:15
May 25 2010 19:42 GMT
#19
With the roaches on 2 supply, you can add more zealots safely. You have to figure out what the Zerg player wants as his unit composition/tech, and one of the best ways is to harass. By harassing with the zealots, you can see his reinforcements while pulling out, and have your counter coming out in time as his forces arrive on your door step.

If you get caught by too many zerglings while running around on the map, don't forget to back your zealots into a wall to prevent a full surround.
I was thinking about joining a debate club, but I was talked out of it.
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