On December 01 2010 19:43 EtherealDeath wrote:
If I don't scout at 9 (which I do anyways) I am done. Otherwise, the 10 gate is a telltale sign of rush, and once I don't see the 2nd chrono it cements it. At this point, if we do not have a shared ramp (it's easy to block on shared ramp), then I go 3 gate, no chrono on warpgate, just chronoing my units. Complete wall off on my part. I will have enough units to stop a 5 warpgate by killing the first wave, and getting a gradual advantage until I have enough stalkers that it doesn't matter.
Similarly, terran ally fully walls off, and goes 4 barracks, putting tech lab on 4th barracks, making pure marine until then. We will get to the point where we can stop any warp in zealots of yours, and then kill the overlord which is giving vision (or at least forcing to screw off!). Actually against this earlier when I was around 2300 (now 2407), and we were a PP team.
Once we defeat the initial warp in, we do not push. We gather units - and I get 2nd gas for sentry, and then we expand, taking care to watch out for more overlord pylon shenanigans. I dislike pushing after defense unless you do not stop warping in zealots, and I kill multiple waves, in which case I will push.
It's not really anything different than an unkilled pylon on Tarsonis Assault - which is imo the most dangerous map to play against this on, due to the ridiculously wide ramp, which you can dps very well against (as zerg).
So, in summary, full wall in so that whoever you attack, it is really a 1v1, with the zerglings being a nonissue.
Protoss should not die to 5 warpgate rush.
Terran should not die to 5 warpgate rush.
And if your warpgate rush doesn't work, we're slightly up, though not won yet! Of course lots of various things can happen, and your build isn't bad by any means. Note that on Tempest, since there are 3 possible places for you to spawn, we actually do a double early scout so we can find you in time to prepare against any such rushes.
edit - working on the "average" maps now while watching GSL. Also noticed I left out Tempest in the map analysis.
If I don't scout at 9 (which I do anyways) I am done. Otherwise, the 10 gate is a telltale sign of rush, and once I don't see the 2nd chrono it cements it. At this point, if we do not have a shared ramp (it's easy to block on shared ramp), then I go 3 gate, no chrono on warpgate, just chronoing my units. Complete wall off on my part. I will have enough units to stop a 5 warpgate by killing the first wave, and getting a gradual advantage until I have enough stalkers that it doesn't matter.
Similarly, terran ally fully walls off, and goes 4 barracks, putting tech lab on 4th barracks, making pure marine until then. We will get to the point where we can stop any warp in zealots of yours, and then kill the overlord which is giving vision (or at least forcing to screw off!). Actually against this earlier when I was around 2300 (now 2407), and we were a PP team.
Once we defeat the initial warp in, we do not push. We gather units - and I get 2nd gas for sentry, and then we expand, taking care to watch out for more overlord pylon shenanigans. I dislike pushing after defense unless you do not stop warping in zealots, and I kill multiple waves, in which case I will push.
It's not really anything different than an unkilled pylon on Tarsonis Assault - which is imo the most dangerous map to play against this on, due to the ridiculously wide ramp, which you can dps very well against (as zerg).
So, in summary, full wall in so that whoever you attack, it is really a 1v1, with the zerglings being a nonissue.
Protoss should not die to 5 warpgate rush.
Terran should not die to 5 warpgate rush.
And if your warpgate rush doesn't work, we're slightly up, though not won yet! Of course lots of various things can happen, and your build isn't bad by any means. Note that on Tempest, since there are 3 possible places for you to spawn, we actually do a double early scout so we can find you in time to prepare against any such rushes.
edit - working on the "average" maps now while watching GSL. Also noticed I left out Tempest in the map analysis.
Wow, thanks a lot, you're actually the first to give a detailed solution that seems to work ! I will have to try this.
I wonder what would happen though if protoss didn't engage your army with the initial 5 zealots but instead ran around the base harassing probes etc... while the zerg bites off the wall in. When the second wave of 5 zealots comes, its 10 zealots (maybe 9 if you killed one) vs your army, and the wall in is almost broken.
I'll see, enough derailing of this thread :D
Once again thanks for the quality posts, it's nice to read someone who knows what he is doing
