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replay link
Just ran into this on the ladder and I don't see any real counter to it, seems to be risk free to use and impossible to counter without taking heavy losses.
Zerg 10-pools and sends an overlord to the terran's ramp, as protoss puts down a pylon just out of terran's vision somewhere near the ramp.
Protoss puts down a cannon which will be in terran's vision... but it's too late. If he does nothing then cannons take out his buildings, if he pulls workers then the teammate's zerglings kill them. I see no reason why this wouldn't be equally unstoppable vs protoss as well.
There appear to be only three ways to not instantly lose the game:
1) Both players pull the majority (or all) of their workers to stop the cannon rush and kill the lings. This results in putting themselves at a severe economic disadvantage for the rest of the game.
2) Have a zerg teammate who blindly 10-pools, he deals with the lings while you pull workers to stop the cannons. This results in you getting somewhat behind economically.
3) Same as above except your zerg partner scouts the pylon asap with his overlord... lets you kill the pylon with a handful of workers, leaving you and the protoss on about equal ground.
Note: in the posted replay, the terran tried to wall off the low ground. This doesn't really matter though, if he had walled normally the same thing still happens because the overlord gives vision up the ramp.
Note #2: This may not work on all maps... obviously Khaydarin is ideal, while on Gutterhulk it may take too long for the overlord or zerglings to get across the map.
edit: another replay that shows a normal in-base terran walloff being just as screwed by this -
http://www.sc2replayed.com/replay-videos/5532
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1. good scouting you will see early pool and forge 2. upon seeing this, abandon tech builds, any P on your team should make a forge for defensive cannons (only real way to stop any cannon rush) while other team member makes t1 units as needed. once you have held, take gas win with worker + tech advantage.
If no P on your team then... hmm. Z can make crawlers I guess, but overall I could see this strat being very effective against ZT teams.
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By the time you can scout and see it, it's too late to react. Either you already went 10 pool or forge first, or you didn't. If you put up a forge on reaction to seeing it, it will be too late. Cannons will break open your front door and lings will get in, you have no time to put up a forge and wait for a cannon to warp in.
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I think you actually just facing an opponent that can counter a joint wall that everyone in team games seems to love making.
Ranged anything on the other side of a joint wall is incredibly hard to deal with. I honestly have no idea how joint walls became popular, when they have such a big weakness.
The forge went down on 13 and wasnt hidden. scout that and you can forge in response with more probes. Terran needs to build a bunker/s so they cant canon leap frog into his base
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On June 14 2011 00:17 Chocobo wrote: By the time you can scout and see it, it's too late to react. Either you already went 10 pool or forge first, or you didn't. If you put up a forge on reaction to seeing it, it will be too late. Cannons will break open your front door and lings will get in, you have no time to put up a forge and wait for a cannon to warp in.
you should always scout early in 2v2 as early rushes are sooo common. you didnt scout ONCE -.-
maybe you should talk to your ally for building placement, imho its best to wall in himself to be as safe as possible, when you see early lings build spine crawler and he can help with marines
best tip against cannon rush: GET THE PROBE!!
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An 11 scout from the Terran would've seen the Forge before a cannon went up. A 13 scout from the Terran would've actually seen the proxy Pylon itself. This just seems to be a lack of information and improper response- the Terran should've bunkered up the ramp and floated his Barracks away. He may lose the Supply Depot, but the Protoss investment into the Cannons was way more than 100 minerals and a lost bit of Marine production. Once the Bunker is complete, it can fight off further Cannons as the ranges are equal, and then after that you just tech to one Marauder and the rush is effectively over.
A Zerg can use and reposition Spines, and a Protoss, well, should be 9 scouting!
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Terran should just put a bunker or two by his CC - or in such a way that it walls off his ramp behind the barracks - out of range of the cannon. Repair the wall as it's being shot by cannons to buy time. Worst thing about this rush is you'll lose a supply depot. Bummer.
The whole point is to get lings and start killing scv's. Thus the bunker next to cc... scv's can run away since these are slowlings... Well, anyway. This isn't uncounterable.
I feel like this would work better against the protoss, but every cheese works against a protoss ramp. Protoss at least has to get a forge up before he can start building cannons. Terran can build bunkers right away.
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I don`t like P in 2vs2, too susceptible to rushes. Basically GG on maps with big ramps. So you have to photon cannon rush.
As zerg, i haven´t been photon cannon rushed in a while... But it´s hard to pull off when i´m going 12, 10 and 8 pool EVERY game. 2vs2 is all about early aggression, and being able to pull every little advantage you can. 14 pool is OK on maps with shared bases, but not on the other ones. If you get cannon rushed on scorched haven, you are DEAD.
And position your first overlord infront of your ramp always in 2vs2 (Except on shared ramps, where your ally builds buildings).
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Is it possible to defend this by lifting the barracks, pulling back to your mineral line? If the lings try to stop the landing, you can use your scvs to attack the lings outside of range of the cannons.
Other than that, this seems pretty strong. I've read the most successful 2s strats involve an early game cannon rush of some sort.
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New patch made this build almost not effective, terrans can snipe pylon from base with marauders, zergs can snipe pylon with spines, and protoss can hit it with stalkers or cannon.
I see a strat like this also losing to anyone who scouts.
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i'm tired of people losing to cannon rush... pro tip: cannon's can't move. if they're not in range of your CC/workers then it's a big waste of money as they should deal minimal damage.
if your scouting has failed and he's got a cannon shooting your wall, drop another couple of rax and a couple of bunkers near your CC. then pick up a free win because 10pool zerg and cannon rush toss have no economy.
as long as you have marines and bunkers up before the cannons reach your CC, you can't lose.
basically cannon rush only works if you're bad at scouting.
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On June 14 2011 08:11 shizna wrote: if your scouting has failed and he's got a cannon shooting your wall, drop another couple of rax and a couple of bunkers near your CC. then pick up a free win because 10pool zerg and cannon rush toss have no economy.
Cannons break open your front door, zerglings get in. This is not a good time to be rebuilding your barracks. The only way to survive is if you have a zerg teammate who also 10-pooled to come to save you, and even then it may not work because his lings will get shot up by cannons when trying to run into your base.
On June 14 2011 07:57 Kornholi0 wrote: New patch made this build almost not effective, terrans can snipe pylon from base with marauders, zergs can snipe pylon with spines, and protoss can hit it with stalkers or cannon.
The pylon is certainly not in range of any marines or marauders that are standing inside the base. More importantly, no marines even exist before the cannons finish. I don't know what kind of cannon rushers you are facing.
I would appreciate it if people could watch the replay and understand how early this stuff is and how difficult it is to counter.
Here is a second replay where we scout the cannon rush immediately: http://www.sc2replayed.com/replay-videos/5532 Teammate doesn't pull all his workers and try to counter it like he probably should have, and ignore. I didn't blindly 10 pool (and played badly) so I was unable to help... but at absolute best I would have only been able to fight off the zerg attack in my base. I could have done nothing for the cannons.
On June 14 2011 03:55 Louch wrote: Is it possible to defend this by lifting the barracks, pulling back to your mineral line? If the lings try to stop the landing, you can use your scvs to attack the lings outside of range of the cannons. That can buy a little time, but terran loses an early supply depot or two and gets the zerglings in his base when he's trying to rebuild and has no walloff - a pretty bad situation.
Assuming this does happen, then as a 10-pooling zerg myself I might have the opportunity to counter and kill/cripple either the zerg or the protoss.
However, I don't think that makes this a non-broken ZP build. With this build you will often get free wins, and at worst it'll turn into a 50/50 game of 1v1. Not too balanced.
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10pool cannon rush has been very common for a while now, and very effective vs T and P combo even if you see it coming. It doesn't even matter if you see it coming. The protoss starts cannoning at 9 food and the people who says to scout at 11 or 13 are just laughable, it's already too late and pointless. The whole idea is to kill all the stuff you have at your wall off and if you dont wall off, the lings will rape you. Only a straight up forge into cannon would help if you area Terran with a Protoss ally.
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It's a strong rush from the looks of it, that hardly qualifies as uncounterable.
Theres always "what if's" but for starters you got rolled by the zerg. If you didn't you could have thrown a spine up and run into either base and killed some workers. The zerg 7 pooled you AND put up a spine in your base, had no queens and no gas. He's all in. If you hold it you are already more than halfway there to winning.
He dropped his spine in your base at 2:41, it took you 13 seconds to respond and send drones to start to kill it. Your pool finished at 2:46, you then responded with a spine 16 seconds later instead of 4 lings immediately. You reacted badly and thats half the battle lost. Your 4 lings and a drone advantage versus his 6 and a dead spine would have put you ahead.
What the toss did to the terran just compunded your problems.
What if the terran guy had built his bunker at the CC like others suggested? Ling runbys would have been rendered ineffective (slowlings). So you lose a supply deopt or 2, thats not a completely awful trade versus a toss that still has no gateway or gas and a zerg with 8 drones.
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Underwhelmed.
The ling counter eliminated you from the game and if he had sent in four banes he would have killed your giant stack of idle probes. Had the terran lifted the rax and moved home with SCV's to slow the advance of your cannons, things could have gotten real bad real fast.
You won because he went for a risky wall and did literally nothing to respond to your build.
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Terran can lift ther buildings? So it really only kills a depot vs Terran. Against toss however this can be dangerous.
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Hi,
I play in a RP (I'm Random and my buddy is Protoss). We're fairly good at 2v2's, and, well, against a team with a protoss we go for early pool/cannon rush. It's kinda hard to deal with because he cannon rushes the protoss, and the only way to stop it is by having a photon cannon done before the opponent's cannon, else you're done. When I roll zerg and he wants to cannon, I go for an early pool. When I roll terran, I go for proxy raxes (usually 4 raxes). When I roll protoss, he cannons and I proxy gate. As players who play PvP know, cannon rushes are very powerful if not scouted in time (if his first cannon is done, you're probably dead if he doesn't screw up). After killing the protoss, he puts down a nexus in his base (best defended place on the map since there are cannons already) and goes for a 7 gate timing attack, while I repell the teammate and get detection againt P and T because of DTs and Banshees. When his gates and warp gate tech finish, we attack with his stuff and mine (either a fckton of rines, or rines & marauders or speedling/roaches or speedling/baneling or something else like that).
When we don't do this against teams who have a protoss and they do it to us, we defend by placing cannons and I either put cannons too or make a lot of lings and counter attack, or go for marauders & a bunker, and stuff like that. It depends on the maps and race, but you can defend this push.
In your particular instance, ZP vs ZT, I really dont think that this kinda rush is effective. Cannon rush against Terran isn't effective at all when scouted properly, and you can't really cannon rush a zerg that easily on all maps because of the creep. It's very good almost only against Protosses. In your case, the Terran just lifts his rax, put it between his gas geyser and command center to wall it off and then put a bunker behind and finish the wall with a depot so that you have CC - Rax - Depot - Gas (don't need a refinery), and behind that a bunker. By the time the protoss gets cannons to your base, you're gonna have marauders & marines. And if the zerg (you) is good enough, he can fend off any zergling rush fairly easily, and then he can do a lot of builds such as nydus, mutalisk rush, ...
Dunno if my answer is very well written though ... I'm very tired Excuse me ftm
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On June 14 2011 10:21 Chocobo wrote: That can buy a little time, but terran loses an early supply depot or two and gets the zerglings in his base when he's trying to rebuild and has no walloff - a pretty bad situation.
Assuming this does happen, then as a 10-pooling zerg myself I might have the opportunity to counter and kill/cripple either the zerg or the protoss.
As Terran: Assuming I play my cards nearly perfectly, which I give you is harder than the rush ... I will have a marine or two out before the wall falls down to the cannons and lings at the door. If I then lift my barracks and bring it back near the mineral line, and use my scvs and 2 marines to fight the lings. I believe this can put me at least on par with the zerg (and protoss for that matter). Then the obvious build up of marines and snipe the overlord and cannons.
This is a very interesting build, but I'm going to have to agree with the others, proper scouting can likely prevent this. However, against those who are not prepared for a front door smash, they will probably fall apart easily.
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Keep in mind I haven't watched the replay but...
the strategy is the same as any cheese building contain at the bottom of the ramp. Overlord should always be in a position where it can see both entrances so that if pylon goes down you can pull drones/scv's to patrol block and try to chase away the probe. I personally have gutterholk veto'd for certain reasons so I don't have the problem of not being able to see both entrances.
Standard zerg opening on most maps is 13p which means that your lings are out in time to defend against the 10p, leaving the job of destroying the cannons to the terran. If your zerg opens 10p the cheese automatically fails. If the protoss and zerg don't do enough damage or kill one of you for that matter they are behind because I believe for a protoss to do a forge/gateway contain they need to cut production of probes for a while at 12. The zerg is obviously all-in of his 10p. This is basically just typical cheese and if you can defend it you're very far ahead.
Since I haven't watched the replay I'm not too sure of the cannon positioning nor the amount of cannons but terran can easily defend with simcity and even if they walled their ramp, unless overwhelmed by cannons the terran can just repair depots to keep the lings out. Once you have 2-3 marines at the back of the wall the lings are forced to retreat and probably hit the zerg. At this point it should be easy for the zerg to defend their base.
I've read through a few of the other comments and it seems like you have an issue with scouting. I think maybe you should sort that out before calling a build you lost to uncounterable. There are teams I play against that have far sicker cheese than this and they're still beatable.
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On June 14 2011 11:06 Deja Thoris wrote: It's a strong rush from the looks of it, that hardly qualifies as uncounterable.
Theres always "what if's" but for starters you got rolled by the zerg. If you didn't you could have thrown a spine up and run into either base and killed some workers. The zerg 7 pooled you AND put up a spine in your base, had no queens and no gas. He's all in. If you hold it you are already more than halfway there to winning. I certainly could have played it better, I never said the zerg's rush was anything overpowered. If I had done so, zerg can simply retreat to the safety of the cannons, then enter the terran base. Regardless of what I do, my teammate is dead and I am now playing 1v2.
It is now up to me to counter and go kill one of the opponents, which will be very difficult if I didn't start with a 10-pool. If I am successful, then the best-case scenario is that I'm in a 1v1 game with a 50% chance to win. If I make any mistake, it's a free win for the other team.
This is what I would consider a somewhat gamebreaking situation. When you face this build, you will have to pass a test in order to earn yourself a fair game, and all your 2v2 games against this build will be 1v1s.
And if your team is TT, TP, or PP? You're most likely screwed, because the non-attacked player probably can't counter and kill one of the opponents fast enough. Perhaps sending a banshee or DT to the zerg player could do it, but I doubt it.
What if the terran guy had built his bunker at the CC like others suggested? This could possibly work, I'll have to test it. The terran has very limited time to get marines out and into the bunker so I'm not sure a 2-marine bunker could handle a mass ling assault, but this definitely could have a chance.
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Land your CC next to his damn nexus and make a PF.
Solved the matchup!
No seriously, this is a pungent cheese but its not "unbeatable". It is simply a more powerful than average form cheese.
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On June 15 2011 11:50 aztecx wrote: Keep in mind I haven't watched the replay but... No offense, but theorycraft doesn't really help here. 13 pool is terribly late and will have nowhere near enough lings to deal with it, nor is it at all standard in 2v2.
Best case scenario = you 10 pool and hold off the zerg, overlord catches the protoss starting to build immediately, teammate pulls workers to stop the pylon and probe. The rush is denied, but you're now behind in the game because the protoss lost no mining time while your teammate did.
This also requires parking your overlord at the teammate's ramp, which means it's not scouting the usual locations for proxy gates or cannon rush.
Best case scenario if there's no zerg on your team = your teammate is dead and you're now playing 1v2.
I've read through a few of the other comments and it seems like you have an issue with scouting. I think maybe you should sort that out before calling a build you lost to uncounterable. There are teams I play against that have far sicker cheese than this and they're still beatable. My team has 973 points in masters league and is ranked #108 NA. I am curious what this "far sicker cheese" is that you have seen, and I suspect it was seen in platinum league.
That sounds ruder than I intended, but my point is I don't feel it's appropriate to post "haven't seen replay, not familiar with the situation, but if you scout and lrn2play and repair it's ez wins, I've faced way stronger cheese". Repairing doesn't work (cannons kill SCV) and lings don't go up the ramp until cannons have broken a hole in the wall.
This build is not literally unstoppable, you can either use it yourself or simply always counterattack and turn the game into 1v1. But it is uncounterable in the sense there is no "do this, you will beat the rush and be ahead in the game". There is only "do this, and you might have a chance to come back from behind".
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On June 16 2011 20:57 Probe1 wrote: Land your CC next to his damn nexus and make a PF.
Solved the matchup! So your solution is to fly your CC across the map before protoss can make cannons at home, wish an e-bay and 150 gas into existence, and hope that killing this nexus somehow helps your team to win the game. Sigh... there's a reason I posted here instead of the blizzard forums but it seems the difference is smaller and smaller every day.
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On June 16 2011 21:26 Chocobo wrote:Show nested quote +On June 15 2011 11:50 aztecx wrote: Keep in mind I haven't watched the replay but... No offense, but theorycraft doesn't really help here. 13 pool is terribly late and will have nowhere near enough lings to deal with it, nor is it at all standard in 2v2. Best case scenario = you 10 pool and hold off the zerg, overlord catches the protoss starting to build immediately, teammate pulls workers to stop the pylon and probe. The rush is denied, but you're now behind in the game because the protoss lost no mining time while your teammate did. This also requires parking your overlord at the teammate's ramp, which means it's not scouting the usual locations for proxy gates or cannon rush. Best case scenario if there's no zerg on your team = your teammate is dead and you're now playing 1v2. Show nested quote +I've read through a few of the other comments and it seems like you have an issue with scouting. I think maybe you should sort that out before calling a build you lost to uncounterable. There are teams I play against that have far sicker cheese than this and they're still beatable. My team has 973 points in masters league and is ranked #108 NA. I am curious what this "far sicker cheese" is that you have seen, and I suspect it was seen in platinum league. That sounds ruder than I intended, but my point is I don't feel it's appropriate to post "haven't seen replay, not familiar with the situation, but if you scout and lrn2play and repair it's ez wins, I've faced way stronger cheese". Repairing doesn't work (cannons kill SCV) and lings don't go up the ramp until cannons have broken a hole in the wall. This build is not literally unstoppable, you can either use it yourself or simply always counterattack and turn the game into 1v1. But it is uncounterable in the sense there is no "do this, you will beat the rush and be ahead in the game". There is only "do this, and you might have a chance to come back from behind".
I mean if you want to compare teams, your team is 170-145 (54%). Mine is 153-42 (78%) on the SEA server, rank 2. I would suggest a game but I feel like I've got an unfair advantage knowing your Achilles heal and all (10p + cannon rush).
It seems like you have a problem accepting what people suggest to you, and you have your mind set on this cannon rush being 'unstoppable'. The rank 3 team on the SEA server play TP and have some SICK cheeses. If you have trouble stopping this you will have a nightmare trying to stop theirs. It's not the same match up as what you're asking about, but I'm telling you their cheese execution is amazing and far more effective than any ZP cheese I've ever had to deal with.
On most 2v2 maps, cannon rushing isn't that strong unless it is combined with a contain. Assuming that statement, your overlord positioning should be above your teams ramps in order to stop any contain before it happens. In this situation, it would also help your terran teammate out as well, and as others including me have suggested, a simcity including a bunker in the terran base will stop this cheese easily. You will lose the depot you used to wall off your ramp but the protoss will end up losing all those minerals committed to the cannon rush as well as both the opposition will be far behind economically due to cutting worker production to execute this cheese. At the end of the day, if you have a bunker in your main, who cares if the protoss builds 15 cannons at the bottom of your ramp. The longer the game goes on the stronger your teams position gets. Cheese is only strong if they can kill you or do terminal damage. I BM GG when someone tries to cannon rush any of my teams because I'm just about to score a free win.
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wow that strategy is so bad lol
TP PP TT teams wall together and have no problems against it
and if u scout it its not a problem to hold it
ah and btw cannon rushing a terran never works
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My TT team encountered this today. Happened to my partner, I couldn't assist so I let him die. The thing is, executing this rush puts you so behind the unaffected player economically and techwise. I just built up a small force of initial marines (about 10-12) and crippled the protoss who had 1 1/2 cannons up defending his choke. Then I built up a bit and then killed the zerg before I finished off the protoss with a second wave of mm.
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On June 16 2011 22:54 sahbeewah wrote: My TT team encountered this today. Happened to my partner, I couldn't assist so I let him die. The thing is, executing this rush puts you so behind the unaffected player economically and techwise. I just built up a small force of initial marines (about 10-12) and crippled the protoss who had 1 1/2 cannons up defending his choke. Then I built up a bit and then killed the zerg before I finished off the protoss with a second wave of mm.
u know, terran can fly away (just adding this bcz u stated ur partner died)
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On June 16 2011 22:35 aztecx wrote: I mean if you want to compare teams, your team is 170-145 (54%). Mine is 153-42 (78%) on the SEA server, rank 2.
Well, crap. Nevermind then, I apologize. I just got it in my mind that your post read like those "I don't know anything but here's my opinion anyway" gold leaguers that are all over the blizzard forums.
On June 16 2011 22:35 aztecx wrote: It seems like you have a problem accepting what people suggest to you, and you have your mind set on this cannon rush being 'unstoppable'.
That's really not the case... I just don't see most of these suggestions as being remotely worthwhile, after spending a silly amount of time trying to figure out this puzzle myself. When people say things like "just shoot down the pylon with marines or marauders while safely inside your base" when the cannons are building before a marine is finished, yes it's going to seem like I'm just dismissing everything.
13-pooling zerg sounds like one of those ideas I can instantly toss away. It will have real problems with early lings, or if only the teammate is attacked, it will never have as many lings as the opponent. I can't see how doing this is ever good or could be a "standard" build for 2v2 so I just had to assume you were bad.
You are correct in that if I 10p and spot the pylon immediately, the cheese fails. Problem is, enemy protoss is now ahead of my teammate economically because he didn't have to lose a good chunk of mining time... so really the cheese still succeeds, just on a smaller scale.
The bunker in the main idea could very well work. Terran still loses depots and probably some workers, but I can't rule out the possibility of being ahead of the ZP team if this defense is pulled off perfectly.
I still think this mindlessly easy ZP build is stupidly overpowered for what it is, and still see no counter if it's used against a protoss. Maybe it's more counterable than I think, but I'm having a very hard time seeing how that could be.
I'm sure your team would defeat mine even without the cheese, congrats on being one of the few teams in the world to surpass a 75% winrate without being zerg/terran.
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lol i had get rushes by that strat me and my made were both terrans
we held the rush with marines so few scv from my side to be honest you can scout it and if both terran make wall in they can hold it of because my mate built 2 rax and i built
be coult manage to shoot down canons from the ramp and defend vs the lings
well like i said we shared boh the same ramp maybe thats why we won
but here are cheese are far more better then that
fast dt with overlord give sight so you can warp from up
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On June 17 2011 00:44 Chocobo wrote:That's really not the case... I just don't see most of these suggestions as being remotely worthwhile, after spending a silly amount of time trying to figure out this puzzle myself. When people say things like "just shoot down the pylon with marines or marauders while safely inside your base" when the cannons are building before a marine is finished, yes it's going to seem like I'm just dismissing everything.
13-pooling zerg sounds like one of those ideas I can instantly toss away. It will have real problems with early lings, or if only the teammate is attacked, it will never have as many lings as the opponent. I can't see how doing this is ever good or could be a "standard" build for 2v2 so I just had to assume you were bad.
You are correct in that if I 10p and spot the pylon immediately, the cheese fails. Problem is, enemy protoss is now ahead of my teammate economically because he didn't have to lose a good chunk of mining time... so really the cheese still succeeds, just on a smaller scale.
The bunker in the main idea could very well work. Terran still loses depots and probably some workers, but I can't rule out the possibility of being ahead of the ZP team if this defense is pulled off perfectly.
I still think this mindlessly easy ZP build is stupidly overpowered for what it is, and still see no counter if it's used against a protoss. Maybe it's more counterable than I think, but I'm having a very hard time seeing how that could be.
I'm sure your team would defeat mine even without the cheese, congrats on being one of the few teams in the world to surpass a 75% winrate without being zerg/terran.
I open 13p the majority of the time since it offers far more versatility than 10p and is much safer than 14p. If the opposing zerg opens 10p, you have lings out in time to protect yourself and your teammate from the early pressure. Going 14p will result in your lings coming out late. As well as this, 13 drones gives you enough saturation for constant ling production after every inject if need be, as well as the 3 extra drones which can mine gas or minerals. I could go on about the pros and cons of different buildorders all night, but in my opinion 13p seems to be the best all-round opening.
I think you might be looking at the situation incorrectly. The pylon does not need to be stopped, nor does the cannon need to be destroyed. The second the pylon is scouted, make it your goal to drop a bunker strategically placed in your main to stop any sort of ling harass because that is really the only thing that can kill you at this stage.
Since the 10p zerg has no banelings, once you have a bunker up with 1-2 marines in it there is almost nothing the zerg can do. I think the biggest issue here is buying the terran time to get the first marine out into the bunker. Using your first 6 lings out you should just keep the enemy lings occupied whilst throwing down a spine in your own main. During this time your terran should have the bunker and marine in production, and then focus on repositioning his barracks and creating a simcity. The cannons don't complete till a bit later I think so all this should work out fine.
If you think about each players approximate worker count at this point in the game:
Your team: Zerg - 13 Terran - 15
Enemy team: Zerg - 10 Protoss - 12
At this stage, barely any damage has been done. If executed correctly you should have lost at most 1 depot and a few lings. The enemy zerg is stuck on 10 drones, whilst the enemy protoss has 12 probes with no tech whatsoever. From this point on I think the terran should go marine/tank and turtle. The zerg can choose to either ling/bling or roach and take standard 10p precautions (IE. not leaving protection of hatchery with small amount of roaches in case they get surrounded by lings). The longer the game goes on the further behind the enemy team gets and simply destroying the cannon blockade with tanks and then pushing should win the game.
I probably should have stated that I can't watch the replay atm because I'm in the middle of exams, but I'll watch it later. This is all obviously theorycrafting and nothing ever works out this perfectly, but I hope I may have shed a little light on just how a situation such as this can be dealt with in an efficient manner. Whilst there are certainly small differences in the execution of their build, I still feel that this is simply just a cannon rush that can't actually kill you, but can contain you.
I never actually noticed that there were so few ZP teams with high win-rates. My partner and I have a really weird play style though, we rarely cheese. I guess that's why defending something like this seems so trivial to me and I can think of a lot of other builds that I'd rather not see over this.
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