TvP Beating zealrush
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kP_cHoBo
United States439 Posts
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itzme_petey
United States1400 Posts
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. | ||
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GosuAmerican
United States347 Posts
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GroT
Belgium3003 Posts
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 | ||
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Empyrean
17015 Posts
I'm TvP newbie though, so don't quote me if I'm wrong ![]() | ||
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kP_cHoBo
United States439 Posts
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. | ||
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IntoTheWow
is awesome32277 Posts
a soon as your vults are being built beging a starpot and dop vults in his main. | ||
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itzme_petey
United States1400 Posts
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. | ||
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Resonate
United Kingdom8402 Posts
or if it was on requiem maybe... but then it's a different scenario cos i'm sure u're a temple addict | ||
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NoSteratu
Turkey770 Posts
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labcoated
Canada392 Posts
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. | ||
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Resonate
United Kingdom8402 Posts
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. | ||
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Patriot.dlk
Sweden5462 Posts
Now one other thing adds up, he's really late with teach. | ||
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max_power
Slovakia163 Posts
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) | ||
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Liquid`Nazgul
22427 Posts
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. | ||
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iNsaNe-
Finland5201 Posts
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Liquid`Jinro
Sweden33719 Posts
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. | ||
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wishterran
United States1045 Posts
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. | ||
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kP_cHoBo
United States439 Posts
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. | ||
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mcmascote
Brazil1575 Posts
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 | ||
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