defend zerg rush as terrain

Discussion in 'StarCraft 2 Strategy Discussion' started by tankor, Sep 14, 2010.

defend zerg rush as terrain

Discussion in 'StarCraft 2 Strategy Discussion' started by tankor, Sep 14, 2010.

  1. tankor

    tankor New Member

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    I'm kinda new to SC2

    Everytime I play a zerg, I pretty much just say gg & quit the game.

    I can't defend this zergling rush. I build a barracks as fast as possible, but somehow they can
    build 6 zerglings & send them across the screen and its gg
    This has happend like 10 games in a row. I tried to wall a few times, but I'm new to it and there
    was a gap a few times & gg.
    Can you wall off on every map, is that possible.

    Any other strategy I can use to defend this?

    To prevent rushes, anybody like the idea of starting with more units / buildings.
    It just seems silly every game to start with 5 SCV's when I pretty much do the same thing every
    game at least to get to 12.. why not just skip those first 5 min & start with 12 SCV's or something
     
  2. Supahboih

    Supahboih New Member

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    Use your scv's to slay them
     
  3. marinefreak

    marinefreak New Member

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    I would do the rush defence challenge since it has a zergling rush scenario which you can practise on. Some maps are harder to wall off on so you might want to build a bunker for your marines. As Supahboih said kill em with your scvs to.
     
  4. TastyTreat

    TastyTreat New Member

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    Ok its pretty simple. First off for a standard 9 supply/12Barracks only a 6 pool will generally have the 6 lings out fast enough. If your fighing zerg i cant stress enough the most important thing to do is scout the early pool. Pull 1 scv off your line at the start of the game and scout their base. If you see a pool going up once you arrive their assume a 6 pool from that point it dont mater what point you are at in your build order get that barracks up and your 2 supply wall along with it. You should be able to accomplish all of this fast enough even vs 6pool. Sure you might only have 1 marine out when the 6 lings arrive just pull scv's off the line to repair your structures while 1 marine kills them off.

    If you hold off this rush its pretty much GG for the zerg player cause he screwed himself on economy.

    Now if your on a map with a big ramp that wont be blocked by the normal 2 supply 1 barracks. Drop a bunker by your mineral line after scouting an early pool. Then just rally your barracks to it. Simple and easy. No terran player should ever lose to a zergling rush.
     
  5. Draco Spirit

    Draco Spirit New Member

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    Yer its a matter of getting your early build order sorted out. 8 or 9 workers seems a better idea if you keep getting rushed. For refrence 6 zergling an't that strong. There stats are only slightly better than a worker unit at the start.
     
  6. KHaYMaN

    KHaYMaN New Member

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    Use your SCVs. You need to micro them and only use as many as is appropriate. If you simply try to send all your SCVs to kill the lings he will just run his lings around, still effectively devestating your economy.

    Typically you only want to go all out (or nearly all out.....you may want to leave 1-2 on minerals for minerals to build a marine or two) if he either comes at your SCVs directly, or if he is making a concentrated effort at killing a structure that you can't afford to lose (say a depot, which will put you under supply, and unable to defend against the lings + reinforcements). Otherwise you only want to take off enough SCVs to pose a threat to the lings, and micro them back when he micros to kill them.

    When your first marine pops use your SCVs as a human body shield for him. The lings will want to attack the marine, the SCVs will block while doing additional damage, and he will be forced to micro to kill the SCVs first (provided you continue to micro your SCV to safely).

    That's the basics of it, the actual micro game can get pretty intense. Walling off obviously makes it easier if you can have a marine out in time, but its good to know what to do if you can't. Also, since walling off places your first rax/depots away from your SCVs it can be harder to defend against a super early rush (say 6 pool).
     
  7. TastyTreat

    TastyTreat New Member

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    Pretty much sums up everything that happens and how to deal with it if you werent able to scout the early pool and get your wall up first. Just remember if he can micro his lings good enough and keep your scvs away from mining long enough or pick off just enough, his 6pool gains the upper hand. Last thing i would suggest is while all of this is going on you gotta get that wall up. Cause as a zerg playing if i see my first 6 lings have you off your mineral line and your wall isnt up you can be 6 more lings are on the way.
     
    Last edited by a moderator: Sep 15, 2010
  8. tankor

    tankor New Member

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    I really just hate the whole concept of rushing.
    There's so much to this game, so much counter strategies and such.
    But how many games are reaper or zergling rushes & there's no other units built.

    I still kinda wish they would change the way games started, so that rushes weren't so common
    and there was more variety of play with all units becoming relevant.

    But thanks for suggestions, not complaining that much SC2 is still an awesome game, from
    someone who never played SC1
     
  9. Sigoth

    Sigoth New Member

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    rushing is a part of the game, 6 pool is nasty when ure new, but simple when uve lernt the counter, also if they 6 pool its pretty much an all in build meaning u can send say 5-6 marines and win from there, i play toss and the counter is 2 gate zlots, if you counter the first 6 lings its pretty much GG.
     
  10. robertb

    robertb New Member

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    Im a newb too mate but just load up single player and learn to build a choke properly - mine is like this:

    as your units literally say 9/11 and you CLICK to make the tenth (scv on its way) you should be at between 70-110 minerals - move an scv to your choke and wait for 150 - barracks - then 100, supply depot, then build 4-5 marines (max 2 per time, but resources block this anyway) - very soon after starting your 2nd marine training supply depot #2 goes into the corner.

    If the choke is BIG it is harder but you use 3 scvs lined up to stop them getting in, marines join in, but you should be aiming for a bunker a rax and a supply depot, this makes a bigger block, but often leaves one gap at the side.

    Anyway im rambling - go single player mode, set enemy to very easy or whatever, and test building a blockade, you can simply try send a unit to the other side of it to see if there are any weird angled holes

    I've not lost to a bust in a while - they certainley help when well timed and in sync with another attack, but the early ones just get mowed down now, I'll usually run 6/7 marines 1-2 marauders to their base after that as they are usually a little behind - depends how fast I can get there.