Zergling rush

Discussion in 'StarCraft 2 Strategy Discussion' started by solar00, Oct 11, 2010.

Zergling rush

  1. solar00

    solar00 New Member

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    A lot of people are using Zegling rush in Bronze and as Terran the remedy is to wall off the ramp.
    But I found this problematic on maps like Scrap station(wide ramp) and Jungle basin (two entrances)

    How should I handle the early Zerg rushes on these maps ? start building the Barracks at 9 supply instead of the Depot to get some early marines out?
     
  2. Xern

    Xern New Member

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    I wouldn't do that, just because it's likely that in the next patch depot will be a requirement for barracks.
     
  3. Takaim

    Takaim Member

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    The barracks thing is freakign retarded, they need to just make reapers take longer to build if so many people are still struggling with them. =/ I've yet to have a serious problem with Reaper out of my 400+ games and having the barracks have to be built after a depot will just leave T open to rushes easier or make Terran miss valuable time mining when they have to build a depot even earlier than usual so they can keep up with any rushes.
     
  4. TastyTreat

    TastyTreat New Member

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    i agree supply before rax isnt fair imo. Normally in wide ramp you should get your rax before your 1st supply, this is mainly so you can get marines out as fast as possible. its not about finish the wall all the time. Just make sure to scout with an initial worker when the game starts to see what pool they are going for.

    If things become gay you might have to forgo the wallin and do a rax and bunker near your supply line. worse comes to worse pull your workers to kill those lings. The econ hit wont be so bad for you as terran since you can finish your wall drop mules and turtle like crazy till things even up.
     
  5. Takaim

    Takaim Member

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    Yeah, my biggest advice will be to just scout. Scouting wins games probably 50% of the time. Finding proxies or cannon rushing or fast lings and handling it properly can really win you the game.
     
  6. JimReynolds

    JimReynolds New Member

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    Scout and use well placed bunkers with some SCVs if necessary, pump out loads of SCVs as well to defend small useless zergling attacks like 4 to 6 very fast zerglings, you can kill them with ur SCVs and then get your ramp defended with some bunkers, then continue as normal.
     
  7. solar00

    solar00 New Member

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    Ok thanks,

    Most of the time countering a rush succeeds but now and then they still succeed because I scouted to late.
    It's getting better , very slowly that is but there is some improvement.

    I never played the first SC and Brood War in mulitplayer (only the campaign once)
    So I'm basically a beginner.
    Learning strategies from videos and websites is one thing, but executing them correctly is a different story and needs practice.
    (I always use control groups but still not used to those hotkeys, except for using abilities of units/buildings)
     
  8. Vulcan

    Vulcan New Member

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    With small maps and short distances, I'd scout at around 9 supply, then you'll very rarely get any surprises. Sure it may make your economy slower initially, but better that than to be cheesed and lose in the first 5 mins. :)
     
  9. Takaim

    Takaim Member

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    Sacraficing 1 worker isn't going to kill your economy. lol It'll slow you down like what..40 minerals tops?