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Zergling rush
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Posted 2002-02-02, 11:01 PM
This is the worst thing I know! It COMPLETELY ruins the game if someone does this. Does anyone know a good strategy to avoid getting killed from a Zerg rush with terran or protoss?
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Thumbs down Strategy
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Posted 2002-02-02, 11:22 PM in reply to Chruser's post "Zergling rush"
The only thing I know to do is build up marines and set up a barrior.

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Posted 2002-02-03, 01:21 AM in reply to Chruser's post "Zergling rush"
If you are quick enough with toss get about 5-6 cannons up...that will stop 12 lings in their tracks.

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Posted 2002-02-04, 02:31 AM in reply to Chruser's post "Zergling rush"
5-6 cannons? That would be slightly impossible against a zerglish rush, since there isn't that much time, unless they search every base spot on a 256x256 map and "finding" you last.
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Posted 2002-02-04, 12:33 PM in reply to Chruser's post "Zergling rush"
Cannons stop anything that requires a range of 1 attack.

I mean look at thier attack, they hit you from 0 to attack you.

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If you're in a war, instead of throwing a hand grenade at the enemy, throw one of those small pumpkins. Maybe it'll make everyone think how stupid war is, and while they are thinking, you can throw a real grenade at them.
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Posted 2002-02-04, 03:57 PM in reply to Chruser's post "Zergling rush"
Assuming they attack with 6 zerglings, I'll make up a quick strategy.

1. Playing as Terran - You probably wont have enough time to make a refinery, and thus firebats, so you'll have to rely on marines.



One well placed bunker with 3-4 marines and a SCV repairing it will be fine.

2. Playing as Zerg - You have a choice here, either buildings or units. I personally prefer using sunken colonies. While your spawning pool is being built (Slow!) make two creeps, and as soon as that pool is done, make them into sunkens. Might as well make two zerglings while you're at it.



Or, you can ignore the creep completely and just make 6-8 lings.

3. Playing as Protoss - The most difficult, because it takes years to make everything. Your best choice is to make a gateway, and 2 or 3 zealots. One zealot can handle 2 lings. If you have time, make a forge and thus a cannon quickly near your nexus.


Last edited by GravitonSurge; 2002-02-04 at 04:01 PM.
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Posted 2002-02-04, 04:56 PM in reply to Chruser's post "Zergling rush"
Nice tutorial.
Either way, it's still a problem to avoid a good "rusher", since he can avoid the immobile defense systems in most cases. 2-3 Zealots don't help terribly much either, but the bunker will most likely do the trick.
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Posted 2002-02-04, 05:42 PM in reply to Chruser's post "Zergling rush"
Zealot are fantastic I tell you and can handle at least 3 each, and if they are together u can kill 5-6 zerglings easy without loosing more than 1 Zealot
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Hence, when able to attack, we must seem unable; when using our forces, we must seem inactive; when we are near, we must make the enemy believe we are far away; when far away, we must make him believe we are near.

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