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View Full Version : To all you protoss commanders - how to stop a 6 zergling rush


gaspacho soup
01-08-2001, 05:53 AM
Here's a little tip on stopping the 6 ling rush (which works even on blood bath). I've only told one person(instrumentallity) so far about it i think, and he doesn't use protoss so i haven't really seen anyone use it.


Build order-

- Set your probes to gathering minerals and set your nexus to building a probe (By using hotkeys you can do both these things stimultaenously. Or close enough to it anyay.)
- 2 more probes
- pylon
- 1 probe(save your money up after this has been built)
- forge
- 2 probes (while the forge is being warped in. )
- 3 cannons (don't build any probes during this time)
- It's important that you build these cannons close to each other near your PROBES, not your choke point. Else your opponent will just run past your cannons and attack your undefended probes :dodgy:


Do whatever you want to from this point on. Just note that your open to the hydra rush at this stage, so be sure to make more defence shortly afterwards.


~ Soup

Darklightz
01-08-2001, 09:27 PM
Don't you warp in a pylon at some time?

gaspacho soup
01-08-2001, 10:43 PM
Originally posted by Darklightz
Don't you warp in a pylon at some time?
oops :heh: forgot to put that bit in

editing now

death
02-08-2001, 01:23 AM
Who were you playing?

CloudxCC
03-08-2001, 09:11 PM
You should be able to get a zealot out before the lings get to you which when combined with a few probes can beat 6 pool easily especially since 1.08 patch that made pool 200minerals. Just build pylon on 7th probe, gateway on 9th and a zealot when gate is done. After you kill off the lings you should be able to win pretty easily if it's a 1on1 because you'll have more peons mining. This probably won't work on blood bath if your opponent is doing a 4 pool but will still work against 6 pool. To beat 4 pool on bloodbath just scout in the very beginning with a probe and if you see him attempting it, send all your probes over and kill off his drones and you win.

Instrumentality
03-08-2001, 09:52 PM
[infomercial voice]
At first i was skeptical, then I tried it and I found it really works!
[/infomercial voice]

Its quite suprising actually, I suppose its even easier to do now 1.08 screwed the Zerg. I havent played BW in ages ...

kaji
06-08-2001, 08:49 AM
Originally posted by CloudxCC
You should be able to get a zealot out before the lings get to you which when combined with a few probes can beat 6 pool easily especially since 1.08 patch that made pool 200minerals. Just build pylon on 7th probe, gateway on 9th and a zealot when gate is done. After you kill off the lings you should be able to win pretty easily if it's a 1on1 because you'll have more peons mining. This probably won't work on blood bath if your opponent is doing a 4 pool but will still work against 6 pool. To beat 4 pool on bloodbath just scout in the very beginning with a probe and if you see him attempting it, send all your probes over and kill off his drones and you win.

I agree with CloudxCC, doing a forge start hurts your tech start. Go 1 zealot and micro with it

6 poolers are for lamers who can't play though, my friend beat 8 lings with 1 marine and a few scvs, after that, i showed the guy how to use lings by sending 24 lings to counter

Instrumentality
06-08-2001, 11:10 PM
I should introduce you to the dirty two dozen... hehehe.

gaspacho soup
07-08-2001, 12:47 AM
Uhh using your probes in combat!? You could lose over half your probes by the time the lings are killed... even with a zealot.

kaji
07-08-2001, 05:48 AM
Not if you micro right


Plus, a terran can get tanks by the time you get a gateway, owning u

Granted, yes, the forge start can save you from a ling rush, hell it can beat a few lots too, but past that, ur most likely dead

gaspacho soup
07-08-2001, 06:37 AM
Not if you micro right
I could say the same about ling rushing. If your micromanagement is done correctly(i.e. lings are spread out out, 1 ling attacks one probe) the protoss won't stand a chance.

Plus, a terran can get tanks by the time you get a gateway, owning u
I agree. But the thing is, it's extremely difficult for a terren player to ling rush ;)

Granted, yes, the forge start can save you from a ling rush, hell it can beat a few lots too, but past that, ur most likely dead
Not quite. If your up against a decent zerg player(who for some reason decides to be lame and ling rush you), the first thing he does after his failed attack is to make another hatchery or 10. From this stage they usually go for either a mass hydra rush, a mass ling rush(with 40-50 lings) or a muta rush. This takes time.

While they are doing this, you have adequate time to prepare a good defence (or a better offense hehe).

If your up against a newbie ling rusher, chances are he'll continue with small zergling rushes (built slowly from only 1 hatchery). Now at this stage, at least 2 of the 3 cannons from the first attack will still be standing (if it's a big map you'll have all 3). Add a few more cannons in and your safe from him.

BUT... if you use the zealot tactic you were talking about earlier, the cash flow wouldn't be coming in fast enough for you to repair your defence (seeing how you wont' have very many probes). You'll be killed by tiny pinprick zergling shots at your base. So nyah.

CloudxCC
07-08-2001, 11:38 AM
I could say the same about ling rushing. If your micromanagement is done correctly(i.e. lings are spread out out, 1 ling attacks one probe) the protoss won't stand a chance.

If you make lings attack probes, the toss player can just run the probes around while zealot gets free hits and if lings are spread out zealots own them 1 at a time. Another thing is it is much harder to micro 6lings to target 6different probes than microing a zealot and 3probes around.


Not quite. If your up against a decent zerg player(who for some reason decides to be lame and ling rush you), the first thing he does after his failed attack is to make another hatchery or 10. From this stage they usually go for either a mass hydra rush, a mass ling rush(with 40-50 lings) or a muta rush. This takes time.

While they are doing this, you have adequate time to prepare a good defence (or a better offense hehe).

If your up against a newbie ling rusher, chances are he'll continue with small zergling rushes (built slowly from only 1 hatchery). Now at this stage, at least 2 of the 3 cannons from the first attack will still be standing (if it's a big map you'll have all 3). Add a few more cannons in and your safe from him.

BUT... if you use the zealot tactic you were talking about earlier, the cash flow wouldn't be coming in fast enough for you to repair your defence (seeing how you wont' have very many probes). You'll be killed by tiny pinprick zergling shots at your base. So nyah.

If you do it right you shouldn't lose any units at all and you're only taking 3 probes off minerals for a brief amount of time while you have 10more mining which would still be more than the zerg has at this point. After the lings are dead, the zerg could try again with more which you'll be able to defend against easily or try to build up. As long as the toss player doesn't do anything stupid like sit in his base making 50carriers while ther zerg expands and takes over the map, winning shouldn't be a prob.

gaspacho soup
09-08-2001, 07:34 AM
If you make lings attack probes, the toss player can just run the probes around while zealot gets free hits and if lings are spread out zealots own them 1 at a time. Another thing is it is much harder to micro 6lings to target 6different probes than microing a zealot and 3probes around.


If you do it right you shouldn't lose any units at all and you're only taking 3 probes off minerals for a brief amount of time
With 6 lings, you'll need to remove 6 probes from gathering minerals.


while you have 10more mining which would still be more than the zerg has at this point.

Where did you pull that figure from? Unless it was a big map and the zerg was unlucky(i.e. your base was in the last mineral patch left to be scouted), you would have about 9-10 probes. Maybe 11, but that's pushing it. There is also the possibility that the zerg doesn't know how to ling rush properly.

After the lings are dead, the zerg could try again with more which you'll be able to defend against easily or try to build up.
1 zealot does 16 damage per hit. So it'll need to hit each ling 3 times. Seeing how all 6 lings would be moving around like crazy(chasing your probes) this will take a loooong time. And the zerg will continously be sending in reinforcements (his cash flow would still be coming in smoothly so this wouldnt' be a problem).


As long as the toss player doesn't do anything stupid like sit in his base making 50carriers while ther zerg expands and takes over the map, winning shouldn't be a prob.
How is that stupid? A fleet or two of carriers can wipe out any zerg base fairly easilly. Dswarm is probably the only thing which can slow them down.

Carriers are lame though so the toss shouldn't be making them in the first place.

CloudxCC
09-08-2001, 11:27 AM
With 6 lings, you'll need to remove 6 probes from gathering minerals.


Sure if you're fast enough to target six different probes but the point I was trying to make was that either way the toss player would end up with the mineral advantage.


Where did you pull that figure from? Unless it was a big map and the zerg was unlucky(i.e. your base was in the last mineral patch left to be scouted), you would have about 9-10 probes. Maybe 11, but that's pushing it. There is also the possibility that the zerg doesn't know how to ling rush properly.


Eh? I'm fairly certain you can have 13probes by the times lings get to your base. Lets see, you make a pylon on 7th probe, gateway on 9th probe, while the gateway is building you should be able to make 2-3 more probes and while zealot is building you can make about 2 more. So you should have 13-14 probes by then.


1 zealot does 16 damage per hit. So it'll need to hit each ling 3 times. Seeing how all 6 lings would be moving around like crazy(chasing your probes) this will take a loooong time. And the zerg will continously be sending in reinforcements (his cash flow would still be coming in smoothly so this wouldnt' be a problem).


Yes it takes 3hits for a zealot to kill a ling without weapon upgrades but that's where the probes come in. 1 hit from probe and 2 hits from zealot = 1 dead ling. The lings will all be confused if you make them head to resource line each with a different target cause probes will be a bunched up and they won't be able to reach it easily. All the toss player needs to do then is leave his zealot in his mineral line and wait for lings to come and use the attack move command to kill lings.


How is that stupid? A fleet or two of carriers can wipe out any zerg base fairly easilly. Dswarm is probably the only thing which can slow them down.


It amazes me how many people can die from nothing but carriers when there are so many counters you can use to beat it. First if your opponent can make 50carriers, think about what you can make in that time. Scourges own carriers, plague owns carriers, dswarm owns carriers, heck even a good amount of hydras will own carriers. Now when you use those things together carriers shouldn't be a problem at all. Yes, carriers are strong units when used in conjuction with other units like corsairs/temps/goons but alone they just suck.