Quote (koffkoff3 @ Feb 6 2011 03:21pm)
Replay?
Weird that we're still arguing over this, since your solution to stopping this rush is similar to mine:
Wall off & build more ranged units..
cant find it but, found this
Here is how it is right now. From all the discussions in TeamLiquid.net and my personal playing experience...
1. You go 13 pool and 12 gas, not a big hit to your economy.
2. If toss cannon expands vs this, zerg can cancel the roach warren and start his expansion, into another expansion quickly, then the zerg runs over the protoss unless he can do severe damage with some Phoenixes (but to players like me who are used to starting Evo chamber early, this is not gonna work)
3. 1 base cannon is suicide, you auto lose the game
4. You have to warp in a third gate as soon as the rush hits (assuming you didnt miss the forcefield with your sentry which you dont have if you went for a 4gate opener) AND once the forcefield runs out warp in a NEXUS to block the ramp, get 3 sentries out, cancel Nexus at last moment and keep FFing the ramp.
5. If you dont do all of the above correctly or do a 4gate/cannon expansion opener, you lose the game. If the zerg kills any critical structure or the toss loses probes, you lose the game.
6. If the zerg backs off, the game resumes normally because the zerg had started a hatchery at his expansion when the attack hits, and because zerg is the one gifted race with the ability to saturate a mineral line immediately.
So this is looking like the Terran bunker rush vs zerg, except its zerg bunker rushing protoss this time.
This post was edited by Buffjesus on Feb 6 2011 01:31pm