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Apr 19 2013 08:57am
http://drop.sc/325449

Do cannon outside to protect inside pylon from being rushed with probes/1st zealot

This post was edited by The_Chosen on Apr 19 2013 08:58am
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Apr 19 2013 09:04am
Can't watch that now but try this, http://drop.sc/318844
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Apr 19 2013 10:34am
tips for cannon rush?
gaulzi
learn from the professionals
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Apr 19 2013 10:56am
If you haven't already, play on each of the maps you'll play on, take note of the common scout paths and how long it typically takes to scout each spawn point.

After that, you'll have what you need to be able to cannon rush effectively should you ever decide to do that.

You'll know: (1) how close you can build to them should they not scout "out of their way" and (2) how long you have to start the cannon rush before the too-late-unless-your-opponent-is-bad mark, and (3) how long it will typically take for you to get scouted by them, alerting them that there's something fishy going on.
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Apr 19 2013 10:56am
1. build forge
2. build pylon
3. build cannon in enemy base
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Apr 19 2013 11:01am
Quote (OmegaJSP @ Apr 19 2013 08:56am)
If you haven't already, play on each of the maps you'll play on, take note of the common scout paths and how long it typically takes to scout each spawn point.

After that, you'll have what you need to be able to cannon rush effectively should you ever decide to do that.

You'll know: (1) how close you can build to them should they not scout "out of their way" and (2) how long you have to start the cannon rush before the too-late-unless-your-opponent-is-bad mark, and (3) how long it will typically take for you to get scouted by them, alerting them that there's something fishy going on.


This. If you're ever in a cheesing mood, make sure you don't dig your own grave and drop your pylons/cannons right in plain sight (unless you're feeling particularly ballsy xP).

Also, it helps to know about around what time attacking units (zerglings, zealots, stalkers, marines, etc.) can start appearing. If you don't have a cannon or two up before they get too many, it's usually best to abort and try for a delayed forge FE.

If you're feeling particularly aggressive, take a look behind mineral lines and build pylons/cannons accordingly there to where workers cannot surround anything or get to your probe. What I like to do when I feel like cannon rushing is drop a pylon and cannon just barely out of the scout pathings (like Omega said).

When they are distracted by that cannon, I have a second probe ninja'ing its way behind their mineral line and starting the real cannon rush there. I keep the first probe moving around like it's "trying" to drop another cannon just long enough for the first pylon in the mineral line to finish at least.

This post was edited by AnimusCaelestis on Apr 19 2013 11:02am
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Apr 19 2013 11:06am
What Omega and Animus said is pretty much the basis behind the cannon rush.

After a good number of games doing it, you'll get a better idea of overcomitting. When you rush, cannon as quickly and efficiently to the enemy's worker line as possible. Do not make 3 cannons next to the first pylon if you do not need to. Just build what you need.

If you do that, you'll be able to sneak an expansion behind your rush in case you need to abort it... and you'll minimize losses (hopefully you disrupted their mining a a good deal... a minute or two of not mining fully or outright killing more than a 1/3 of their workers is great).

Never stop making probes while you're cannoning.
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Apr 19 2013 01:19pm
a strategy designed for a faggot
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Apr 19 2013 01:37pm
Quote (Perf3ction @ Apr 19 2013 12:19pm)
a strategy designed for a protoss


truer words...
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Apr 19 2013 01:43pm
Quote (Perf3ction @ Apr 19 2013 02:19pm)
a strategy designed for a faggot


Well, what makes you win makes you win...
Imo dosen't matter how, if you win, you win...

If blizzard says cheese is a win, then I'll do it
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