What to do against 10 gate/12 gate zealot rush in PvP?
Having a lot of trouble holding off the 10 pylon/10 gate/12 gate zealot rush in PvP lately.
How do you hold it off? I've tried slapping down another gate of my own after seeing his 2 gates, but I don't have enough zealots to hold off the attack.
The key is to make a wallin so that only 1 zealot is able to go through.
That will stall enough time for you to either get
zealot/sentry or
zealot forge cannon
and you will win with your higher tech
I disagree with walling in PvP tbh, it leaves you really vulnerable mid-game once they get an obs if they pressure you and you're stuck up your ramp.
If it's in their base you have an innate defenders advantage anyway, and can just like 12g15g and hold it fairly easily, even on steppes, and have an eco advantage, similarly if it's proxied you just match their gate count and defend with your own zealots, trying to stay ahead in probes, you can keep your probe alive forever anyway and see if they tech/cut probes etc. etc.
basically i dont think walling is worth it cos you should be able to easily hold any zealot all-ins without one, and it gives you a disadvantage mid-game vs someone who hasnt walled themself.
i mean like if u scout his base last and dont have time to make ur 2nd gate coz ur core is half done and u see he has 2 gates. when i wall in i find it easiest to stop that rush and once i make it to mid-game its auto win.
yea if he doesnt rush and u wall in.. well it leaves u more vulnerable to certain pushes but i dont think its thatttttt bad
Sorry nirvana, I'd have to agree with JPMoney here. The brief time I was in the top 200, I was there because I did the exact thing he is speaking of. If you wall in, I will simply use it to choke you and take out your buildings. If there's a pylon, I'd go for that. If not, a warping core or a gateway would be a heavy loss as well.
From my experience, there are 2 possible solutions. The first is to do what others said, put down another gateway and simply out micro your opponent. Don't forget to use 2-3 probes to help out (just be careful to keep them alive, lots take damage, not the probes). This is the better solution if you are able to do it as you can push them after their rush fails. You will have the unit advantage and the econ advantage, game won :-)
Another option is to slap down a forge and get a cannon or two out. Use a pylon + forge + nexus to create a 3 sided wall. Then simply place non attacking probes in the way of the cannon and the lots can't reach the cannon (at least not with out microing the zealot to kill each probe one by one). The cannon is the easier solution but you are giving them map control. This relies entirely on superior macro/tech to win.
I don't like to wall either, it bites you in the ass if you're trying to break a contain, and there are players who will follow up 2gates with VRs banking on you having too many zeals, and a wall-in works against you there too.
If you scout the second gate, throw down a second gate of your own and simply match his numbers - as JPMoney said, you have defender's advantage (and zeals don't move all that case) so as long as you don't throw away zeals you should be alright. It's ok to pull a few probes since you should be economically ahead, and you want to build up unit count rather than trading evenly.
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