Vs. Zealot Rushes
The Story:
Zealots are powerhouses. For a first attack
unit, they are far superior to what Terrans and Zerg can build. So... it's
only natural that players would rush with these units. This presents a
major problem for those facing the protoss. Here's how to turn back the
supermen.
Zerg:
Various Swarms:
Zealots tear through zerglings. They tear
through hydras. They rip open sunken colonies (still). So, what can
you do? Your best bet is to make a variety of all of these things.
Two hatcheries are a must. Against a three or four gateway rusher (even
5), you're gonna need those units. One hatchery should almost exculsively
be used for building hydras, and the other for zerglings, overlords and
drones (for your colonies/expansions). Sunkens are pretty cheap (150 minerals
total), and they've got tons of hit points (400). Although they attack
slower than any unit or cannons, they have an incredible range. By the
time the zealots get through your troops, they will have helped out out
a lot.
When under attack, you'll want your zerglings
out front, while the hydras pick off the zealots from a distance (range
upgrade does wonders). And be sure to have your hydras attack one zealot
at a time (but micromanaging lessons are for another time).
No unit alone can defend you from any attack,
so a mix is the key to victory.
Protoss:
I hope you're rushing
=P :
Pretty much the only hope for the protoss
to stop a zealot rush is to do the same as their enemy. Get your first
two gateways quick. If they have three gateways, you should equal that,
or even go one step up. If you have an equal number of gateways, you'll
have the same number of zealots defending than he does attacking, plus
the extras that built in the travel time between towns.
Shield batteries work wonders! Keep all your
zealots hot keyed, and mid-fight when their shields run low, just right
click a battery. Their shields will recharge, and they'll be ready to continue
fighting. Batteries are cheap (100 minerals) and only require a gateway.
They're a major advantage that protoss have over the other races.
Finally, having a few cannons is a great support.
Terran:
Bunker-Rama:
When done correctly, bunkers will stop a zealot
rush cold. Put your first bunkers within range of your scvs and barracks
(you should be able to cover both, and most of your scvs). From there,
a 2nd barracks is a must- or even a 3rd or 4th if you plan to counter-attack
soon. Be sure that your bunkers cover eachother and cover all of your buildings.
Otherwise, the zealots can take them out one-by-one or destroy other important
buildings.
If you're constantly seeing zealots, firebats
in bunkers are deadly.
You might want to have a few scvs hot keyed
to repair bunkers under attack- otherwise you should have a few just sitting
by the bunkers.
Once you're holding them off without much
of a problem, you may want to strike back. With 3-4 barracks, you should
have plenty of marines or better yet, firebats just sitting around waiting
to attack. The stimpack upgrade is incredible.
If zealots are walking around your bunkers
and still getting into your town, unload your marines and give chase. The
zealots should turn to attack you, so head back for the bunkers. Use your
range as an advantage.
After the initial rushes, bats in bunkers
waste zealots by the dozen.
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