GG Well Played . . . Near Perfect Response 😁 🎉🎉🎉 My only issue was slightly delaying the bunker, if he inserted a proxy gate as well that would have been harder. Always prioritize Bunker 1st and wall-off with it. 😊
Few things. 1. The moment you realize that pylon is coming you can immediately take 4 scvs off of minerals and focus on the pylon. Remember 4 scvs per connon will kill before it can fully warp in. 2. You don't need to blow multipul scans and time for high ground vision. Just move your marines up the ramp. 10ish marines and 2 tanks is more than enough for 2 cannons. 3. Remember the probe is most important again for the high ground vision and moving up the cannon line. Waiting around with your marine until the bunker was done allowed the probe to retain high ground vision and thus take out your supply depot and gain access to the high ground. Keep up the good work.
The first thing for a cannon rush is to make a bunker ASAP on the same side. The bunker is pretty big so the SCVs usually can repair without getting hit. Usually that position is hard to break with SCVs because the lack of surface area around the cannons so you want to generally catch them building the pylon. I suggest making a starport ASAP in a cannon rush because they're often followed by air units. A big thing to keep in mind with cannon rushes is that they cost 150 each and 100 for a pylon. This means that they have to go for aggression if they fail the rush because if they play eco, you can get a big army pretty quickly and overwhelm them. Cannons lose their use once you get stim bio with medivacs. You don't even need tanks at that point because of how fast bio can kill cannons. Static defense in SC2 is very limited. Most of the time they're used to stall or dump resources in ultra late games.
@@Framidan A cyclone is better on paper but I don't recommend it because of the APM cost. A tank is much easier to use and it won't make much of a difference if you have a factory already.
Very solid cheese defense. Getting the probes is the highest priority. Focusing on the siege tank is a good way to ensure you take out the cannons. Expect the DTs or the Void rays to follow... almost for sure, everytime.
If you can keep his buildings confined to the low ground and keep units off the ramp, he won’t have high-ground vision and you can kill the buildings at your leisure. Try to prioritize killing the probes. Once they’re dead, the rush is over. Overall, good hold.
Pretty nice hold, Ollie. Your opponent was a ride or die cannon rush guy. He made a mistake not concentrating on 1 area to ruah from and by giving it away too soon with his pylon placement. I don't think the bunker was necessary as you need to kill the probes to stop the rush...static defense like that was a waste of money, imo. Iblike how he had a transition, but again, he built it too close, and it cost him the surprise factor. Gg, BZ.
GG Well Played . . . Near Perfect Response 😁 🎉🎉🎉
My only issue was slightly delaying the bunker, if he inserted a proxy gate as well that would have been harder. Always prioritize Bunker 1st and wall-off with it. 😊
Thanks dude. That’s amazing to hear. Yeah the bunker was slower than ideal
Few things.
1. The moment you realize that pylon is coming you can immediately take 4 scvs off of minerals and focus on the pylon. Remember 4 scvs per connon will kill before it can fully warp in.
2. You don't need to blow multipul scans and time for high ground vision. Just move your marines up the ramp. 10ish marines and 2 tanks is more than enough for 2 cannons.
3. Remember the probe is most important again for the high ground vision and moving up the cannon line. Waiting around with your marine until the bunker was done allowed the probe to retain high ground vision and thus take out your supply depot and gain access to the high ground.
Keep up the good work.
Gotcha. I feel like i forget the SCV ratios way too easily in the heat of the moment.
The first thing for a cannon rush is to make a bunker ASAP on the same side. The bunker is pretty big so the SCVs usually can repair without getting hit. Usually that position is hard to break with SCVs because the lack of surface area around the cannons so you want to generally catch them building the pylon.
I suggest making a starport ASAP in a cannon rush because they're often followed by air units. A big thing to keep in mind with cannon rushes is that they cost 150 each and 100 for a pylon. This means that they have to go for aggression if they fail the rush because if they play eco, you can get a big army pretty quickly and overwhelm them. Cannons lose their use once you get stim bio with medivacs. You don't even need tanks at that point because of how fast bio can kill cannons.
Static defense in SC2 is very limited. Most of the time they're used to stall or dump resources in ultra late games.
exactly and I would ad building a Cyclone instead of the tank at first, is much faster and manageable to destroy his probes, pilons, etc,
Yeah fair point. That bunked should have gone down the second i saw it
Didn’t even think about the fact it would produce faster because I didn’t need a tech lab
@@Framidan A cyclone is better on paper but I don't recommend it because of the APM cost. A tank is much easier to use and it won't make much of a difference if you have a factory already.
holding a cannon rush is easy stop giving him advice. Game has been around long enough everyone knows. Go fuck your mother.
Very solid cheese defense. Getting the probes is the highest priority. Focusing on the siege tank is a good way to ensure you take out the cannons. Expect the DTs or the Void rays to follow... almost for sure, everytime.
Yeah a few DTs could have messed me up
For sure
If you can keep his buildings confined to the low ground and keep units off the ramp, he won’t have high-ground vision and you can kill the buildings at your leisure. Try to prioritize killing the probes. Once they’re dead, the rush is over. Overall, good hold.
Thanks man.
I was trying to grab those probes, however I’m not very good
Pretty nice hold, Ollie.
Your opponent was a ride or die cannon rush guy. He made a mistake not concentrating on 1 area to ruah from and by giving it away too soon with his pylon placement.
I don't think the bunker was necessary as you need to kill the probes to stop the rush...static defense like that was a waste of money, imo.
Iblike how he had a transition, but again, he built it too close, and it cost him the surprise factor.
Gg, BZ.
Thanks man.
Yeah good point. If that pylon was tucked away, it could have been a different story
Decent defense! I usually say "Cheese leads to cheese", but his DT/void never got up to speed. :)
Tbh 1 DT would have messed me up. I’m really bad at getting those turrets up or the tech lab down on my starport
seems a lot more easier to defend this as Terran than as Zerg....I envy those marines/tanks
I have zero experience playing Zerg, so if I was I’d have lost 😂