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own3d0406
08-20-2006, 11:49 PM
I usually play as terran and the dt rush seems to be the hardest thing to counter. Theyll have dts before a have a turret (usually Ill have an ebay) and they send in their dts one at a time which makes the comsat pretty useless. What would be the best way to counter?

blupp74
08-21-2006, 2:57 AM
I usually play as terran and the dt rush seems to be the hardest thing to counter. Theyll have dts before a have a turret (usually Ill have an ebay) and they send in their dts one at a time which makes the comsat pretty useless. What would be the best way to counter?

First of all, you built turrets as soon as you have your ebay done (no point in building it otherwise). And if you continuosly find you don't have turrets when the dt's come, then maybe that's a sign you should be building the ebay a little sooner?
I'd say somewhere between Factory no1 and factory no2.
Then there's the scouting, of course. If you see no Templar Archives being warped then no dt's will be coming (yet), unless he's hidden the tech somewhere. Turrets can still be useful though, since the people that don't go DT usually go reaver instead.

Ahzz
08-21-2006, 9:22 AM
build fairly early engineering bay, and build turrets to strategical positions. When you KNOW he'll do dt's, or has them, start comsat station. Also make spider mines and place them to strategic positions, but not too near your mineral line.

WickedImposter
08-21-2006, 9:25 AM
you could also slowly push your way out using turrets if he hasent atked your main yet. you could build 1 turret around your cc, protect it until it completes, then your good from there. just keep on slowly pushing out.

Siege_Commander
08-21-2006, 12:30 PM
Try building ebay as soon as you scout cit. It maybe turn out to be useless, as if the idiot just goes cit for lot speed, but turrets are required for tank push anyway, unless youre playin on luna>.<

Ahzz
08-21-2006, 1:17 PM
.... and who says you're stupid dumb shit and push straight thru the middle?

Siege_Commander
08-21-2006, 1:31 PM
what? and ahzzy, you taught nasty a bo he used v me :< now i need to deal with sunks on ramp:<

Ahzz
08-21-2006, 1:56 PM
sunks on ramp? uh? I taught him that? riight.. I dunno what you're saying, but I'll just go right over there...

own3d0406
08-21-2006, 2:17 PM
Well, I usually have an early comsat so I can see what my opponents doing but its usually after they have a templar archives, so I go ebay which is usually finished before their dts come, but they keep killing off my scvs I can get a turret.

raylu
08-21-2006, 11:58 PM
When you get a Comsat, use your first 50 energy to scan their base. Afterwards, don't use your comsat without at least 100 energy so you'll always have one.

Also, try floating your bay over the turret's that are building :P.

Just some thoughts.

own3d0406
08-22-2006, 1:57 AM
Also, try floating your bay over the turret's that are building

BRILLIANT

WickedImposter
08-22-2006, 9:09 AM
lol. that is actually an extremely smart move. you could also just surround it with scvs. that also works. also, commander, whats so nasty about sunks on ramps? most zerg players do that.. thats like saying the terran wallin is nasty, or cannons on ramps for toss.

raylu
08-22-2006, 10:12 AM
Hm...actually, the floating bay is only good if there are a ton of other units around it; attack move would kill it.

Then again, I was expecting to be flamed today for saying that :P.

IrishDutchman
08-22-2006, 12:59 PM
what? and ahzzy, you taught nasty a bo he used v me now i need to deal with sunks on ramp

Actually, I heard it from U-238, who in turn got it from ahzz.

Anyways, what he means, is:

In ZvT if you 12 hatch, put your hatch near your cliff and put down some sunkens, instead of expoing.

Ahzz
08-22-2006, 3:16 PM
that's one possibility, which is really safe too. But it's not like you gotta do it every time. In zvt it's just INSTEAD of adding the hatch near your main hatch

IrishDutchman
08-22-2006, 4:15 PM
that's one possibility, which is really safe too. But it's not like you gotta do it every time. In zvt it's just INSTEAD of adding the hatch near your main hatch

ah, well, I'm hooked. :) It usually works better for me.

Cpt.Chronic
08-22-2006, 5:09 PM
As Terran, it always annoys me when zerg hides their 3rd hatch in very corner of base and builds spire on its creep, while building den in plain site (where I'd normally scan). Surprise 3 hatch mutas when preparing for lurks is no fun at all. IMO, it's much more effective to put 3rd hatch in corner than putting it at ramp or next to 1st hatch.

IrishDutchman
08-22-2006, 5:49 PM
IMO, it's much more effective to put 3rd hatch in corner than putting it at ramp or next to 1st hatch.

I'd usually do 2nd on ramp, and 3rd at nat. Does that make sense?

I guess if you really wanted to hide your spire, a creep colony to extend your creep could work...

Cpt.Chronic
08-22-2006, 6:15 PM
I'd usually do 2nd on ramp, and 3rd at nat. Does that make sense?

I guess if you really wanted to hide your spire, a creep colony to extend your creep could work...
Oh I was assuming 2nd hatch would go at nat. I don't play zerg, but wouldn't it be pretty pointless to have to make sunks above and below your ramp(the ones above wouldn't cover a raid to the rear of your nat.), when you could just make them below to cover both your main and nat. (talking LT or Luna here) while at the same time getting faster expo/gas for mutas or lurks?

neobowman
08-22-2006, 6:29 PM
this is really straying off topic:confused: anyways another way to counter dt rush are spider mines on choke points. i know it must seem like a bad strat but all the pros do that so it musnt be that bad

WickedImposter
08-24-2006, 7:57 AM
ya but all the pros have them all evenely spaced so that 3-4 mines wont kill the same dt. most normal ppl dont bother doing that. they just mine the generaly area. some guy did that against me in a tvt. he mined my nat, but because of badly placed mines, 4-5 mines exploded on my single rine.

Siege_Commander
08-24-2006, 11:14 AM
Easy on jungle maps with ramps. BUt if youre tvp on jungle with ramp, you would probably wall in.Which make it even harder.

MidnightGladius
08-25-2006, 11:37 PM
Surround with medics and kill with firebat splash. :)

Haha, actually, you can do what they all said. Hiding turrets is one of the older tricks in the book - it's also nice to kill observers with.

WickedImposter
08-26-2006, 5:15 PM
ya. another trick is covering a Nuke silo, which is what Boxer did xD. he knew that enemy had ob in base, so floated ebay over and covered building nuke silo with ebay ^^. i love mentioning pro plays.

Ahzz
08-27-2006, 7:14 AM
... and how does that have ANYTHING to do with dark templar rush?

MatGeo
08-27-2006, 7:42 AM
Ok....errrrr...would walling help?...wall with 2 depots and rax(i'm assuming u play on maps with ramps)...would that hold the dts long enough for turrets to come....?

Ahzz
08-27-2006, 8:06 AM
it would either force them to drop the dts or buy some time for you to get turrets, but if they get the depots you're a bit behind etc etc ;P

MatGeo
08-27-2006, 2:01 PM
it would either force them to drop the dts or buy some time for you to get turrets, but if they get the depots you're a bit behind etc etc ;P

Ya but i'm assuming u already start buliding a turret when they come(near wall preferadbly)...and u can always repair depots to prevent staying behind coz i'm guessing u'll have turrets by then so....Dt drop remains an option but if u get turrets they're still screwed...

Siege_Commander
08-27-2006, 2:30 PM
Yeah. it may be unessairy, but the next time i play tvp, im buildin a bunk and 2turrets by my wall. Cuz for me comsat isnt enough.:/

WickedImposter
08-28-2006, 11:59 AM
... and how does that have ANYTHING to do with dark templar rush?

ohh it is sort of related to covering a turret with ebay. same thing. except with a nuke silo.

Ahzz
08-28-2006, 2:07 PM
yea? same question again ;o

Yeah. it may be unessairy, but the next time i play tvp, im buildin a bunk and 2turrets by my wall. Cuz for me comsat isnt enough.:/
um, if you got some units, which you should have, one turret is enough since you already have a wall in. however, if by some miracle he gets the turret or something, scan. It's not like you're gonna need loads of em

MidnightGladius
08-29-2006, 12:32 AM
Yeah, 1 turret is enough - if necessary, repair until scan is up.

WickedImposter
08-29-2006, 8:40 PM
ya. unless you mispace it. then your in trouble. ive been doing thinking, and i realize that covering up turret is actually extemely effective! because dt attack move will target units, and ya you get the point