Anyone else tried this? It's worked well for me on small maps in PvP. Otherwise it's pretty much too slow for anything but some harass, my build is as follows:
9/pylon/gateway (you get 150 minerals second the pylon finishes)
11/pylon (chronoboost 2 probes)
13/zealot/2nd gateway (chronoboost next two probes, and zealot)
Pump and Chrono and you can pretty much over run most other protoss players, including some wall-ins (admittedly bad ones). Excess minerals will be plentiful, if you have good enough micro you can keep pumping probes and tech up to stalkers and sentrys. I mostly spend mine on probes and pylons.
Mostly I'm wondering if this is effective at higher leagues, I'm only in bronze (#1 in my division though) so I don't know if it would get owned or what higher up, it seems like an equalizer to me, there's a limited amount of variation that can happen to affect the outcome in under 5 minute games.
Replay #1: I realized my opponent was going for a similar tactic, so I went into overhaul and overwhelmed him before he could tech up, which I anticipated him doing.
Replay #2: Crappy wall-in rage quits, just for kicks.




Reply With Quote

I used to think same way, that rushes are really lame, but in SC2 it's not that hard at all to counter them, so only thing that can be blamed for losing to rush is the losing player himself for not scouting/preparing for the worst. Like Protoss player not making a wall to choke when playing against Zerg and Protoss.