Possible answer to cannon rush

I think static defense should work. Terran can put Marauders in a Bunker, which will equal the range. And Zerg can go Spine Crawler, and Protoss goes Forge, Cannon. You probably need vision.

Is this defending cannon rushes? This is very wrong.

As Terran, you need marine ASAP - it’s the fastest unit you can make (no reactor or tech lab). Not a chance you will ever go marauder. Even if you somehow hold by going marauder, you have a chance of dying to a void ray follow up.

As Zerg, you hold with drones and get lings out ASAP. Spines cannot deny cannon rushes outside of creep range. They are meant as a last resort if anything. If you fail with lings, get ravagers. You need something to outrange the cannons and take it out quick so you’re not contained all game.

Protoss is a mess. At the top level, you pretty much do have to cannon rush yourself. Otherwise, getting a zealot out first is the only thing you can do. You are making gateway first after all

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In ZvP, I send my second overlord to my natural and I put it on patrol in the general area over my building hatchery. This allows me to react immediately and shut down cannon rushes with drones before the shenanigans can even begin usually.
Then once the hatchery is built, I send the overlord to its normal destination.

Overly safe maybe, but at least I never have to worry about this BS strategy.

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Okay, an adjustment to terran then…

If marauder is too slow, I would put marines in the bunker instead. With repairs, it should buy enough time for a follow-up (second barracks maybe)

Or atleast made factory and tank or cyclone

Bunkers aren’t really needed for the cannon rush itself (unless you’re in trouble), but rather, the follow up (if it exists). If void rays are next, you need that bunker in a good spot that defends your production.

First unit from the factory should always be a cyclone. Just lock on and move away from cannon range. Cyclone has high single target damage. You should always make at least one as a follow up

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Canon rush seen early or poorly executed ?

  • See/scout it early.
  • pull 3 to 4 workers per canon.
  • 1-2 workers on the probe(s), and a worker in patrol on a potential full wall spot.
  • marines ASAP, their DPS helps greatly and they will zone/kill the probes.

Canon rush seen late/full wall already in construction ?

  • close the wall on your ramp
  • marine ASAP
  • bunker, not in range of the canons but in range of your choke (to deny the probes vision).
  • coming from there, either a cyclone or a tank. Expanding and lifting the expand somewhere else can also be a plan.

If you messed up (canons can’t be contested and the protoss has vision on the highground or a full wall highground)

  • Alternatively, you can quickly pull all your workers and land your CC somewhere else. But saving the rax will be mandatory, otherwise you’ll get zealot harassed quickly.

So there’s a variety of solutions as a terran in fact. That’s why, if used correctly, I think it’s the best race to counter a canon rush , Zerg being close second because of its ability to get powerful follow-ups (RR and or nydus or just ignore the canon rush (just expand elsewhere). :mag_right:

I think pulling multiple workers is un-ideal, I would honestly prefer to just GG out, I truly hope no players are dirty enough to deeply study cannon rush but whatever.

LOL you have no choice but to pull workers. I guess you have the choice of handing them a free win though. Guess what? Many players are dirty enough to deeply study cannon rush. I remember taking a break from 1v1 for a while and getting back into it. You will see more PvP cannon rushes than not. I’m not saying the majority of Protoss players are regularly scumbag cannon rushers, but the majority have definitely done some reading and/or experimenting on it if they have played the race long enough. I’ve studied it. It breaks the PvP matchup. The other two races can handle it, but it breaks against its own race.

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Pulling workers definitely isn’t ideal per-se, but it’s a damn sight better than losing your expansion, losing your wall off etc. Cannon rushes can be dealt with, but they’re a pain. You also have to consider to some extent just how much they’re sinking into the cannon rush too.

The reality is that if you can catch it early enough, pulling workers to deal with it is generally the best course of action 99% of the time. Again, not ideal, you rarely ever want to pull workers, but that doesn’t mean you shouldn’t.

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I don’t how fast Terran or toss timing but 12 pool get lings out before he can drop first cannon.

So I can see Terran can just wall off first and build siege tanks to clear out second area.

Toss probably do same

The counter to cannon rush is to queue as Terran.

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Why would you create so “unique” counter to the cannon rush, if you can go to the youtube and look for “how to defend cannon rush”?

I want to create a memorable experience for my opponents.

I think you will just be another victim for them with those ideas.

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If I had a person quit the moment I started cannon rushing him in 1v1, I would find it to be a memorable experience, so you’re on the right track

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