![]() ![]() If the Zerg player does go Hatchery First, then you should start building Pylons behind their natural mineral line such that your eventual Cannon will be defended from attack by either Drones or Zerglings. If your opponent is opening with a Spawning Pool before expanding then you should expand as normal and abandon the idea of Cannon Rushing, which is partly because Zerglings should be able to prevent your Cannon Rush from doing any damage and partly because the Zerg doesn't gain an economic advantage by opening Spawning Pool first against a FFE. ![]() In PvZ, you should open as if you're going for a FFE, with the Probe that builds your initial Pylon being sent out to scout what your opponent is doing. The success of a Cannon Rush depends greatly on the response of the opponent, often players will be caught off guard and either respond too harshly by sending all workers to attack the initial Pylon or they respond too lightly, often by only sending one worker to attack the Probe building Cannons. At least one open hex should be left behind each Pylon so they can be quickly rebuilt if they are destroyed by melee units, which would otherwise prevent the Pylons from being rebuilt in the same location. It's best to build the first Pylon in the location with the smallest gap. In this adaptation, it's recommended that the attacking player save up 300 to 400 minerals to be able to build the blocking Pylons in quick succession, followed by the Cannons inside the wall once these initial Pylons complete. The strategy works best on maps that have locations in the main that can be completely walled off using 3 or fewer Pylons, with good examples being Daybreak and Derelict Watcher. The idea is to make it impossible for the defending player to attack the Cannons with workers or melee units, while being able to completely deny mining in the main. No Cannons should be allowed to be destroyed while constructing, any that are near death should be cancelled to recoup 75% of the mineral cost of construction.Ī typical adaptation of the Cannon Rush is to use Pylons to completely wall off Cannons behind the mineral line. If the rush is yet undetected, the initial Cannon should be placed near the initial Pylon to defend it otherwise the Cannon should be placed to optimally engage defending forces. Once the Pylon finishes, the Forge should be complete, and the attacking player can begin building Cannons. Regardless of placement, the initial Pylon should be started before the Forge finishes to allow for the earliest possible rush. If the opponent discovers this initial Probe, it may be beneficial to attempt to build the first Pylon in a location where cannons would have a greater effect, such as behind the mineral line. Ideally, the initial Probe should go unseen and construct the first Pylon outside of the opponent's vision. Once a player discovers the location of their opponent, a Forge should be immediately built. It's generally recommended that a player send their first Probe after building their first Pylon, which is early enough to scout the opponent without hinting that a Cannon Rush is imminent. ![]() This means that any strange play early on may tip off the opponent that a Cannon Rush is imminent. Deciding when to send the first Probe is important as, above all else, the success of a Cannon Rush depends on the element of surprise. In general, a Photon Cannon rush consists of a Probe placing a hidden Pylon just outside the enemy's vision, and building additional Pylons and Photon Cannons closer and closer to the enemy's buildings and mineral line. Note protection of first Cannon by Pylon and ramp ![]()
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