AkashSky Profile Joined May 2014 United States 256 Posts Last Edited: 2017-11-25 00:09:02 #1



Preface

I know that cannon rush into proxy tempest sounds crazy, and like something that would only work at the bronze level. However, I am solidly at Mid-Masters level and have beaten other mid-master opponents with this strategy.



Of course, surprise is a huge factor - nonetheless, when it works, its extremely hilarious!



Goal of the build

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The build aims to siege the opponent's main base via tempests while using cannons and shield batteries as defensive structures to fall back upon. Ideally, we should win before the 10 minute mark and before the zerg is able to get out that much economy by successfully kiting queens and slowly picking off all of the enemies units.





The build has 2 distinct steps that you want to go through.



1. Cannon rush the zerg (while abusing terrain to place down the fewest possible structures)

2. Tech up and siege with tempest



First, I want to go over part 1 - cannon rushing the zerg.



I exclusively use printf’s style of cannon rushing vs zerg. To learn more about that, check out



Step 1 build order



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13 Chronoboost (after probe has started a bit)

14 pylon (wall your main)

Send the probe that built the pylon to zerg's natural to cannon rush

16 forge (wall your main)

Send the probe that built the forge to the zerg's natural as backup



^That is how your first two structures will be placed. You can finish the wall with another 3x3 structure. The reason you wall this way is so that there is only 1 hex of surface area to attack the weak structure (the pylon), so it takes lings a lot of time to break through this wall.



-cut probes @ 17-



17 pylon (at zerg base)

17 cannon (at zerg base)

17 gate (at zerg base, to wall in the cannon)

17 additional pylons / cannons as needed to finish your cannon rush



^It is very important to wall in your cannon with the other structures to limit surface area in case the zerg decides to pull drones.





It is extremely important that you wall in with your first structures vs zerg, or else early zerglings will destroy you. It is also very important to study the map and cannon rush using the terrain - this allows you to cannon rush without spending too much money.



One thing to note is that with this strategy, the main goal isn’t to deny the zerg’s hatchery, it is to establish a forward location from where you can proxy your tech structures.

13 Chronoboost (after probe has started a bit)14 pylon (wall your main)Send the probe that built the pylon to zerg's natural to cannon rush16 forge (wall your main)Send the probe that built the forge to the zerg's natural as backup^That is how your first two structures will be placed. You can finish the wall with another 3x3 structure. The reason you wall this way is so that there is only 1 hex of surface area to attack the weak structure (the pylon), so it takes lings a lot of time to break through this wall.-cut probes @ 17-17 pylon (at zerg base)17 cannon (at zerg base)17 gate (at zerg base, to wall in the cannon)17 additional pylons / cannons as needed to finish your cannon rush^It is very important to wall in your cannon with the other structures to limit surface area in case the zerg decides to pull drones.It is extremely important that you wall in with your first structures vs zerg, or else early zerglings will destroy you. It is also very important to study the map and cannon rush using the terrain - this allows you to cannon rush without spending too much money.One thing to note is that with this strategy, the main goal isn’t to deny the zerg’s hatchery, it is to establish a forward location from where you can proxy your tech structures.



Step 2 build order



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After your cannons are up and your gateway has started, start probing again

18 gas

19 gas

@100% gateway -> Cybernetics core (finish main wall off)



^Note the placement and how it forms a hard wall on the ramp. Also, make a cannon if the zerg player has zerglings out on the map



@100% cybernetics core -> Stargate + 1-2 shield batteries @ proxy location



Also start an adept and try to scout what the zerg is doing





^Note the placement of the stargate and how it is placed far back. This prevents it from being sniped. Also note how the cannons are all placed at least 1 tile from each other. This means that 1 corrosive bile shot can only hit 1 cannon.



@100% stargate -> Fleat beacon (and start a void ray if you are being pressured)

@100% fleat beacon -> chronoboost tempest



As soon as the cannon rush is done, you want to start teching up ASAP. Also, make sure to scout for additional hatcheries the zerg player might have on the map.

After your cannons are up and your gateway has started, start probing again18 gas19 gas@100% gateway -> Cybernetics core (finish main wall off)^Note the placement and how it forms a hard wall on the ramp. Also, make a cannon if the zerg player has zerglings out on the map@100% cybernetics core -> Stargate + 1-2 shield batteries @ proxy locationAlso start an adept and try to scout what the zerg is doing^Note the placement of the stargate and how it is placed far back. This prevents it from being sniped. Also note how the cannons are all placed at least 1 tile from each other. This means that 1 corrosive bile shot can only hit 1 cannon.@100% stargate -> Fleat beacon (and start a void ray if you are being pressured)@100% fleat beacon -> chronoboost tempestAs soon as the cannon rush is done, you want to start teching up ASAP. Also, make sure to scout for additional hatcheries the zerg player might have on the map.



Micro Tips

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When the zerg is attempting to bust your cannons, always focus down the highest DPS targets first. This means the priorities are banelings, then zerglings, then roaches, etc.



Tempest have longer range then queens, so make sure you kite them! You also visually know when the tempest shot is recharged because the small ball that the tempest shoots will be fully grown when its ready to fire again.



Always AVOID corrosive bile, you never want to get hit by this spell.



When the first tempest pops, you want to see if you can kill a drone or two. Tempest 1 shot drones, and 1 tempest by itself can't really kill a queen or spore crawler fast enough.







Specific Reactions vs Certain Zerg Responses

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Specific reactions vs zerg responses:



12 pool - you need to be conservative with your cannon rush - and double wall in your cannon on the weak spots so that the zerglings can’t kill it! (Don’t worry though, you can just start the double walling pylons and cancel them before they complete)





^Note the circled protective pylon. It stops the zerglings from getting surface area on one of the key pylons walling the cannon and will be cancelled, only costing you 25 minerals.





Fast zergling drop - you need to have a pylon near your mineral line to start a cannon. I typically start this pylon right after the main cannon rush is finished. You need to also judge if they are committing hard to a ling drop - if so, you need to build more than 1 cannon and possibly a shield battery as well.





^one thing you can do in addition is hold position probes around the cannon to make your opponent's zerglings derp as they dance around trying to hit the cannon.



Zergling runby - drop a cannon at your main ramp and wall it off with a cybernetics core.





Roach / Ravager - you need to build a single voidray as well as additional shield batteries at your proxy in order to buy time for the tempest. After the tempest come out, prioritize killing the ravagers over queens / spores because if they hit critical mass, its impossible to avoid all of the corrosive bile shots.



Ninja Base - after your cannon rush, you MUST scout the entire map for ninja bases. This is because you can’t let the zerg freely drone up a ninja base. If you scout a ninja base, try to send light pressure to it to force some static defense (i.e. pressure with a voidray, 1 zealot / adept). After that, simply focus on sieging and breaking the main - all tempest efforts must be directed to the main. Once a base is no longer mining, feel free to send the tempest elsewhere while leaving 1 zealot to clean up the hatchery



Proxy Hatchery in your base - you’ll need to create a diagonal wall on the bottom of the hatchery with 1 pylon and 2 cannons. Start the cannons when the hatchery reaches 1K hp so that you can cancel your cannons if they cancel the hatchery.



Proxy hatchery outside of your base - commit to extra defensive cannons on your main ramp , along with extra shield batteries



Fast Mutalisk / corruptor - kill them before they get out too many corruptors. If they get out enough corruptors you lose. If they go mutalisk, you should just win - they don’t do well vs tempest.



Swarm hosts - I’ve only faced this once, but it didn’t do too well. I just straight up killed them. Since swarm hosts can’t attack up, they really do nothing to help against the tempest. I don’t think a reaction is required.



Baneling Bust - The outcome of the game is 100% dependant on your building placement. Minimize splash damage by placing structures at least 1 tile apart and make sure you have NO artosis pylons. Hotkey your cannons and target fire the banelings in the back to minimize the burst damage.



Nydus Worm - base trade and kill them, you have many, many more structures than them so you should have an easier time.



Mass Queen - initially, with your first tempest try to focus down a few drones (tempest 1 shot drones). After that, just make sure you target fire the queens with high energy to limit transfuse. Once you hit enough tempest to 2 hit queens, you should be able to slowly wittle them down. If your micro is lacking, make sure to throw down extra shield batteries - u do NOT want to be taking hull damage on tempest.



Mass Spore Crawler - see if there are any angles on the edge of the base not covered by spore crawlers and try to target down drones. Try to hit anything but spore crawlers until you have a good amount of tempests (3+) so you can kill them reasonably quickly



Zergling Bust - if your opponent just goes for 3 hatchery's and spams zerglings, you need to make additional cannons and have adepts in hold position between the gaps to limit surface area.



Specific reactions vs zerg responses:- you need to be conservative with your cannon rush - and double wall in your cannon on the weak spots so that the zerglings can’t kill it! (Don’t worry though, you can just start the double walling pylons and cancel them before they complete)^Note the circled protective pylon. It stops the zerglings from getting surface area on one of the key pylons walling the cannon and will be cancelled, only costing you 25 minerals.- you need to have a pylon near your mineral line to start a cannon. I typically start this pylon right after the main cannon rush is finished. You need to also judge if they are committing hard to a ling drop - if so, you need to build more than 1 cannon and possibly a shield battery as well.^one thing you can do in addition is hold position probes around the cannon to make your opponent's zerglings derp as they dance around trying to hit the cannon.- drop a cannon at your main ramp and wall it off with a cybernetics core.- you need to build a single voidray as well as additional shield batteries at your proxy in order to buy time for the tempest. After the tempest come out, prioritize killing the ravagers over queens / spores because if they hit critical mass, its impossible to avoid all of the corrosive bile shots.- after your cannon rush, you MUST scout the entire map for ninja bases. This is because you can’t let the zerg freely drone up a ninja base. If you scout a ninja base, try to send light pressure to it to force some static defense (i.e. pressure with a voidray, 1 zealot / adept). After that, simply focus on sieging and breaking the main - all tempest efforts must be directed to the main. Once a base is no longer mining, feel free to send the tempest elsewhere while leaving 1 zealot to clean up the hatchery- you’ll need to create a diagonal wall on the bottom of the hatchery with 1 pylon and 2 cannons. Start the cannons when the hatchery reaches 1K hp so that you can cancel your cannons if they cancel the hatchery.- commit to extra defensive cannons on your main ramp , along with extra shield batteries- kill them before they get out too many corruptors. If they get out enough corruptors you lose. If they go mutalisk, you should just win - they don’t do well vs tempest.- I’ve only faced this once, but it didn’t do too well. I just straight up killed them. Since swarm hosts can’t attack up, they really do nothing to help against the tempest. I don’t think a reaction is required.- The outcome of the game is 100% dependant on your building placement. Minimize splash damage by placing structures at least 1 tile apart and make sure you have NO artosis pylons. Hotkey your cannons and target fire the banelings in the back to minimize the burst damage.- base trade and kill them, you have many, many more structures than them so you should have an easier time.- initially, with your first tempest try to focus down a few drones (tempest 1 shot drones). After that, just make sure you target fire the queens with high energy to limit transfuse. Once you hit enough tempest to 2 hit queens, you should be able to slowly wittle them down. If your micro is lacking, make sure to throw down extra shield batteries - u do NOT want to be taking hull damage on tempest.- see if there are any angles on the edge of the base not covered by spore crawlers and try to target down drones. Try to hit anything but spore crawlers until you have a good amount of tempests (3+) so you can kill them reasonably quickly- if your opponent just goes for 3 hatchery's and spams zerglings, you need to make additional cannons and have adepts in hold position between the gaps to limit surface area.



Counters to this strategy

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-Extremely fast ravager (off of a 12 pool) will arrive before a voidray is out and will bust your proxy



-Mass queen / spore crawler into corruptor, the queens and spore crawlers will buy enough time against the tempest until they get enough corruptors to finish you off.



-Gasless mass expanding into mass queens + spores can eventually outpower you economically if you do not pressure additional proxy bases.







Obviously, this is a cheese strategy and is something will not work at the highest level of play. However, it is still extremely fun to do and should still work mid-masters or below. And of all the builds I've done, this one causes the most zerg tears!



Replays

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Wins



GM - good example of what to do vs ninja expansion



https://sc2replaystats.com/replay/5808132



Analysis: My opponent responded with a fast ninja base + ravagers. Because it's really important to not let my opponent's ninja up for free, i quickly sent 2 adepts over to force some zerglings and delay mining. After that, I made a voidray to try and push back the ravagers. After my first tempest came out, I went back to pressure the ninja and prevent mining after which my opponent forfeited.



Masters



https://sc2replaystats.com/replay/5809279



Analysis: my opponent went for a proxy hatchery to ravager all in me so I built a void ray and static defense at home and destroyed his push while making tempest at his main base to siege.



Losses

Masters

https://sc2replaystats.com/replay/5809211



Analysis: I didn't respect the nydus worm play at all and did not build any static defense at my main base, resulting in his nydus pressure killing all of my workers, which left me with no economy to siege his main base with tempest.

GM - good example of what to do vs ninja expansionAnalysis: My opponent responded with a fast ninja base + ravagers. Because it's really important to not let my opponent's ninja up for free, i quickly sent 2 adepts over to force some zerglings and delay mining. After that, I made a voidray to try and push back the ravagers. After my first tempest came out, I went back to pressure the ninja and prevent mining after which my opponent forfeited.MastersAnalysis: my opponent went for a proxy hatchery to ravager all in me so I built a void ray and static defense at home and destroyed his push while making tempest at his main base to siege.MastersAnalysis: I didn't respect the nydus worm play at all and did not build any static defense at my main base, resulting in his nydus pressure killing all of my workers, which left me with no economy to siege his main base with tempest.









I know that cannon rush into proxy tempest sounds crazy, and like something that would only work at the bronze level. However, I am solidly at Mid-Masters level and have beaten other mid-master opponents with this strategy.Of course, surprise is a huge factor - nonetheless, when it works, its extremely hilarious!The build has 2 distinct steps that you want to go through.1. Cannon rush the zerg (while abusing terrain to place down the fewest possible structures)2. Tech up and siege with tempestFirst, I want to go over part 1 - cannon rushing the zerg.I exclusively use printf’s style of cannon rushing vs zerg. To learn more about that, check out printf’s stream or check out pig’s daily covering printf’s cannon rushes Obviously, this is a cheese strategy and is something will not work at the highest level of play. However, it is still extremely fun to do and should still work mid-masters or below. And of all the builds I've done, this one causes the most zerg tears! I much prefer the sounds of my own imagination. Visit my blog at AkashSky.com for additional Inquiries!