One... more... big... post... about Starcraft and I'm done.
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Zerling rush - I think the earliest was: build 2 drones, second drone mutated into a Spawning Pool, wait for enough minerals, spawn 3*2 zerlings. Group from all 3 players, you get 18 zerlings right away. The problem was, if you saw that all 3 enemies were zerg you could assume from the start they're going to rush and you'd build accordingly. It would probably still work on one guy, but all 3 zerg economies would be behind. 4 vs 4 it's really hard to resist because 24 zerlings can finish the job really fast then regroup in the center to counter any counter-attack. 18 is slower.
Getting to 10 drones and then 10 zerlings didn't count as a zerling rush anymore.
Maybe a
zerling attack, but not rush. On the Hunters map the terran would pretty much block the entrance by then, so the zerlings would take some fire from marines in the bunker. Tough nut to crack. And in my previous example the zealots weren't meant to kill the zerlings, just to keep them occupied so they can't go back and defend against the first counter.
A
one to one rush on the other hand almost always failed to finish the guy. On 3 vs 3 that was more like playing 2 vs 2 since both the rusher and the rushee (?!) would be tied up in their personal war.
As for
delaying 10 minutes, unless it was agreed upon from the beginning by all players it would mean you're dead, as almost every time people attacked very early. Marines + 2-3 Firebats and/or Zerlings and/or Zealots was enough for a first attack. Posting sentinels to see an attack coming and alert your teammates was a very wise thing to do, otherwise 3 to 1 would have been a huge problem. And you wouldn't be able to surprise them on the counter either, as the good economy would mean that they can build enough units until the others manage to reach any of the 3 initial attackers.
A
second Hatchery that early would also mean death almost every time. That's 300 minerals that could go into some Sunken Colonies to defend. At least two of them to stall an attack until your friends arrive.
Of course, many times those early attacks didn't succeed in finishing a player, neither would the counter, so the game would just continue normally. That was usually the point where it really branched into all sorts of
strategies*: mass units for second attack, upgraded units, special units (and which ones), preparing drops, going aerial, blocking new resource sites, cutting off enemy forces from each other. Combinations of these created a lot of possibilities.
Thanks for explaining "cookie cutters" by the way.
I have no idea if they have a name in Romanian other then "forms".
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P.S. Alias: "Corwin" was taken.
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* And I do mean strategies. This seems to correspond to what you've said too, DaviddesJ. By the definition of the word I know, the planning of which units to build and what is the long term plan for the war is strategy. Tactics means using your troops to achieve your strategic objectives, responding to your enemy's actions, etc. They are all present in Starcraft.