Rushing is a tactic that is necssisary to the zerg, BUT is as risky as it is benefical. A good early rush is one that is used more as a scouting run and to slow down the opponents economy while you tech and build up back at your base, using the chaos in the opponents base to buy you the time of building with little chance of a counter, while you send more powerful units you've produced. Also attacking from differing angles to continue harrassing and causing confussion in his base, all while preventing him from lanching his own assault or expanding. This gives you a chance to expand, tech and continue to trap the opponent while your swarms get bigger and bigger until the waves crush the defenses the opponent has set up or the opponents resources run dry and there units simply run out.
I do see the point you are making with people who just spawn zerglings continuously until the game ends and yes I do agree with you that doing that does take the fun out of the game.
I don't know as much about the zealot rush though, when I play against the toss, I don't give them that opportunity
I do see the point you are making with people who just spawn zerglings continuously until the game ends and yes I do agree with you that doing that does take the fun out of the game.
I don't know as much about the zealot rush though, when I play against the toss, I don't give them that opportunity