I've developed a push I use vs zerg. I call it the IV push (eye vee, a little medical humor) I block off my ramp with a gateway, a cyber core, and a zealot. When I kill the scouting drone, I build a robo then a stargate. I push out around 9 minutes with 2 void rays, 3 immortals, and a handfull of zealots. You just make the zealots out of the gate way to safe gas for a possible sentry to survive a banling bust.
Even early hydras die to this, it seems. And the timings seem to hit right before they get mutas. Any early roach play is whomped by the early immortals.
The spanishiewa build gives my push a lot of trouble. The trick is, that most of your units are robust, so you can walk past their spine cralwers into their main base, ff the ramp, and immortal focus fire down a few key tech buildings, and maybe their lair. When planing on this method, I suggest making 2 immortals instead of 3. You replace the 3rd immortal with a warp prisim so that your expensive void rays and immortals can retreat after doing damage to the zerg's main base.
I just felt like writing this down. I haven't refined this build, just seen what it can do on the ladder. It's a lot of fun. Most zergs don't seeem expect void rays and immortals.
I'll post a few replays maybe tomorrow.
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The history of how I came up with this push:
I love warpgates, but I was having issues with gateway mixes vs. the morrow style roach hydra mixes. Positional issues and timings aside, they were kicking my butt.
I'd watch tournaments, and saw a stalker colossus ball getting concaved by roaches and hydras and the colossus getting taken down by corruptions.
I thought the big problem in those battles were that the roaches were too robust to be taken down by the colossus, and so the high dps hydras lived too long.
So, I thought "what about a void ray, colossus, immortal blob." I got the blob up a few times, vs the roach hydra, and the results were silly good. Maxed vs maxed, I'd loose like 10 food, and he's loose like 90. It was awesome. While I'm not good at them, I prefer tactics to unit compositions. But unit compositions are easier to write about.
I sort of got this going, but it only worked on maps where a protoss natural was easy to secure. All the teching took forever. I added in an early little squad of 4 phoenixes for harass and scare off muta harass. Then added in little zealot immortal pushes to stop the zerg from expanding so quick, so I could I could get my death-ball of VR,Immortal, colossus up.
I'm just not that good with timings, and didn't have enough time to figure it out. I stripped it down to the IV push, and just started winning outright over and over vs zerg.
Eventually, I ran into more resistance with the spanishewa build. So yeah, maybe I'll post some replays tomorrow.
I'm looking forward to refining this build, figuring out what to scout for, how to do dammage vs the spanishewa style, and then transition into some sort of decent later game. I'm still interested in exploring the idea of only using one gateway. Robo and stargate units seem so robust vs zerg.
I also really like my little IV push strike force of 2 void rays, 3 immortals, and a handfull of zealots. I've been suprised at how strong they are. Some battles I'm sure everything will die, but then most of my units come out bathed in zerg blood. :-P
Stay star-eyed, fine people at team liquid! -Sockso-
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