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A quest for the build!

Blogs > GhandiEAGLE
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GhandiEAGLE
Profile Blog Joined March 2011
United States20754 Posts
August 29 2011 06:30 GMT
#1
Ok, so after a few practice games with Glamdring (who is very epic) I slowly started to realize that fast hydras hold off 6gate surprisingly well. Due to bad luck (I made a round of drones right before he moved out T_T) I lost to his 6gate, but it made me really want to use hydras again.

So later that day on ladder I decided that, considering the effectiveness of roach/hydra before collosi come out, I decided to try out a timing push fairly early in the game. I played the first game and I lost horribly because I attacked at the 15 minute mark and he had about 3 collosi. So I tried it again the next game, moving out around 13:30, and I struck him right before any colossi came out. He was destroyed. I discovered that when a protoss fast expands in any way, the earliest they get a colossus out is 14:00 (around).

I was preparing for this attack the next game, when I scouted a 6gate. He pushed in and was absolutely DRUBBED by the shenanigans at my natural. I did not need more that one spine up front. Not even force fields could kill me, because I had enough time to get Hydra range, which really does a good job of deterring any sort of ff push. The rest of the game I just winged it and won handily.

Scouting is not a problem. The fast overseer (plus the upcoming lower gas cost for the overseer) is gained early, and is a GREAT tool for scouting. If they cost 50 gas, I would like to grab 4 overseers and go around delaying warp-ins before my assault.

So here I am right now, considering how to develop this build. In its current state it is a two-base timing push where I get a warren once I start lair and then a hydra den right when lair finishes. This gives me usually just enough time to get range and speed (for hydras and roaches, respectively) and a decent amount of hydras. However, although my macro is really bad (I am in platinum league ) I find I have enough resources to expand on this build. I am debating to either
A: Get a macro hatch, or
B: go for +1 +1, or
C: Take a third for a macro advantage in case of failure.


I would like to know what you guys think, or if any of you have discovered this build and made any different modifications. Also, if this build is used by professionals, I have no recollection of it. So for right now I consider this build my own, although if this build IS used by pros I would appreciate it if you would POLITELY tell me. I will be making more blogs on the current status of the build, which still has no name ( if it is of course my own build, if it was already made I am sure that there is a name). Thank you!

***
Oh, my achin' hands, from rakin' in grands, and breakin' in mic stands
Emporio
Profile Blog Joined December 2010
United States3069 Posts
August 29 2011 06:37 GMT
#2
Why did you make this topic here instead of the strategy forum?
How does it feel knowing you wasted another 3 seconds of your life reading this again?
Probe1
Profile Blog Joined August 2010
United States17920 Posts
Last Edited: 2011-08-29 06:40:39
August 29 2011 06:39 GMT
#3
Remember that contaminate will likely be another 2 minutes before ready to use, making it as far as I can tell, unusable to slow down 6 gates. God knows why they were afraid of a mass contaminate build.

Other than that, yup yup hydras melt stalkers. But colossus/forever to go anywhere yadayadayada

Edit: Emporio as is it doesn't really meet the standard for strategy and I don't think he's really trying to start a discussion on the merits of hydras or 6 gate defenses.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
Itisis
Profile Blog Joined December 2010
Canada79 Posts
August 29 2011 06:40 GMT
#4
On August 29 2011 15:37 Emporio wrote:
Why did you make this topic here instead of the strategy forum?


Because he hasn't made the build yet, it's just an idea right now
Turo
Profile Blog Joined October 2010
Canada333 Posts
August 29 2011 08:16 GMT
#5
IMO 6 gate sucks unless zerg has gone for fast third base. Pretty much any tech destroys it (Hydras, infestors, burrow move roach) if zerg is still on 2 base.

Still as a counter for 6 gate, it's pretty solid.

Also, this is pretty much an allin. If you get lots of roaches and hydras, you can be very scary for the toss to deal with. But you're sacrificing a third base for all this aggression. If you fail to do any damage, ie. he FF's your army away and runs, starting from your nat to his nat, you can be in a pretty bad spot.

If you're intending to make this a build, try and squeeze some fast overlords in there to make yourself a creep highway, or use a queen to spread creep. That helps SO MUCH!

glhf
GhandiEAGLE
Profile Blog Joined March 2011
United States20754 Posts
Last Edited: 2011-08-30 02:29:05
August 30 2011 02:27 GMT
#6
On August 29 2011 15:39 Probe1 wrote:
Remember that contaminate will likely be another 2 minutes before ready to use, making it as far as I can tell, unusable to slow down 6 gates. God knows why they were afraid of a mass contaminate build.

Other than that, yup yup hydras melt stalkers. But colossus/forever to go anywhere yadayadayada

Edit: Emporio as is it doesn't really meet the standard for strategy and I don't think he's really trying to start a discussion on the merits of hydras or 6 gate defenses.


Actually I saw at MLG a guy from VT ( or was, I guess) and he had like 8 overseers and stalled all of the gates before a push. Also, this build attacks the enemy RIGHT before their first colossus comes out. What if I were to contaminate the robo as I take down the nat?
Oh, my achin' hands, from rakin' in grands, and breakin' in mic stands
HkPartyToss
Profile Blog Joined August 2011
United States13 Posts
September 10 2011 05:04 GMT
#7
Im not a zerg player has you can probably tell from my name but I would go for the 3rd because its like a macro hatch and expo all in one if its a map that you can easily or somewhat easily defend it. This is coming from a high plat protoss so idk reallly...
We'll bring the toss to your party
HkPartyToss
Profile Blog Joined August 2011
United States13 Posts
September 10 2011 05:06 GMT
#8
Btw Eagle that 8 overseers was @ mlg raleigh, i saw that 1st person hehe
We'll bring the toss to your party
GhandiEAGLE
Profile Blog Joined March 2011
United States20754 Posts
September 11 2011 05:58 GMT
#9
On September 10 2011 14:06 HkPartyToss wrote:
Btw Eagle that 8 overseers was @ mlg raleigh, i saw that 1st person hehe



Lol yeah. Nice quote btw >.<
Oh, my achin' hands, from rakin' in grands, and breakin' in mic stands
DystopiaX
Profile Joined October 2010
United States16236 Posts
September 11 2011 06:15 GMT
#10
IMO (and I'm not very good so take my advice with a heap of salt) you go for the macro hatch, pressure, and either decide to kill him or contain him from there, taking a 3rd if you can comfortably and otherwise making sure he can't push out. That or you attempt to scout robo bay and throw up a spire cause collossi kind of ruin the build.
MuffinFTW
Profile Blog Joined August 2010
United States235 Posts
September 11 2011 07:53 GMT
#11
The earliest Colossi out is at 14 minutes? Wtf?
GhandiEAGLE
Profile Blog Joined March 2011
United States20754 Posts
September 18 2011 21:22 GMT
#12
If they fast expand and dont go fast collo, 13 mins. srry typo >.<
Oh, my achin' hands, from rakin' in grands, and breakin' in mic stands
GhandiEAGLE
Profile Blog Joined March 2011
United States20754 Posts
September 18 2011 21:23 GMT
#13
On September 11 2011 15:15 DystopiaX wrote:
IMO (and I'm not very good so take my advice with a heap of salt) you go for the macro hatch, pressure, and either decide to kill him or contain him from there, taking a 3rd if you can comfortably and otherwise making sure he can't push out. That or you attempt to scout robo bay and throw up a spire cause collossi kind of ruin the build.


He will have a colossus if I contain, and one colossus by itself could break that contain :/
Oh, my achin' hands, from rakin' in grands, and breakin' in mic stands
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