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[G] Valkyrie BO and Use

Blogs > DhakhaR
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DhakhaR
Profile Blog Joined August 2007
United Kingdom721 Posts
Last Edited: 2008-10-21 10:03:00
October 20 2008 19:59 GMT
#1
[image loading]


v1.1: Added info on Valkyrie numbers, what to in the Mid and Late game

The following is a look at Valkaryie use in TvZ.

OK first off, DISCLAIMER:

+ Show Spoiler +
I'm putting this as a guide but I'm only D+ so thats why I have Blogged it rather than put it in the stratergy forum. If it gets at least some approval maybe I will move it, who knows. Additionally I have only so far tested out my build(s) vs a D/D- friend. When I do have the chance to use it on iCCup I will either update this or make a new blog.
I would also like to make clear that this is not an 'ultimate build', nor is it likely to shake the foundations of BW as we know it (well,you never know ). It is simply my findings based on experimentation, reading and theorycrafting


Also, before commenting I suggest you do some background reading:
Terran Revolutionist by Day[9]
[I] Valkyrie Use, TvZ by Nintu
and some background watching:
(T)BoxeR vs Baxter GOMTV G1 - Inspiration
(T)BoxeR vs Baxter GOMTV G2 - Inspiration

Further videos can be found in the above threads.

Without further adieu...

9 Depot (then scout)
11 Rax
15 Depot
20 Command Center (off 2 marines, then pump more)
21 Gas
24 Depot
26 Factory

Around this time (30ish) your CC will finish, so transfer a good number of SCVs and build a bunker, you should have around 5 marines. I prefer to put 3 in the bunker and 2 plus an SCV on the ramp/choke to prevent run-bys. When the factory finishes you should put down the next 3 building simultaneously:

34 StarPort
34 Armoury
34 Ebay (followed by immediate turrets)
38 Gas
38 Starport
40 +1 Air Weapons
42 Control Tower 1 (followed by Immediate Valkyrie)
Etc...

Do not cut SCVs, unless you need the supply for a Valkyrie (tsk tsk build those depots!). I have only included a minimal amount of marines and only one bunker, although you should have plenty of excess minerals to keep up constant marine production and add bunkers after the factory goes down.

This build relies heavily on scouting.

It is safe vs 3 hatch muta
Mutas will be arriving at your base at about 7.30 into the game. Your first Valkyrie is out by 6:50 with 2 more on the way.

It is also 'safe' vs 3 hatch lurker
By the time lurkers make it to your front door (about 8 minutes in) you will have plenty of turrets up and bunkers at the front. This ofcourse relies on you scouting the build, which should not be too difficult with air dominance. Once scouted pump tanks and get siege, even if it means cutting valks for a short while. (i didnt put an addon in my build but its only 50 gas which wou should have spare after the port and armoury go down.)

It is unsafe vs 2 hatch muta
Mutas will be arriving at your base at about 6.30 into the game. Turrets will be up in time (by around 6 mins) but Valkyries will not arrive for another 20 seconds or so )

It is unsafe vs 2 hatch lurker
I do not have a solid timing for 2 hatch lurkers, but I am presuming it is around 7 minutes. Please let me know if you know of a timing. From this assumtion you will have turrets up in time for detection, but it will be much harder to scout. Pump tanks and get siege (as with 'vs 3 hatch lurker')

For both the 2 hatch openings the best scouting I can suggest is to keep your SCV alive in thier base to see whether they go 3rd hatch or gas and quick lair, then put down more bunkers at the front and more turrets if they go for the lair.

This build also relies on denying the scout.

This is comparitivly easy compared to scouting. Basic things really:
Block your ramp with marines to prevent lings running by your bunker ((Z)July style).
Place your tech near the middle of your base so that overlords will have a long way to travel if they want to suicide scout. Keep a marine about to fend off lords floating about. His scouting drone should be long dead by the time you place your gas down.

Mid Game

Once your valks are up, I dont recommend venturing out with them untiul you have 3 or 4, unless you have neutralised the muta harass or are confident he isnt going air. Even at this point watch out for scourge which will be a threat until you have a 'critical mass' at about 6-8 +1 Valkyries.

Some people have asked below about how many you should get. 3-4 will decimate Mutas. The build i have above is designed to get 3 Valkyries out by the time the Mutas arrive from a 3 hatch buiId, effectivly negating the harass.

The 2nd half of this stratergy is to go Overlord hunting. I think 8 is the most you will ever need. At this point they are at a 'critical mass' level so scourge will have a hard time touching them, unlesss micro'ed extremely well. Overlord groups will pop in literally 1 second, so the amount of counterfire from Hydras and Spores is so minimal that you wont be needing to replace them. I suggest switching to Science Vessels and a Dropship or two. Your valkyries can be used as an escort for the dropships and vessels to prevent them getting scourged off.

After you have started pumping Valkyries, you can transition into MnM or Metal. The merits of these are covered in Day[9] and Nintus threads quite well, so read those for a more indepth look. I believe it is quite map dependant, as certain maps favour Metal (Katrina) and some dont (Luna). If they persist with a spire build, MnM will counter the scourges well, as you can flee your Valkyries back to them. However mass Tanks counter Hydra/Lurker which would seem like the most likely route Zerg will take after seeing the Valkyries (good luck morphing those lurkers with red supply ).

Late Game

The late game weakness to this stratergy will be Defilers with plague, especially if you went Metal. As long as you are killing his overlords, he will have a hard time getting a defiler out, and you should have scouted the tech as you are all over his base.

If the Zerg has played well, he will have most of the map, although very little forces to defend it. Mass up your army and roll out, take a base and finish him.

Closing remarks

I dont feel like covering the specific correct counters to this build as they are being discussed in Nintu's thread (above). I may add these later as i get to play more games and gain experience with it. Feel free to mention them below.

If anyone wants to help refine this build go ahead, post your findings here please.

If anyone wants to practice vs this build, or test some timings, PM me, I am usually available on Tuesdays, Wednesdays and weekends.

The timings i used for zerg are as follows:
+ Show Spoiler +
2 hatch mutas 6.30 mins
ToT. Mondragon vs TSL_Beaver game 2 (TSL replay pack)

3 hatch muta 7.30 mins
Saviour vs Flash (TL Replays)
ToT. Mondragon vs TSL_Beaver game 1 (TSL replay pack)

3 hatch lurker 8 mins
Savior vs Flash (TL Replays)


Discussion commence....

**
PePe QuiCoSE
Profile Blog Joined March 2006
Argentina1204 Posts
October 20 2008 20:10 GMT
#2
sorry for not leaving any comment about the guide, but big props for the research done!
Though i play P i'll probably use it to fool around with friends :D
Klive5ive
Profile Blog Joined January 2008
United Kingdom6056 Posts
October 20 2008 20:24 GMT
#3
This is a really nice summary, well done.

I personally think as zerg you just go hydra-lurk and take the whole map versus this BO.
Don't hate the player - Hate the game
fusionsdf
Profile Blog Joined June 2006
Canada15390 Posts
October 20 2008 20:36 GMT
#4
Well even if this isnt the perfect BO (I have no idea whether it is or not myself), this thread is a good way to get there
SKT_Best: "I actually chose Protoss because it was so hard for me to defeat Protoss as a Terran. When I first started Brood War, my main race was Terran."
stenole
Profile Blog Joined April 2004
Norway868 Posts
October 20 2008 21:31 GMT
#5
I like the layout of the guide. It's not too long and seems to cover most of the basics. I'd also like some opinions on the number of valks that are good. Should you just keep pumping them because you assume to lose some all the time? Should you go for some sort of optimal amount, like as many as it would take to kill an ovie or muta in one barrage? Or one control group of them to make it easy to control them? Maybe do a different number depending on him opening spire or something else?
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
October 20 2008 22:20 GMT
#6
On October 21 2008 06:31 stenole wrote:
I like the layout of the guide. It's not too long and seems to cover most of the basics. I'd also like some opinions on the number of valks that are good. Should you just keep pumping them because you assume to lose some all the time? Should you go for some sort of optimal amount, like as many as it would take to kill an ovie or muta in one barrage? Or one control group of them to make it easy to control them? Maybe do a different number depending on him opening spire or something else?


1 Control group would really be overkill. In the progames, you'll notice them stop around 4. The thing is that valks forces them to switch away from mass muta, so after they start going ground, you don't really want to keep pumping valks.
¯\_(ツ)_/¯
decafchicken
Profile Blog Joined January 2005
United States20022 Posts
October 20 2008 23:03 GMT
#7
On October 21 2008 07:20 GeneralStan wrote:
Show nested quote +
On October 21 2008 06:31 stenole wrote:
I like the layout of the guide. It's not too long and seems to cover most of the basics. I'd also like some opinions on the number of valks that are good. Should you just keep pumping them because you assume to lose some all the time? Should you go for some sort of optimal amount, like as many as it would take to kill an ovie or muta in one barrage? Or one control group of them to make it easy to control them? Maybe do a different number depending on him opening spire or something else?


1 Control group would really be overkill. In the progames, you'll notice them stop around 4. The thing is that valks forces them to switch away from mass muta, so after they start going ground, you don't really want to keep pumping valks.


pump valks to rape ovies en masse
how reasonable is it to eat off wood instead of your tummy?
fusionsdf
Profile Blog Joined June 2006
Canada15390 Posts
October 20 2008 23:17 GMT
#8
On October 21 2008 07:20 GeneralStan wrote:
Show nested quote +
On October 21 2008 06:31 stenole wrote:
I like the layout of the guide. It's not too long and seems to cover most of the basics. I'd also like some opinions on the number of valks that are good. Should you just keep pumping them because you assume to lose some all the time? Should you go for some sort of optimal amount, like as many as it would take to kill an ovie or muta in one barrage? Or one control group of them to make it easy to control them? Maybe do a different number depending on him opening spire or something else?


1 Control group would really be overkill. In the progames, you'll notice them stop around 4. The thing is that valks forces them to switch away from mass muta, so after they start going ground, you don't really want to keep pumping valks.


well I wouldnt be surprise if you dont see it evolve like the 'bisu build'

I mean the first time it came out it was 2 stargate, the zerg didnt switch to hydras at the right timing, didnt get spore colonies if they needed them etc.

So while I think your right it will stabilize at around 4-6 valks (or maybe even only 1 or 2 and then stop- like most protosses now only make 1 sair), zergs who are unfamiliar with the build and continue to go muta or their hydra/upgrade timing is off-- you might as well punish them by going overlord hunting
SKT_Best: "I actually chose Protoss because it was so hard for me to defeat Protoss as a Terran. When I first started Brood War, my main race was Terran."
DhakhaR
Profile Blog Joined August 2007
United Kingdom721 Posts
October 21 2008 10:03 GMT
#9
*updated*
avilo
Profile Blog Joined November 2007
United States4100 Posts
October 21 2008 19:42 GMT
#10
You really do not need turrets or an early ebay with this build, there just isn't a need, as you'll have mines, and valk/goliath can hold off 2 hatch muta and 3 hatch muta.
Sup
Equinox_kr
Profile Blog Joined December 2006
United States7395 Posts
October 21 2008 20:31 GMT
#11
This is SO the Bisu Build for TvZ. Fucking amazing build.
^-^
DhakhaR
Profile Blog Joined August 2007
United Kingdom721 Posts
October 22 2008 10:56 GMT
#12
On October 22 2008 04:42 avilo wrote:
You really do not need turrets or an early ebay with this build, there just isn't a need, as you'll have mines, and valk/goliath can hold off 2 hatch muta and 3 hatch muta.


I noticed that you just posted in Ninyus thread and one thing i should point out is that this isnt fantasys build. I created this build from near scratch using elements from Fantasys, Nintus and Boxers (Im not saying I invented the whole thing, Im just saying the exact BO is mine). The aim of the build is to get the first Valkyrie out ASAP, in order to be as safe as possible vs 2 hatch muta. The fastest i have been able to get valkyries out after a FE is around 6:50, whereas 2 hatch muta from a good player will reach your base after 6:30. If he went pool first, or you managed to slow him down by forcing sunkens or faking bunker rush or something, grats to you, but IMO ebay and turrets are needed for 4 reasons:

1. When you only have a few Valkyries you will need to flee back to turrets to deal with scourge.
2. You will be defenseless vs a good 2 hatch muta for around 20 seconds without them.
3. Detection vs Lurkers. Unlesss you got a good idea of what he was doing with your initial scout, you may not have a great idea of what tech he has until you can fly all over his base with your first Valkyrie grouping.
4. Turrets dont cost gas (or take up supply).

As this is a gas heavy build, further elements from fantasys build can be incorperated that i have not specified in the exact BO, such as a few vultures to pressure and harass, and maybe some goliaths if you have the spare gas, although IMO turrets are a better option for the reasons above.
avilo
Profile Blog Joined November 2007
United States4100 Posts
October 23 2008 00:06 GMT
#13
ah yah, my mistake. in yours you get a fast CC lol...that pretty much defeats the purpose of the build...sure, you can get valks and similar things as fantasy's build, but Z can then expo like a mad whor3 just like usual since you FE'd you know... -.-
Sup
DhakhaR
Profile Blog Joined August 2007
United Kingdom721 Posts
October 23 2008 10:44 GMT
#14
The purpose of the FE is:
1. Economy, woohoo! allows you to support 2 startports + mech or bio depending on what you are choosing.

2. looks just like a standard FE build to the zerg, they wont know this is coming. if you put down a gas down first followed by a factory and get a vulture out, they are going to know something is up. and will probably be willing to suicde an overlord to find out.

3. The purpose of this build isnt particularly to prevent the Z expoing. It is to neutralise the muta harass and then go ovie hunting.

Additionally Fantasys build requires alot more finesse to pull off.
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