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On July 14 2006 21:40 mahnini wrote:I never knew "9 hatch, 9 overlord, 9 pool, drones until 11" existed. Provides really good insight to the matchup. :O! Midian write a ZvT guide, please please please. 
Yes, more gosu ZvT guide please.
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On July 15 2006 01:50 b_unnies wrote:Show nested quote +On July 14 2006 21:40 mahnini wrote:I never knew "9 hatch, 9 overlord, 9 pool, drones until 11" existed. Provides really good insight to the matchup. :O! Midian write a ZvT guide, please please please.  i thought every1 knew that and i dont know how to play zerg -_-
yeah i thought this was a joke. if you watch mondragon he does this a lot of times. another variation is 10 hatch (extractor trick), 1 drone, pool, THEN overlord, which is even safer.
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I thought 9 hatch was the standard ZvP build unless you close spawn like on LT.
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Im sorry to bump this, but I have a few questions even before I put it down to practice I recently switched from T, to random and Im learning all races for fun. I am starting by reading Mondragon's Guide and FA SimCity Toss. However, I might not be understanding a few principles... so here goes 
On 14.07.2006 · 8:04 pm CET · by Mondragon: Playing against different strategies: How to play against 1 gate templar tree and fast corsair? Just play your normal 9 hatch, 9 overlord, 9 pool fast expansion and don’t get harassed too much by the first zealot. Afterward you can push drones careless because you have one sunken with 6-8 lings, he can’t really attack you with 1 gate then. Just place one ling in front of his choke to see him attacking, then you can act and build one more sunken or just some lings. You better build your third hatch at your expansion and later build an evolution chamber and a spore against corsairs at your expansion. Overlords must be built at your expansion hatches therefore since the spore saves them against corairs. Just take care with lings that he can’t pass your expansion with a darktemplar / zealot / corsair harassment because you usually don’t have an overlord in your main. After researching your +1 carapace upgrade, go on with speedupgrade for lings, followed by lair and hydra den. While researching speedlings you can build some lings, and try to harass the protoss while expanding. The expansion of protoss comes quite early since he can save it with dark templars by killing all of your overlords. Nevertheless you can harass with 12 to 24 lings. Try to run into his main with 12 lings, while 12 other lings kill the cannons. If you’re lucky you can harass him as long as your lurkers arrive and then you’ve already won the game. If it does not work to kill him with lurkers go on with the usual strategy: Contain him with those lurkers, get map control with scourges and lurker contain, and keep expanding and teching to hive, ultralisks, mass lings, hydras. How can I harrass a protoss with lings, when he has Corsair/DT and I have no hydra or OL Speed? Or how can I even expand safely when I cant protect my OLs from Corsair, and no unit away from home for that matter from DTs? The odds for most players are to lose all lings in this attempt without causing any serious damage, imho.
On 14.07.2006 · 8:04 pm CET · by Mondragon:How to play against fast expansion followed by Corsairs & Reavers & Goons/Templars/…? As mentioned above, you play it like against the “usual” fast expansion (zealots/goons/templars) at the beginning. Instead of teching to lurkers after your fourth hatch, you go for mass hydras and lair followed by the spire with +1 carapace upgrades immediately. As well as taking your mins only expansion you can take one or two other gas expansion which should be defended by 12 hydras to kill “little” drops of 2 reavers. Afterwards you should mix a combination of units including hydras and mutas which must have carapace upgrades and immediately tech to hive and devourer as soon as the +1 upgrade is finished and keep both upgrading muta carapace and hydras. Since you can’t spread overlords around your base due to the corsairs, you should try to spread lings all over the map to see if a drop is coming up. A zerg is never the attacker when the protoss plays fast expansion with corsairs and reavers, I repeat, NEVER EVER! Your task is to defend yourself well and earn gas over gas to make mutas, devourers, guardians, hydras, lings, ultras. Ultras and lings because the protoss will later on switch to templars/zealots/etc most likely. Another important thing against this strategy is that the protoss may not take another gas expansion, thus make sure to scout the map very very well. If he gets another gas expansion it might be your death. I see this strategy more often than I like to. To my dismay it is often used on maps like LT, Arcadia, 815. My problem is that the protoss often follows by taking the island expansion (WITH GAS!!! OMG, GG), and proceeds to carriers. How can I prevent the protoss from securing island expansion? Im no sc doctor, but Im pretty sure its a timing issue. Doesnt anyone know how many expansions I should have secured (with gas) before starting on my air fleet? When should I expect to see Disruption web -as it makes the little 2 reavers drop not so little :p-?
Thats all here for me.  Many thanks in advance for any help, to Mondragon for the Guide, and to Bine for Linking it at TL ^^
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Physician
United States4146 Posts
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:D! thanks a lot Ragnar! :D
Nice find!~
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First off, thanks to Physician for the satanik guide. No clue how I missed it, but great reading material. 
@Leath: When a protoss is going sair/dt, generally he will have 2-4 zealots, a goon, 1-2 dts, and of course a sair. The sair will most likely get the overlords you have on his perimeter, hopefully not more than 1-2. The lings, of which you can make 12-24 like mondi said, are used to delay his cannons from morphing at his expo, to kill his probe making the cannons, or to run in the P's base and harass.
What I like to do is to send a group of 12 to stop the 1-2 morphing cannons, then run right into the base if the ramp isn't blocked. He'll usually send most of his army then, probably the dts at the very little, which is when I send another group of 12 to try to have him cancel his nexus.
This should probably go without saying, but the reason you are trying to delay his cannons at his expo are, if you are going lurker tech, you can get lurkers up at the toss's base and completely deny the nexus if you stalled the cannons long enough.
Once lurkers are up, send an ol to your min only with a hydra or two to stop the sair, and expo.
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On December 21 2006 11:10 BalloonFight wrote:First off, thanks to Physician for the satanik guide. No clue how I missed it, but great reading material.  @Leath: When a protoss is going sair/dt, generally he will have 2-4 zealots, a goon, 1-2 dts, and of course a sair. The sair will most likely get the overlords you have on his perimeter, hopefully not more than 1-2. The lings, of which you can make 12-24 like mondi said, are used to delay his cannons from morphing at his expo, to kill his probe making the cannons, or to run in the P's base and harass. What I like to do is to send a group of 12 to stop the 1-2 morphing cannons, then run right into the base if the ramp isn't blocked. He'll usually send most of his army then, probably the dts at the very little, which is when I send another group of 12 to try to have him cancel his nexus. This should probably go without saying, but the reason you are trying to delay his cannons at his expo are, if you are going lurker tech, you can get lurkers up at the toss's base and completely deny the nexus if you stalled the cannons long enough. Once lurkers are up, send an ol to your min only with a hydra or two to stop the sair, and expo.
this is exactly what you do for the first question you asked. follow this. although personally, i think 3 hatch dra + lord speed works pretty well too. being that its mondi, id say go with him. you can just lurk contain if you fucku p.
question 2: assuming youre on lt or another map with isle expos, hes gonna want to try to secure that asap. its a gas heavy build. its really not a timing thing, im sure different tosses vary when they go depending how the games going, but you should have ol speed. drops tend to work very well vs this build, so you should probably have it teched by that point. dweb will come at the latest by the time the 3rd gas is up.
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Thanks a lot everyone for all the responses. =)
Ill put them all into practice now ^^ Wish me luck!
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so many zerg threads im going to switch to zerg, its just that im afraid of vessels.
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Kennigit
Canada19447 Posts
On December 21 2006 13:10 Pressure wrote: so many zerg threads im going to switch to zerg, its just that im afraid of vessels. just type "the gathering" into chat and spam dark swarm over the entire map, then you have nothing to worry about
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GrandInquisitor
New York City13113 Posts
On December 21 2006 13:15 Kennigit wrote:Show nested quote +On December 21 2006 13:10 Pressure wrote: so many zerg threads im going to switch to zerg, its just that im afraid of vessels. just type "the gathering" into chat and spam dark swarm over the entire map, then you have nothing to worry about
I wonder what a game would look like if the whole match had to be played under dark swarm across the whole map.
Terrans could only use firebat/med/mines (maybe tanks); protoss goes zealot/reav (maybe sair); zerg goes lurkling...
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On December 21 2006 13:19 GrandInquisitor wrote:Show nested quote +On December 21 2006 13:15 Kennigit wrote:On December 21 2006 13:10 Pressure wrote: so many zerg threads im going to switch to zerg, its just that im afraid of vessels. just type "the gathering" into chat and spam dark swarm over the entire map, then you have nothing to worry about I wonder what a game would look like if the whole match had to be played under dark swarm across the whole map. Terrans could only use firebat/med/mines (maybe tanks); protoss goes zealot/reav (maybe sair); zerg goes lurkling...
basically... zerg would win
and toss would beat terran
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terrans would find it tough(impossible) to beat massling rush if the map was covered with dark swarm
pvz with mass storm and zealots could be interesting tough?
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Also, @ Leath's second question. I would have typed it out earlier but I had to go to a company lunch.
There are a few ways I like to prevent island expos. Spreading overlords all over the map, and having 1 at each island are key. If you see him going for it an ol full of lings should easily take care of it. Scourge placed in key areas around the island to pick off the shuttles are also good. Also, a neat way that is kind of fun to do is to burrow a ling at the island expo to deny him good nexus placement.
If you went for a muta opening, which is a favorite of mine, after you do your harass and he's successfully defended it with ample storm/cannons/archon, I usually leave my 6+ mutas over at the island expo. They pick off shuttles easily, and if you save them, you can use them for guards or devs for later on. Islands are actually pretty hard for the toss to defend for a while, so there is a good window of opportunity to take it out. If he gets some temps at his island though, its as good as his.
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GrandInquisitor
New York City13113 Posts
On December 21 2006 13:26 Locked wrote:Show nested quote +On December 21 2006 13:19 GrandInquisitor wrote:On December 21 2006 13:15 Kennigit wrote:On December 21 2006 13:10 Pressure wrote: so many zerg threads im going to switch to zerg, its just that im afraid of vessels. just type "the gathering" into chat and spam dark swarm over the entire map, then you have nothing to worry about I wonder what a game would look like if the whole match had to be played under dark swarm across the whole map. Terrans could only use firebat/med/mines (maybe tanks); protoss goes zealot/reav (maybe sair); zerg goes lurkling... basically... zerg would win and toss would beat terran
i suppose terran would have no answers to lurkers
but what about PvZ and PvT?
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PvT... using couple zealots to slow terrans economy while building reaver drop? Any ways to stop it?
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thanks for this- it's not too ridiculously long and has some good info
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GrandInquisitor
New York City13113 Posts
On December 21 2006 14:52 suxN wrote: PvT... using couple zealots to slow terrans economy while building reaver drop? Any ways to stop it?
rax over scv on ramp with marine behind (zealot would still go for marine, and thus can't attack the scv's) - tech to firebats while mining his minline
also remember that yamato works through warm ^^
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