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I will try your ideas on ICCup! - Page 16

Forum Index > Brood War Strategy
Post a Reply
Prev 1 14 15 16 17 18 26 Next All
TeH_Mentalist
Profile Blog Joined December 2009
Korea (South)244 Posts
January 17 2010 23:59 GMT
#301
On January 18 2010 07:16 Jlab wrote:
Actually 4 or 5 firebats can tear apart an opponents miners.
HOWEVER - This is more of a tactic and not a strategy.
Just a little something to help advantage, but not to base a game around..

Thats what happened in one of my very first PvT games. I tried to fight the firebats with my probes and lost them all. THEN the observers laughed at me for being a noob but I didn't know any better
Loffeman
Profile Joined June 2007
Sweden105 Posts
January 18 2010 00:38 GMT
#302
Map specific: ZvP on destination, send out one drone before probe scouts it. Go early lings to deny scouting and put down ur second hatch behind the cliffs at his natural. Then expand as usual and get sunks to kill of the probes in the mineral line, use overlord to scout over cliff. Tried it a couple of times and the protoss always gets so surprised =). The hard thing is to balance out the amount of deff for ur regular expansions, and the tech. For some reason it worked way better for me when p is starting in the bottom position. Don't know if the sunkens can reach the mineral line better there =p
jakel
Profile Joined January 2010
36 Posts
January 18 2010 03:29 GMT
#303
how do you watch these replays?
asdd
T.O.P. *
Profile Blog Joined January 2009
Hong Kong4685 Posts
January 18 2010 04:39 GMT
#304
New Project?

I guess this is a variation of the 5 hatch hydra build. I made it up at WGF to beat Xeris_Cheese.
So you start off getting 3 hatcheries and a lair. Instead of making a spire after lair is done, get a 4th hatch before lair is done and then get a 5th hatch soon after lair is done. Add a hydra den then a spire after your 5th hatch. By getting the hatcheries faster, you'll be able to get a better economy. Because you have so much larva, you could use a few on hydras which will protect your overlords from corsair. You'll also be able to do a muta switch later in the game. I'm wondering if it's better than the standard 3 hatch spire into 5 hatch hydra build.

This build perfectly counter's Cheese's pvz build. I could get enough hydras to stop early zealot pressure. Afterward I could mass up hydras and break his natural because he doesn't have enough gas to get storm fast enough.
Oracle comes in, Scvs go down, never a miscommunication.
lIlIlIlIlIlI
Profile Blog Joined October 2004
Korea (South)3851 Posts
January 18 2010 06:02 GMT
#305
--- Nuked ---
Loffeman
Profile Joined June 2007
Sweden105 Posts
Last Edited: 2010-01-18 19:55:55
January 18 2010 07:31 GMT
#306
Well I didn't watch the replay but the strategy is not even remotely close to the one described in the JF game. This one would earn on not having the backdoor ramp with minerals in the first place since it would make it even harder to defend
KwarK
Profile Blog Joined July 2006
United States43567 Posts
Last Edited: 2010-01-18 08:19:26
January 18 2010 08:19 GMT
#307
On January 18 2010 12:29 jakel wrote:
how do you watch these replays?

Download the rep files and move them to
C: Program Files/Starcraft/Maps/Replays/ the replay you downloaded

Then just run bw and it'll appear in your maps folder (subfolder replays).
ModeratorThe angels have the phone box
ketomai
Profile Joined June 2007
United States2789 Posts
Last Edited: 2010-01-18 09:30:10
January 18 2010 09:29 GMT
#308
How about this. Go 9 pool in zvz so you get as fast a spire as possible vs a slower tech build. Attack your own spire to a lower HP so that when the OL sees the spire, it looks like the progress is way less than it actually is, and so he will not evo/spore because he thinks he won't need to. Then, when it suddenly finishes, you pop 6 mutas and he's no where near prepared and you win the game. You should probably also not show your lings to early (only check a little bit to see if he 12 hat'd and you can just auto win) so as not to reveal that you 9 pooled.

I don't think it works on 2 players maps because the OL will get there pretty early, but on a map like outsider where the OL might need to travel to twice the distance due to missing you the first time or a 4 player map, I can see it working. Still situational, but if you get it to work that'd be sexy.
dyren
Profile Joined December 2009
United States260 Posts
January 18 2010 09:50 GMT
#309
Thanks for doing this, I really enjoyed the 4probe rush, game vs JF, the 7th scv gas steal game, and several others. Keep up the good work!

I personally want to see a PvZ with mass archon. FE into fast high templars, turtle on 3 bases defending with your storms and morphing archons. Push out with 12 archons .. or something. (or some variation)
(╬ ಠ益ಠ)
Yogurt
Profile Blog Joined June 2005
United States4258 Posts
January 18 2010 10:54 GMT
#310
hahaha game vs jf was awesome
ok dont not so good something is something ok ok ok gogogo
tYsopz
Profile Joined July 2009
Norway215 Posts
January 18 2010 17:07 GMT
#311
1 fact expand into one or two fast stargates with cloak researching and academy. Kill probes and snipe observers using scans to get a lot of probe kills.

Can imagine it will be hard to pull off against someone off equal skill. I'm not sure on the observer vs wraith timing on this one. If observers are done much earlier than scan, this might be impossible to pull off against a competent opponent.
"I'm going to send them to a far far distant place called Disneyland. Safe and sound at their own convenience, at the fastest and cheapest rate." - Lee Sung Eun
Deviation
Profile Joined November 2009
United States134 Posts
January 18 2010 17:24 GMT
#312
PvT Scout + Shield Battery

Go for quick Scouts off of one or two bases. Build Shield Batteries in a proxy location near your opponents base. Continually harass with your Scouts, whenever they run out of shields fall back to your Batteries and recharge. Assuming you're playing against a Terran opponent he will be forced to invest in Turrets and/or Goliaths. Take this opportunity to expand.

If you're hating on Scouts try this same type of strategy with 2-3 base Carriers instead.

I think the important thing is having the optimal number of Shield Batteries to be able to provide a steady supply of Shields to your Scouts/Carriers.
Skeggaba
Profile Blog Joined April 2009
Korea (South)1556 Posts
January 18 2010 17:42 GMT
#313
Wow, that game TvP gas steal was fantastic - so much innovation from both sides!
Bisu[about JD]=I was scared (laughs). The force emanating from his facial expression was so manly that I was even a little jealous.
julealgon
Profile Joined December 2008
Brazil120 Posts
January 18 2010 19:10 GMT
#314
I'm incredibly pleased to know you liked my idea! I'm eager to see you trying it out.

And as I said earlier, I would love to hear anyone's opinion on it too.
Here is hoping God implements save/load in the next version of life
lIlIlIlIlIlI
Profile Blog Joined October 2004
Korea (South)3851 Posts
January 21 2010 00:00 GMT
#315
--- Nuked ---
lIlIlIlIlIlI
Profile Blog Joined October 2004
Korea (South)3851 Posts
January 21 2010 01:50 GMT
#316
--- Nuked ---
Sanku
Profile Joined April 2009
Canada90 Posts
January 21 2010 03:29 GMT
#317
ZvZ: Fast Evo chamber to get +1 attack lings and attack before his mutas are out. Can transition to spore colonies if needed?
# 1/0 NaDa fan. You can't get better than that./ I spell challenge with a "r"
exeexe
Profile Blog Joined January 2010
Denmark937 Posts
Last Edited: 2010-01-22 18:36:25
January 22 2010 18:34 GMT
#318
pvp

you never build arbiters - is gonna save you

stargate(s), arbitor tribunal, stasis tech, recall tech, and eventually arbiters

Instead heres what you gonna do. You build dark archons and mindcontrol their arbiters once they arrive on the battlefield.

One thing to note. Dont mindcontrol if there are a lot of goons beneath it. Wait till its going for a recall or something so its not protected by Anti air.

Remember dont create dark archons when you see the first arbiter. Have them before time cause you need 150 in energy.
And never forget, its always easier to throw a bomb downstairs than up. - George Orwell
selboN
Profile Blog Joined January 2008
United States2523 Posts
January 22 2010 19:50 GMT
#319
On January 23 2010 03:34 exeexe wrote:
pvp

you never build arbiters - is gonna save you

stargate(s), arbitor tribunal, stasis tech, recall tech, and eventually arbiters

Instead heres what you gonna do. You build dark archons and mindcontrol their arbiters once they arrive on the battlefield.

One thing to note. Dont mindcontrol if there are a lot of goons beneath it. Wait till its going for a recall or something so its not protected by Anti air.

Remember dont create dark archons when you see the first arbiter. Have them before time cause you need 150 in energy.

So basically go mind control late game in PvP? Yeah... not exciting, at all.
"That's what happens when you're using a mouse made out of glass!" -Tasteless (Referring to ZergBong)
DaBears57
Profile Joined December 2009
United States300 Posts
January 24 2010 06:49 GMT
#320
PvP
Open standard with 1 Gate Core, with 1 zealot before core. Manner pylon -> shield battery (with the shield battery most likely behind his mineral line), rally 1st zeal to his main. I think if he doesn't go zeal before core, you will be able to inflict quite a bit of damage with the zealot + shield battery backup.
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