4 hatchery before gas -> double gas -> sunken up -> lair -> evo(+1 carapace) + ling speed -> more sunkens -> spire.
Harass with mutas untill +1 armor is done then attack with mutas and gazillion lings, try to snipe firebats
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Splendour
Bulgaria129 Posts
4 hatchery before gas -> double gas -> sunken up -> lair -> evo(+1 carapace) + ling speed -> more sunkens -> spire. Harass with mutas untill +1 armor is done then attack with mutas and gazillion lings, try to snipe firebats | ||
arbiter_md
Moldova1219 Posts
Open with sair-river with getting 2 rivers before shuttle, then get a third and forth defending with rivers and zeals/goons. The goal is to split the map and defend well until zerg runs out of resources. | ||
Nightmarjoo
United States3360 Posts
On December 24 2009 18:23 CanT.ThinK.oF wrote: ZvT 4 hatchery before gas -> double gas -> sunken up -> lair -> evo(+1 carapace) + ling speed -> more sunkens -> spire. Harass with mutas untill +1 armor is done then attack with mutas and gazillion lings, try to snipe firebats But, crazy zerg basically accomplishes everything you mention, firebat sniping with mutas, mass lings with fast ups, except it gets muta out much sooner (and thus in a better position to actually do some damage and secure some map control to setup good flanks and secure a 3rd base/gas), and just overall seems a lot less all-in and at the same time more viable. On December 24 2009 18:32 arbiter_md wrote: PvZ on small map like Blue Storm, or Destination: Open with sair-river with getting 2 rivers before shuttle, then get a third and forth defending with rivers and zeals/goons. The goal is to split the map and defend well until zerg runs out of resources. But a normal sair/reaver -> ground opening accomplishes this while initiating harass a lot sooner which forces zerg to focus on defending which is what enables to p to expo so relatively easily. Reaver with some zlots and goons are no problem to attack/kill for zerg with hydralisks, especially with some lings to waste the initial scarabs. Also, reaver/sair is less viable in general on small maps like that where z can so easily defend and block sair/shuttle movement. Bluestorm in general gets split evenly in almost every zvp through standard ground-play as is. | ||
Cheeseball
Australia208 Posts
On certain maps only, like desti and HBR, overpool and mine out the back mineral and avoid their simcity | ||
OmgIRok
Taiwan2699 Posts
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invy
Bosnia-Herzegovina41 Posts
On December 24 2009 10:11 win8282 wrote: Show nested quote + On December 24 2009 09:48 invy wrote: ZvZ idea I am interested in Ling - Scourge - Spore combination. Since almost everyone will go muta, you go heavy scourge (cheaper) to eliminate or force mutas to run. Scourges are cheap, you can also kill overlords to mess up supply and delay the other zerg. The idea of the build is to harrass him with scourge until you have enough lings to overrun him. The goal is to run into base and kill the drones, assassin like style. Building scourge will mean that you have extra minerals to spend for zerglings. Make 2 spores to protect mineral lines. Queen comes to mind if the game is long enough: slow group of mutas and: - secondary: try to kill them with scourge - primary: use the time when they are slowed to kill the drones in his base with zerglings. Then you can build mutas yourself or finish him off with scourge/zergling combination. Since you need to get Evo Chamber earlier, +1 melee might be doable. At least 2 hatcheries are needed to produce enough units. Worth a try I think. Didn't Yarnc actually do something like this v type-b?w I didn't see that game. I found this series Yarnc v type-b: http://www.youtube.com/user/nevake#p/search/1/9xSRLi5m5iA Maybe its the second game, but its short version. | ||
InFdude
Bulgaria619 Posts
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jodogohoo
Canada2533 Posts
i was going to tell you to do this, then i realized i could do it myself. : ] | ||
KawaiiRice
United States2914 Posts
On December 24 2009 19:05 jodogohoo wrote: i was going to tell you to do this, then i realized i could do it myself. : ] Nice 4pools build | ||
win8282
Korea (South)454 Posts
I jut remembered thi ridiculous build that has been tried once by Nal_ra. In PvP go 2 stargate corsairs + dt + obs. snipe obs with sair and kill shit with dts. | ||
sYz-Adrenaline
United States1850 Posts
how about pvp sair/dt x) | ||
dhe95
United States1213 Posts
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qoou
Norway145 Posts
ZvT: Drop 3-4 defilers in T base and plague all of his clustered supplies. TvZ: Versus expanding, small army (lurker) Z: Research stim -> optical flare -> range and move out with m&m. Find, scan and blind lurkers to limit their effectiveness. Cool for run-by or surround tactics ![]() | ||
arbiter_md
Moldova1219 Posts
On December 24 2009 18:32 Nightmarjoo wrote: Show nested quote + On December 24 2009 18:32 arbiter_md wrote: PvZ on small map like Blue Storm, or Destination: Open with sair-river with getting 2 rivers before shuttle, then get a third and forth defending with rivers and zeals/goons. The goal is to split the map and defend well until zerg runs out of resources. But a normal sair/reaver -> ground opening accomplishes this while initiating harass a lot sooner which forces zerg to focus on defending which is what enables to p to expo so relatively easily. Reaver with some zlots and goons are no problem to attack/kill for zerg with hydralisks, especially with some lings to waste the initial scarabs. Also, reaver/sair is less viable in general on small maps like that where z can so easily defend and block sair/shuttle movement. Bluestorm in general gets split evenly in almost every zvp through standard ground-play as is. As far as I've seen the standard sair-reaver get's the third quite late. I think if you get two reavers, slow shuttle and secure the third with one reaver and some ground army, while the rest defends the natural you should be safe. In the standard sair-reaver, you go speed shuttle, start harrasing and get the third much later. Actually something similar I've seen Stork doing in his game vs Zero. The game from here doesn't look to me like standard sair-reaver. The game from here is rather standard sair-reaver to me. And the third is quite late comparte to the first game. My idea is to get an easy and safe strategy for low level pvz. | ||
imbecile
563 Posts
On December 24 2009 22:35 dhe95 wrote: PvZ: 2 gate scouts Would like to see that too. Imagine it to work well with pure Zeal/DT ground army (since overlords get squished quickly) and to transition well into carriers. Also allows drone killing from air. The two question marks (apart from the build time) are how well scouts defend against scourge and how hydras are handled. | ||
Kurai
Canada167 Posts
my friend did it once to try to get fast upgrades. | ||
Zoler
Sweden6339 Posts
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LordWeird
United States3411 Posts
On December 25 2009 03:12 Zoler wrote: rofl I did all these already.. I feel like I messed around too much ![]() I'd love to see your rep of a 5fac pure vulture. Plz provide. Thank you sir. | ||
Aim Here
Scotland672 Posts
Pure cheese 8-worker rush. Have no econ at all, have you and your teamie rushing to one of the two enemy mains, so that you have 8 workers attacking 4 or whatever. Then repeat against his teamie (or not, depending on whether he's actually managed to build actual real units by this time).. | ||
Zoler
Sweden6339 Posts
On December 25 2009 03:21 LordWeird wrote: Show nested quote + On December 25 2009 03:12 Zoler wrote: rofl I did all these already.. I feel like I messed around too much ![]() I'd love to see your rep of a 5fac pure vulture. Plz provide. Thank you sir. Well that can be a problem it's probably somewhere in one of my 50 autoreplay folders ![]() | ||
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