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[H, D] going hydra/lurk tvz

Forum Index > Brood War Strategy
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DarkSaieden
Profile Blog Joined July 2008
South Africa254 Posts
April 16 2010 08:31 GMT
#1
I've recently daecided that i want to start playing hydra/lurk in tvz and was hoping that i could get some advice on some subtleties that only come with experience. I've found that late game with muta openings i cant keep up the vessel scourging and am inclined to get hydras to protect my precious defilers. Also, hydras make for easy pickings vs anything plagued. I know though that i also gotta be careful not to let mm get under swarm with no lurkers around. Any advice would be much appreciated. Thanks
leejas
Profile Blog Joined August 2007
United States440 Posts
April 16 2010 08:50 GMT
#2
Hydra/lurk TvZ is suuuuuuper gas heavy, then factoring defilers and you're gonna look for a very greedy build opening. I'd want to know how you would go about securing all the bases and resources you would need to go Hydra/Lurk.

I'd play Hydra/Lurk similar to how Terran plays mech. You really wouldn't want to swarm way too much. Using a lot of plague to discourage the Terran would be a key component. Then use your lurkers to push up slowly, and with a lot of Hydras plagued vessels are a very minor issue. It would depend greatly on your opening; it might be more viable to avoid a muta opening in this case. It's a very passive game, whittling down the Terran as he moves in. You'll be looking to play a "zone control" style type game, holding ground and pushing when he backs off.

Muta openings are only effective if you have the micro to support them. You'd play a muta opening against someone who has similar to lower micro ability as you. Most terrans know how to block muta openings now, so if you can turtle them in effectively with a lurker opening (I'd move for a 2hatch, then double expand) you'd be ahead later on. Backstab with a large force before your hydra army gets up if they try to push into your expo(s). Go hive as you secure your fourth gas only though.

Make sure you keep the Terran gas starved; If you are up at least 1-2gases, he'd have to split his gas between tanks and vessels. Expect to see TONS of tanks later on; thats the ideal counter to this. You're going to be fighting a gas war.
MapleLeafSirup
Profile Joined July 2009
Germany950 Posts
April 16 2010 08:57 GMT
#3
I can recommend going for the standard build muta -> lurker -> fast hive with defiler
Adding hydras at this point instead of teching to ultras is a very good strategy indeed. You are much more dangerous for a terran opponent f you mix upgraded hydralisks in your ling/lurk/defiler army because plague becomes a huge threat. But you have to consider that this is more micro-intensive than going for ultralisks because defilers play an even bigger role.
Don't do this if terran goes for a tank-heavy build ofc, hydras are supposed to counter SK terran.

Going for pure hydra lurk is a strategy for the midgame. SK terrans will get crushed completely if they don't scout it properly and
a) go for SK terran with a lack of tanks
b) attack too early

This strategy is really macro-based. Get upgrades off two evolution chambers and a late hive because you need the money. Focus your play on flanking the terran army in a good position. It will be tough to kill his base but you should be able to kill his army several times. Just focus a macro-based play in the midgame and try to starve him out if you cannot counter him. Be patient and take the map. While getting 2-2 you might be able to tech to hive for defiler but you need a lot of gas for it. If he scouts what you are doing you could be screwed. He will get more tanks and less vessels and attack later. The usual timing push against standard fast hive tech will fail horribly against hydra lurk in midgame. Be aware of this fact and hide your hydras from scan. Building a queen's nest for fake hive tech might be a good trick against thinking opponents.
DarkSaieden
Profile Blog Joined July 2008
South Africa254 Posts
April 16 2010 09:38 GMT
#4
My opening would be the build in liquipedia, but with gas at 50% lair to allow for fake spire on open ground maps and early haxlings on spider-web for hold-lurkers. I'd follow up petty much just as in the article. Tanks would be the biggest issue, tho super high tank numbers i can punish with a muta/scourge switch since it will affect mm numbers as tanks have a much higher min ratio than vessels.
I have had success with the late game hydra switch. Some times all you need is just a single control group of hydra to back up the lurk/ling/defiler and push into the nat. On medusa its particularly effective as you can flank his entire main and nat if you get up the back door.
Also, how go about hydra before third for a nat bust, if its at all possible? Idea being to waste scans, snipe turrets and possibly bunkers, ravage nat with lurks.
SubtleArt
Profile Blog Joined January 2010
2710 Posts
April 16 2010 12:36 GMT
#5
On April 16 2010 17:50 leejas wrote:
Hydra/lurk TvZ is suuuuuuper gas heavy, then factoring defilers and you're gonna look for a very greedy build opening. I'd want to know how you would go about securing all the bases and resources you would need to go Hydra/Lurk.

I'd play Hydra/Lurk similar to how Terran plays mech. You really wouldn't want to swarm way too much. Using a lot of plague to discourage the Terran would be a key component. Then use your lurkers to push up slowly, and with a lot of Hydras plagued vessels are a very minor issue. It would depend greatly on your opening; it might be more viable to avoid a muta opening in this case. It's a very passive game, whittling down the Terran as he moves in. You'll be looking to play a "zone control" style type game, holding ground and pushing when he backs off.

Muta openings are only effective if you have the micro to support them. You'd play a muta opening against someone who has similar to lower micro ability as you. Most terrans know how to block muta openings now, so if you can turtle them in effectively with a lurker opening (I'd move for a 2hatch, then double expand) you'd be ahead later on. Backstab with a large force before your hydra army gets up if they try to push into your expo(s). Go hive as you secure your fourth gas only though.

Make sure you keep the Terran gas starved; If you are up at least 1-2gases, he'd have to split his gas between tanks and vessels. Expect to see TONS of tanks later on; thats the ideal counter to this. You're going to be fighting a gas war.


Don't do this.

You're going to play hydra lurker similar to the way you play ling lurker, with hydras taking the role of lings. Essentially they're support units like lings are but with more damage potential.

With ling lurker ou're just looking for more map control to get your 4th gas, defilers and ultras. It's really only used for attacking if you gain a good advantage and feel like pressing it like JD does here



With hydra lurker you're pretty much going to use that unit composition for a long time, and it only works on maps with backyard expos that zerg can grab freely (outsider, judgement day, medusa, etc). The reason is because you need way more money to pull it of.

As for how to play, I think Jaedong gives the best demonstration of how to use hydra / lurker in this game. On top of that this games just really fucking awesome.

http://www.youtube.com/watch?v=OmobXYMqXx8

My last bit of advice is you shouldn't shy away from what you suck at. If you suck at muta micro and scourging then work on that instead of avoid it altogether cause hydra lurker isnt really that applicable on a majority of maps.
Morrow on ZvP: "I'm not very confident in general vs Protoss because of the imbalance (Yes its imbalanced, get over it)."
DarkSaieden
Profile Blog Joined July 2008
South Africa254 Posts
April 16 2010 13:10 GMT
#6
thanks for all the help.

my muta micro is ok if im playing enough games.
my issue with scourging is that i find it takes a lot of my attention compared to just keeping my defilers near my hydra force (if i have 3+ groups of hyda, i just add a defiler into each control group)

i played a game earlier (forgot to save rep ) where my opponent went for a very fast 2 tank, 2 vult marine push which managed to survive JUST in time (3 sunks, 12 lings waiting in the middle, lurks on main ramp), and then i moved out took another base, and went on for 30 min with him in his nat (snuck in an island expo tho) and me taking over the map, defending his mech harass and eventually BC which took out most of my main, but i was just so ahead at that point.

next im gonna try to go 2 hatch -> double expo and see how that feels.
SubtleArt
Profile Blog Joined January 2010
2710 Posts
April 16 2010 15:45 GMT
#7
On April 16 2010 22:10 DarkSaieden wrote:
thanks for all the help.

my muta micro is ok if im playing enough games.
my issue with scourging is that i find it takes a lot of my attention compared to just keeping my defilers near my hydra force (if i have 3+ groups of hyda, i just add a defiler into each control group)

i played a game earlier (forgot to save rep ) where my opponent went for a very fast 2 tank, 2 vult marine push which managed to survive JUST in time (3 sunks, 12 lings waiting in the middle, lurks on main ramp), and then i moved out took another base, and went on for 30 min with him in his nat (snuck in an island expo tho) and me taking over the map, defending his mech harass and eventually BC which took out most of my main, but i was just so ahead at that point.

next im gonna try to go 2 hatch -> double expo and see how that feels.


Just keep your scourge near you defilers? I think most of your defilers are gonan get irradiated anyway. As a terra I'm generally willing to sacrifice a vessel if it means taking out a defiler at a key place.
Morrow on ZvP: "I'm not very confident in general vs Protoss because of the imbalance (Yes its imbalanced, get over it)."
rockslave
Profile Blog Joined January 2008
Brazil318 Posts
April 16 2010 16:51 GMT
#8
On April 16 2010 21:36 SubtleArt wrote:

With hydra lurker you're pretty much going to use that unit composition for a long time, and it only works on maps with backyard expos that zerg can grab freely (outsider, judgement day, medusa, etc). The reason is because you need way more money to pull it of.

As for how to play, I think Jaedong gives the best demonstration of how to use hydra / lurker in this game. On top of that this games just really fucking awesome.


You posted the same link twice!
What qxc said.
Likkzi
Profile Blog Joined April 2010
Poland72 Posts
April 16 2010 17:05 GMT
#9
You should probably watch this:



One of the sickest ZvT performances in record. Hydralisk/Lurker combo included.
Blind
Profile Blog Joined December 2002
United States2529 Posts
April 16 2010 19:11 GMT
#10
Hydra/lurk is a strategy I try every now and then. Whenever I do it, I try to go for a more economic, slightly slower tech strategy. Assuming standard three hatch vs FE bio terran, I do something like this if I can remember off the top of my head:

12/17 hatch
11/17 pool
13/18 hatch
3 pairs of lings to get 15/18 lings
15/18 drone
16/18 overlord
2 drones to get to 18/18

At this point, I get my first extractor, and a second extractor very soon after (I don't have a set BO at this point. I try to feel it out). First 100 gas I get lair, and when resources permit, evol chamber, followed by den, followed by another evol chamber. How fast you get these depend on how aggressive the Terran is being. If he's being too aggressive, you'll have to make colonies and obviously the tech buildings will be delayed.

If you'd like to play a really passive style, I've also tried double evol chamber with upgrades before lair. The upgrades will be done pretty quick, and then you can start on getting 2/2 upgrades soon after too as the lair will be finished soon. Your lurkers will be delayed though. This is a bit more gimmicky than the previous build, but I've had some success with it as well.

Whatever you choose, here are some of my thoughts on hydra/lurk:
- Emphasize economy and upgrades. Once I get lurker tech, I stay on the defensive side while double expanding for 4 bases total.
- Make sure you micro in battles E.g., as his marines run away from your lurker, try to pick the off with hydras. Have your hydras target tanks while lurkers target m&m.
- Positioning is especially important as it's difficult to engage him if he's playing a tank-heavy army in response. If he's attacking one of your expansions across the map, position some of your units in between his base and his army so that it's hard for him to reinforce. This also allows for a nice flank as you can approach his army from his back and his front. Double factory tanks eat up hydra/lurk, so try not to engage unless he's unsieged and moving towards your base.
ProoM
Profile Blog Joined May 2009
Lithuania1741 Posts
April 16 2010 20:36 GMT
#11
Hydralurk is an awsome unit composition and I often do it in open-space maps, when lurker/ling/defiler play is less beneficial (like: FS, Python). Basically, I open up 3 hat mutas, while getting 3rd AND 4th bases, when my lurker asp is 50% I throw down 2 evos and begin doubleupgrading range n carapace, when lurker upgrade is done I make 2 lurks to protect my 3rd, 2 to protect my 4th and all the other gas goes to main army lurkers and hydra upgrades. You might want to get overlord speed, for easier map control/scouting and possibility to start using drop while only waiting for 1 upgrade later. When my ovie speed is about to get done I get q.nest-> hive -> defiler den-> consume->plague->energy. When my 2-2 is done, I get +1 on melee (instead of range) and +1 on carapace, ling adrenaline glands. Ultra den at the same time with defiler mound, but don't make any ultras, just get their upgrades. Start ultra production whenever you got 4 non-depleted gas secured.
IMBA - International Mountain Bicycling Association.
DarkSaieden
Profile Blog Joined July 2008
South Africa254 Posts
April 16 2010 22:26 GMT
#12
Thanks for the input, i'll definitely try those things out. I think whats relevant here should be added to liquipedia like a muta first variation, transitions and such.
GenesisX
Profile Blog Joined February 2010
Canada4267 Posts
April 16 2010 23:26 GMT
#13
I almost always use a muta opening (unless I see mech), and I just keep on the harass until I can stall for lurkers. Once my lurks are out, I keep a contain and expand like mad. Transition into late game.
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