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ZvP Reavers - Page 3

Forum Index > Brood War Strategy
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Prev 1 2 3 All
Remmus(Cfr
Profile Joined November 2003
Russian Federation207 Posts
August 06 2004 01:17 GMT
#41
On May 29 2004 16:37 JoeUser wrote:
Still, the best counter for reavers is 2 scourge.

uhahah =)) Muta owns reavers so badly , just scout properly to see what toss is doing
Expect the Unexpected
MiniRoman
Profile Blog Joined September 2003
Canada3953 Posts
August 06 2004 04:09 GMT
#42
Go muta and scout well? It's pretty hard to hide your tech in PvZ so if you suspect something fishy with your OL then just go muta instead of hydra. It's not like your hurting yourself because Muta is a good viable opening.
Nak Allstar.
Tien
Profile Joined January 2003
Russian Federation4447 Posts
Last Edited: 2004-08-06 04:55:07
August 06 2004 04:52 GMT
#43
When the toss goes tech I normally go 3 hatch tech. Get mutas and get lurkers. 6 or more mutas and a few hydras will block off any reaver/sair attack on your base. I also make a sunk in main base and expo too just to be sure.

With mutas you can fight off any reaver/dt drop, and with lurkers you can fight off any mass zeal/temp he tries. You are also in a better position to macro hard while skimping defences. And if he still follows up with goon/reaver/sair, just make mass mass mutas and scourge, also try to keep him from expanding. Burrowing lurks or lings there is what I usually do. 2 base zerg beats 1 base goon/reaver any day.

Overrall I found this approach vs protoss tech the most effective.
We decide our own destiny
mazaGhal
Profile Joined September 2003
Sweden73 Posts
October 24 2004 16:22 GMT
#44
I hate reavers.....blows my mass ling away.. !
Just one of those PatheticGamers
yeehaw
Profile Joined October 2004
San Marino888 Posts
October 24 2004 18:47 GMT
#45
Mutas own dropships and reaver. Sunkens in mineral line also rapes reaver drop.
G_G
mazaGhal
Profile Joined September 2003
Sweden73 Posts
October 24 2004 18:51 GMT
#46
One question how long is the reavers range ?? I mean when the reaver has fired att one Hydra (example) then when the hydra moves...the scarab goes after him and hits ! but for how long.. ???

Some1 who has an shedule/statistic over units range ?? will be ery greatfull...
Just one of those PatheticGamers
Orome
Profile Blog Joined June 2004
Switzerland11984 Posts
October 24 2004 19:24 GMT
#47
http://www.battle.net/scc/
On a purely personal note, I'd like to show Yellow the beauty of infinitely repeating Starcraft 2 bunkers. -Boxer
mazaGhal
Profile Joined September 2003
Sweden73 Posts
October 24 2004 19:35 GMT
#48
gahh cant find !
Just one of those PatheticGamers
KissBlade
Profile Blog Joined October 2004
United States5718 Posts
October 24 2004 21:26 GMT
#49
Spire versus One gate opening is usually a good build anyway. He's either going to fast expo or tech, and spire stops both because one gate => high templar is just ... not done.

Against the sair/dt rush you get scourges.

Against Reaver, you get mutas.

Against fast expo you get harrassment value and force cannons.
2ndFoundation
Profile Joined April 2003
Germany212 Posts
October 25 2004 00:26 GMT
#50
i always develop burrow for my lings. if rvr drop comes i can save most of my economy. rvr drop that fails to destroy eco, zerg is in advance imo.
pooper-scooper
Profile Joined May 2003
United States3108 Posts
October 25 2004 00:52 GMT
#51
Two scourge are seriously your best bet. Reavers lack mobility. Take away the shuttle and they are just slugs waiting to be salted.

Sometimes you get them before he unloads too. Then you are really in good shape.
Good...Bad... Im the guy with the gun
ahk-gosu
Profile Joined July 2004
Korea (South)2099 Posts
October 25 2004 03:56 GMT
#52
you should know his tech.
get scourge. or if your micro is awesome get hydras.
Micro.Macro.Scouting.Harassment.
eccentric
Profile Joined October 2004
Mozambique18 Posts
October 31 2004 10:22 GMT
#53
you have overlords for recon and to detect shuttles. use them (not literally speaking using them for combat; they cant attack). a pair of scourge on those darn shuttles, and a single muta to take out the unloaded reaver. no excess of mutas necessary unless there is a dragoon in the cargo as well. in that case make 2 mutas. recon is everything.
RuGbUg
Profile Joined June 2003
United States2347 Posts
October 31 2004 10:35 GMT
#54
reaver is hard to stop late game because then they usually have more weapons and options to choose from.

if you're dying to reaver early game you should scout better or get a spire earlier.
anguish: its like that time i asked my bestfriend who happened to be black if his dick was bigger than mine anguish: he got angry anguish: and told me i was racist and gay
eccentric
Profile Joined October 2004
Mozambique18 Posts
October 31 2004 10:40 GMT
#55
theyr defenseless vs mutas. make more mutas if you have to if the reavers are churned out faster than you can kill them
UNiMEDiA
Profile Joined October 2004
United States25 Posts
October 31 2004 11:44 GMT
#56
Reaver sair can be powerful, but its tricky buisness. -_- I find stormers are needed in addition for any late game proficency.
All Conditioned Things Are Transient...?? o_O?
BroLLy
Profile Joined October 2004
Australia11 Posts
October 31 2004 17:07 GMT
#57
Yeah burrow is an excellent idea, but if he has a robo, he may also have obs which would render your little burrow idea ineffective. Usually if a toss gets tech that fast (only 1 gate) then he dies very quickly to hydra rush -_-. Hydra's are probally the best counter to reaver drops, or any tech that toss does.
Success is the ability to go from one failure to another with no loss of enthusiasm.
Aa_Zerg
Profile Joined October 2004
Norway6 Posts
October 31 2004 17:59 GMT
#58
Try burrow! When he drops reavers just have your drones burrowed while waiting for your other units to kill that ugly worm...
Rogal
Profile Joined October 2004
Poland11 Posts
October 31 2004 21:26 GMT
#59
reaver > all ;p

For ravers is best good micro with hydras
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