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Protoss BOs and Strategies: PvZ Land - Page 4

Forum Index > Brood War Strategy
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ShadowMaster
Profile Joined September 2004
United States238 Posts
October 25 2004 04:12 GMT
#61
Just updated with a fairly masochistic double-robo build that was employed by Didi8. If anyone has better examples of a double-robo game, they are more than welcome
ShadowMaster
Profile Joined September 2004
United States238 Posts
October 25 2004 04:45 GMT
#62
Just added a fairly solid cannon rush build, based on a totally one-sided game played between Didi8 and Jester in 1.09.
ShadowMaster
Profile Joined September 2004
United States238 Posts
Last Edited: 2004-10-29 02:07:40
October 29 2004 01:33 GMT
#63
I am now going to start including Counter and Countered By information with the BOs when available. In this context let's define "counter" as something that offers the best chances against this given BO. Please contribute your experience!
pheered.user
Profile Joined March 2003
United States2603 Posts
October 29 2004 03:14 GMT
#64
Didi's canon rush is exactly like mine with different gate/forget times and i dont send 2 probes. I dont think the two need two different sections.
Looking for Skilled players to join an Active, Involved clan. PM Me for Details.
ShadowMaster
Profile Joined September 2004
United States238 Posts
October 29 2004 03:48 GMT
#65
On October 29 2004 12:14 pheered.user wrote:
Didi's canon rush is exactly like mine with different gate/forget times and i dont send 2 probes. I dont think the two need two different sections.


Yes, I noticed that. I'll merge them
Venlow
Profile Joined September 2004
United States110 Posts
October 29 2004 07:07 GMT
#66
On October 21 2004 11:18 ShadowMaster wrote:
Thanks ahk-gosu,
Right now I'm just trying to round up PvZ BOs, where a few of those sounded like PvT (all the ones involving goons). I've never heard of a DT drop with gas before gateway on a land map; any BO and reference for that?

If someone could contribute good BOs for +1 weapon and corsair/DT rush, I would really appreciate it


8 Pylon, scout, 10 Gateway, 12 Assimilator, 14/15 Core, Zealot (Psi should be 17/17,), 17 Pylon, 19 Dragoon, 21 Stargate, 23 Citadel, 25 Sair, 25 Pylon, 27 Archives, DT...

Although many toss consider this a risky build, it typically dosen't lose in the early game after a few games of practice. The build calls for a very fast core followed by a quick sair, which you can either follow up with a storm expand, dt harass into expand, or triple gate +1 speed zeals.

If you scout hatch before pool, send your first zeal to harass, and make a goon after your zeal and you should have an ovie in your base about now, if you kill the ovie, the zerg will usually not send their lings but keep a probe outside their base to see if they are heading your way. If you scout 12 pool keep your first zeal in your base and follow it up again with the goon and contonue normally. If you scout 9 pool :O, go for 2 zealots off the bat, when your first zeal comes out hold the ramp with your zeal and 3 probes, when he begins attacking your zeal A) dont let him get up the ramp B) dont let your zeal die! when the HP gets around 75 run the zeal around until the second zeal pops out, this will take some micro but it's very possible to do with practice.

Ok, you've held your ramp until this point and your sair just popped out, what to do? If you didn't kill the initial scouting lord with your goon (or if you didnt make it) dont worry about it now, just keep in mind where it might be on the map. You want to head straight to his base and find ovies,you are guarnteed at least 2 ovie kills before he gets dras out or a spore colony up (more sometimes depending on how well you hid your stargate).

Now after the initial Sair you have a few options which all work equally as well as the next. The first is sair/dt, you can go 1 gate or 2 gate, it really depends on what you want to do. If you want to harass well and delay ur expo then go two gate, if u want a faster expo then go 1 gate. I would suggest 1 gate, bah im bored bye.
ShadowMaster
Profile Joined September 2004
United States238 Posts
October 29 2004 07:27 GMT
#67
Thanks for an excellent post. I've added the BO to the main page.
Beast_Bg
Profile Joined October 2002
Bulgaria1623 Posts
October 30 2004 05:29 GMT
#68
9/10 Zealot Rush: LT and similar maps: Can lead into most dual-gate zealot main-strats. Ideal for close positions and early expansions. Should not be used against hatch-in-base Zerg.
7.5 pylon, scout. 9 gate, 10 gate. 11 pylon, halt probe production. Rally zealots to enemy base and accompany with 2 probes, bringing the total to 3 probes + zealots. Continue zealot production to ~32 psi and maintain pressure. Especially designed for close positions (12 v 3 LT) and early expansion by Zerg.
Countered By: The best counter is a two-hatch in-base build with a pool before 12.

I'd say that 10 hatch at expo 9 pool(before over) is a good counter too, cause it allows you to tech really fast for lurker or muta.
MadFrog : In my opinion, the biggest reason why WC3 is dying is because it is not such a great game as Brood War is.
ShadowMaster
Profile Joined September 2004
United States238 Posts
October 30 2004 13:30 GMT
#69
Thanks for the input. I've updated the main post.
Veigh
Profile Joined November 2003
Netherlands300 Posts
October 30 2004 18:51 GMT
#70
Shouldn't we change the name of the Strategy form into:
Shadowmasters masterclass?
Mirror matchups are imbalanced by definition
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