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Simple Questions, Simple Answers - Page 196

Forum Index > Brood War Strategy
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dRaW
Profile Blog Joined January 2010
Canada5744 Posts
May 16 2014 11:14 GMT
#3901
Or you better start practicing now so your TvZ wraith builds are crispy when you are #1 on the ladder.
I don't need luck, luck is for noobs, good luck to you though
KameZerg
Profile Blog Joined May 2007
Sweden1767 Posts
Last Edited: 2014-05-16 21:56:28
May 16 2014 21:56 GMT
#3902
What units works best for zerg against a Zealot, HT, Archon and Reaver composition?
asdasdasdasdasd123123123
evilfatsh1t
Profile Joined October 2010
Australia8778 Posts
May 16 2014 22:26 GMT
#3903
in theory nothing. that kind of unit composition is pretty much impossible to beat head on. you need to rely on defilers and out maneuvre him with guerilla tactics. zergling drops or just running around him to hit bases. if u try to fight with him even with like 200/200 ultralisks, you will still lose assuming that he has a comparable army size
puppykiller
Profile Blog Joined August 2009
United States3137 Posts
May 16 2014 22:39 GMT
#3904
If some of his men are wounded or plauged and he let's you get a surround you can often kill an army like that. It also helps if he has low storms.
Why would I play sctoo when I can play BW?
dRaW
Profile Blog Joined January 2010
Canada5744 Posts
May 17 2014 00:11 GMT
#3905
On May 17 2014 06:56 ICanFlyLow wrote:
What units works best for zerg against a Zealot, HT, Archon and Reaver composition?


use broodling with queens on HT and finish them off with guardians
I don't need luck, luck is for noobs, good luck to you though
evilfatsh1t
Profile Joined October 2010
Australia8778 Posts
May 17 2014 11:35 GMT
#3906
the likelihood of someone having guardians against protoss lategame is almost nil, especially if protoss had enough bases and freedom to amass such a gas heavy army.
likewise, its unlikely the zerg would have enough hydras to surround the army and kill them. zerglings and ultralisks wont do the job even with a surround because reavers still rip everything.
Ty2
Profile Blog Joined March 2013
United States1434 Posts
May 20 2014 00:57 GMT
#3907
--- Nuked ---
Writer
Birdie
Profile Blog Joined August 2007
New Zealand4438 Posts
May 20 2014 05:18 GMT
#3908
On May 20 2014 09:57 Ty2 wrote:
does anyone have a good 2 hatch hydra build order vs. a fast expanding terran? I think I saw Jaedong do it once and he won.

2hatch is really weak, 3 or 4h is much stronger.
Red classic | A butterfly dreamed he was Zhuangzi | 4.5k, heading to 5k as support!
nekotrap
Profile Joined April 2011
130 Posts
May 20 2014 06:03 GMT
#3909
Plague his reavers and all his zealots at any opportunity you can find before engaging. Try to also go for little snipes on his HT when you can.
Have a diverse mix of ground units, always have defilers. It's up to you and the situation which units you want to be more heavy on, cracklings, hydras, lurkers, ultras all have their uses against protoss.

If you are in a favourable position to engage and you can get a decent surround, a-move your stuff and swarm around where his archons are, try not to swarm ontop of the reavers but near them, target fire the reavers asap with any units nearby, having some hydras is definitely helpful for this, because they were plagued, they are squishy and should go down quickly. Plagued zealots should also melt pretty quickly, archons do very little damage to things underneath swarm.

Dodge storms when you can, even with ultras. If you have lurkers in the mix, try to burrow them in the swarm, or if not just anywhere behind your front line. You want at least 2 defilers worth of swarms (4) which should be enough to cover the surface area of his archons for your ultras and lings and etc. If he falls back, he loses his reavers. If you want to chase, make sure you can swarm his archons again.
A broken carrot is more than enough for the likes of you
fearthequeen
Profile Joined November 2011
United States788 Posts
May 20 2014 17:41 GMT
#3910
On May 20 2014 14:18 Birdie wrote:
Show nested quote +
On May 20 2014 09:57 Ty2 wrote:
does anyone have a good 2 hatch hydra build order vs. a fast expanding terran? I think I saw Jaedong do it once and he won.

2hatch is really weak, 3 or 4h is much stronger.


Actually there is a 2 hatch hydra (not lurker) timing vs rax CC terran. @ ty2 its hard to give a build order for it though because its success relies heavily on deception and how long their scv is in your main. I can say when I've won with it I open overpool and make 4-6 lings to deny scouting (4 is ideal) and then droning as much as possible before taking your gas (dont remember total drones needed, I'd guess 14 while managing # drones on gas so you dont overmine gas). Get hydra speed first and look for earliest opportunity to bust bunker (10-12 hydras)

Of course if any secondary scv scout sees hydras rallying across the map they will just make 2nd/3rd bunkers and be ready to repair and you will be way behind.
NAKR`flying
dRaW
Profile Blog Joined January 2010
Canada5744 Posts
Last Edited: 2014-05-21 14:19:10
May 21 2014 14:16 GMT
#3911
On May 17 2014 20:35 evilfatsh1t wrote:
the likelihood of someone having guardians against protoss lategame is almost nil, especially if protoss had enough bases and freedom to amass such a gas heavy army.
likewise, its unlikely the zerg would have enough hydras to surround the army and kill them. zerglings and ultralisks wont do the job even with a surround because reavers still rip everything.


he asked what units counter, not what situations you are in
edit: guardians on FS i can guarantee will occur in 90% or more ZvPs when the toss showed no signs of corsair use or lost a bunch early, reason? guardians are very abusive on the central and natural expo locations.
I don't need luck, luck is for noobs, good luck to you though
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
May 21 2014 22:02 GMT
#3912
I don't think I've ever played a ZvP without guardians, unless I was just trolling against noobs, otherwise, guardians seem pretty necessary.
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
Shock710
Profile Blog Joined December 2009
Australia6097 Posts
May 22 2014 01:40 GMT
#3913
I love guardians on FS for breaking the corner bases, where the toss expo to main and mass like a million cannons and reavers.. T_T god damn thats annoying as hell to break. Thank god for guardians :D
dAPhREAk gives Shock a * | [23:55] <Shock710> that was out of context -_- [16:26] <@motbob> Good question, Shock!
evilfatsh1t
Profile Joined October 2010
Australia8778 Posts
May 22 2014 13:43 GMT
#3914
On May 21 2014 23:16 dRaW wrote:
Show nested quote +
On May 17 2014 20:35 evilfatsh1t wrote:
the likelihood of someone having guardians against protoss lategame is almost nil, especially if protoss had enough bases and freedom to amass such a gas heavy army.
likewise, its unlikely the zerg would have enough hydras to surround the army and kill them. zerglings and ultralisks wont do the job even with a surround because reavers still rip everything.


he asked what units counter, not what situations you are in
edit: guardians on FS i can guarantee will occur in 90% or more ZvPs when the toss showed no signs of corsair use or lost a bunch early, reason? guardians are very abusive on the central and natural expo locations.


ok so if he asked "how do you deal with a goliath, tank, battlecruiser army" are you gonna suggest to him mass ghosts with lockdown?
whats the point of answering his question if the answer is stupid and impractical. theres a good reason why guardians are rarely seen in pro games where protoss has a lot of gas; if he can get enough gas for that kind of army hes also got enough gas for a couple corsairs. obviously the common iccup player isnt any pro, but you should assume the opponent knows what theyre doing
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
May 22 2014 21:38 GMT
#3915
On May 22 2014 22:43 evilfatsh1t wrote:
Show nested quote +
On May 21 2014 23:16 dRaW wrote:
On May 17 2014 20:35 evilfatsh1t wrote:
the likelihood of someone having guardians against protoss lategame is almost nil, especially if protoss had enough bases and freedom to amass such a gas heavy army.
likewise, its unlikely the zerg would have enough hydras to surround the army and kill them. zerglings and ultralisks wont do the job even with a surround because reavers still rip everything.


he asked what units counter, not what situations you are in
edit: guardians on FS i can guarantee will occur in 90% or more ZvPs when the toss showed no signs of corsair use or lost a bunch early, reason? guardians are very abusive on the central and natural expo locations.


ok so if he asked "how do you deal with a goliath, tank, battlecruiser army" are you gonna suggest to him mass ghosts with lockdown?
whats the point of answering his question if the answer is stupid and impractical. theres a good reason why guardians are rarely seen in pro games where protoss has a lot of gas; if he can get enough gas for that kind of army hes also got enough gas for a couple corsairs. obviously the common iccup player isnt any pro, but you should assume the opponent knows what theyre doing


I don't know what you're on about, there are plenty of games with guardians. Also, you couldn't kill a goliath/tank/battlecruiser army with just ghosts because you'd need enough DPS to kill them before they escape from their bubble, so you'd have to double nuke their force. Actually, the real counter is mass battlecruisers, like have way more battlecruisers than they do so you can just roll over their force.
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
Cryoc
Profile Joined July 2011
Germany911 Posts
May 25 2014 13:42 GMT
#3916
Does any of the better players know, why pros in TvZ always go 17 CC after 2nd depot, even if they scout the opponents 12 hatch on the first try? Why aren't they building the CC before the 2nd depot? Both builds require a pause regarding SCV production so that shouldn't be the reason.
http://www.twitch.tv/cryoc
fearthequeen
Profile Joined November 2011
United States788 Posts
May 25 2014 13:59 GMT
#3917
On May 25 2014 22:42 Cryoc wrote:
Does any of the better players know, why pros in TvZ always go 17 CC after 2nd depot, even if they scout the opponents 12 hatch on the first try? Why aren't they building the CC before the 2nd depot? Both builds require a pause regarding SCV production so that shouldn't be the reason.


I can only speculate that they don't want to cut any marines so they have to opportunity to pull scvs and bunker the zerg natural if they see zerg pool is late or zerg isn't saving any larva for lings.
NAKR`flying
Cryoc
Profile Joined July 2011
Germany911 Posts
May 25 2014 16:20 GMT
#3918
The difference is like one marine at most as they also stop marine production at 17 to build the CC.
http://www.twitch.tv/cryoc
fearthequeen
Profile Joined November 2011
United States788 Posts
May 25 2014 16:44 GMT
#3919
hmm i dont know. I never really noticed the trend you're talking about. Most of the tvzs in my memory with scouting 12 hatch 1st I recall them cutting delaying marines 2nd depot for CC and refinery. Guess I'll look for this trend on afreeca terrans.
NAKR`flying
ArmadA[NaS]
Profile Joined January 2014
United States347 Posts
May 29 2014 11:57 GMT
#3920
PvT is supposed to be ez, but I just don't get it. Can someone recommend a good macro build for D/D+ level. My main problems are: My army gets raped in a straight up battle, as they always seem to attack before arbiters, I don't know when to add on templar tech or how many I should make (is 4 and 1 shuttle enough?) and early game I don't move out w/o observer and delay pushes b/c im scared of mines lol. Also, terrans seems to turtle on fighting spirit a lot, how do I deal w/ that bs?
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