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Simple Questions, Simple Answers - Page 356

Forum Index > Brood War Strategy
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splunge2
Profile Joined April 2017
22 Posts
October 16 2017 12:29 GMT
#7101
Yeah especially since queens are one of the fastest units in sc, so it's easy to run away or dodge the emp. Still, i have seen one game where (I think Flash) flew in with a vessel to emp a bunch of queens, but he got only 2 or so. Don't know what game that was, only remember it was a VOD, not a FPVOD, so it must have been in a tourney or something.
aegisabcde
Profile Joined November 2008
United States145 Posts
October 16 2017 13:23 GMT
#7102
What is a good response if you open 5 rax, but Zerg takes a 3rd base with his 3rd hatch and then goes lurkers? 5 rax doesnt get enough bio to reach and break a sunken line till 7:00 and by then lurkers are out.
Liquid`Drone
Profile Joined September 2002
Norway28706 Posts
Last Edited: 2017-10-16 14:01:25
October 16 2017 13:52 GMT
#7103
You want to scout the zerg and see that he a) didn't gas quickly enough for 2 hatch and b) that he didn't build his third hatch in his main. You see this deviation from the zerg so early that you can adjust your build, get a faster academy, faster rax number 2 and 3, slower engineering bay, find where his third hatch is, and pressure it before lurkers are out. He can't really sunken up both bases.

If you fail to find the third before he has it secured with lurkers, then you are significantly disadvantaged. Tbh, taking a hidden third gas early is a pretty powerful zerg 'cheese'.
Moderator
kidcrash
Profile Joined September 2009
United States623 Posts
October 16 2017 16:24 GMT
#7104
3v3 BGH you are protoss playing against at least one T and One Z. Terran is going mech, heavy on the vultures and Z is going heavy mass ling with an eventual transition to mutas. Slightly delayed lair in favor of mass lings.

What's the game plan? Whats the ideal army composition? Forge + cannon and mass zealot or should I mix zealot with goon and skip the cannons?
Dead9
Profile Blog Joined February 2008
United States4725 Posts
Last Edited: 2017-10-16 16:57:01
October 16 2017 16:55 GMT
#7105
2 or 3 gate zealot into 2 or 3 gate goon should be your go-to on BGH
ajmbek
Profile Joined November 2008
Italy460 Posts
October 17 2017 12:13 GMT
#7106
On October 17 2017 01:24 kidcrash wrote:
3v3 BGH you are protoss playing against at least one T and One Z. Terran is going mech, heavy on the vultures and Z is going heavy mass ling with an eventual transition to mutas. Slightly delayed lair in favor of mass lings.

What's the game plan? Whats the ideal army composition? Forge + cannon and mass zealot or should I mix zealot with goon and skip the cannons?


It depends really much on your partners.
If you have a zerg going mass ling you can skip zealots and go goons.
If you have someone that will take care of mines (example, some lings running and overlord for vision), you can mass zealots get speed, arcons and some cannons.
Sic iter ad astra
Luddite
Profile Blog Joined April 2007
United States2315 Posts
October 18 2017 02:46 GMT
#7107
How come it isn't standard/more common for Protoss to use reavers against turtling Zergs? It seems like too often these days, zergs grab early expansions with a simcity/sunken/hydra-lurker defense and the Protoss response is to aggressively charge in with zealots/goons/templar and try to bust them really quickly. Wouldn't it be a lot easier to use reavers to pick off the simcity/sunkens before charging in?

Related question... how do I stop that as a Zerg, assuming they do a decent job of protecting their reavers from sniping.
Can't believe I'm still here playing this same game
AcMilan91
Profile Joined August 2017
105 Posts
October 18 2017 08:14 GMT
#7108
Build order for crazy zerg and what good against is that build?
craz3d
Profile Joined August 2005
Bulgaria856 Posts
October 18 2017 18:04 GMT
#7109
What's the best response to 12 nex in TvP? Let's say I've opened with the intention of going FD.
Hello World!
Oystein
Profile Blog Joined December 2004
Norway1602 Posts
October 18 2017 18:28 GMT
#7110
On October 19 2017 03:04 craz3d wrote:
What's the best response to 12 nex in TvP? Let's say I've opened with the intention of going FD.

Pull 8-12 scvs and go bunker the natural with scvs+3-4 marines, fact with 1-2 vults before addon, expo behind it and contain him with mines.
God Hates a Coward
Oystein
Profile Blog Joined December 2004
Norway1602 Posts
October 18 2017 18:38 GMT
#7111
On October 18 2017 17:14 AcMilan91 wrote:
Build order for crazy zerg and what good against is that build?

Similar to a normal 3hatch muta build, except you add an evo while lair is morphing and start +1 armor asap. Build queens nest and Spire when lair completes, with some luck he will only scan the spire and dont adjust his play. Start +2 armor asap +1 finishes. Once hive finishes, get ultra cave and start researching +2 ultra armor asap. Get out ultras and sit back and enjoy marines trying to kill +4 ultras. You will need a lot of sunks with this build and its very hard to get a 3rd up before you are out on the map with the ultras. Also make 1 muta to scout with.
God Hates a Coward
jello_biafra
Profile Blog Joined September 2004
United Kingdom6638 Posts
October 18 2017 20:43 GMT
#7112
On October 19 2017 03:04 craz3d wrote:
What's the best response to 12 nex in TvP? Let's say I've opened with the intention of going FD.

In addition to what Oystein said, the other option is going 1 fac vult + mine into very quick double expo (third CC @~30 supply), mining up the path between your base and theirs heavily, making sure to use vultures to quickly kill any zeals that try to drag the mines then play on from there.
The road to hell is paved with good intentions | aka Probert[PaiN] @ iccup / godlikeparagon @ twitch | my BW stream: http://www.teamliquid.net/video/streams/jello_biafra
Cryoc
Profile Joined July 2011
Germany909 Posts
October 18 2017 20:45 GMT
#7113
8-12 SCVs is really overkill, Protoss will be ahead economically, if he just sacs his Nexus. I think 5-6 SCVs is the magic number (if P does a standard follow up with 2 gate, 1 zealot and 2 goons). But if you only scout the 12 Nexus after you started your machine shop already, don't do it, because the bunker rush will be too late. Then you can either accept the disadvantage or try to go for a double expo with mines off 1 fac (http://wiki.teamliquid.net/starcraft/1_Factory_Double_Expand_(vs._Protoss)).
http://www.twitch.tv/cryoc
sheaRZerg
Profile Blog Joined June 2009
United States613 Posts
October 18 2017 22:28 GMT
#7114
Is something messed up with the blizzard proxy servers right now. The last 4 games have lagged out for me and the results say undecided?
"Dude, just don't listen to what I say; listen to what I mean." -Sean Plott
Alpha-NP-
Profile Blog Joined September 2008
United States1242 Posts
October 19 2017 04:11 GMT
#7115
What's it mean if someone says +2 armor stacks with +1 armor?
ajmbek
Profile Joined November 2008
Italy460 Posts
October 19 2017 12:24 GMT
#7116
On October 19 2017 03:28 Oystein wrote:
Show nested quote +
On October 19 2017 03:04 craz3d wrote:
What's the best response to 12 nex in TvP? Let's say I've opened with the intention of going FD.

Pull 8-12 scvs and go bunker the natural with scvs+3-4 marines, fact with 1-2 vults before addon, expo behind it and contain him with mines.



Plz, do that vs me going 12 nexus hahahah
Sic iter ad astra
kogeT
Profile Joined September 2013
Poland2041 Posts
Last Edited: 2017-10-19 13:06:44
October 19 2017 13:05 GMT
#7117
The amount of SCVs depends on:

- map, for example FS has got closer spawns than CB
- how late you scouted the nexus (the later you scouted, the more scvs). Usually you don't want to do that push on cross spawns
- timing of gas you played (the earlier the timing, less SCVs)
- build order of protoss (it's not always best to check that, but if P plays 2 gate before gas you should take a lot of SCVs, if he is rushing to dragoons skipping the zealot even you need less)

I'd say it's between 4 and 7 (+ scouting SCV)
https://www.twitch.tv/kogetbw
jrkirby
Profile Blog Joined August 2010
United States1510 Posts
October 19 2017 22:31 GMT
#7118
About how many mutalisks do you need to take out a singe spore colony with taking reasonable damage?
Highgamer
Profile Joined October 2015
1441 Posts
Last Edited: 2017-10-20 07:33:49
October 20 2017 07:32 GMT
#7119
No offense but, can't you make a game, build a spore and a bunch of mutas, and test it for yourself? Wouldn't that be a good learning experience?

Just did that, took 2-3 minutes to give me an idea.

It's all relative to how much damage you can afford in a certain game anyways and to how good your control is.

If you have 12 unupgraded mutalisks, you can kill the spore with one muta getting deep in the red without moving the targeted one away. You might do it with 11 and really good micro, too (all full volleys hitting).

Any number less should lose you a muta unless you move the targeted one away.

With 6-7 mutas you will have 2 deep in the red, with 5 rather 3 deep in the red.
AcMilan91
Profile Joined August 2017
105 Posts
October 20 2017 08:44 GMT
#7120
ZvT one base Marines and tank, how to counter that?
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