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Hydras vs Bio

Forum Index > Brood War Strategy
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seriosity
Profile Joined July 2009
United States214 Posts
Last Edited: 2011-06-26 05:54:50
June 26 2011 05:50 GMT
#1
I've been recently trying a mass hydra build against bionic play because my standard zvt is horrendous. I usually start off with 12 hatch or even 3 hatch before pool (with the third hatch in an odd location in the main). I then put down pool and extractor around the same time and get a hydra and evolution chamber as soon as the pool finishes. I get the necessary hydra upgrades and +1 carapace. I normally get 2-4 lings for scouting and denying scouting and don't get hydras until the upgrades near completion. Then I place my fourth hatch at a third expo before starting lair. The timing works out so that when +1 carapace and the lair finish at the same and I immediately start +2 carapace. When the terran first pushes out, you have to engage when he is poorly prepared. A nice concave is good, but more importantly is to run up and attack before a stim, so that when the marines do stim, your hydras are two hits closer to killing them. Choosing when to engage the marine army is vital. The goal in the late game is to get really early +5 carapace ultras. I make the queen's nest when +2 carapace is halfway done so I could start +3 as soon as the hive finishes. I've gotten 13-14 minute ultras with +5 carapace soon arriving. Marines are ill-prepared to deal with ultras at this point, even fully upgraded marines have trouble with +5 carapace ultras. I've had mixed success with the build. I've beaten lesser terrans on iccup with it just because of better macro, but it has been working decisively in those games.

Please pick apart the strategy, I would love to get any feedback from both Zerg and Terran players.

P.S. I've only been playing brood war for about a year, so if this build has been used before please let me know.
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
Last Edited: 2011-06-26 06:04:58
June 26 2011 06:02 GMT
#2
A good Terran won't let you catch him out of position and unstimmed. MnM rips apart mass hydra unless you have lurker support, and tanks destroy both hydras and lurkers when he has 3+.

Not having mutas out puts absolutely no pressure on the Terran as well. He can simply sit in his base until he has 5ish tanks and then push out and kill you.

Hydralurk can be viable late game, but even then it's still only really seen against a SK Terran (no tanks) because tanks still rip shit apart, unless you have insane defiler usage and the map permits it.

This might work on players who have bad macro in the lower tanks, but I see you running in to a lot of trouble once you get to D+/C-.

This build simply puts you at a huge disadvantage as an opener. Like I said, hydralurk can be viable late game, but that's something you transition in to. Lair units are absolutely necessary to deal with Terran mid game.
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
krndandaman
Profile Joined August 2009
Mozambique16569 Posts
June 26 2011 06:08 GMT
#3
--- Nuked ---
seriosity
Profile Joined July 2009
United States214 Posts
Last Edited: 2011-06-26 06:22:51
June 26 2011 06:18 GMT
#4
Carapace works a lot better against marines and it makes a lot more sense since you're going to ultras eventually. If the terran doesn't scout, though, then you can just kill him as he's trying to get his nat up and is only working off 1 rax. But I try aiming to get into hive tech. Hydras can't fight toe to toe with marines, but with better upgrades they stand a chance. I simply like that you don't concede map control till defilers come out as is usual and you can get an unusually early third.
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
Last Edited: 2011-06-26 06:30:10
June 26 2011 06:27 GMT
#5
Sorry man, but to be honest you are wrong. I'll elaborate more below, but in case you still aren't convinced, check out any recent pro ZvT and you will not see them go for anything even close to hydra builds.

The +1 attack would be much more important if your only option was to go hydras, simply because hydras attack is explosive, and marines are small, so they do 5 damage against marines. Because of this, hydras are even worse, since you will want a head start of carapace or melee for late game instead. Marines have more DPS than hydras, stimmed or not, and I assure you he is going to have more marines than you have hydras as well as medics and eventually tanks. It's not going to work against a decent player. Terran is never going to just "not scout" and let you kill him either, I don't think I need to enforce that argument. Terran is going to have upgrades as well, and if you aren't going mutas they are going to be even faster since he won't have to spend resources on turrets or a starport as quickly. A good Terran is going to walk over you in the mid game if you don't have mutas or lurkers on a standard map, no question.
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
ZeroChrome
Profile Joined September 2010
Canada1001 Posts
June 26 2011 06:31 GMT
#6
I agree with Grobyc on all his points, but I would like to see a replay of this working.
Forward
seriosity
Profile Joined July 2009
United States214 Posts
June 26 2011 06:41 GMT
#7
I honestly don't see how +1 range is better than +1 carapace. I'm not being stubborn, I promise. how much damage does a hydra with +1 attack do against an unupgraded marine?

I will link to a replay probably tomorrow when I get home.
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
Last Edited: 2011-06-26 07:12:39
June 26 2011 07:12 GMT
#8
A +1 hydra will do 5 > 6 > 5 > 6 > 5, etc, etc.
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
kidcrash
Profile Joined September 2009
United States620 Posts
June 26 2011 07:48 GMT
#9
I'd highly recommend trying to incorporate queens with ensnare into this build. Otherwise I just don't see how hydras can beat medic marine with stim. Problem is that queen with ensnare requires extremely hard micro against bio that even most pros don't bother trying.
inReacH
Profile Blog Joined August 2008
Sweden1612 Posts
Last Edited: 2011-06-26 07:59:47
June 26 2011 07:53 GMT
#10
While it's true the build won't be viable at higher levels, who cares. I would let it run its course for you, you will learn something exploring something you figured out for yourself that is working at your level.

When the time comes to switch to more conventional builds it might be a bit of a learning process but it will be exciting to learn something new... It isn't always the most productive to find the "best" build and play it nonstop for the rest of your SC life.

And on the topic of your build, getting +.5...

(as grobyc said it's 5 > 6 > 5 > 6 > 5 = +.5)

...damage is not nearly as helpful as getting the armor if you are confident they are going a marine build. If they go tank heavy as I've experienced when doing hydra builds then... your armor is useless but armor vs marines is incredible and it also affects all other units and as you said you can move into 5 carp ultras later on.

This build sounds sweet and fun as fuck so keep doing it until it isn't fun anymore.
JMave
Profile Blog Joined December 2007
Singapore1803 Posts
June 26 2011 09:16 GMT
#11
Hydras are incredibly inefficient against marines. I really don't see how you can secure a third gas to move into an ultra army without getting your third killed before that happens
火心 Jealous. I always loved that feeling when I was young. Embrace it.
hellbound
Profile Joined April 2010
United Kingdom2242 Posts
Last Edited: 2011-06-26 10:59:06
June 26 2011 10:58 GMT
#12
Hydras are great against marines, they shred them. The problem is that they suck against m&m. Hydras and marines are quite similar as units, but if one is getting healed and the other is not, who is going to win? There is a large thread discussing using mass hydraling to beat T's midgame army straight up and while plausible people (who are a lot better than me) came to the conclusion that it is way too inefficient to be viable. I'll edit a link in if I find it. I find it strange that you insist on hydras when lurkers are basically made to own infantry, I suggest you try and learn +1 cara 2 base lurkerling all-in (or timing attack if you will) to appreciate the power of lurker-ling.
XenOsky
Profile Blog Joined March 2008
Chile2230 Posts
June 26 2011 12:20 GMT
#13
add some lurkers...
StarCraft & Audax Italiano
HaFnium
Profile Blog Joined December 2006
United Kingdom1074 Posts
June 26 2011 13:13 GMT
#14
We need some reps! Here is a replay posted on TL involving heavy use of hydras:
http://www.teamliquid.net/replay/download.php?replay=1837

Discussion: http://www.teamliquid.net/forum/viewmessage.php?topic_id=128291

The terran didnt adapt too well but it does show that theoratically it can work, maybe against players who are worse than you and at low levels.
BW forever!
Xiphos
Profile Blog Joined July 2009
Canada7507 Posts
June 26 2011 13:56 GMT
#15
I guess you can go 2 hatch hydralisk if the Terran is going to be all 1 Rax on you and he has the bunker up. You can try getting them out fast enough so that you can hit the bunker before medics pops up but transition quickly into Lurkers.
2014 - ᕙ( •̀ل͜•́) ϡ Raise your bows brood warriors! ᕙ( •̀ل͜•́) ϡ
ninini
Profile Joined June 2010
Sweden1204 Posts
June 26 2011 13:57 GMT
#16
Hydras are just not cost efficient. They work well in ZvP, because they have the range advantage over zealots. They are also pretty good against cannons, since Protoss can easily shield away zerglings. Because of their size they are also not as vulnerable to storm and reavers. The ability to shoot down corsairs and shuttles is also a nice bonus.

Marines are much more cost-efficient, and they are the same type of units. The weakness of marines is their low health, which means they are extra strong against low dps units, like hydralisks. Marines also have a slight advantage head to head because of their faster fire-rate.

The only time I would even consider hydralisks is as a backup unit to zerglings. With hydra-ling, you can snipe firebats easily, and they are also quite good at firing down bunkers. You can also use them as meatshields, to enable your lings to get closer before they get fired at. So, if you really want to use hydras, try looking for a early timing where you can abuse hydraling. If you don't use them before the 2 hatch lurker timing, I don't really see the point though, so you should probably skip upgrades, atleast range, since moveability is more important in this case. I'm pretty sure the old-school zergs used hydraling builds quite often.
blahblahblahwhatever
Profile Joined June 2011
Armenia52 Posts
June 26 2011 13:58 GMT
#17
I don't like the argument that bio rips hydras apart because bio rips every zerg unit apart (except for guardians maybe) just as easily.

My 2 cents:

1) Hydra-ling-queen would work against bio because ensnare counters stim. Marines are so deadly not because of their damage but because stim allows them to deliver their damage at an insane rate. Take away stim with ensnare and marines become next to useless. And because you've spent so much gas on queens, wouldn't hydras be the ideal unit to pick off the ensnared marines?

2) The other way they could be used is as a replacement for ultras in the late game. I'm sure that defilers and 3/3 hydras are more than a match for bio. Jaedong beat Flash like this for Christ's sake:


CaffeineFree-_-
Profile Blog Joined January 2010
United States712 Posts
June 26 2011 14:05 GMT
#18
I'm surprised no one suggested vanilla style guardian/hydra. You have to open 2h muta though
We say we love flowers, yet we pluck them. We say we love trees, yet we cut them down. And people still wonder why some are afraid when told they are loved
swanized
Profile Blog Joined September 2009
Canada2480 Posts
June 26 2011 14:17 GMT
#19
This thread might be interesting for you

http://www.teamliquid.net/forum/viewmessage.php?topic_id=81035

what I found however is that using this build I'd rip through D players but then D+ players would just make tanks and I'd roll over and die
Writer
lyAsakura
Profile Blog Joined March 2010
United States1414 Posts
Last Edited: 2011-06-26 14:55:52
June 26 2011 14:53 GMT
#20
On June 26 2011 22:58 blahblahblahwhatever wrote:
I don't like the argument that bio rips hydras apart because bio rips every zerg unit apart (except for guardians maybe) just as easily.

My 2 cents:

1) Hydra-ling-queen would work against bio because ensnare counters stim. Marines are so deadly not because of their damage but because stim allows them to deliver their damage at an insane rate. Take away stim with ensnare and marines become next to useless. And because you've spent so much gas on queens, wouldn't hydras be the ideal unit to pick off the ensnared marines?

2) The other way they could be used is as a replacement for ultras in the late game. I'm sure that defilers and 3/3 hydras are more than a match for bio. Jaedong beat Flash like this for Christ's sake: http://www.youtube.com/watch?v=8TtWegXOOGg



1) What if they add tanks? What will you do then? They could just stand there and watch your hydras explode and that's if you somehow survive to queens with only hydras.

2) hydra lurk is soft counter to sk terran, the hydras were doing nothing more then tanking and keeping the vessel count down. I don't think once in that game you see hydras beating marines cost effectively. in fact, you could see hydras running multiple times once they were out of lurker support
WeMade FOX would be a deadly SC2 team.
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