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.
Forum Index > Brood War Strategy |
seriosity
United States214 Posts
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
Canada18410 Posts
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. | ||
krndandaman
Mozambique16569 Posts
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seriosity
United States214 Posts
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Grobyc
Canada18410 Posts
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. | ||
ZeroChrome
Canada1001 Posts
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seriosity
United States214 Posts
I will link to a replay probably tomorrow when I get home. | ||
Grobyc
Canada18410 Posts
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kidcrash
United States620 Posts
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inReacH
Sweden1612 Posts
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
Singapore1803 Posts
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hellbound
United Kingdom2242 Posts
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XenOsky
Chile2230 Posts
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HaFnium
United Kingdom1074 Posts
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. | ||
Xiphos
Canada7507 Posts
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ninini
Sweden1204 Posts
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
Armenia52 Posts
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-_-
United States712 Posts
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swanized
Canada2480 Posts
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 | ||
lyAsakura
United States1414 Posts
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 | ||
SkelA
Macedonia13032 Posts
But Hydra Lurk is really good combo if your oponent is skiping tanks and Hydra Lurk Defiler is preety good against terran late game. JD vs Flash on Rush Hour is a good example. | ||
xarthaz
1704 Posts
On June 26 2011 23:53 lyAsakura wrote: hydras have what protoss in sc2 has. the stacking effect. dps output is extremely high because lhydras are on top of lurks, similarly to colossi being on top of stalkers. and with swarm and lurk support, running from marines isnt exactly necessary. Remember, lurkers are basically immortal under swarm, especially against tank heavy army that u speak about.Show nested quote + 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 | ||
therockmanxx
Peru1174 Posts
The only possible scenerio is YES ling hydra queen But you would have to be really ahead of T And if u are crazy enough to try this combo I think ur skill wouldnt allow you to micro/multitasking to use ur queens ![]() | ||
Piste
6170 Posts
![]() but that's only if you have the upgrades for hydras at the late game, which you usually don't. 3hatch hydras with timing attack can be extremely effective vs FE on maps with failry large choke if terran doesn't scout it. I saw mondragon do it once on Tau Cross vs some good terran, but that's just one in a million case. hydra builds in ZvT are for fun and usually they only work with luck involved. | ||
Release
United States4397 Posts
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Ramiel
United States1220 Posts
http://www.teamliquid.net/blogs/viewblog.php?id=223575 That post in particular has a replay of a zvt build that i am working on, that uses +1 hydra, and lurker all game. No muta, and it has shown to be effective ![]() This is my new take off of my old idea in this thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=81035 | ||
CakeOrI)eath
United States327 Posts
On June 26 2011 16:12 Grobyc wrote: A +1 hydra will do 5 > 6 > 5 > 6 > 5, etc, etc. BW hp has a hidden decimal, so they are really doing 5.5 dmg every time, it just seems like its 5,6,5,6 because the display rounds the remaining hp. This can also be noticed with muta splash that normally does 9/3/1 dmg but with +1 it will do 10/3.3/1.1 | ||
saritenite
Singapore1680 Posts
On June 26 2011 23:58 SkelA wrote: Pure Hydra against Bio is not a good idea. This will never work even against bad players because Hydra gets owned by marines. If you compare Hydra vs Marines in every category Marines win with the exeption in HP but thats negated with the medics. But Hydra Lurk is really good combo if your oponent is skiping tanks and Hydra Lurk Defiler is preety good against terran late game. JD vs Flash on Rush Hour is a good example. Hydra Lurker is quite good: one reason marines are able to micro against lurkers is because lings are melee units and easier to pick off. Hydras are more tanky and require less babysitting (surrounds etc) It shuts down marines darting in to pick off lurkers, in that sense. Would be pretty good if the other guy goes SK terran, but you'll have to scout it properly with mutas and not make too many muta too. Look for machine shop on factory/second starport. Hydras can kill vessels too, so you wont need to bring scourge on the midfield; they can sit in base and defend dropships. You can also mix in lings. Hydra lurker ling is very effective for surrounds, and provides a great transition for defiler (fodder for consume) The con of this build is you will have fewer lurkers, and overproducing hydras can result in really late defilers. Terran really doesn't expect hydra play unless he mechs. If your hydra outnumber him you are almost guaranteed to win. Keep in mind your upgrades though; you will need to get speed and range AND lurker tech, so be wary of how you spend your gas | ||
djbhINDI
United States372 Posts
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Grobyc
Canada18410 Posts
On June 27 2011 04:38 CakeOrI)eath wrote: Show nested quote + On June 26 2011 16:12 Grobyc wrote: A +1 hydra will do 5 > 6 > 5 > 6 > 5, etc, etc. BW hp has a hidden decimal, so they are really doing 5.5 dmg every time, it just seems like its 5,6,5,6 because the display rounds the remaining hp. This can also be noticed with muta splash that normally does 9/3/1 dmg but with +1 it will do 10/3.3/1.1 Yes I know, I just listed the actual amount of life taken off per hit. | ||
Zyferous
United States270 Posts
On June 27 2011 02:07 xarthaz wrote: Show nested quote + hydras have what protoss in sc2 has. the stacking effect. dps output is extremely high because lhydras are on top of lurks, similarly to colossi being on top of stalkers. and with swarm and lurk support, running from marines isnt exactly necessary. Remember, lurkers are basically immortal under swarm, especially against tank heavy army that u speak about.On June 26 2011 23:53 lyAsakura wrote: 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 The ball effect also applies to marines, and marines have it better due to their higher dps and the medics constantly healing them. Also marines essentially cost half as much as a hydralisk. Lurkers are immortal under swarm because burrow doesn't allow them to take splash damage. Hydralisks, on the other hand are not burrowed and still melt to tanks even underneath a swarm. Hydralurk is viable, but pure hydra is not. The difference between hydralurk and lurkerling is that you'll have fewer lurkers due to hydras also costing gas, which basically offsets any advantage you would've gotten with hydras having a ranged attack. To put into comparison, both hydras and lings die in two shots from a tank, while lings deal higher dps for lower range. But remember that you can also make approximately four lings to one hydra, so it also offsets that. All in all, there's a reason why you don't see widespread hydralurk play in ZvT. | ||
djbhINDI
United States372 Posts
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GoTuNk!
Chile4591 Posts
On June 27 2011 04:38 CakeOrI)eath wrote: Show nested quote + On June 26 2011 16:12 Grobyc wrote: A +1 hydra will do 5 > 6 > 5 > 6 > 5, etc, etc. BW hp has a hidden decimal, so they are really doing 5.5 dmg every time, it just seems like its 5,6,5,6 because the display rounds the remaining hp. This can also be noticed with muta splash that normally does 9/3/1 dmg but with +1 it will do 10/3.3/1.1 Holy shit. I have played for 10 years and had no clue of the hidden decimal. This game is so awesome. | ||
_Quasar_
Russian Federation4405 Posts
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tedster
984 Posts
On June 26 2011 23:05 CaffeineFree-_- wrote: I'm surprised no one suggested vanilla style guardian/hydra. You have to open 2h muta though This is pretty much the most viable hydra build you're going to see against a bio terran + expected tanks, I'm not sure why it hasn't been pointed out more. It's old but still viable. | ||
Djagulingu
Germany3605 Posts
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LRM)TechnicS
Bulgaria1565 Posts
i think that until C levels you can win a lot of games with good hydra push builds though. I used to make 2 or 3 hatcheries before pool, then saturate shitloads of drones and somehow go for 4 hatch mass hydra first push without any evo upgrades. the good thing here is that we can be greedier than usual and get a mineral expo with our 3th or 4th hatch (but this way it's harder to hide all the hydras from terran's scouting). during the first push i generally transition to lair to make lurks/mutas later in the game. obv the strat is more suitable the more the opponent is not going for 4-5 rax in the begining. if you are very sure that he will go 2-3 rax most of the time, then i think it's worth to try some hydra builds. | ||
YejinYejin
United States1053 Posts
On June 28 2011 05:43 tedster wrote: Show nested quote + On June 26 2011 23:05 CaffeineFree-_- wrote: I'm surprised no one suggested vanilla style guardian/hydra. You have to open 2h muta though This is pretty much the most viable hydra build you're going to see against a bio terran + expected tanks, I'm not sure why it hasn't been pointed out more. It's old but still viable. Silver Build on Monty Hall, anybody? http://www.teamliquid.net/tlpd/korean/games/2903/vod | ||
Jragon
Australia1471 Posts
On June 27 2011 13:03 Zyferous wrote: The ball effect also applies to marines, and marines have it better due to their higher dps and the medics constantly healing them. Also marines essentially cost half as much as a hydralisk. Lurkers are immortal under swarm because burrow doesn't allow them to take splash damage. Hydralisks, on the other hand are not burrowed and still melt to tanks even underneath a swarm.... I remember reading a thread a while ago where this got discussed; doesn't swarm negate the direct damage of a tank but the splash damage still applies? This is why you see everything but a single lurker die to tanks under swarm, but that lurker survives under constant tank fire until the swarm expires. Same deal for archon damage under swarm. | ||
saritenite
Singapore1680 Posts
On June 29 2011 11:00 Jragon wrote: Show nested quote + On June 27 2011 13:03 Zyferous wrote: The ball effect also applies to marines, and marines have it better due to their higher dps and the medics constantly healing them. Also marines essentially cost half as much as a hydralisk. Lurkers are immortal under swarm because burrow doesn't allow them to take splash damage. Hydralisks, on the other hand are not burrowed and still melt to tanks even underneath a swarm.... I remember reading a thread a while ago where this got discussed; doesn't swarm negate the direct damage of a tank but the splash damage still applies? This is why you see everything but a single lurker die to tanks under swarm, but that lurker survives under constant tank fire until the swarm expires. Same deal for archon damage under swarm. You are right, but it's also because burrowed units do not take damage from splash. I'm pretty sure tank splash also does damage to the primary target, though I can't remember. But even if burrowed lurkers were close to each other under the swarm they would not take the splash damage. | ||
Magus
Canada450 Posts
On June 29 2011 11:48 saritenite wrote: Show nested quote + On June 29 2011 11:00 Jragon wrote: On June 27 2011 13:03 Zyferous wrote: The ball effect also applies to marines, and marines have it better due to their higher dps and the medics constantly healing them. Also marines essentially cost half as much as a hydralisk. Lurkers are immortal under swarm because burrow doesn't allow them to take splash damage. Hydralisks, on the other hand are not burrowed and still melt to tanks even underneath a swarm.... I remember reading a thread a while ago where this got discussed; doesn't swarm negate the direct damage of a tank but the splash damage still applies? This is why you see everything but a single lurker die to tanks under swarm, but that lurker survives under constant tank fire until the swarm expires. Same deal for archon damage under swarm. You are right, but it's also because burrowed units do not take damage from splash. I'm pretty sure tank splash also does damage to the primary target, though I can't remember. But even if burrowed lurkers were close to each other under the swarm they would not take the splash damage. It's the other way around. The direct damage still applies if the tank shot lands directly on a burrowed lurker, but the splash damage is ignored so the lurker that was actually targeted won't take any damage. | ||
Keftes
12 Posts
-Terran goes standard 1 barracks fe. You can wait till terran tries to move out. By the time he gets 1 control group, you will have 2 and a half almost 3 control groups. Test it, after 1 mm group moves out you will shread them and you can expo all over the map till mass tanks come. Heck, you can even hydra bust the nat, get it over quickly. -Terran goes mass wraiths, no problem here. In fact pros put down a den when they see wraiths sometimes. -Terran goes vulture/wraith transition, again no problem same as above -Terran goes mass goliaths or something, hydra is the perfect counter The only 2 (rare nowadays) builds this would be really hard to use on would be a 2 racks no expo build and a tank vulture mine build. Otherwise, you are good until you get to B with this. The only thing I would add is a +1 ranged attacks. Why not, it is cheap and easy to upgrade. And you have to realize how mobile you are with this. You don't have to burrow/unborrow, attack at right time with lings, etc. This build is strong. | ||
Magus
Canada450 Posts
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gameguard
Korea (South)2131 Posts
On June 30 2011 01:58 Keftes wrote: Okay, for those of you saying that this build is weak, why don't you try if for yourselves? People are saying MM shreds hydras lol? This build is not weak at all, and is viable till the B level. I have used it so many times because it is an all around, SAFE BUILD. Just think about it: -Terran goes standard 1 barracks fe. You can wait till terran tries to move out. By the time he gets 1 control group, you will have 2 and a half almost 3 control groups. Test it, after 1 mm group moves out you will shread them and you can expo all over the map till mass tanks come. Heck, you can even hydra bust the nat, get it over quickly. -Terran goes mass wraiths, no problem here. In fact pros put down a den when they see wraiths sometimes. -Terran goes vulture/wraith transition, again no problem same as above -Terran goes mass goliaths or something, hydra is the perfect counter The only 2 (rare nowadays) builds this would be really hard to use on would be a 2 racks no expo build and a tank vulture mine build. Otherwise, you are good until you get to B with this. The only thing I would add is a +1 ranged attacks. Why not, it is cheap and easy to upgrade. And you have to realize how mobile you are with this. You don't have to burrow/unborrow, attack at right time with lings, etc. This build is strong. lol 3 groups by the time he moves out? So when do you make drones? :/ | ||
sour_eraser
Canada932 Posts
On June 30 2011 01:58 Keftes wrote: Okay, for those of you saying that this build is weak, why don't you try if for yourselves? People are saying MM shreds hydras lol? This build is not weak at all, and is viable till the B level. I have used it so many times because it is an all around, SAFE BUILD. Just think about it: -Terran goes standard 1 barracks fe. You can wait till terran tries to move out. By the time he gets 1 control group, you will have 2 and a half almost 3 control groups. Test it, after 1 mm group moves out you will shread them and you can expo all over the map till mass tanks come. Heck, you can even hydra bust the nat, get it over quickly. -Terran goes mass wraiths, no problem here. In fact pros put down a den when they see wraiths sometimes. -Terran goes vulture/wraith transition, again no problem same as above -Terran goes mass goliaths or something, hydra is the perfect counter The only 2 (rare nowadays) builds this would be really hard to use on would be a 2 racks no expo build and a tank vulture mine build. Otherwise, you are good until you get to B with this. The only thing I would add is a +1 ranged attacks. Why not, it is cheap and easy to upgrade. And you have to realize how mobile you are with this. You don't have to burrow/unborrow, attack at right time with lings, etc. This build is strong. rep please of zerg B level doing this build and actually winning against T or you actually doing this build and droning up as well as having 2 or 3 control groups of hydras to "bust" out their natrual | ||
Ramiel
United States1220 Posts
My blog has replays of my hydra lurk build vs B and high C level terrans, I lose some i win some ![]() You are going to want to scroll down past the OP as i post more reps and explain it more clearly | ||
ZeroChrome
Canada1001 Posts
On June 30 2011 01:58 Keftes wrote: Okay, for those of you saying that this build is weak, why don't you try if for yourselves? People are saying MM shreds hydras lol? This build is not weak at all, and is viable till the B level. I have used it so many times because it is an all around, SAFE BUILD. Just think about it: -Terran goes standard 1 barracks fe. You can wait till terran tries to move out. By the time he gets 1 control group, you will have 2 and a half almost 3 control groups. Test it, after 1 mm group moves out you will shread them and you can expo all over the map till mass tanks come. Heck, you can even hydra bust the nat, get it over quickly. -Terran goes mass wraiths, no problem here. In fact pros put down a den when they see wraiths sometimes. -Terran goes vulture/wraith transition, again no problem same as above -Terran goes mass goliaths or something, hydra is the perfect counter The only 2 (rare nowadays) builds this would be really hard to use on would be a 2 racks no expo build and a tank vulture mine build. Otherwise, you are good until you get to B with this. The only thing I would add is a +1 ranged attacks. Why not, it is cheap and easy to upgrade. And you have to realize how mobile you are with this. You don't have to burrow/unborrow, attack at right time with lings, etc. This build is strong. Do your Terran opponents stay on 1 barracks for 15 minutes or something? What kind of awful player lets a Zerg get hydra range, speed, and +1 and still be outnumbered? | ||
tedster
984 Posts
On June 30 2011 01:58 Keftes wrote: Okay, for those of you saying that this build is weak, why don't you try if for yourselves? People are saying MM shreds hydras lol? This build is not weak at all, and is viable till the B level. I have used it so many times because it is an all around, SAFE BUILD. Just think about it: -Terran goes standard 1 barracks fe. You can wait till terran tries to move out. By the time he gets 1 control group, you will have 2 and a half almost 3 control groups. Test it, after 1 mm group moves out you will shread them and you can expo all over the map till mass tanks come. Heck, you can even hydra bust the nat, get it over quickly. -Terran goes mass wraiths, no problem here. In fact pros put down a den when they see wraiths sometimes. -Terran goes vulture/wraith transition, again no problem same as above -Terran goes mass goliaths or something, hydra is the perfect counter The only 2 (rare nowadays) builds this would be really hard to use on would be a 2 racks no expo build and a tank vulture mine build. Otherwise, you are good until you get to B with this. The only thing I would add is a +1 ranged attacks. Why not, it is cheap and easy to upgrade. And you have to realize how mobile you are with this. You don't have to burrow/unborrow, attack at right time with lings, etc. This build is strong. Your entire post is based on the assumption that Terran doesn't scout, at all, then blunders his MMs into your army and never throws down a factory to beat your hydras which have apparently been upgrading for a long time now so he's had all day to see them. How does this even work? | ||
saltywet
Hong Kong1316 Posts
i saw a funny strategy in the replay about a year ago where a guy went pure hydras against mass bio with tanks and decided to try it out i really had to rely on denying terran scouting, sneaking 2 extra expansions to get the economy for the upgrades, getting enough hydras. some guy said the zerg can get 2-3 control groups faster than terran can get 1 of bio, thats impossible. it's like the other way around if you decide to go on 2 bases (u will spend so much on upgrades and you will have a much worse lategame economy) having said that, its really fun when it works and hydras are easier to form an arc than bio. with superior upgrades and if both the players have 3-4 control groups of armies, the hydras will win even if terran has around no more than 5 tanks. incorporating a lot of zerglings into your army will help, and also in small numbers, you can also micro 8~ hydras to snipe a marine in 1 hit, back, and again | ||
CaffeineFree-_-
United States712 Posts
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Danger_Duck
Burkina Faso571 Posts
![]() Ok, I'll elaborate. Hydras are less mobile than marines. They have a tiny window where their speed upgrade finishes before stim, but certainly not before any attack/weapon upgrades. It takes 4 hydras (3 technically, but you can't really pull that off) to barely focus down a marine being healed, so for every medic of 50/25 you realistically need 5 extra hydras. Essentially, all that gas is better spent getting yourself mobility (mutas) or hard counter/defense (lurker). Later on, if you have swarm/plague, hydras are good because they are ranged and protected by swarms, but otherwise....stick with speedlings. Fun fact: crackling > 1 hydra. pair of speedlings likewise, stimmed marine....don't quite recall, but you get the picture. Their role is not against light mobile ranged units | ||
arb
Noobville17920 Posts
On June 26 2011 15:02 Grobyc wrote: 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. The only time hydralurker really realistically works, is if they do the very rare(atleast from my experience) skip tanks straight into SK terran Nada style. But since most terrans wont do this, i suggest just doing lurker ling till you get better at it. | ||
Xiphos
Canada7507 Posts
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koreasilver
9109 Posts
On June 30 2011 22:28 arb wrote: Show nested quote + On June 26 2011 15:02 Grobyc wrote: 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. The only time hydralurker really realistically works, is if they do the very rare(atleast from my experience) skip tanks straight into SK terran Nada style. But since most terrans wont do this, i suggest just doing lurker ling till you get better at it. Even against SK Terran I still think mixing hydras into the unit composition sucks until after you get defilers out. Hydras can have a place in standad bio ZvT even when the Terran starts stacking up tanks as Jaedong and Action has shown in a number of games, but it always happens after defilers are out. In games where the Zerg starts using hydras pre-defiler, even when the Terran is going SK Terran, the Zerg often just loses even if he entered into his composition from an advantage. Hydras are only useful against bio post-hive. The only really viable way of entering into the lategame without getting defilers at one of the standard timings seems to be going Crazy Zerg against standard bio. | ||
Keftes
12 Posts
You will be surprised how fast you can get 2 control groups of hydras. In fact, by standard muta timing, you will have about 1 and a half groups of hydras with both upgrades range and speed with +1 almost half way. Trick is to 3 hatch, then drone, with a late 2nd gas (not as fast as you would take it with mutas) You will have a surplus of minerals and enough gas to upgrade and make hydras at the same time. Again, I'll try to get a replay up. | ||
HaFnium
United Kingdom1074 Posts
I have no idea about their ranks tho Was definitely a really fun build No harm to try i guess at lower levels replay: http://www.teamliquid.net/replay/download.php?replay=1837 Discussion: http://www.teamliquid.net/forum/viewmessage.php?topic_id=128291 | ||
sour_eraser
Canada932 Posts
On June 30 2011 23:50 Keftes wrote: I will try to post replays for evidence soon... You will be surprised how fast you can get 2 control groups of hydras. In fact, by standard muta timing, you will have about 1 and a half groups of hydras with both upgrades range and speed with +1 almost half way. Trick is to 3 hatch, then drone, with a late 2nd gas (not as fast as you would take it with mutas) You will have a surplus of minerals and enough gas to upgrade and make hydras at the same time. Again, I'll try to get a replay up. But by standard 3 hatch muta timing, terran will most likely to have 1 or maybe 1 and 1/2 group of marine pumping from 2-4 barracks (depending on build) with tanks, and +1 weapon researching. you won't be able bust their natrual with the build assuming they built 2 bunkers after seeing hydralisk den with their scan. By the time you get your 3rd gas, terran will just shred your hydra with 2-3 groups of rines with 3-5 tanks But then again, i'm only D player Terran, so any higher rank, feel free to correct me ![]() | ||
xarthaz
1704 Posts
On July 01 2011 04:50 jidolboy wrote: Show nested quote + On June 30 2011 23:50 Keftes wrote: I will try to post replays for evidence soon... You will be surprised how fast you can get 2 control groups of hydras. In fact, by standard muta timing, you will have about 1 and a half groups of hydras with both upgrades range and speed with +1 almost half way. Trick is to 3 hatch, then drone, with a late 2nd gas (not as fast as you would take it with mutas) You will have a surplus of minerals and enough gas to upgrade and make hydras at the same time. Again, I'll try to get a replay up. But by standard 3 hatch muta timing, terran will most likely to have 1 or maybe 1 and 1/2 group of marine pumping from 2-4 barracks (depending on build) with tanks, and +1 weapon researching. you won't be able bust their natrual with the build assuming they built 2 bunkers after seeing hydralisk den with their scan. By the time you get your 3rd gas, terran will just shred your hydra with 2-3 groups of rines with 3-5 tanks But then again, i'm only D player Terran, so any higher rank, feel free to correct me ![]() Yeah and with terran not pumping turrets like mad due to muta threat, they will have a ton of spare resources to make for a booming macro - thats kinda how it works, kind of impossible to alter the muta paradigm without losing efficiency. | ||
arb
Noobville17920 Posts
On July 01 2011 06:59 xarthaz wrote: Show nested quote + On July 01 2011 04:50 jidolboy wrote: On June 30 2011 23:50 Keftes wrote: I will try to post replays for evidence soon... You will be surprised how fast you can get 2 control groups of hydras. In fact, by standard muta timing, you will have about 1 and a half groups of hydras with both upgrades range and speed with +1 almost half way. Trick is to 3 hatch, then drone, with a late 2nd gas (not as fast as you would take it with mutas) You will have a surplus of minerals and enough gas to upgrade and make hydras at the same time. Again, I'll try to get a replay up. But by standard 3 hatch muta timing, terran will most likely to have 1 or maybe 1 and 1/2 group of marine pumping from 2-4 barracks (depending on build) with tanks, and +1 weapon researching. you won't be able bust their natrual with the build assuming they built 2 bunkers after seeing hydralisk den with their scan. By the time you get your 3rd gas, terran will just shred your hydra with 2-3 groups of rines with 3-5 tanks But then again, i'm only D player Terran, so any higher rank, feel free to correct me ![]() Yeah and with terran not pumping turrets like mad due to muta threat, they will have a ton of spare resources to make for a booming macro - thats kinda how it works, kind of impossible to alter the muta paradigm without losing efficiency. Any Terran with basic scouting is going to smell something is up when the mutas dont even come, since the most common thing will be lurkers(my usual response) is to cancel turrets put down 2 bunkers and throw up a factory or two asap. 2 bunkers with marines + the other 18 or so+medics will be more than enough to stand up to and rape your hydras, then tanks coming soon after will basically seal the game for you. Not to mention youre very open to drops since you give up scourge/mutas for a good bit to get out all those hydras. And since youre going for range/speed and 2-3 tank push with mnm and maybe a vessel will kill you since you wont have the resources for lurkers either. | ||
Danger_Duck
Burkina Faso571 Posts
On June 30 2011 23:50 Keftes wrote: I will try to post replays for evidence soon... You will be surprised how fast you can get 2 control groups of hydras. In fact, by standard muta timing, you will have about 1 and a half groups of hydras with both upgrades range and speed with +1 almost half way. Trick is to 3 hatch, then drone, with a late 2nd gas (not as fast as you would take it with mutas) You will have a surplus of minerals and enough gas to upgrade and make hydras at the same time. Again, I'll try to get a replay up. I think people are well-versed in how quickly one can go 3 hatch hydra from ZvP. Trouble is that marines can shoot back while zealots walk until they grow some legs | ||
JMave
Singapore1803 Posts
I am very interested to know how you manage your gas with your carapace and hydra upgrades along with the timing of everything being done. Because even if he assumes 3 hatch lurker, he won't be moving out very soon, adding a few bunkers at his door and you are potentially screwed because you are now on a diminishing time window. His own +1 upgrades will probably be done and you won't have a defiler in time to protect yourself. | ||
HaFnium
United Kingdom1074 Posts
On July 01 2011 15:04 JMave wrote: Well, it would be quite hard to actually really pry this apart without any replays from OP or from people who claim this to be of very effective use. I am very interested to know how you manage your gas with your carapace and hydra upgrades along with the timing of everything being done. Because even if he assumes 3 hatch lurker, he won't be moving out very soon, adding a few bunkers at his door and you are potentially screwed because you are now on a diminishing time window. His own +1 upgrades will probably be done and you won't have a defiler in time to protect yourself. I have posted the replays many times alrdy, check the last page for it, the replay was even posted in the TL replay section. Is it very effective? I doubt it but i think this build can be quite fun and is viable at the lower levels. | ||
Xiphos
Canada7507 Posts
On July 02 2011 04:11 HaFnium wrote: Show nested quote + On July 01 2011 15:04 JMave wrote: Well, it would be quite hard to actually really pry this apart without any replays from OP or from people who claim this to be of very effective use. I am very interested to know how you manage your gas with your carapace and hydra upgrades along with the timing of everything being done. Because even if he assumes 3 hatch lurker, he won't be moving out very soon, adding a few bunkers at his door and you are potentially screwed because you are now on a diminishing time window. His own +1 upgrades will probably be done and you won't have a defiler in time to protect yourself. I have posted the replays many times alrdy, check the last page for it, the replay was even posted in the TL replay section. Is it very effective? I doubt it but i think this build can be quite fun and is viable at the lower levels. This^ This build is very viable against your friends that are JUST trying to get in BW because this strategy isn't really deep but effective. So if your friends stop it, then they win! But you also save faces to them when you lose just by saying "Dude, I forgot to upgrade lurkers..." It is a great introductory builds to get people interested. | ||
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