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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.
SkelA
Profile Blog Joined January 2007
Macedonia13032 Posts
June 26 2011 14:58 GMT
#21
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.
Stork and KHAN fan till 2012 ...
xarthaz
Profile Blog Joined August 2010
1704 Posts
June 26 2011 17:07 GMT
#22
On June 26 2011 23:53 lyAsakura wrote:
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
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.
Aah thats the stuff..
therockmanxx
Profile Joined July 2010
Peru1174 Posts
June 26 2011 17:18 GMT
#23
No sorry .... I just wont work
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
Tekken ProGamer
Piste
Profile Blog Joined July 2006
6170 Posts
June 26 2011 18:19 GMT
#24
hydras + defilers own pure mtm with plagues and swarms
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
Profile Blog Joined October 2010
United States4397 Posts
June 26 2011 19:18 GMT
#25
The main problem with Hydras vs Bio is that medics can actually heal marines for the damage that they take. I saw it once where someone used hydra lurk against sk terran, but the net result was defilers constantly consuming lings and killing a few marines.
☺
Ramiel
Profile Blog Joined September 2008
United States1220 Posts
June 26 2011 19:37 GMT
#26
I think that you should read my blog.

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 Read lower down the blog and you can find my thoughts on the build. Anyway I hope that this helps.

This is my new take off of my old idea in this thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=81035
A thread vaguely bashing SC2? SWARM ON, LOW POST COUNT BRETHREN! DEFEND THE GLORIOUS GAME THAT IS OUR LIVELIHOOD
CakeOrI)eath
Profile Blog Joined September 2009
United States327 Posts
June 26 2011 19:38 GMT
#27
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
Opportunities multiply as they are seized.
saritenite
Profile Blog Joined May 2009
Singapore1680 Posts
Last Edited: 2011-06-26 20:06:09
June 26 2011 20:05 GMT
#28
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
Profile Joined June 2011
United States372 Posts
June 26 2011 20:16 GMT
#29
The thing is, the gas investment early/mid game is better for Muta/Ling into Lurker, because you can put a lot more pressure via Mutas, especially vs Bio. I wouldn't really recommend using Hydras till later game, as even early mech (Tanks, Mines) will rip the shit out of hydras, and MnM shits on Hydras without some muta support.
You can't emphasize enough how much you need to be a paradigm shifter. - Savior
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
June 26 2011 20:19 GMT
#30
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.
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
Zyferous
Profile Joined September 2010
United States270 Posts
June 27 2011 04:03 GMT
#31
On June 27 2011 02:07 xarthaz wrote:
Show nested quote +
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
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.


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.
Jaedong forever.
djbhINDI
Profile Joined June 2011
United States372 Posts
June 27 2011 17:29 GMT
#32
Also, consider that the entirety of Terran pushes in TvZ arise in windows made because you lack tech. To go pure Hydra, forsaking Lurker and Defiler tech, is totally foolish. The Defiler has two of the best abilities in the game, and the lurker is 100% necessary against bio armies.
You can't emphasize enough how much you need to be a paradigm shifter. - Savior
GoTuNk!
Profile Blog Joined September 2006
Chile4591 Posts
June 27 2011 19:21 GMT
#33
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_
Profile Joined October 2010
Russian Federation4405 Posts
June 27 2011 20:21 GMT
#34
Didn't know that info about 1.1 splash damage points from muta (holy shit). Thanks a lot Grobyc & CakeOrI)eath
For the Swarm!!! Jaedong & Neo_G.Soulkey fan.
tedster
Profile Joined May 2009
984 Posts
June 27 2011 20:43 GMT
#35
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.
the last wcs commissioner
Djagulingu
Profile Blog Joined December 2010
Germany3605 Posts
Last Edited: 2011-06-28 14:23:47
June 28 2011 14:21 GMT
#36
I have to quote ret in this occasion: "Hydralisks can't kill any Terran unit except SCVs". They suck against tanks and bio, which means that a terran player that has game awareness will faceroll mass hydra build. Thing is, you have to support hydras in a good way so that they don't melt to Terran stuff.
"windows bash is a steaming heap of shit" tofucake
LRM)TechnicS
Profile Joined May 2008
Bulgaria1565 Posts
June 28 2011 16:04 GMT
#37
hydras vs bio is surely not of the most effective builds in zvt, but def is a very entertaining thing to do in the first 7-8 minutes of the game.
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.
Enjoy the game
YejinYejin
Profile Blog Joined July 2009
United States1053 Posts
June 28 2011 20:09 GMT
#38
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
안지호
Jragon
Profile Joined October 2010
Australia1471 Posts
June 29 2011 02:00 GMT
#39
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.
"Bisu is just too good." - Jaedong (http://www.teamliquid.net/forum/viewmessage.php?topic_id=218995) "Bisu hyung's play is just too good" - Flash (http://www.teamliquid.net/forum/viewmessage.php?topic_id=225861)
saritenite
Profile Blog Joined May 2009
Singapore1680 Posts
June 29 2011 02:48 GMT
#40
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
Profile Blog Joined April 2010
Canada450 Posts
June 29 2011 07:03 GMT
#41
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
Profile Joined December 2010
12 Posts
June 29 2011 16:58 GMT
#42
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.
Magus
Profile Blog Joined April 2010
Canada450 Posts
June 29 2011 19:33 GMT
#43
So... what if the Terrans start scouting at B level? Will they still trying making wraiths against the hard counter to wraiths?
gameguard
Profile Blog Joined March 2006
Korea (South)2131 Posts
June 29 2011 22:14 GMT
#44
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
Profile Joined March 2011
Canada932 Posts
June 29 2011 22:25 GMT
#45
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
"What's the f*cking point of censoring a letter if everyone and their mother knows what it stands for.... F*cking morons"
Ramiel
Profile Blog Joined September 2008
United States1220 Posts
Last Edited: 2011-06-29 22:48:43
June 29 2011 22:47 GMT
#46
http://www.teamliquid.net/blogs/viewblog.php?id=223575

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
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ZeroChrome
Profile Joined September 2010
Canada1001 Posts
June 29 2011 22:48 GMT
#47
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?
Forward
tedster
Profile Joined May 2009
984 Posts
June 30 2011 00:09 GMT
#48
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?
the last wcs commissioner
saltywet
Profile Blog Joined August 2009
Hong Kong1316 Posts
Last Edited: 2011-06-30 02:17:16
June 30 2011 02:17 GMT
#49
this strategy (pure hydras, no lurkers no lings) really only works when the person u are playing are clearly way under your level

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-_-
Profile Blog Joined January 2010
United States712 Posts
June 30 2011 02:40 GMT
#50
You said this build works vs B level? Nononono, you must post reps with crazy assumptions like that
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
Danger_Duck
Profile Blog Joined March 2008
Burkina Faso571 Posts
Last Edited: 2011-06-30 05:37:57
June 30 2011 05:33 GMT
#51
What has brood war turned into....

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
TBA
arb
Profile Blog Joined April 2008
Noobville17920 Posts
June 30 2011 13:28 GMT
#52
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.
Artillery spawned from the forges of Hell
Xiphos
Profile Blog Joined July 2009
Canada7507 Posts
June 30 2011 13:42 GMT
#53
I think 2 Hatch Hydralisk is a good counter to 14 CC where Terran are forced to stay behind the bunker and you can't really burst the Bunker with Zerglings only so use Hydralisks to hit it by getting range and then move in with Speedlings. But come on, what are the chances that the Terran would go 14CC more than half of the time? Am I right? + Show Spoiler +
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koreasilver
Profile Blog Joined June 2008
9109 Posts
June 30 2011 13:54 GMT
#54
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
Profile Joined December 2010
12 Posts
June 30 2011 14:50 GMT
#55
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.
HaFnium
Profile Blog Joined December 2006
United Kingdom1074 Posts
Last Edited: 2011-06-30 17:41:56
June 30 2011 17:41 GMT
#56
There was a replay posted on TL featuring Hydra ZvT
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
BW forever!
sour_eraser
Profile Joined March 2011
Canada932 Posts
June 30 2011 19:50 GMT
#57
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
"What's the f*cking point of censoring a letter if everyone and their mother knows what it stands for.... F*cking morons"
xarthaz
Profile Blog Joined August 2010
1704 Posts
June 30 2011 21:59 GMT
#58
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.
Aah thats the stuff..
arb
Profile Blog Joined April 2008
Noobville17920 Posts
July 01 2011 00:31 GMT
#59
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.
Artillery spawned from the forges of Hell
Danger_Duck
Profile Blog Joined March 2008
Burkina Faso571 Posts
July 01 2011 04:21 GMT
#60
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
TBA
JMave
Profile Blog Joined December 2007
Singapore1803 Posts
July 01 2011 06:04 GMT
#61
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.
火心 Jealous. I always loved that feeling when I was young. Embrace it.
HaFnium
Profile Blog Joined December 2006
United Kingdom1074 Posts
July 01 2011 19:11 GMT
#62
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.
BW forever!
Xiphos
Profile Blog Joined July 2009
Canada7507 Posts
July 01 2011 23:58 GMT
#63
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.
2014 - ᕙ( •̀ل͜•́) ϡ Raise your bows brood warriors! ᕙ( •̀ل͜•́) ϡ
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