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list of valid unorthodox strats - Page 3

Forum Index > Brood War Strategy
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Slayer91
Profile Joined February 2006
Ireland23463 Posts
August 25 2006 20:56 GMT
#41
I wasn't around here to know if these are a joke or not, i risk being a dumbass buy; what are: the manifesto crusher, grot push, and etter bomb? T_T
aka Teutonica
Slayer91
Profile Joined February 2006
Ireland23463 Posts
August 25 2006 20:57 GMT
#42
On August 25 2006 20:17 zulu_nation8 wrote:
8 minute hive turtle zvp, no lair units, only zerglings at start then upgraded ultralisks,

edit: also might work in zvt too, gotta sunken up though



lol, ultra are way overrated
aka Teutonica
CubEdIn
Profile Blog Joined April 2006
Romania5359 Posts
August 25 2006 21:22 GMT
#43
On August 26 2006 05:57 Slayer91 wrote:
Show nested quote +
On August 25 2006 20:17 zulu_nation8 wrote:
8 minute hive turtle zvp, no lair units, only zerglings at start then upgraded ultralisks,

edit: also might work in zvt too, gotta sunken up though



lol, ultra are way overrated


And you've played bw for how long? Ultra are like the most cost-effective unit in the game next to carriers if used properly. In order to be "way overrated" they'd have to suck, which they don't.
Im not a n00b, I just play like one.
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
August 26 2006 02:39 GMT
#44
added some more

BURROW RUSH is so freakin' underused in ZvT/P, it's so freakin' awesome
What fun is it being cool if you can’t wear a sombrero?
Slayer91
Profile Joined February 2006
Ireland23463 Posts
Last Edited: 2006-08-26 04:12:23
August 26 2006 04:05 GMT
#45
On August 26 2006 06:22 CubEdIn[SoD] wrote:
Show nested quote +
On August 26 2006 05:57 Slayer91 wrote:
On August 25 2006 20:17 zulu_nation8 wrote:
8 minute hive turtle zvp, no lair units, only zerglings at start then upgraded ultralisks,

edit: also might work in zvt too, gotta sunken up though



lol, ultra are way overrated


And you've played bw for how long? Ultra are like the most cost-effective unit in the game next to carriers if used properly. In order to be "way overrated" they'd have to suck, which they don't.


Ultra are strong off a big economy, they are not exactly cost effective vs say archons or 2-3 fac tank fe terran, 5-10 ultra+lings which is what you'd get with 2 gas /w upgrades, any lot archon fe toss or fe terran 3-4 rax 2-3 fac teran easily beats it.

Also put this is account, it only takes what 5? slightly microed hydra to beat an ultra, however ultra/ling will own hydra, ultra are good for taking damage with cracks doing it.

P.S Take into account the " " meaning my post wasn't completly serious (or thats how i use it T_T) but i still think they are overrated especially on their own. (cracks are the shit too)
also carriers aern't cost effcient if they are alone and vs scourges, it all depends.
aka Teutonica
Slayer91
Profile Joined February 2006
Ireland23463 Posts
August 26 2006 04:06 GMT
#46
On August 26 2006 11:39 GrandInquisitor wrote:
added some more

BURROW RUSH is so freakin' underused in ZvT/P, it's so freakin' awesome


YES!

Although I perfer to do it off 12 hatch zvp <3 (outside ramp for when they break out to expo ^^)
aka Teutonica
CuddlyCuteKitten
Profile Joined January 2004
Sweden2910 Posts
August 26 2006 05:56 GMT
#47
I don't know the exact build order but a chooja build is basically a pool that is just fast enough to get 6 lings up his ramp before he has two zeals in place to block it and rushes speedlings at the same time. The idea is to have 6 lings which will soon hit speed in his base and harass the hell out of him. Can work if you have good micro and don't lose lings but then again if he has decent micro and keeps his calm (blocks ramp, puts out zeals at probes then chases your lings efficently then goes all in) it can lose you the game fairly quickly too.
Unity, support, family, and kneecapping bitches.
Koldblooded
Profile Joined July 2006
United States661 Posts
Last Edited: 2006-08-26 05:59:47
August 26 2006 05:59 GMT
#48
On August 26 2006 14:56 CuddlyCuteKitten wrote:
I don't know the exact build order but a chooja build is basically a pool that is just fast enough to get 6 lings up his ramp before he has two zeals in place to block it and rushes speedlings at the same time. The idea is to have 6 lings which will soon hit speed in his base and harass the hell out of him. Can work if you have good micro and don't lose lings but then again if he has decent micro and keeps his calm (blocks ramp, puts out zeals at probes then chases your lings efficently then goes all in) it can lose you the game fairly quickly too.


mind trying to find a rep plz? Sounds intersting
By.Flash fighting
intrigue
Profile Blog Joined November 2005
Washington, D.C9935 Posts
August 26 2006 06:19 GMT
#49
On August 26 2006 14:56 CuddlyCuteKitten wrote:
I don't know the exact build order but a chooja build is basically a pool that is just fast enough to get 6 lings up his ramp before he has two zeals in place to block it and rushes speedlings at the same time. The idea is to have 6 lings which will soon hit speed in his base and harass the hell out of him. Can work if you have good micro and don't lose lings but then again if he has decent micro and keeps his calm (blocks ramp, puts out zeals at probes then chases your lings efficently then goes all in) it can lose you the game fairly quickly too.


is this a gas first build? it sounds familiar
Moderatorsloppy little slug
ROOTheognis
Profile Blog Joined January 2006
United States4482 Posts
August 26 2006 06:38 GMT
#50
its 9 pool speedling guys... geez -.-
If you avoid your weakness, it will remain your weakness. www.twitter.com/#!/rootheognis Follow me!
Kaotu
Profile Blog Joined October 2004
United States986 Posts
Last Edited: 2006-08-26 08:01:48
August 26 2006 08:01 GMT
#51
Hmm or 8 pool and speed, or 7 pool and speed if your balls are earthquake-producing.

Basically you do whichever pool (9 pool can work 12v3 LT but other than that you need 8 or even maybe 7) required, then harass to no end (once that speed kicks in you should break into 2 groups of lings in his base, harassing probes and buildings simultaneously to force him to sweat a bit and hopefully make some critical mistakes regarding zealot locations) and slowly build up to a 2nd hatch, then once that's up get the drones to re-gas and tech to muta asap (while still playing a low econ, ling heavy game). For it to work you usually need close positions but generally you just need to harass enough to keep his econ too low to tech.
CubEdIn
Profile Blog Joined April 2006
Romania5359 Posts
August 26 2006 17:01 GMT
#52
On August 26 2006 13:05 Slayer91 wrote:
Show nested quote +
On August 26 2006 06:22 CubEdIn[SoD] wrote:
On August 26 2006 05:57 Slayer91 wrote:
On August 25 2006 20:17 zulu_nation8 wrote:
8 minute hive turtle zvp, no lair units, only zerglings at start then upgraded ultralisks,

edit: also might work in zvt too, gotta sunken up though



lol, ultra are way overrated


And you've played bw for how long? Ultra are like the most cost-effective unit in the game next to carriers if used properly. In order to be "way overrated" they'd have to suck, which they don't.


Ultra are strong off a big economy, they are not exactly cost effective vs say archons or 2-3 fac tank fe terran, 5-10 ultra+lings which is what you'd get with 2 gas /w upgrades, any lot archon fe toss or fe terran 3-4 rax 2-3 fac teran easily beats it.

Also put this is account, it only takes what 5? slightly microed hydra to beat an ultra, however ultra/ling will own hydra, ultra are good for taking damage with cracks doing it.

P.S Take into account the " " meaning my post wasn't completly serious (or thats how i use it T_T) but i still think they are overrated especially on their own. (cracks are the shit too)
also carriers aern't cost effcient if they are alone and vs scourges, it all depends.


Well I did say "if used properly". I ment if used at the right time with the right combination of units. In late game ZvP, I don't think any other combo of units will cut it against a good toss. Hydras die to storm to easily, lurkers are crap in mid-field (not contain). Mass lings die to archons like pudding, air is like begging for maelstrom, and drops are just too easy to storm. Might get away with swarm/lurk vs terran, but ultras are teh pwn. And yeah, lings are most often the right combo to use, because of their rate of damage vs the under-powered late-game toss units.

And I have lost many games when underestimating zerg's economy. (like taking out his main/expo) and leaving him with 1 gas + 1 mineral only, then getting overpowered by ultra/ling because of his stack of gas he's been saving T_T.
Im not a n00b, I just play like one.
Slayer91
Profile Joined February 2006
Ireland23463 Posts
August 26 2006 18:57 GMT
#53
On August 27 2006 02:01 CubEdIn[SoD] wrote:
Show nested quote +
On August 26 2006 13:05 Slayer91 wrote:
On August 26 2006 06:22 CubEdIn[SoD] wrote:
On August 26 2006 05:57 Slayer91 wrote:
On August 25 2006 20:17 zulu_nation8 wrote:
8 minute hive turtle zvp, no lair units, only zerglings at start then upgraded ultralisks,

edit: also might work in zvt too, gotta sunken up though



lol, ultra are way overrated





And you've played bw for how long? Ultra are like the most cost-effective unit in the game next to carriers if used properly. In order to be "way overrated" they'd have to suck, which they don't.


Ultra are strong off a big economy, they are not exactly cost effective vs say archons or 2-3 fac tank fe terran, 5-10 ultra+lings which is what you'd get with 2 gas /w upgrades, any lot archon fe toss or fe terran 3-4 rax 2-3 fac teran easily beats it.

Also put this is account, it only takes what 5? slightly microed hydra to beat an ultra, however ultra/ling will own hydra, ultra are good for taking damage with cracks doing it.

P.S Take into account the " " meaning my post wasn't completly serious (or thats how i use it T_T) but i still think they are overrated especially on their own. (cracks are the shit too)
also carriers aern't cost effcient if they are alone and vs scourges, it all depends.


Well I did say "if used properly". I ment if used at the right time with the right combination of units. In late game ZvP, I don't think any other combo of units will cut it against a good toss. Hydras die to storm to easily, lurkers are crap in mid-field (not contain). Mass lings die to archons like pudding, air is like begging for maelstrom, and drops are just too easy to storm. Might get away with swarm/lurk vs terran, but ultras are teh pwn. And yeah, lings are most often the right combo to use, because of their rate of damage vs the under-powered late-game toss units.

And I have lost many games when underestimating zerg's economy. (like taking out his main/expo) and leaving him with 1 gas + 1 mineral only, then getting overpowered by ultra/ling because of his stack of gas he's been saving T_T.


yep, but the right time is not from 2 base TT also the whole TL.net seems to think once they get ultra its gg right there - its not, if toss and zerg have even bases I would consider chances around even (depends on players) at least is toss makes use of the right units (reavers aer a damn bitch T_T)

Yes z uses ultra ling to fight toss but doesn't mean it owns toss.

(Although i am a hydra/ling/lurkish style user I won't argue hydra don't suck vs toss and i'm certainly not good enough to do so)
aka Teutonica
ahk-gosu
Profile Joined July 2004
Korea (South)2099 Posts
August 27 2006 03:00 GMT
#54
try mixing in a few lurkers in a late zvz game.

2 or 3 stacked lurkers owns lings so hard.
Micro.Macro.Scouting.Harassment.
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
August 27 2006 03:06 GMT
#55
slayer91 ultra/ling are the best zerg unit combo vs toss in most late game situations. While it doesn't mean its a gg, but when zerg and toss are equal on economy, ultra/ling certainly "owns"
neSix
Profile Blog Joined November 2004
United States1772 Posts
August 27 2006 08:12 GMT
#56
ask boxer
Patriot.dlk
Profile Blog Joined October 2004
Sweden5462 Posts
August 27 2006 09:02 GMT
#57
14 cc TvZ even though it's getting more popular.

double expand with zerg early like hatch - pool - hatch taking two natuals on a map like LT..

Goliath/Vulture(mines)/scan TvP (NTT vs ForU)

Scout rush should be included in PvT aswell.. And extremly fast lurk drops using slow overlord etc is also to be added
lawl mart
Profile Joined April 2006
United States1289 Posts
August 27 2006 09:16 GMT
#58
dude once i went 3hatch normal tvz, killed his scv, took 2 expos

5hatch lings before lair = rodfldfwtf
anyway he contained me cause hesa noobieface and i raped him with 23123 lings
14cc... whats next? women voting?
lawl mart
Profile Joined April 2006
United States1289 Posts
August 27 2006 09:16 GMT
#59
i need to stop playing noobs
14cc... whats next? women voting?
Scorpion
Profile Blog Joined April 2006
United States1974 Posts
August 27 2006 10:03 GMT
#60
I was thinking something like Deep6(going MnM in TvP, then later using ghost and lockdown/nuking), which annoys the hell out of Protoss, or Spirit toss (3gate, skip obs, go straight to leg speed).

Also, one strat that seems extremley viable is the Maeltoss(I think it's called that..) in PvZ, the toss FE's, then they use a combination of Zeal/Dragoon/DarkArchon, and they use nothing but Maelstrom and just run over the frozen units with speedzeal/goons. But, I'm not sure this would work.

Also, what the hell is FD terran?
Mango @ U.S.East!
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