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[H]ZERG v 7 terran computers BGH - Page 3

Forum Index > Brood War Strategy
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CubEdIn
Profile Blog Joined April 2006
Romania5359 Posts
Last Edited: 2007-05-14 02:30:13
May 14 2007 02:29 GMT
#41
Yes, I did it a few times, Zv7T with harcore lurk rush. That's 9gas, 9pool, no over, hydra den, over, lurk upgrade... if you time it right you should have 2-4 lurkers when the marines start pouring in (you can use one sunk for that pesky 10hp firebat that manages to sneak through. Then when the mass of rines die, leave 1 lurk or two and send 1 to nearby enemies, and then two to the ones that are further away. Don't lose any lurks. If you manage to take out 3-4 comps with lurks, the others are piece of cake.

Also, if you feel like you're in trouble later on, abusing hold position lurkage helps.

Though if you do 5 terrans and 2 tosses you're screwed. :D
Im not a n00b, I just play like one.
OctoPuSs
Profile Blog Joined May 2004
Canada5279 Posts
May 14 2007 02:49 GMT
#42
Hardest one is obviously 1 p vs 7 p.
Depression is just a sarcastic state of mind. Liquid`HerO Fighting!
mikeymoo
Profile Blog Joined October 2006
Canada7170 Posts
Last Edited: 2007-05-14 06:37:23
May 14 2007 03:25 GMT
#43
On May 14 2007 11:49 OctoPuSs wrote:
PRACTICALLY IMPOSSIBLE one is obviously 1 p vs 7 p.


EDIT: Yeesh, just tried with with blocking forges. Took a long time, but wasn't that difficult.
o_x | Ow. | 1003 ESPORTS dollars | If you have any questions about bans please PM Kennigit
Hans-Titan
Profile Blog Joined March 2005
Denmark1711 Posts
May 14 2007 03:51 GMT
#44
It's not that hard.. Just did it. Used CubEdIn fast lurk strat and managed to take out 5 comps, which made the rest of the game a piece of cake. Reason for gaming being so long was because i forgot upgrades/was toying around. Also I haven't played BW for like 3 months, which resulted in me forgetting alot of basic stuff.

[image loading]


I went fast lurk > mass hyds for defence > mass expo > lots of toying around > mass Z air (which proved rather weak IMO) > Ultraling.

No replay, since I did some reloads, and this was played in SP.
Trying is the first step towards failure, and hope is the first step towards disappointment!
dronebabo
Profile Blog Joined December 2003
10866 Posts
May 14 2007 03:55 GMT
#45
--- Nuked ---
Hans-Titan
Profile Blog Joined March 2005
Denmark1711 Posts
May 14 2007 04:10 GMT
#46
On May 14 2007 12:55 dronebabo wrote:
why no replay

looks like you saved it judging from that blacked out 'save replay' text


When you save a game in Singeplayer and then load it, you cannot save the replay.
Trying is the first step towards failure, and hope is the first step towards disappointment!
Chewits
Profile Joined September 2006
Northern Ireland1200 Posts
May 14 2007 04:23 GMT
#47
1p vs 7p sounds like a challenge ^_^

Maybe 2p vs 6p would be more possible though.
Whats the altitude?
dronebabo
Profile Blog Joined December 2003
10866 Posts
May 14 2007 04:57 GMT
#48
--- Nuked ---
Hans-Titan
Profile Blog Joined March 2005
Denmark1711 Posts
May 14 2007 05:18 GMT
#49
On May 14 2007 11:49 OctoPuSs wrote:
Hardest one is obviously 1 p vs 7 p.


I've seen it done.

Pylon at choke > 2-3 forges to block your choke, so that zeals cannot pass > cannons behind forges > lots of zeals > crush your opponents one by one.

The rep I saw was on FMP tho..
Trying is the first step towards failure, and hope is the first step towards disappointment!
Brutalisk
Profile Joined February 2007
794 Posts
May 14 2007 06:14 GMT
#50
On May 14 2007 14:18 Hans-Titan wrote:
Show nested quote +
On May 14 2007 11:49 OctoPuSs wrote:
Hardest one is obviously 1 p vs 7 p.


I've seen it done.

Pylon at choke > 2-3 forges to block your choke, so that zeals cannot pass > cannons behind forges > lots of zeals > crush your opponents one by one.

The rep I saw was on FMP tho..


Works the same on any map with a narrow choke. If you block all zealots from the first attack, the rest is a piece of cake.
You can also do a strong wallin as Zerg: build 1 hatchery (preferably directly after your 9th drone) at the choke. If it's a narrow choke where 1 hatch can seal it off completely (e.g. Hunters 11/12 position), you're set. If not (e.g. Hunters bottom left), try to build it so that you can seal it off by adding 1 creep colony above it (just like Terran usually does with a depot above the barracks).
Then you add sunkens behind that wall. Important thing is that you keep the creep colony as it is (don't morph it to sunk or spore). The AI won't attack it if it's just a creep colony, and just try to attack the sunkens behind it, so it's just as safe as a Terran or Protoss forge wall-in.
joydivision
Profile Joined March 2006
Peru142 Posts
May 14 2007 06:23 GMT
#51
On May 14 2007 13:23 Chewits wrote:
1p vs 7p sounds like a challenge ^_^

Maybe 2p vs 6p would be more possible though.


1p vs7p is actually the easiest one ( I did it several times), 1z vs 7t is nearly impossible.

Chewits
Profile Joined September 2006
Northern Ireland1200 Posts
Last Edited: 2007-05-14 06:38:36
May 14 2007 06:32 GMT
#52
Yes. It is acutally quite easy. Just done it...

Rep

Was on Neo Hunters too.
Whats the altitude?
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
May 14 2007 06:58 GMT
#53
On May 14 2007 15:32 Chewits wrote:
Yes. It is acutally quite easy. Just done it...

Rep

Was on Neo Hunters too.


Aha, the comp stormed your carriers. xD
KaasZerg
Profile Joined November 2005
Netherlands927 Posts
Last Edited: 2007-05-14 07:09:46
May 14 2007 07:03 GMT
#54
I killed 7t with 1z dunno if i lured workers. It was a lurkerrush with minimal sunkens. (1 or 2) The sunken kept the marines on hold for the 5 lurkers to slaughter them. I kept 3 at home and 2 advanced with more following. It was regular BGH no exxtra money. I did not expand. I pushed into the minerallines abd barracks fast. the few lurkers in my base could hold because I cut of the paths to my base so reinforcements died. Only one or two terrans got a scanner. Only a few unsieged tanks. That was it. Lurkerpush /infiltration. Hit them all with 1/2 lurkers burrow slaughter advance burrow. Good positioning. It was long ago I did this. Every lurker is critical, if 1 or 2 dies the presure is of and a terran becomes too strong. Agression, by the time you expand the comps are eneamic.

{edit} never mind strategy is already posted.
Kau *
Profile Joined March 2007
Canada3500 Posts
May 14 2007 07:27 GMT
#55
On May 14 2007 15:23 joydivision wrote:
1z vs 7t is nearly impossible.


It's easy, what are you talking about?
Moderator
Chill
Profile Blog Joined January 2005
Calgary25993 Posts
May 14 2007 07:34 GMT
#56
They're both really easy.

1Z vs 7T: The Terrans won't have scan for the first ~15 minutes. Just make pure Lurkers, leaving 2-4 (depending) for defense and run the rest straight to SCVs. Most of the time they won't even attack you unless you run by a Bunker. You'll kill the first 3 within 10 minutes, then just keep doing it. Eventually add Defilers and it's easy.

1P vs 7P: They will Zealot rush hard. Just wall-in as best you can and make many cannons. Use Probes to block open paths. Go straight for Carriers, getting Shields and Attack, and finally Armour. They won't have Dragoons until you have like 4 Carriers, so just fly around killing Nexii and Probes. You'll kill 3-4 like that and then just amass Carriers and fly around stomping them. Not difficult.
Moderator
CubEdIn
Profile Blog Joined April 2006
Romania5359 Posts
Last Edited: 2007-05-14 08:19:15
May 14 2007 08:18 GMT
#57
If you want serious difficulty beat combos. Like z v 5 terran + 2 toss, or p v 4 toss 3 terran.

Most difficult? Z vs 7Z.
Because most likely you'll get 4pooled, and if all of them are playing (which rarely happens), they'll eventually overrun you with hydra/ling/lurk no matter what you do.
Im not a n00b, I just play like one.
Locked
Profile Joined September 2004
United States4182 Posts
Last Edited: 2007-05-14 10:07:06
May 14 2007 10:06 GMT
#58
On May 14 2007 17:18 CubEdIn wrote:
If you want serious difficulty beat combos. Like z v 5 terran + 2 toss, or p v 4 toss 3 terran.

Most difficult? Z vs 7Z.
Because most likely you'll get 4pooled, and if all of them are playing (which rarely happens), they'll eventually overrun you with hydra/ling/lurk no matter what you do.


yeah combos sound harder than pure P/T :o

and Z vs 7Z is lol haha, i guess 9pool -> sunk (hold the 4pool) + fast lurk to hold the hydra/ling rush (do they send overlords? i don't think so?)

and they have ovies in their main base so i'm not sure rushing there would kill their drones...
UMS map pack http://teamliquid.net/forum/viewmessage.php?topic_id=50442
Kau *
Profile Joined March 2007
Canada3500 Posts
Last Edited: 2007-05-14 10:16:08
May 14 2007 10:13 GMT
#59
I remember zerg comps sending their slow overlords, often arriving late, to your base with their attack.
Moderator
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
May 14 2007 10:28 GMT
#60
i tried vs 7p many times. dont think I ever could do it.
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