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PvZ Hydra Lurk

Forum Index > Brood War Strategy
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spetial
Profile Blog Joined January 2007
United States688 Posts
Last Edited: 2007-07-14 05:30:41
July 13 2007 14:44 GMT
#1
Say I FE..zerg goes double expand into hydra lurk contain. What do I do to counter this? I can break contain of lurk/ling for the most part but everytime I face a hydra/lurk contain, i stumble and he takes like 2 more expos and Im boned. What kind of unit mix is optimal to break a hydra lurker contain? And while im at it, what kind of unit mix is optimal against a LURKER ling contain. (edited fo stupidity)

And if I want to avoid getting contained in the first place, at what food level do i add gates for a fast zeal+leg upgrade rush?
metal_survive @ uswest
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
July 13 2007 15:31 GMT
#2
it does seems like the trend as Bisu's Sair/DT build entice zerg for a heavier hydra build...
Take your time and place good storms, you will want more dragoons and less zealots. Usually the contain should be weak if you keep harassing with storm raids and DT drops constantly at his expansions. Keep harassing and don't give up. I've seen amazing toss comebacks.
Try the templar+goon maneuver, it helps a ton vs lurkers. And do not send the bulk of your army out untill the lurker number has been reduced, so you can minimize their splash dmg on u.
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
LxRogue
Profile Blog Joined March 2007
United States1415 Posts
July 13 2007 15:57 GMT
#3
The key is HT's. Storm is extremely strong vs hydra/lurker.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2007-07-13 16:43:02
July 13 2007 16:40 GMT
#4
Agree with them, also I might add that goon/HT/Obs is the main things you will be building. Shuttles and zeals are secondary. its very gas heavy.

with only 2 bases I'm not sure how many gates you should have in this situation but 4 sounds good.

0-0-3 goons are ownage as well. Keep the attack upgrade going nonstop throughout the game.
..and then I would, ya know, check em'. (Aka SpoR)
GTR
Profile Blog Joined September 2004
51581 Posts
July 13 2007 16:51 GMT
#5
goon/storm
Commentator
Reflex
Profile Joined March 2007
Canada703 Posts
Last Edited: 2007-07-14 00:36:48
July 14 2007 00:35 GMT
#6
I usually have the same problem as the op. Storm doesn't work so well when all of the Zerg's lurkers are spread out, and also hydras melt goons really, really fast. Every time I break out of the contain, half my army is already gone and the zerg already has ultralisk tech.
I've heard a lot of people say what evan says (just keep the harass up), but one sunk, one spore and a lurk in every expo pretty much nullifies anything a protoss can do. (once you get rid of these annoying defenses, the entire zerg horde comes charging in and owns whatever units you just tried to harass with).
Slayer91
Profile Joined February 2006
Ireland23335 Posts
July 14 2007 00:37 GMT
#7
Not really, storm drops can take out most of the drones before 1 lurk or 1 sunken can do much, just drop the temp away from at least 1 of them.

Not to mention thats about 500 mins 125 gas per base to defend.
vhallee
Profile Blog Joined January 2005
899 Posts
July 14 2007 00:38 GMT
#8
cncentrate on attacking him with HT/DT drops at his bases and be sure to have at least 2 obs so you can storm his lurks and send a goon to give the last hit.
Marijuana causes amnesia and other things I don't remember.
statix
Profile Blog Joined October 2004
United States1760 Posts
July 14 2007 00:56 GMT
#9
On July 14 2007 01:40 CharlieMurphy wrote:
Agree with them, also I might add that goon/HT/Obs is the main things you will be building. Shuttles and zeals are secondary. its very gas heavy.

with only 2 bases I'm not sure how many gates you should have in this situation but 4 sounds good.

0-0-3 goons are ownage as well. Keep the attack upgrade going nonstop throughout the game.


u mean 3-0-0?
SCC-Caliban
Myrmidon
Profile Blog Joined December 2004
United States9452 Posts
July 14 2007 01:16 GMT
#10
If you're facing a heavy contain at your choke comprised of hydra/lurk, do the following:

1. Add up to 7 gateways for heavy massing, up to 9 if your macro is pretty weak. You'll expand as soon as you break the contain.
2. Make mass mass mass mass HT while you're massing up, and make plenty of obs too. You only need 6-8 goons while you're massing--focus instead on HT. You should make mostly zeals and HT at this stage.
3. In all engagements, be aware of where your observers are; don't carelessly get all of them sniped. Try keeping a couple obs near the back of your army in case the rest are destroyed, and make sure none stray out too far ever.
4. As soon as any 2 HT get 75 mana, run up those HT to the contain with your forces close behind as protection. Move an obs just in range to see the nearest lurker, storm it, and shoot it once with one goon to kill it. Don't waste two storms on one lone lurker. Retreat everything immediately. If a hydra group tries to snipe your obs or HT, storm that as well while you retreat. Don't let either HT or obs die, and don't morph the HT. In a hardcore contain, that HT may get back up to 75 mana again.
5. Try to sneak an obs out the side of your nat to scout how many bases the zerg is taking and if he's going for an early Hive (nothing to worry about).
6. Optionally, storm drop early in the contain if you think he doesn't have a Spire.
7. Before you're about to break out, shift production focus to mass goons, and morph low-mana HT into archons.
8. Break out with HT and goons first, shielding both HT and obs. You need to keep zealots close behind, and give them a pathway to run out in front. Storm storm storm everything you see as fast as you can--let your goons go on attack move mostly and focus on storming. Prioritize large hydra clumps first and then lurkers and then small hydra clumps. Once the majority of lurkers are dead or the army appears to be in retreat, run all your zeals up into the fray.
9. To reiterate, expand as soon as you've cleared out the contain, don't ever lose all your obs in a fight, and run your entire army out to go bash things. This is a zerg's weakest timing in the game. If you snuck an obs (or maybe even two!) out earlier to scout around, you'll know which expo to attack. If not, make an educated guess. It's often a good idea to move your army to attack the zerg's new expo (often the nat to another main), which makes him go panic and mass sunken/spore/lurker there. In that case, you can instead charge at the nat; if not, you can raze that new expo.
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
July 14 2007 01:17 GMT
#11
On July 14 2007 09:35 Reflex] wrote:
I usually have the same problem as the op. Storm doesn't work so well when all of the Zerg's lurkers are spread out, and also hydras melt goons really, really fast. Every time I break out of the contain, half my army is already gone and the zerg already has ultralisk tech.
I've heard a lot of people say what evan says (just keep the harass up), but one sunk, one spore and a lurk in every expo pretty much nullifies anything a protoss can do. (once you get rid of these annoying defenses, the entire zerg horde comes charging in and owns whatever units you just tried to harass with).


Actually, whenever I face mass hydra, the thing I would WANT to have is mass goon. If your goons don't kill hydra for cost, something's wrong with your micro. They simply have more range and hydra facing goon is very vulnerable to storm. Most tosses that have troubles with contains simply don't have the appropriate macro/micro, hence they have less units and are not using them effectively. You can mass a tremendous army off of 2 bases, and 4 gates is not enough even for 1 base, especially if you're doing non-mineral-heavy templars. If you need to break a heavy contain, halt probes and get 7-8 gates (the rest of your money should go into upgrading) and just mass. Harass is important, but it's secondary to having an army.

If you still have troubles, get a robo up at your expo and go ground reavers. Reaver/goon will eventually eliminate any hydra/lurker threat. It's not better or worse that zealot/temp/archon, but you will probably have better chances if your breakout is late and you're already facing ultra. Reavers > Ultraling.
You want 20 good men, but you need a bad pussy.
Skittled
Profile Joined July 2007
United States160 Posts
July 14 2007 01:21 GMT
#12
statix, it's 0-0-3.

weapon shield armor. look at a dragoon.

i'm a terran player, so i wouldn't really know. however, for the hell of it, i tried to do fast expo as Toss in a PvZ. i skipped sairs because it would be the obvious thing i'm doing, i first teched to storm. then, i got an archon. then, i teched to reavers/ obs. i pretty much just reaver harassed and screwed with his econ. then, i broke his contain of hydra/lurk with just 2 shuttled reavers, 1 obs, 10 goons, and 4 ht. it didn't take too long as well. also, if you have alot of minerals, just expand. i just expanded twice at this point. i put up 2 gates and a bunch of cannons at every expo.
Chef
Profile Blog Joined August 2005
10810 Posts
July 14 2007 02:24 GMT
#13
;p; skittled... that sounds like the newbiest Zerg ever... he doesn't kill your lone observer, and he doesn't have scourge for your unprotected shuttle?

OP, you just need to break faster. The unit mixes they've told you to use are correct, you're simply playing people better than yourself. Eventually your macro and micro will improve, and their contain won't seem as devastating as it used to. Your other option of course is to stop playing fast exp. and put pressure on yourself
LEGEND!! LEGEND!!
Andaroo
Profile Joined March 2007
Canada70 Posts
July 14 2007 03:11 GMT
#14
Mass goons can never beat mass hydras without storms, hydras do 10 dmg to goons, goons do half damage to hydras (also 10 in this case). Hydras shoot 2x faster, and you can make 2 hydras with the same money it takes to make 1 goon. Hydras are also smaller so more can shoot at one time.
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
July 14 2007 03:28 GMT
#15
Hydras are medium-sized, not small, hence 15 damage. And hydras have less range which is the most obvious disadvantage. 125 isn't 2x75 either even if you don't take into account the obvious retardedness of cross-race cost comparisons in PvZ. Hydras cost 1 larva each (hence no drones or lings, sorry) and a shitload of gas in upgrades to be at least somewhat effective.

Mass goon doesn't work well PvZ not because goons are ineffective on themselves, but because of the build timings. You need either zealots or cannons to defend early, thus you can't mass goons right from the start and then you're subject to the dreaded 2 hatch hydra (which, if done correctly, is a surge-type build aimed to get many troops really fast halting economy and tech) with 3-4 goons on field and no chance of templar tech coming soon or to mutas coming very fast. If you're, however, able to pull stunts like pylon gate core pylon gate and mass 2 gate goon (team games come to mind), goons are really really decent.
You want 20 good men, but you need a bad pussy.
Aux1
Profile Blog Joined June 2007
United States780 Posts
July 14 2007 04:06 GMT
#16
bluzman stop speaking plx mass hydra rape mass goon hydras macro faster, cost less, and do same damage? and with upgrade range on hydra and upgrade range on goon it isnt enough of a difference to win you a 12goon vs 12 hydra battle or something. also, hydras have much less cool down time.
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
July 14 2007 04:16 GMT
#17
On July 14 2007 13:06 Aux1 wrote:
bluzman stop speaking plx


Denied.
You want 20 good men, but you need a bad pussy.
xmShake
Profile Blog Joined February 2007
United States1100 Posts
July 14 2007 04:20 GMT
#18
lol @ guy who says 12 goon vs 12 hydra is goon loss.
Dragoons do 15 to hydras.
BalloonFight
Profile Blog Joined May 2006
United States2007 Posts
July 14 2007 04:29 GMT
#19
Also, someone said that its hard to drop a zerg with storm if they have a spore/sunk/lurk at each expo. Just load up 1-2 High templars, and a zealot or 2. Drop the zealot first so the sunk/lurk targets it, then drop the HT's to storm. Nice and easy.

Yeah, vs Hydra/Lurk storm/dt/reaver or whatever dropping to annoy him is vital. Just keep this in mind, any hydra heavy build, storm drops = life savers.
Equinox_kr
Profile Blog Joined December 2006
United States7395 Posts
July 14 2007 05:37 GMT
#20
Can you provide a replay please? Or is this merely a hypothetical situation?

If you FE vs a Zerg you'll definitely get contained; whenever I see Hydralurk coming I always start pumping Dragoons + High Templar; one Storm + one Phase Disruptor = Lurker kill. I like to add several Reavers (like Reach did vs Shark) also so I'm not caught with my pants down when the Zerg tech switches to Ultraling.
^-^
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