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! [G] The Art of ZvP - Page 2

Forum Index > Brood War Strategy
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Blu-Ray
Profile Joined May 2008
Poland93 Posts
May 25 2008 17:11 GMT
#21
In terms of Mondragon build I know BO a bit (but still this would be great if u would tell correct BO). I don't know how to proceed with upgrades, attacking, expanding, generally with gameplay of Mondi build. Are there any other ZvP main strategies that u don't mentioned in ur guide? Thx in advance.
Blu-Ray
Profile Joined May 2008
Poland93 Posts
May 25 2008 17:29 GMT
#22
1 more question: when I scout with my Drone on 4 player map should I retreat it when it scouts his build or should I keep it in my base?
When I play Tau Cross/Wuthering Heights is this really neccesary to have this Drone on chockepoint? I have owned numerous cannon rushes with my initial ling canceling my expo Hatchery and moving it onto the next expo and dealing with rush via Zerglings. When he is really behind and mass Ling/Hydra finishes him. Is this good approach?
Infundibulum
Profile Blog Joined May 2003
United States2552 Posts
May 25 2008 17:55 GMT
#23
You don't talk about 9pool/9gas ->lingspeed opening. Any reason? It's been a favorite opening of mine for some time now, forces toss to cannon, denies scouting, and allows for possibility of run-by of cannons. Just curious that you don't even mention it in passing.

Nice guide btw. Will have to re-read.
LoL NA: MothLite == Steam: p0nd
ZerG~LegenD
Profile Blog Joined August 2007
Sweden1179 Posts
May 25 2008 18:04 GMT
#24
On May 26 2008 02:00 zulu_nation8 wrote:
right so why not just build the amount of lurkers necessary to defend and spend your gas elsewhere like on ultras with which you can actually attack with. More importantly the point I'm trying to make is there is no rule that zerg shouldn rarely attack the protoss, it doesn't make sense at all.

Cause lurkers are far stronger when used correctly? And why waste gas on lurker if you're not bringing them into your attacks? Then you'll be at an even huger disatvantage. Your ideas simply doesn't makes sense if you want to be efficient.

Any strategican should really know that the defender is always at an advantage when prepared. Hence you'll try to make every battle into a defensive one. If you catch your opponent off-gaurd, sure go ahead and attack (I think I mentioned it in the op?) but don't attack a prepared opponent. You'll destroyed if the armys are even.
Even a broken clock is right twice a day
Wizard
Profile Blog Joined May 2007
Poland5055 Posts
May 25 2008 18:05 GMT
#25
yey, thanks! I've been wanting to see a ZvP guide ._.
sAviOr[gm] ~ want to watch good replays? read my blog: http://www.teamliquid.net/blog/wizard
Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
Last Edited: 2008-05-25 18:12:52
May 25 2008 18:10 GMT
#26
Cool, it's great to see more ZvP guides (I think we only have one other than this eh?). Albeit it's not very informative for the higher-caliber player, it's very useful for lower skilled people imo. I think there are a few things which could be improved on (you don't describe a few things thoroughly enough, the main thing I think is just you didn't really explain when you needed +1 carapace. Generally players like mondragon get it at or slightly after protoss begins it during a +1 speedzeal rush. I think you might have wanted to tell how to do just a standard macro counter to +1 speedzeal rush with a +1 carapace ling + sunk defense) and a couple of tips you could add in, too (my favorite is taking a defiler + lings in an ovie, drop them at expo and d swarm and focus on nexus ) but otherwise really nice and good work, it's nice to see people contributing to the community!

And I didn't notice that English wasn't your native language !
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
Cloud
Profile Blog Joined November 2004
Sexico5880 Posts
Last Edited: 2008-05-25 19:53:23
May 25 2008 19:53 GMT
#27
Your massive turtling is not exactly artistic.
BlueLaguna on West, msg for game.
ZerG~LegenD
Profile Blog Joined August 2007
Sweden1179 Posts
May 25 2008 19:59 GMT
#28
On May 26 2008 03:10 Superiorwolf wrote:
Cool, it's great to see more ZvP guides (I think we only have one other than this eh?). Albeit it's not very informative for the higher-caliber player, it's very useful for lower skilled people imo. I think there are a few things which could be improved on (you don't describe a few things thoroughly enough, the main thing I think is just you didn't really explain when you needed +1 carapace. Generally players like mondragon get it at or slightly after protoss begins it during a +1 speedzeal rush. I think you might have wanted to tell how to do just a standard macro counter to +1 speedzeal rush with a +1 carapace ling + sunk defense) and a couple of tips you could add in, too (my favorite is taking a defiler + lings in an ovie, drop them at expo and d swarm and focus on nexus ) but otherwise really nice and good work, it's nice to see people contributing to the community!

And I didn't notice that English wasn't your native language !

Thanks.

The +1 build develops into a whole other playstyle, which I've forgone from describing entirely. Besides, we already have a guide for that style of play.
Even a broken clock is right twice a day
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
May 25 2008 20:26 GMT
#29
On May 26 2008 03:04 ZerG~LegenD wrote:
Show nested quote +
On May 26 2008 02:00 zulu_nation8 wrote:
right so why not just build the amount of lurkers necessary to defend and spend your gas elsewhere like on ultras with which you can actually attack with. More importantly the point I'm trying to make is there is no rule that zerg shouldn rarely attack the protoss, it doesn't make sense at all.

Cause lurkers are far stronger when used correctly? And why waste gas on lurker if you're not bringing them into your attacks? Then you'll be at an even huger disatvantage. Your ideas simply doesn't makes sense if you want to be efficient.

Any strategican should really know that the defender is always at an advantage when prepared. Hence you'll try to make every battle into a defensive one. If you catch your opponent off-gaurd, sure go ahead and attack (I think I mentioned it in the op?) but don't attack a prepared opponent. You'll destroyed if the armys are even.


1.Lurkers are not stronger than ultras. I'm saying to use the lurkers as a transition before hive tech. Attacking with a lot of lurkers isn't efficient period because storms will rape them.

2. That's not true at all, if you're zerg and at a good position to flank with equal units or at any position with more units you should always attack. I think your view comes from being used to having smaller armies than the toss. A prepared toss army is basically one that sits there, a prepared zerg army is one that can flank, you're making it sound like it's rarely smart to attack tosses which is just simply untrue.

A lot of strategy in starcraft comes from highly specific subjective experiences and that's why it's hard to make guides that cover all aspects. My point is that the way you play sounds like you play a lot of tosses who macro better than you. Not everyone or I hope not everyone has such a conservative mindset when ZvPing. Turtling is key to a zerg if he's at a disadvantage and need to build or he has obtained more resources than the toss and is going through a tech transition. Otherwise it's just an ugly way to play and prolongs the game unnecessarily. A zerg in my opinion should take advantage of any opportunity to attack and be super aggressive but only if he has more resources and don't waste them in battle tradeoff.
w3jjjj
Profile Joined April 2007
United States760 Posts
Last Edited: 2008-05-25 21:17:37
May 25 2008 21:01 GMT
#30
much thanks to u on the mass hydra portion, i always play fast spire on just about any map, the part where u talked about whether the second expand has gas may determine what build zerg should use was very insightful. good work!

one suggestion: for the war section, a good tactic is distraction. while it is rarely wise to attack the protoss army head on, zerg can often temporarily remove the protoss army from specific areas by creating a distraction elsewhere, and overwhelm the cannons when his army is not there. ie, small distraction drop in main, followed by a frontal attack on toss 3rd base when his army goes back to save the main. regardless of how big the toss army is, if it is absent in a battle, zerg wins.

i have agree with zerg-legend on the idea of playing defensively. every good toss who trained me in pvz told me the same thing: its the protoss' job to kill the zerg, not vice versa, just keep growing like a virus and toss will be forced to attack despite zerg having defensive advantages. trying to gain defensive advantage is a must, we should not confuse that with passive turtling.
Chuck Norris can salvage his opponent's structures.
ZerG~LegenD
Profile Blog Joined August 2007
Sweden1179 Posts
May 25 2008 21:07 GMT
#31
On May 26 2008 05:26 zulu_nation8 wrote:
Lurkers are not stronger than ultras. I'm saying to use the lurkers as a transition before hive tech. Attacking with a lot of lurkers isn't efficient period because storms will rape them

1: You're greatly underestimating lurkers. Their spines tear anything melee to pieces. A lurker/ultra/defiler combination is far deadlier than just ultras or ultra/defiler.
2: Hence you force him to come at you. If you just leave them behind you're locking up rescources and will get raped if an equal toss brings his whole army.



That's not true at all, if you're zerg and at a good position to flank with equal units or at any position with more units you should always attack. I think your view comes from being used to having smaller armies than the toss. A prepared toss army is basically one that sits there, a prepared zerg army is one that can flank, you're making it sound like it's rarely smart to attack tosses which is just simply untrue.

A prepared zerg army is one which makes full use of their every resource. By attacking you're not making full use of the lurker, one of your greatest assets, hence attacking is not making full use of all available resources.

My point is that your play is unefficient, hence your opponents play must be even more unefficient if you're winning your games.

Starcraft is alot about quick decision making, but you still need a foundation to build your play upon. And that's why you read guides.

Player 1 has 12 zerglings above a ramp, player 2 has 12 zerglings below the ramp? Who will win when they clash?

Player 1 has 4 zerglings, Player 2 has one zealot. Who will win when they clash?

Player 1 has 6 lurkers, Player 2 has 5 lurkers. Who will win when they clash?

The answer is that it depends on the circumstances of the battle. Player 2 could win each and every one of these if he secures a favorable battle ground and defends it. On the other hand Player 1 could turn the battle into a real slaughter if he applies the same tricks. There is no reason to discard using every advantage available.
Even a broken clock is right twice a day
Cloud
Profile Blog Joined November 2004
Sexico5880 Posts
May 25 2008 21:21 GMT
#32
Hm lurks are not so hot against protoss, they melt to storms, they suck vs dragoons, archons have way too many hp for them, protoss units are so fat ass for them to be effective and they need missile upgrades which means 1 more evo, which means less gas/minerals.

Not to mention reavers just make popcorns with lurkers.
BlueLaguna on West, msg for game.
inlagdsil
Profile Joined May 2008
Canada957 Posts
May 26 2008 07:04 GMT
#33
Any views on proxy hatcheries?
There is nothing cuter than a zergling when it has just started taking crack
sprawlers
Profile Joined June 2007
Norway439 Posts
May 26 2008 12:59 GMT
#34
Kind of noob question, but maybe add in how to respond to cannonrushes there as you advice to always 12hatch? I'm not used to 12hatching and have gotten cannonrushed my last 3 games vs p.
Liquid`Drone
Profile Joined September 2002
Norway28738 Posts
May 26 2008 13:31 GMT
#35
nice guide by a good player! :-)
Moderator
Chill
Profile Blog Joined January 2005
Calgary25991 Posts
May 26 2008 14:11 GMT
#36
I wish people would stop shitting on this guy. I haven't read the entire thing, but what I have seems spot on and his replays show some strong play.

Cloud, you're retarded. "Lurkers suck against Protoss"??????

What the fuck man?
Moderator
Liquid`Drone
Profile Joined September 2002
Norway28738 Posts
May 26 2008 14:54 GMT
#37
I was also under the impression that you were pretty young but the guide is structured like it was written by someone in university :D
Moderator
Kakashi[Black]
Profile Joined April 2008
84 Posts
May 26 2008 15:11 GMT
#38
Hmm there was good old replay Suncow vs Draco vs 2 gate I ll mb upload later
lol
Kakashi[Black]
Profile Joined April 2008
84 Posts
May 26 2008 15:15 GMT
#39
In terms of Mondragon build I know BO a bit (but still this would be great if u would tell correct BO). I don't know how to proceed with upgrades, attacking, expanding, generally with gameplay of Mondi build. Are there any other ZvP main strategies that u don't mentioned in ur guide? Thx in advance.


9 ol pool
10 gas (3 drones after finished , mine till 100)
16 hatch (nat) , following 12 lings.
13 3rd hatch - 13 cuz thats most often supply count after lings runby
19 4th hatch
23 evo, drones back to mine gas
33 Lair
38 2nd gas/den
46 5th hatch
80 6th hatch in expo
90-100 7th hatch

then around 120 +2-3 hatch <><
lol
Kakashi[Black]
Profile Joined April 2008
84 Posts
Last Edited: 2008-05-26 15:17:51
May 26 2008 15:17 GMT
#40
I must say just what a fucking genie Mondragon is with this bo :D Sooo good
lol
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