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! [G] ZvP - Adaptation Tactics - Page 7

Forum Index > Brood War Strategy
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Wala.Revolution
Profile Blog Joined November 2006
7584 Posts
June 15 2009 12:28 GMT
#121
I was going to write "Not another zerg guide!" because tosses are having enough trouble vs neo-sauron as it is...

Still a very well-written guide nevertheless. Now if only a toss can write a guide like this.
Stuck.
Impervious
Profile Blog Joined March 2009
Canada4218 Posts
June 15 2009 18:23 GMT
#122
So, I have a question about the most under-used unit in the history of Starcraft - the Scout.

I played against a player recently, and instead of going for sairs, he went for scouts. I opened 9-or-10-pool (can't remember which one right now) into lair first, then speed (2-hatch).

When I saw the scouts I immediately put down a den, evo chamber and creep colonies, turning them into spore colonies when the evo chamber finished. I was able to defend the initial few scouts easily. The problem is this - the scouts just wouldn't die. They are a lot harder to kill than sairs, and can be used to kill drones, as well as overlords, quickly.

I treated it exactly how I would react to Corsairs. I went for a Hydra break (since Scouts are resource intensive, I figured I would have a good chance at winning right there and then). That failed, but I ended up containing him well, stopping him from even taking his natural until about 15 minutes into the game (he was able to secure an island expansion, it was on Python). His suicide scouts, however, were killing drones, expansions, and overlords like there was no tomorrow. Air units were not going to be effective, and ground units were not mobile enough to handle them.

I ended up losing after about 35 minutes, simply because his ball of stacked scouts was just too much to handle (3-3-3 ups, plus speed and sight), plus a formidable zealot army (also 3-3-3 ups plus speed).

I was thinking about getting a defiler and plaguing the ball of scouts, but I was never able to spare the resources (constantly having to rebuild).

I feel like I should have won that game, but I'm not sure if I adapted right. Since this guide is about ZvP, I figured you would have a better idea of how to adapt to it.

How do you adapt to Scouts?
~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
LuDwig-
Profile Blog Joined February 2007
Italy1143 Posts
June 15 2009 18:28 GMT
#123
overpool.. if protoss does not take any damage what i have to expect? i has low eco...so what is the p best counter to overpool?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=120015&currentpage=98<--Search the HotBid's Post
ghermination
Profile Blog Joined April 2008
United States2851 Posts
June 15 2009 18:31 GMT
#124
Really good guide. I wish i had the skill to write something so comprehensive. ><
U Gotta Skate.
Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
June 15 2009 20:59 GMT
#125
I think I'll re-update this guide once summer is almost over and I'm back from vacation, otherwise consider this guide not obsolete but quite out of date

For scouts, you can't afford to overreact and put an evo + 2 creep + 2 spore = 325 + 100 drones + mining time (I think if I counted right). Try to just defend with hydralisks because it will be possible, you should be able to have them too because scouts take twice as long as corsairs to build. They are viable yes, and kill overlords much faster, but the time to build + increased costs delay the Protoss a lot as well. Just don't overreact and you should be able to play standard from there.

From what I understand it seems like your opponent was going constant scouts though. I guess really it would be strong to do such a thing because even devourers are blown to pieces by the strong Anti-air capacity of scouts. Still, not only does the expense of a scout take away from his ground army size (giving you lots of options to move around the map and have ground map control, many units would work), as long as you don't stay on the defensive and don't let him expand you should win just by the game playing itself out. Eventually you'll have more spores than his poor air-to-ground can handle and also have swarm+plague which'll definitely disable his scouts. Put pressure on him and defend as little as you can. If you pressure him enough he will have no choice but to defend with scouts and/or switch to other units.

If you went for a hydra break after overreacting with making too many early spores and it failed, you would be behind no matter what happened, so it would explain why he would overrun you with many scouts later and you could only barely defend as he expanded everywhere.

For overpool, it is actually a quite economically strong build. I don't know if I put in my guide that it was bad for economy, but I'd have to change that if I did. Overpool speed is the build you'll want to do damage with, but if it fails you can still salvage the game (plus usually you'll at least be able to get a few lings in or prevent scouting if he walls off with probes well). A regular overpool is meant to make a Protoss have to start cannons earlier than if you went a 12 hatch, but if you can runby that's an extra bonus.

I'll update this guide later and maybe make a ZvZ...
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
Empyrean
Profile Blog Joined September 2004
17067 Posts
June 15 2009 21:04 GMT
#126
On June 16 2009 05:59 Superiorwolf wrote:
I think I'll re-update this guide once summer is almost over and I'm back from vacation, otherwise consider this guide not obsolete but quite out of date

For scouts, you can't afford to overreact and put an evo + 2 creep + 2 spore = 325 + 100 drones + mining time (I think if I counted right). Try to just defend with hydralisks because it will be possible, you should be able to have them too because scouts take twice as long as corsairs to build. They are viable yes, and kill overlords much faster, but the time to build + increased costs delay the Protoss a lot as well. Just don't overreact and you should be able to play standard from there.

From what I understand it seems like your opponent was going constant scouts though. I guess really it would be strong to do such a thing because even devourers are blown to pieces by the strong Anti-air capacity of scouts. Still, not only does the expense of a scout take away from his ground army size (giving you lots of options to move around the map and have ground map control, many units would work), as long as you don't stay on the defensive and don't let him expand you should win just by the game playing itself out. Eventually you'll have more spores than his poor air-to-ground can handle and also have swarm+plague which'll definitely disable his scouts. Put pressure on him and defend as little as you can. If you pressure him enough he will have no choice but to defend with scouts and/or switch to other units.

If you went for a hydra break after overreacting with making too many early spores and it failed, you would be behind no matter what happened, so it would explain why he would overrun you with many scouts later and you could only barely defend as he expanded everywhere.

For overpool, it is actually a quite economically strong build. I don't know if I put in my guide that it was bad for economy, but I'd have to change that if I did. Overpool speed is the build you'll want to do damage with, but if it fails you can still salvage the game (plus usually you'll at least be able to get a few lings in or prevent scouting if he walls off with probes well). A regular overpool is meant to make a Protoss have to start cannons earlier than if you went a 12 hatch, but if you can runby that's an extra bonus.

I'll update this guide later and maybe make a ZvZ...


Why wouldn't you just Scourge the Scouts?
Moderator
Husky
Profile Blog Joined May 2009
United States3362 Posts
June 15 2009 21:38 GMT
#127
Yeah.. scouts are super easy to scourge to death. Unless he was massing them in his base they should mostly die.
Commentaries: youtube.com/HuskyStarcraft
Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
Last Edited: 2009-06-16 02:08:21
June 16 2009 02:07 GMT
#128
Right, from a 2 hatch build you are either going den (lurkers, which I'm not fond of) or spire for mutalisks. You wouldn't be going 2 hatch lair and hydras only, it would waste the reasoning for a lair. Supposing that you did go for the spire build you would have 6 mutalisks before the scout because it takes so long for a scout to build. Even when his scout is out you won't need scourge because 6 mutas + reinforcements is easily enough to take down one scout with no cannons. You'll probably have a pair of scourge anyways because you are assuming he'll make sairs. The only way there would be cannons would be if the Protoss was really cautious or if they scouted well. If they scouted well they would have cannons up and 2 stargates or +1 sair so you wouldn't be able to do damage anyways.

From a 2 hatch lurker build I think your lurker aspect will be done by the time his scout comes although I'm not quite sure since I rarely use that build. Thus this is where you can't overreact and just try to defend with hydras while either continuing with the lurker drop plan or just using lurkers to prevent the Protoss from expanding and giving yourself full map control as you get your economy up to counter. Getting a spire just for scourge when you've already gone 2 hat lurker and are low economy is not a great idea imo.

If you did the nowadays standard 3 hatch gas into lair+spire scourge to hydramuta build, then of course you could just use scourge. I'll have to update that in this guide though since it's really changed and all. Also I am kind of regretting writing that you should pool first when you do a 2 hat build. Although the reasoning about preventing scouting is valid, it really makes your economy a lot worse. I'll probably have to edit that. I'm not sure exactly how I said it but off of memory I think I wrote like "pool first is best for 2 hatch builds" but now I don't think it really is.

Hopefully I will be able to update soon in the future!
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
Piste
Profile Blog Joined July 2006
6183 Posts
June 16 2009 02:56 GMT
#129
i stoppped reading after I saw the immature banner.

[image loading]

Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
June 16 2009 03:05 GMT
#130
I'm sorry!!! The Overmind made me do it!!!
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
w3jjjj
Profile Joined April 2007
United States760 Posts
June 16 2009 03:39 GMT
#131
What's wrong with the banner?
Chuck Norris can salvage his opponent's structures.
Wala.Revolution
Profile Blog Joined November 2006
7584 Posts
June 16 2009 13:56 GMT
#132
On June 16 2009 11:56 Piste wrote:
i stoppped reading after I saw the immature banner.

[image loading]



Funny, I thought that it was always "Zerg scum" and protoss had other derogatory nicknames(?).

No offense to zerg players if my post any sense.

And yes, scouts are a piece of crap vs zergs who has spire, and doesn't fare well vs hydras... but then even 3 hydras (one at each base) can just negate a scout.

However with speed and in numbers they are quite fun to use =D
Stuck.
LeperKahn
Profile Blog Joined April 2008
Romania1849 Posts
June 16 2009 14:35 GMT
#133
This guide does not provide a clear counter to the "stove versus zerg" build so recently popularized by said guide.

I'm very disappointed.
CJ Entusman #14 • http://soundcloud.com/discodinosaur • https://discosaur.bandcamp.com/
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