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Discuss possible zerg counters vs Fantasy build

Forum Index > Brood War Strategy
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rei
Profile Blog Joined October 2002
United States3594 Posts
October 23 2008 02:31 GMT
#1
what zerg can do to counter the fantasy build.

I had been playing for about 10 games vs my friend using this strategy the past few nights, and from those replays, I found out that this build has a point where it is fairly weak. That timing is after the first vulture comes out till tanks come in play to secure the expansion. The terran rely on spidermines and vulture drops till the tanks are ready to defend. This window of weak defense can be hit hard if zerg goes fast overlord speed and fast range hydras with 1 sunken on each expansion and 2 hydras to defend against the vulture drop.

Position overlords in the ground path between terran and zerg for a fast hydra rush
Also if zerg knows the fantasy build is comming, what they can do is position their overlords on the path to the terran's base, in order to spot spidermines that way they don't even have to wait for overlord speed and hit terran hard with 6 hydras off 2 hatch before lair. If terran decide to make a wraith before dropship to kill those overlords they won't be looking at the path between the 2 bases, the wraiths goes straight into zerg base to scout or ovie hunt.

Now with that said, what can terran do to stop this? from the terran's point of view, he have 1st vulture out, run to zerg base, and found 1 sunken in natural, so he proceed to mine up a long the path between the 2 bases, he notice that the zerg is flowing slow overlords along the path between the 2 bases, so he brings his 1 marine out to make the zerg run those ovies back. But before the dropship finishes building 4 hydralisks comes to defend those slow overlords with 2 more hydralisks following. At this point terran is building an expansion, but no tank, 4 vultures 1 marine spider mine vs 6 hydralisks with overlords spoting.


Anyone else want to contribute to a possible counter vs Fantasy build?

This one possible counter given by testie
+ Show Spoiler +
On October 18 2008 11:36 MYM.Testie wrote:
You counter it by screwing over the fact that it isn't very mobile. It is one of the reasons people used to sacrifice an overlord to scout a terrans base. If you know it's coming, and you're used to playing against mech and have a keen sense of game control, you will not be bothered by it.

If it does not hurt you early and you play a heavy drone style, you will over-run it. Likewise, if there is no early expansion you can 2 hatch muta with well placed sunkens and muta-drone with well-placed overlords to completely obliterate it. Often being able to face the army and simply crush it repeatedly (not pushing into his base) while starving him.

The valkyries are not normally an issue due to the fact they take a long time to build and scourge are so very useful against them early. After a certain amount of mutas you can often cut all muta production together for a while and just hard drone+hard expand. So he cannot come out of his base. With this knowledge you must make sure drones going to expansions all over the map are not sniped. AKA overlord speed and no wasteful movements with your mutas. So essentially, in this slow to build strategy (the terrans), you can literally take the map with well placed overlords - muta - scourge - drone while eventually switching to mass hydras while the terran has likely not built enough tanks after scanning your mass air-drone build. You should have quite an economic advantage once he is able to really mobilize and finally come out. But by then, it should always be too late and you will crush the mech force repeatedly, or in the event you can't, have bought enough time to keep him running back and forth and starving him out through a mass econ style of guerrila warfare. i.e. muta+hydradrops around his armies.

While this can be said for all strategies, and there are some truly solid mech strategies out there, mech has always worked best as a surprise. Again, like most strategies, with small timing tweaks you can make mech seem nearly invincible. It is something you every Terran should have in their arsenal, and they need to know when and why to use it. From maps - to positions - even opponent can be a factor.

Defilers are also very good against it, very laaaaate game. Why late game? Most builds against mech don't have a proper transition period to defilers. As in, it leaves a weakness to be exploited to tech up to those units which take quite a while before they can be put into use effectively with plague. I recall beating a good mech terran with equal money in the past with muta-hydra turned into queen-broodling-hydra as well. So there are other options.



Discuss plz
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Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
Last Edited: 2008-10-23 02:46:38
October 23 2008 02:46 GMT
#2
http://www.teamliquid.net/forum/viewmessage.php?topic_id=80853

Queens could be an interesting counter - ensnare will help vs any large amounts of valkyries, and also help your +1 armor muta and ling attack vs their pure gol/valk army. I think it's worth a valid consideration at least, someone should try its effectiveness.
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R3condite
Profile Joined August 2008
Korea (South)1541 Posts
October 23 2008 02:49 GMT
#3
hmm this does sound very viable

now we won't get the glares of the drop hacks for using the mech build i guess... piss off less ppl
ggyo...
rA.Hippie
Profile Blog Joined November 2006
Denmark714 Posts
October 23 2008 02:57 GMT
#4
Play it like its a ZvP.
3 evo's, lots of hatches, remember to flank. There you go kids
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sqwert
Profile Blog Joined May 2008
United States781 Posts
October 23 2008 04:19 GMT
#5
i like utras
if everythings coming your way, youre in the wrong lane. sAviOr 4evar!
shavingcream66
Profile Blog Joined February 2008
United States1219 Posts
October 23 2008 07:14 GMT
#6
5 pool
rA.Hippie
Profile Blog Joined November 2006
Denmark714 Posts
October 23 2008 07:24 GMT
#7
On October 23 2008 16:14 shavingcream66 wrote:
5 pool

wins
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d_so
Profile Blog Joined December 2007
Korea (South)3262 Posts
October 23 2008 08:31 GMT
#8
in essence, the fantasy build seems to defend against zerg's midgame air and land with high efficiency units. valkyries against air. tanks against hydras. bunkers/mines against zerglings. However, most of the damage seems to come from tanks, especially if T forsakes expanding for fast tech. And Terran is able to compensate for the immobility of this build by preventing muta backstabs with valk's mobility.

zerg seems to be able to do well when they are able to use high efficiency units back against these three T units. Thus, scourge owning valks allows mutas to roam free. dark swarm and plague against bunkers allow zerglings to break through -- zerglings are pretty good against mines anyway. but tanks are the hard part of this matchup, because they're so far and that in early mid game zerg can't reach the tanks that have bunker/valk support.

so i think queens are the answer. they can oneshot the few tanks T has and allow the lurkers/hydras to storm up the ramp to kill bunkers/rax. also, building a typical anti-bisu build with a few spore colonies should prevent the slightly possible valk ovie kills
manner
d(O.o)a
Profile Blog Joined June 2008
Canada5066 Posts
October 23 2008 13:11 GMT
#9
9pool speed has never failed me against iccup players in the d/d+/c- level. And considering I almost always open 9pool speed zvt because I practice ling micro way too much and can effectively micro lings while expanding/teching it is just so good against tech builds.
Hi.
Piy
Profile Blog Joined January 2008
Scotland3152 Posts
October 23 2008 13:44 GMT
#10
don't 9 pool speed every game...theres no future in it.

And yeah, it looks like a pretty viable counter
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IdrA
Profile Blog Joined July 2004
United States11541 Posts
October 23 2008 13:58 GMT
#11
On October 23 2008 22:11 d(O.o)a wrote:
9pool speed has never failed me against iccup players in the d/d+/c- level. And considering I almost always open 9pool speed zvt because I practice ling micro way too much and can effectively micro lings while expanding/teching it is just so good against tech builds.

9 speed against a build with a wallin?
good plan

best way to play vs it is to just mass expand and hydra/muta/ling into hive tech stuff. (MASS mass expand, like ggplay vs flash in osl on medusa)
you can mix in drops with that style but if hes ready for 1 decent mid game drop and obliterates it you're gonna get run over, so its kinda risky.
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Gretorp
Profile Blog Joined September 2008
United States586 Posts
October 23 2008 15:18 GMT
#12
I believe also that mech works best as a surprise. You must understand that not everytime when you see a mech build, it will be the exact fantasy build. The dropship can be a make or break in this particular build, but the reason it's there is to counter a certain zerg build or a cluster of zerg builds. Drop won't work on every zerg build. at the very least, making the starport will keep a zerg honest and force a closed defense. If the zerg get's too cute and relies on a dynamic defense, they can be outmicroed by the speed of the vulture/dropship combo.

Under the particular assumptions that:Terran is going fantasy build, Terran assumes a static defense from zerg, I believe your build will work decently welll. The only problem is the fact you need to hide the number of hydras you have or else the terran will realize what is going on. All terran needs is 1 tank wall, and you're instantly behind if you don't get an advantage from your build. Reason you will be behind is that you are probably at equal bases since you invested in ov speed and range, and you will also be behind in drone count based on larva allocation throughout the build. simple macro will beat your build after that.

I think the most conservative way to play is go normal 3 hatch with speedling to counter inital vulture. drone up and know when to increase ling count. Keep perimeter overlords to never let vultures drop freely. go spire/hydra den to force the valk. 9 larva to hydras, take spacing and play expo /movement game. playing head to head against a mech is feeding into their build.

I am Unheard Change
Raithed
Profile Blog Joined May 2007
China7078 Posts
October 23 2008 15:36 GMT
#13
On October 23 2008 13:19 sqwert wrote:
i like utras

pls be joking, ultras fucking suck vs terran metal.
d(O.o)a
Profile Blog Joined June 2008
Canada5066 Posts
October 23 2008 16:26 GMT
#14
On October 23 2008 22:58 IdrA wrote:
Show nested quote +
On October 23 2008 22:11 d(O.o)a wrote:
9pool speed has never failed me against iccup players in the d/d+/c- level. And considering I almost always open 9pool speed zvt because I practice ling micro way too much and can effectively micro lings while expanding/teching it is just so good against tech builds.

9 speed against a build with a wallin?
good plan

best way to play vs it is to just mass expand and hydra/muta/ling into hive tech stuff. (MASS mass expand, like ggplay vs flash in osl on medusa)
you can mix in drops with that style but if hes ready for 1 decent mid game drop and obliterates it you're gonna get run over, so its kinda risky.


I only harass with the initial 6 lings which stay alive as long as possible, with good ling micro them being walled in means you can shuffle zerglings easy while picking off any marines that are built. I they rarely have more than 1-2 marines by the time my lings get there and if I don't scout them I build drones instead of lings and opt for the mass expand with quicker than average lurkers into fast hive.

My intent with the zerglings is not to kill the terran simply to keep them on their toes and delay mining (albeit barely delaying but still delaying).
Hi.
KwarK
Profile Blog Joined July 2006
United States43210 Posts
October 23 2008 16:32 GMT
#15
On October 24 2008 00:36 Raithed wrote:
Show nested quote +
On October 23 2008 13:19 sqwert wrote:
i like utras

pls be joking, ultras fucking suck vs terran metal.

Ultramuta kicks ass. Force them to go goli heavy, golis do no damage at all to ultras. See GGPlay vs FlaSh. But yeah, if you don't force them to go golis then you just end up vs mass spider mine mass tank which isn't so good.
ModeratorThe angels have the phone box
Chill
Profile Blog Joined January 2005
Calgary25988 Posts
October 23 2008 16:39 GMT
#16
Um, GGPlay vs Flash is a special situation where GGPlay was at 7 gases for the majority of the game while Flash struggled to hold 3 of his own...
Moderator
KlaCkoN
Profile Blog Joined May 2007
Sweden1661 Posts
Last Edited: 2008-10-23 17:17:09
October 23 2008 17:16 GMT
#17
Okie, so t does factory >vulture >cc >starport>more vultures+grades >armory >vulture drop> valkyrie>add facts and start gollie production, right?

For allins it looks like speedlings into 2 hatch hydra should rape it mercilessly. (Lings to deny scout obv).
Problem is that I don't know if t is going to go ahead and add cc and port directly after fact when he gets no scouting.

Otherwise perhaps 12 hatch 11 pool 10 gas muta. Mutas should be out in time to nullify the drop? And also put servere preasure on t's almost undefended expansion, forcing a bunch of turrets etc. Lack of mm means that the build actually isn't very poor, you need max 2 sunks and an evo (no lings) to eleminate vulture pressure form the front so you can get quite a few drones out. If drones can be sneaked out z can grab as many expansions as he wishes. Vultures aren't a threat to buildings and mutas are out soon enough anyway.

For more crazy alternatives perhaps 3 hatch gas ling speed, pull drones of gas expand to other main drones back on gas, den, lair> whatever.
Point is to deny t's ludicurus expansion (1 vulture for defense woho.) with say 12 speed lings while expanding again yourself. Now t can't drop with his first 4 vultures either since they need to defend vs the lings (unless he wants to completely give up his exp and hide behind the wall)
When he finally has cleared your lings (replace them for a while). you should have 3 bases, quite a few drones and hydras to defend any gayness. Proceed with ordinary anti mech mass expand hydra/muta play.
"Voice or no voice the people can always be brought to the bidding of their leaders ... All you have to do is tell them they are being attacked and denounce the pacifists for lack of patriotism and exposing the country to danger."
Louder
Profile Blog Joined September 2002
United States2276 Posts
October 23 2008 17:16 GMT
#18
I don't understand why this build is considered such a revolutionary thing. It has the same weaknesses metal has always had going into the mid and late games vs Z, just adapted to deal with common modern Z openings. Mass units with upgrades + flanking and defilers in late game... what's the mystery?
nK)Duke
Profile Blog Joined October 2008
Germany936 Posts
October 23 2008 17:18 GMT
#19
2hatch muta
PH
Profile Blog Joined June 2008
United States6173 Posts
October 23 2008 18:21 GMT
#20
That's one thing I'm wondering...I don't remember from watching the games...what is the timing of the dropship? Does it come out before or after spire in a two hat spire build? And in relation to a 3 hat?

BTW Klackon, the problem with threatening with a ling backstab are the mines he'll be planting between your base and his...
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