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Counter for fast exp Protoss as zerg... - Page 2

Forum Index > Brood War Strategy
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MiniRoman
Profile Blog Joined September 2003
Canada3953 Posts
June 09 2009 19:06 GMT
#21
Slow lurk drop is old school lol. It CAN work but it can also get you raped. 1 hatchery zerg is nothing to fear. Based on the timing and amount of lurkers I would immediately counter with zeals and a goon, sair if I made one and fuck your econ over with micro. 1 base P is still > 1 base Z. There is also no garuntee that you will kill scouting probe until speed finishes and by then he would see your early lair and extra cannon to gaurd against this/fastttttttttttttt mutal.

It can work though
Nak Allstar.
Dromar
Profile Blog Joined June 2007
United States2145 Posts
June 09 2009 19:27 GMT
#22
I really can't see this working.

Protoss could sacrifice his main, counter you with zeals (which you'll have at most 1 lurk to defend, which is not enough to stop zeals from tearing your base apart/keeping you from expoing), and believe me, when a toss is put in a situation where he's losing his main, a-moving his army to counter is like the first thing they do after they realize they can't save their main.

Protoss could also just expand somewhere else. All your ovies are dead, and all your lurk/ling are either in his main or desperately defending against zealots. By the time the lurkers take out his main nexus, he can have another nexus and cannons warping anywhere else on the map.
Husky
Profile Blog Joined May 2009
United States3362 Posts
June 09 2009 19:36 GMT
#23
Isnt like 12 speedlings the norm counter to FE?

One base seems a bit... odd.
Commentaries: youtube.com/HuskyStarcraft
Wala.Revolution
Profile Blog Joined November 2006
7584 Posts
Last Edited: 2009-06-09 20:04:22
June 09 2009 20:03 GMT
#24
On June 10 2009 04:36 HuskyTheHusky wrote:
Isnt like 12 speedlings the norm counter to FE?

One base seems a bit... odd.


What? No.

EDIT: To be more thorough, it's usually double expansion; you could go for 12 speedlings after you went 9/overpool gas but it's not the norm counter.
Stuck.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
June 09 2009 20:26 GMT
#25
On June 10 2009 04:36 HuskyTheHusky wrote:
Isnt like 12 speedlings the norm counter to FE?

One base seems a bit... odd.


No, 12 speedlings is if you want to do a runby. The norm to FE is usually just 12 hatch 11 pool then another hatch at 13 or 14 I believe (I don't recall which number) at a different base, then gas immediately after. When your pool finishes you initially build 4 lings, chase off the probe and try to kill it and use it to make sure he doesn't send any more out/kill the first zealot if he sends it out. Build 4 more zerglings a bit later after you've been drone whoring a bit and don't build any more than 8. You don't need speed, lair is with the first 100 gas. If he sends out 3 zealots, just build another 4 zerglings and you're golden, they won't have speed, you'll have plenty of time. You can then transition into 3 hatch muta or 5 hatch hydra.

I don't believe pool first is a standard response to FE by toss. Maybe on 2 player maps where they can scout if you're going 12 hatch and go 13 nexus themselves. But otherwise, I think 12 hatch is best.
Husky
Profile Blog Joined May 2009
United States3362 Posts
June 09 2009 20:29 GMT
#26
On June 10 2009 05:03 Wala.Revolution wrote:
Show nested quote +
On June 10 2009 04:36 HuskyTheHusky wrote:
Isnt like 12 speedlings the norm counter to FE?

One base seems a bit... odd.


What? No.

EDIT: To be more thorough, it's usually double expansion; you could go for 12 speedlings after you went 9/overpool gas but it's not the norm counter.


Ah thanks (and to the other poster as well), it just seemed to be something that I've seen more and more recently.
Commentaries: youtube.com/HuskyStarcraft
sprawlers
Profile Joined June 2007
Norway439 Posts
Last Edited: 2009-06-09 20:34:05
June 09 2009 20:29 GMT
#27
Been testing this a bit. Seems almost impossible to get three overlords to the protoss base in time unless you are like right next to each other on python, so I usually have to stick with just 2 lurkers and 8 lings, andromeda and python is great maps for this build as it has island expoes as well. So far I've won 3 and gotten owned by archons attacking zeals and killing me with splash once, also did put drones back on gas to late that game, so my drop was a bit delayed.
All I've won against was really bad though.

You also will instantlose against 2gate if you dont scout him in time.

Edit: huskythehusy, if you think so you should have been playing on Blue Storm around TSL. ;P
rAnDoMZerg
Profile Joined June 2009
Israel20 Posts
June 09 2009 20:51 GMT
#28
This strat is awesome until Toss sees what is happening... Its only a problem of scouting which is pretty hard to deny > <
Jaedong ftw
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