It can work though
Counter for fast exp Protoss as zerg... - Page 2
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MiniRoman
Canada3953 Posts
It can work though | ||
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Dromar
United States2145 Posts
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. | ||
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Husky
United States3362 Posts
One base seems a bit... odd. | ||
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Wala.Revolution
7584 Posts
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. | ||
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FabledIntegral
United States9232 Posts
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. | ||
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Husky
United States3362 Posts
On June 10 2009 05:03 Wala.Revolution wrote: 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. | ||
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sprawlers
Norway439 Posts
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 | ||
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rAnDoMZerg
Israel20 Posts
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