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[G] ZvP Two hatch Lurker Drop - Page 3

Forum Index > Brood War Strategy
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Metaspace
Profile Joined November 2006
Austria670 Posts
July 07 2009 10:27 GMT
#41
Thank you for sharing. Cannot wait to try it out! :-)
Wir haben zuwenig Vespingas!
Julmust
Profile Blog Joined November 2008
Sweden4867 Posts
July 07 2009 11:09 GMT
#42
On June 27 2009 12:56 lazz wrote:
this wont work vs a decent protoss. hell, im D+ but if i dont see a 3rd hatch i know somethings up. which will mean more scouting a more hungry corsair and more cannons everywhere. honestly i dont see this working at high level. bisu was pretty arrogant that game -_-


You get lings to block the scout at your ramp? Have you never played against a zerg that doesn't double expand?

A key part of this is to deny scouting.
AdministratorI'm dancing in the moonlight
kraken
Profile Joined July 2009
United Kingdom30 Posts
July 07 2009 12:42 GMT
#43
Should you get a spire after the drop for scourge to snipe observers? I guess if you're using mianly hydras after the first three lurkers it's not too important, but it could be useful anyway, since if the P starts dropping templar to take advantage of no spire you could be in trouble.
citi.zen
Profile Joined April 2009
2509 Posts
Last Edited: 2009-07-07 13:55:27
July 07 2009 13:52 GMT
#44
A P seeing a 2 hat/early lair build expects 2 hat mutas or slow lurker drop, so they will put more cannons around the main mineral line before you get to drop. At that point it all depends: you might get lucky and kill the right cannon to still be able to attack part of the mineral line, or you may be able to kill archives or slow some other tech (what also works ok is to position a lurker on the route his probes take to reach the natural, and then attack his min line, hoping you kill many of them during transfer); of course, you may also fail to kill any probes or significant buildings. In the latter scenario you stay on 2 bases for too long + have a low drone count and get rolled by the Ps superior macro once they get temps and obos.

To recap - the slow lurker drop build worked as an all-in for me. If they don't see it coming / panic / I get lucky, its all good. Otherwise P's macro owns me.
Aut viam inveniam, aut faciam.
HeavOnEarth
Profile Blog Joined March 2008
United States7087 Posts
July 08 2009 19:16 GMT
#45
it's ok. but i would wait till lurker finish and send lurker ling to kill cannons because usually toss will anticipate mutas and make 2 cannons anyways in main.
"come korea next time... FXO house... 10 korean, 10 korean"
Neivler
Profile Blog Joined November 2008
Norway911 Posts
July 09 2009 21:23 GMT
#46
I think the 12 hatch variation is only good at Medusa and other maps with a easy 2 entrence to the protoss base. Since he will know it is comming he will have to make cannons at both front and back and therefore puts his eco far behind whats normal and u can play it as a macro game from there. Since his eco will be bad, like yours. Or if he dont make enough cannons, you kill him!
I pwn noobs
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