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{Q] PvZ how many cannons?

Forum Index > Brood War Strategy
Post a Reply
wok
Profile Blog Joined July 2009
United States504 Posts
August 06 2009 23:55 GMT
#1
Liquipedia discusses rules of thumb for placing 1,2, or 3 cannons for earliest stages of FE, but going forward, I become rather lost.

Specifically, I'd like to know what I need to defend against the following all-ins.

For example, how many cannons should I leave at my natural if I'm scouting a:
2 Hatch hydra all-in...
On an open-nat map like Python?
Do I have to leave fewer on destination, God's garden, coliseum, (other maps with defendable nats)?

2 Hatch muta all-in... (natural AND main, with 1 corsair and another popping.)
If I have sight above my min line?
If I don't (i.e. medusa)?

And overall questions:
If I have X zealots how many Y fewer cannons can I build?
What if my +1 attack is finishing?
What kind of micro principles apply to these zealots/cannons?

Thanks, and sorry if I seem incredibly stupid.
I'll race you to defeatism... you win.
Racenilatr
Profile Blog Joined August 2008
United States2756 Posts
August 07 2009 00:00 GMT
#2
hydra all in idk maybe like 6-7(depends on placement)
Gods garden is like Python so maybe 5-6 but Destination I think you need alot more from my experience

2 hatch muta all-in 3 cannons and build sairs +1 air weapons, medusa doesnt matter because corsairs wil lgive vision

how about a nice little rule of the thumb, 1 zealot 1 cannon ratio
what about +1 attack finishing?
Zealots stall until speed for more cannons to warp in
wok
Profile Blog Joined July 2009
United States504 Posts
Last Edited: 2009-08-07 00:03:47
August 07 2009 00:02 GMT
#3
On August 07 2009 09:00 Racenilatr wrote:
hydra all in idk maybe like 6-7(depends on placement)
Gods garden is like Python so maybe 5-6 but Destination I think you need alot more from my experience

2 hatch muta all-in 3 cannons and build sairs +1 air weapons, medusa doesnt matter because corsairs wil lgive vision

how about a nice little rule of the thumb, 1 zealot 1 cannon ratio
what about +1 attack finishing?
Zealots stall until speed for more cannons to warp in


Why would you need more on destination? You have bridges. 6-7 Sounds about right though. Thanks!
I'll race you to defeatism... you win.
Racenilatr
Profile Blog Joined August 2008
United States2756 Posts
August 07 2009 00:09 GMT
#4
This is just my horrible experience, the natural in Destination is pretty large so your initial two cannons are pretty useless if the hydras walk thru the farther bridge, build up, and push in so you need to keep your WHOLE natural secure AND prevent hydras from crossing bridge and forming up on other half
DreaM)XeRO
Profile Blog Joined December 2008
Korea (South)4667 Posts
August 07 2009 00:12 GMT
#5
On August 07 2009 09:09 Racenilatr wrote:
This is just my horrible experience, the natural in Destination is pretty large so your initial two cannons are pretty useless if the hydras walk thru the farther bridge, build up, and push in so you need to keep your WHOLE natural secure AND prevent hydras from crossing bridge and forming up on other half

nah~ 4-5 zlots and 4-5 cannons is enough to hold off up to 12 hydras. The bridges to a great job of funneling the hydras. Get 2 cannons covering the bridge closest to your ramp and place 3-4 cannons near your gas.
cw)minsean(ru
KwarK
Profile Blog Joined July 2006
United States43808 Posts
August 07 2009 00:52 GMT
#6
On August 07 2009 09:09 Racenilatr wrote:
This is just my horrible experience, the natural in Destination is pretty large so your initial two cannons are pretty useless if the hydras walk thru the farther bridge, build up, and push in so you need to keep your WHOLE natural secure AND prevent hydras from crossing bridge and forming up on other half

Yeah, on desti (particularly at 6) you need to hold at the bridges but your first 2 cannons won't be there. You need to just discount those two and make a new defensive line. Sucks but it's better than having them group on your side of the bridges and snipe a single cannon, back off then repeat. Remember cannons aren't like units, you can't build them then bring them to the front line. Once he starts chewing through your cannons you have to build them behind existing ones and there is no room to retreat on desti.
ModeratorThe angels have the phone box
Nevuk
Profile Blog Joined March 2009
United States16280 Posts
August 07 2009 04:27 GMT
#7
How many cannons for 3 hatch lings? I continually die to this.
Probe.
Profile Joined May 2009
United States877 Posts
August 07 2009 08:54 GMT
#8
On August 07 2009 13:27 Nevuk wrote:
How many cannons for 3 hatch lings? I continually die to this.


VS 3 hatch all in lings you only need like 4. Also vs 2 hatch all in hydra probably around 6-7. Keep pumping zeal because they absorb damage very well. And don't be afraid vs lings or hydra to bring all you probes off your nat to defend. Even if you leave them off for a bit, if you can defend the attack you are pretty far ahead. Also it really depends on the placement of your cannons. If you have 2 in front and 4 further behind, the 2 in front will get raped. You have to have really good placement to stop most all in builds.
meow
lazz
Profile Blog Joined January 2009
Australia3119 Posts
August 07 2009 13:24 GMT
#9
yeah seriously make sure you pull probes esp vs lings split them up right click 6 of them on each cannon gg
mOceaNu
Profile Joined July 2009
United States29 Posts
August 07 2009 13:41 GMT
#10
On August 07 2009 13:27 Nevuk wrote:
How many cannons for 3 hatch lings? I continually die to this.


4 cannons, a good building placement, all of your natural probes, good scouting, and a zealot or two if you get them in time.
Maybe I was stupid for telling you goodbye....
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