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Stopping mass hydra?

Forum Index > StarCraft 2 Strategy
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1 2 Next All
Ryan22
Profile Joined May 2010
Canada84 Posts
May 24 2010 23:53 GMT
#1
This isn't a cry topic to start.

Im a toss player in the gold league. I usually use stalker/dt and I've gotten pretty good with it. Lately every zerg I face goes mass hydra. I dont get scouted so I know they have it in their head from the start to do so. I need to know how to stop it. It seems everytime I play zerg I lose now. Replay below, help is greatly appreciated.

http://rapidshare.com/files/391233204/Steppes_of_War__27_.SC2Replay.html

(made a pointless robo facility, when I meant to make a start gate. - oops)
TwoPac
Profile Joined October 2009
United States163 Posts
Last Edited: 2010-05-25 00:03:16
May 24 2010 23:57 GMT
#2
Mass Hydras = Immortal or Colossus w/sentry/zlot

EDIT: Lol @ Pointless Robo

User was warned for this post
"I once contemplated suicide, but when I held that nine all I could see was my mama's eyes."
Fraud
Profile Joined April 2010
Canada108 Posts
May 24 2010 23:57 GMT
#3
Collossi toast hydra's for breakfast.

User was warned for this post
red_b
Profile Joined April 2010
United States1267 Posts
May 24 2010 23:58 GMT
#4
I too suggest colossus. You can build a TON of them going 3-4 gate -> expand -> dual robos or you could just go fast colossus if youre getting one based.

User was warned for this post
Those small maps were like a boxing match in a phone booth.
BlackMesa
Profile Blog Joined February 2008
Kenya338 Posts
May 24 2010 23:59 GMT
#5
i stopped going for collosus, i usually go immortals and mass storm as my late game units.

User was warned for this post
Need a Light
De4ngus
Profile Blog Joined November 2008
United States6533 Posts
May 25 2010 00:03 GMT
#6
On May 25 2010 08:57 TwoPac wrote:
Mass Hydras = Immortal or Colossus w/sentry/zlot

No, Immortals are terrible vs Hydra. They don't do any bonus damage and the shield barely does anything.

User was warned for this post
GANDHISAUCE
Ciddass
Profile Joined April 2010
Germany149 Posts
May 25 2010 00:10 GMT
#7
chargelots + collossi

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Stationary
Profile Joined May 2010
Sweden22 Posts
May 25 2010 00:11 GMT
#8
make colossus zealot stalker = gg

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Ryan22
Profile Joined May 2010
Canada84 Posts
May 25 2010 00:13 GMT
#9
Thanks, I'll try adding collossi into the mix. Anyone watch the replay? I'd like to work out some kinks in the build as well.
DragonDefonce
Profile Blog Joined April 2008
United States790 Posts
May 25 2010 00:22 GMT
#10
make 2 robo and start pumping out colossus. Once you get 4 or 6, hydras become inconsequential. Just be weary of corrupters and infestors.

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rbkl
Profile Joined March 2010
772 Posts
May 25 2010 00:35 GMT
#11
Sentry FF plus collusi are pretty effective

HTs work as well

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www.check6gaming.com // www.iugaming.com ** Indiana's Premier Gaming / Starcraft Community **
Darthturtle
Profile Joined May 2009
United States718 Posts
May 25 2010 00:38 GMT
#12
...Mothership.

User was temp banned for this post.
rockon1215
Profile Joined May 2009
United States612 Posts
May 25 2010 00:41 GMT
#13
On May 25 2010 09:38 Darthturtle wrote:
...Mothership.
counters everything


User was temp banned for this post.
Flash v Jaedong The finals that is ALWAYS meant to be
SuperDoremon
Profile Joined March 2010
United States20 Posts
May 25 2010 00:42 GMT
#14
well if u r used to making dt then instead of dark shrine, build templar shrine or w.e it's called. Storm is pretty good against hydra and also if he goes muta its pretty effective too. I prefer ht over colossi, but it's up to u to make the choice.

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ZomgTossRush
Profile Blog Joined May 2010
United States1041 Posts
May 25 2010 00:44 GMT
#15
Just a word from the wise.

Especially with in the plat or lower divisions be careful to not fall in love with a build just because it works. Or because you have gotten "good" with it. I'm not trying to flame but most of the time it is because of a weak opponent(unless of course you watching EVERY winning rep) Day 9 has talked about the perception of working or even nonworking builds.
Coaching for 1v1 and Team games at Gosucoaching.com
LaustinSpayce
Profile Joined May 2010
United Kingdom58 Posts
May 25 2010 00:47 GMT
#16
Storm and Colossus will see you good here. Backed up with a nice mix of zealots, sentries and stalkers.

Under the cut is a bit from the HDH invitational grand final that can help you with your woes here:
+ Show Spoiler +
On Metalopolis, WhiteRa managed to completely decimate a hydra/roach heavy maxed-out push with some great force fields that broke up the hydra surround, stopped infestors from getting within range and effectively split Idra's army in two so WhiteRa can stomp all over him. It was a great moment!
Oxymoron
Profile Joined August 2009
Canada137 Posts
May 25 2010 00:51 GMT
#17
Hydras have 80 hp. Storm does 80 damage.

Hint hint.

User was warned for this post
Myles
Profile Blog Joined March 2010
United States5162 Posts
May 25 2010 00:52 GMT
#18
On May 25 2010 09:10 Ciddass wrote:
chargelots + collossi


This.

Throw in storm if you feel like microing, but mass colossi + chargelots = win vs hydras.

User was warned for this post
Moderator
Kakisho
Profile Joined January 2010
United States240 Posts
Last Edited: 2010-05-25 01:10:46
May 25 2010 01:09 GMT
#19
Scrap Station.
Me, Protoss
Him, Zerg

He, the entire game was always one base ahead of me. He went mass hydras and I went gateway units including the legendary High Templar (With both upgrades...important).

On the cliff to the left of the 3 o'clock expansion, I had a proxy pylon where I could spawn HT above the cliff as well as BELOW the cliff. I have cannons at the double choke (which I panic-built when he was moving out, but never attacked).

He has a HUGE amount of hydralisks but hasnt' spread creep across the entire map so after he beats my standard gateway unit army mix (with only 2 high templar at that stage of the game), he just moves on to to attack and win but I spawn 3 high templar and use two of the storms, which deal massive damage to the army (he retreats out of range before I cast a third one).

Pretty much, even though he had completely map control and a much bigger, stronger army, I had the correct tech. I would spawn 4 high templar and just march them straight at the enemy Zerg with a few zealots at his newest expansion. If he attacks, the storms deal heavy damage and the Zerg, killing about 8+ Hydras and damaging many, many more. Though I easily lose ALL of my high templars, they costed much less than what he lost. Everytime this happened, he lost a about twice as much as I did. Every proceeding confrontation hurt him more than me, even though I lost all of my units and he always had a bunch left over.

Eventually, I stockpiled enough units (that weren't fighting, since I used many waves of just high templar who spawn, storm and die) to simply attack him when his hydra numbers were low. I killed two expos and he left.


To sum all of that up, a single storm on a hydra ball is worth the cost of the High Templar, especially if you use many high templar over time. Also, archons are pretty good against Hydras and Lings.
Cold wind, chilling.
Beastman
Profile Joined May 2010
31 Posts
May 25 2010 01:11 GMT
#20
I don't know why people above were suggesting immortals but dont dont go immortals for sure. Way to heavy on all resources and there hard shield cancels almost no damage from any zerg unit as most zerg units do around 10 damage anyway. (with the exception of the broolord and baneling).

If your opting for robo, deffinently do the observer first while the support bay is building. Colussous or HTs are absolutley key and the meat shield can be chargelots or (havent tested this much) but blink stalkers to lure a trap with colussus and sentry.

If you can abuse cliffs and FF then you will always succede with the defenders advantage.
Kaboom! Baby!
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