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[G] PvZ Antimage's Void Ray Expo Build - Page 7

Forum Index > StarCraft 2 Strategy
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Packeteer
Profile Joined September 2010
United States105 Posts
June 15 2011 05:44 GMT
#121
On June 15 2011 05:46 whereismymind wrote:
Sorry for bumping this thread, but is this build still up-to-date? Or is there new FE stargate PvZ build?


Let it die in peace, let it die in peace.

No this strategy does not work any more. To sum it up this strategy relies on expanding without sentries, just 1 stalker and a few zeals. These days any good zerg will just deny your expo. Stargate openings are viable and this is blast from the past actually made me realize I can try a much faster stargate than I normally do but no, this build is dead.

Here are the reasons why this build is not viable anymore:

Balance Changes: Roaches have 4 range. Voids rays do less damage. Sentry build time is decreased. Zealot build time is increased. Warp gate build time is increased. Oh ya, don't forget infestors.

Meta Game: Ling roach and ling hydra all-ins are common. Speedling expand with high aggression is also popular. Both of these will cause tons of damage even with a void ray in the air. The void used to be a floating god once charged, this is no longer the case.
A Marine walks into a a bar and asks... where is the counter?
nvs.
Profile Blog Joined May 2010
Canada3609 Posts
June 15 2011 06:04 GMT
#122
For people interested in contemporary Void Ray based expands watch MC's games at MLG.
ZeRoMist
Profile Joined January 2011
Canada16 Posts
June 15 2011 06:04 GMT
#123

and all i have to say is anypro did it first but all good





On August 04 2010 12:26 Antimage wrote:
PvZ - Antimage's Void Ray Expo Build

Disclaimer:
This guide is not 100% complete. I rushed it out but I will continue to address concerns and mid/late game transitions if they are unclear later on, but a lot of people wanted to see it so here it goes...

*********************************************************

With zerg players like Sheth, SLush, and Idra leading the way, the imbalance in PvZ has begun to stand out. Surprise 6 gate into 2 robo colossi builds put you too behind economically to be effective against anyone competent. 2 gate or 3 gate robo gives up map control and against a good flanking zerg army, you stand no chance.

Playing any of those above builds straight up against a top notch zerg will put him too ahead in army count in worker count, and this build is to balance it out (and give Protoss an edge).

The difference between this and any comparatively ineffective 2 gate robo or 3 gate expand builds (which I adopted back in beta), is that you force hydras because roaches melt under 2-4 void rays. Thus, your colossi will be doubly effective, your expo is out faster so you have 4 geysers to tech switch if you find it necessary.

Side note:
I call this my Void Ray Expo build, but it’s also kind of a 1-1-1, but you’ll have to adjust your transitions to what you see. You can always get your robo before your second and third gates if you see zerg playing standard macro style, but that’s not a guarantee.

Begin: Antimage's Void Ray Expo Build


This build is designed to put you on even footing against a fast expanding zerg player.

Just like Sheth intends to make mini-Sheths with his infamous ZvP thread, so I will make mini-Antimages to combat those mini-Sheths.

Details:
Step 1: Choose protoss. Hate on opponent for choosing imba zerg. Nah I kid.

...

1 gate-core opening, blocking ramp with gate and core. You'll need two units to fully block it, but it is infinitely safer than blocking with pylons (banelings anyone?), if anyone still does that.

Get your second gas as soon as you can, at around when your core is about 200 HP up. If you don't scout a fast expo and see 2 gases or anything strange (roach warren, etc, baneling nest), then this build is probably not the best one to go for.

Usually, you should be able to put your second gas up before starting your zealot (which may or may not even need a chrono depending on how many lings initially pop out). This build is designed to counter Idra type play - which means whoring drones like the dirty zergs they are.

A basic rule of thumb in PvZ: against a regular zerg macro build, you can afford to make your core and then your first zealot, without even chrono'ing it. It'll be out in time, and you can chrono a second zealot (or stalker if you have time to block with it) if they went gas/pool/hatch in which case there's a threat of mass speedlings, so your block has to hold.

[image loading]
Got your gas stolen? Don’t worry about it, just kill it and get your stargate anyway. You will need to add 1 or 2 gates before your robo since you won’t have enough gas to sustain it after your first few void rays.

Once your core is done and you have a stalker building (to try to deny scouting/complete your wall), begin your stargate off two gases. Doesn't matter if the zerg sees it with an overlord. The point here is to force more queens off the two zerg bases.

[image loading]
He sees it coming!

[image loading]
Doesn’t matter if you know it’s coming bro. =)

Once your first void ray is out (chrono'ed - you don't need to chrono warp gate tech), send it to the zerg base and rally your stargate to that unit.

[image loading]
This opening forces spores if they drone too much. Further delaying their tech. Also note that here that SLush is in the red supply.

At the same time, move out with your 3-4 zealots and 1 stalker and claim your natural. Expand with your next 400, all the while continuing to pump void rays non-stop. With your void rays, try to inflict as much damage as possible. Snipe off overlords, extractors, whatever you can lay your dirty protoss hands on. I prefer to go for the overlords - they go down faster and delay the hydra counter effectively with a smaller risk of dying to queens.

[image loading]
In this case, when they mass more lings, you want to add more gates before your colossus to defend your expo. Your void rays should see the lings.

Your next tech choice depends on what you see with your void rays. If there are signs that they teched faster to lair than normally, make 2 more gates and a robo, cutting probes if you're worried. Once you robotics facility finishes, get your support bay and chrono out colossi ASAP. If however you spot or suspect mutas (both natural geysers are taken), add on 2 more gateways and go heavier on stalkers/sentries, while getting +1 – cut some probes to get up to 5-6 gates so you can further outmuscle the fragile muta army. From here on out, it's a regular macro game.

[image loading]
Information received! If you’re colo is late, add a forge and a few more gates immediately!


[image loading]
Defending that initial push once they feel they have enough hydras. If you feel you can’t defend adequately, get a forge up with your gates/robo and cannon up a little.

The zerg player may choose to expo again. However, your void rays should take care of that. Note the minimap, how all close bases are scouted with the void rays.

[image loading]
Deny more expos with your void rays. It’ll be 2 base against 2 base on a map like metal.

[image loading]
Another expo deny. Note the huge differential in worker count.

Once your colossi numbers start building up, up your gateway count. You’ll need it for late game if the game draws out. Start with stalker/sentry to deal with anything that isn’t ultras.

[image loading]
Ahh, the beauty of the void ray/colossus/stalker/sentry ball. Force field makes it impossible for a ground army to be able to position well at the same time the air units hit. They won’t get good army positioning against you.

[image loading]
Yes, it beats a maxed out army if the zerg players decides to go mutas. Just sit tight, and float around the middle so their mutas can’t roam free without the threat of a backstab into their base.

End game:
[image loading]
Looks a bit barren, doesn’t it? This is what happens when zerg tries to tech to ultras. They can’t defend their 3rd expo in time once you have 3 or 4 colossi out.

[image loading]
Ultras may work pretty well against this strategy but once you already have a huge econ advantage and many gates, you can switch it up and go heavier on zealots and high temp.

Weaknesses:
Timing pushes with fast hydras will really push your defenses. If you suspect this coming, you might even want to consider sentries/cannons to buy yourself some time.

Mutas will keep you in your base longer as your ground army is weaker, but once you add more gates, you'll be able to abuse sentry/stalker/guardian shield/ground upgrades and you'll be ahead again in no time.

Mass ling is also a great threat if you do not scout it properly. If you see mass ling coming, prepare acordingly with heavy zealots. Once your colossus is out, with good enough force fields, you're gold.


Worker counts:

[image loading]
Vs machine, after the hydra counter is repelled (up 2)

[image loading]
Vs masterasia, after the hydra counter is repelled (up 8)

[image loading]
Huge worker count differential when opponent fails to do damage with mass speedlings (up 13)

[image loading]
Large worker differential while zerg tries (but fails to) put up a third after failing the hydra push (up 13)



Author’s note:
My laptop died so I can't really play SC2 anymore; it starts up properly maybe 10% of the time - I'll be playing on a friend's laptop in the meanwhile. Please see my blog for more details and how you can help!
Click here!

Replays here

[url blocked]

Venomsflame
Profile Joined February 2011
United States613 Posts
Last Edited: 2011-06-15 06:08:42
June 15 2011 06:08 GMT
#124
On June 15 2011 15:04 ZeRoMist wrote:

and all i have to say is anypro did it first but all good



Show nested quote +
On August 04 2010 12:26 Antimage wrote:
PvZ - Antimage's Void Ray Expo Build

Disclaimer:
This guide is not 100% complete. I rushed it out but I will continue to address concerns and mid/late game transitions if they are unclear later on, but a lot of people wanted to see it so here it goes...

*********************************************************

With zerg players like Sheth, SLush, and Idra leading the way, the imbalance in PvZ has begun to stand out. Surprise 6 gate into 2 robo colossi builds put you too behind economically to be effective against anyone competent. 2 gate or 3 gate robo gives up map control and against a good flanking zerg army, you stand no chance.

Playing any of those above builds straight up against a top notch zerg will put him too ahead in army count in worker count, and this build is to balance it out (and give Protoss an edge).

The difference between this and any comparatively ineffective 2 gate robo or 3 gate expand builds (which I adopted back in beta), is that you force hydras because roaches melt under 2-4 void rays. Thus, your colossi will be doubly effective, your expo is out faster so you have 4 geysers to tech switch if you find it necessary.

Side note:
I call this my Void Ray Expo build, but it’s also kind of a 1-1-1, but you’ll have to adjust your transitions to what you see. You can always get your robo before your second and third gates if you see zerg playing standard macro style, but that’s not a guarantee.

Begin: Antimage's Void Ray Expo Build


This build is designed to put you on even footing against a fast expanding zerg player.

Just like Sheth intends to make mini-Sheths with his infamous ZvP thread, so I will make mini-Antimages to combat those mini-Sheths.

Details:
Step 1: Choose protoss. Hate on opponent for choosing imba zerg. Nah I kid.

...

1 gate-core opening, blocking ramp with gate and core. You'll need two units to fully block it, but it is infinitely safer than blocking with pylons (banelings anyone?), if anyone still does that.

Get your second gas as soon as you can, at around when your core is about 200 HP up. If you don't scout a fast expo and see 2 gases or anything strange (roach warren, etc, baneling nest), then this build is probably not the best one to go for.

Usually, you should be able to put your second gas up before starting your zealot (which may or may not even need a chrono depending on how many lings initially pop out). This build is designed to counter Idra type play - which means whoring drones like the dirty zergs they are.

A basic rule of thumb in PvZ: against a regular zerg macro build, you can afford to make your core and then your first zealot, without even chrono'ing it. It'll be out in time, and you can chrono a second zealot (or stalker if you have time to block with it) if they went gas/pool/hatch in which case there's a threat of mass speedlings, so your block has to hold.

[image loading]
Got your gas stolen? Don’t worry about it, just kill it and get your stargate anyway. You will need to add 1 or 2 gates before your robo since you won’t have enough gas to sustain it after your first few void rays.

Once your core is done and you have a stalker building (to try to deny scouting/complete your wall), begin your stargate off two gases. Doesn't matter if the zerg sees it with an overlord. The point here is to force more queens off the two zerg bases.

[image loading]
He sees it coming!

[image loading]
Doesn’t matter if you know it’s coming bro. =)

Once your first void ray is out (chrono'ed - you don't need to chrono warp gate tech), send it to the zerg base and rally your stargate to that unit.

[image loading]
This opening forces spores if they drone too much. Further delaying their tech. Also note that here that SLush is in the red supply.

At the same time, move out with your 3-4 zealots and 1 stalker and claim your natural. Expand with your next 400, all the while continuing to pump void rays non-stop. With your void rays, try to inflict as much damage as possible. Snipe off overlords, extractors, whatever you can lay your dirty protoss hands on. I prefer to go for the overlords - they go down faster and delay the hydra counter effectively with a smaller risk of dying to queens.

[image loading]
In this case, when they mass more lings, you want to add more gates before your colossus to defend your expo. Your void rays should see the lings.

Your next tech choice depends on what you see with your void rays. If there are signs that they teched faster to lair than normally, make 2 more gates and a robo, cutting probes if you're worried. Once you robotics facility finishes, get your support bay and chrono out colossi ASAP. If however you spot or suspect mutas (both natural geysers are taken), add on 2 more gateways and go heavier on stalkers/sentries, while getting +1 – cut some probes to get up to 5-6 gates so you can further outmuscle the fragile muta army. From here on out, it's a regular macro game.

[image loading]
Information received! If you’re colo is late, add a forge and a few more gates immediately!


[image loading]
Defending that initial push once they feel they have enough hydras. If you feel you can’t defend adequately, get a forge up with your gates/robo and cannon up a little.

The zerg player may choose to expo again. However, your void rays should take care of that. Note the minimap, how all close bases are scouted with the void rays.

[image loading]
Deny more expos with your void rays. It’ll be 2 base against 2 base on a map like metal.

[image loading]
Another expo deny. Note the huge differential in worker count.

Once your colossi numbers start building up, up your gateway count. You’ll need it for late game if the game draws out. Start with stalker/sentry to deal with anything that isn’t ultras.

[image loading]
Ahh, the beauty of the void ray/colossus/stalker/sentry ball. Force field makes it impossible for a ground army to be able to position well at the same time the air units hit. They won’t get good army positioning against you.

[image loading]
Yes, it beats a maxed out army if the zerg players decides to go mutas. Just sit tight, and float around the middle so their mutas can’t roam free without the threat of a backstab into their base.

End game:
[image loading]
Looks a bit barren, doesn’t it? This is what happens when zerg tries to tech to ultras. They can’t defend their 3rd expo in time once you have 3 or 4 colossi out.

[image loading]
Ultras may work pretty well against this strategy but once you already have a huge econ advantage and many gates, you can switch it up and go heavier on zealots and high temp.

Weaknesses:
Timing pushes with fast hydras will really push your defenses. If you suspect this coming, you might even want to consider sentries/cannons to buy yourself some time.

Mutas will keep you in your base longer as your ground army is weaker, but once you add more gates, you'll be able to abuse sentry/stalker/guardian shield/ground upgrades and you'll be ahead again in no time.

Mass ling is also a great threat if you do not scout it properly. If you see mass ling coming, prepare acordingly with heavy zealots. Once your colossus is out, with good enough force fields, you're gold.


Worker counts:

[image loading]
Vs machine, after the hydra counter is repelled (up 2)

[image loading]
Vs masterasia, after the hydra counter is repelled (up 8)

[image loading]
Huge worker count differential when opponent fails to do damage with mass speedlings (up 13)

[image loading]
Large worker differential while zerg tries (but fails to) put up a third after failing the hydra push (up 13)



Author’s note:
My laptop died so I can't really play SC2 anymore; it starts up properly maybe 10% of the time - I'll be playing on a friend's laptop in the meanwhile. Please see my blog for more details and how you can help!
Click here!

Replays here

[url blocked]



He wrote this in the beginning of August. Are you really going to make that argument right now?
ZeRoMist
Profile Joined January 2011
Canada16 Posts
June 15 2011 06:10 GMT
#125
just did didnt i
lazydino
Profile Joined October 2010
Canada331 Posts
June 15 2011 06:13 GMT
#126
zero why would you quote the whole freaking guide, and then just say one sentence?
"I have this moron thing that I do, it's called thinking" - George Carlin
ZeRoMist
Profile Joined January 2011
Canada16 Posts
June 15 2011 06:32 GMT
#127
cuz i can

User was warned for this post

User was temp banned for this post.
tsukiumi
Profile Joined May 2011
United States43 Posts
June 15 2011 07:05 GMT
#128
and that, ladies n gents, is the failest troll to ever disgrace the TL forums.
aye this build is "dead" but it gave a cascading effect to the new Stargate based builds against zerg, i.e: oGsMC vs every zerg at mlg c-bus.
Halcyondaze
Profile Joined January 2011
United States509 Posts
Last Edited: 2011-06-15 07:15:39
June 15 2011 07:14 GMT
#129
Deleted
PaPoolee
Profile Blog Joined August 2010
Netherlands660 Posts
June 15 2011 09:21 GMT
#130
This build isn't dead =/ i still use it around 1500 masters from time to time and it works great if you know how to transition/improvise well thank you Antimage!
TigerKarl
Profile Joined November 2010
1757 Posts
June 15 2011 10:07 GMT
#131
Yesterday i died to that in a 1400 Master League game. This is definitely not dead, it is quite strong.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
June 15 2011 10:48 GMT
#132
MC style with sentries first into later stargate is much better now. Not using sentries in PvZ is just impossible nowadays imo
Antimage
Profile Blog Joined March 2010
Canada1293 Posts
June 15 2011 11:30 GMT
#133
A 1 gate expo into 3 gate stargate off 2 bases with a semi-wall-off at your natural is a much safer version of this build.

The concept is the same, but the faster sentry along with the slower warpgate time makes it much more appropriate to get zealot/stalker/sentry/sentry first (off 1 gas), then getting nexus/gate/gate, then adding a stargate to match zerg expo timings.

I haven't explored the exact timing, but something like that should put you safely through the early game on most maps.
Regina
Profile Joined November 2010
Netherlands148 Posts
June 15 2011 23:38 GMT
#134
~1200 master protoss here, i had absolutely no succes with this build tonight described in the first post, they just make around 15-20 lings and they can delay your expo for so much time that the voidray doesnt make up for the time lost... also if you make 2 voids in a row you'r extra gateways will be so delayed cuz they cost 250minerals each QQ.

gonna watch more replays now and see if i can improve....
iamke55
Profile Blog Joined April 2004
United States2806 Posts
June 16 2011 00:09 GMT
#135
On June 16 2011 08:38 Regina wrote:
~1200 master protoss here, i had absolutely no succes with this build tonight described in the first post, they just make around 15-20 lings and they can delay your expo for so much time that the voidray doesnt make up for the time lost... also if you make 2 voids in a row you'r extra gateways will be so delayed cuz they cost 250minerals each QQ.

gonna watch more replays now and see if i can improve....


What did you expect with a build from a week after the game's release? See MC and Ace for good stargate builds nowadays.
During practice session, I discovered very good build against zerg. -Bisu[Shield]
Carmine
Profile Joined September 2010
United States263 Posts
Last Edited: 2011-06-16 01:00:34
June 16 2011 00:59 GMT
#136
What about if the Zerg does something similar to what Mondragon did in TSL3? The Protoss opened air and mondragon just got spores and i think like 4 hydras for base defense. He got to 3 bases and I think got overlord drop and went mass roach.

It was really interesting because he wasn't trying to counter the units in the protoss army, but he was taking advantage of the position the protoss was in.

Edit: XD didn't realize how old this thread was.
Terran was created third, with purity of tanks.
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