• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 02:46
CEST 08:46
KST 15:46
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Team TLMC #5 - Finalists & Open Tournaments0[ASL20] Ro16 Preview Pt2: Turbulence10Classic Games #3: Rogue vs Serral at BlizzCon9[ASL20] Ro16 Preview Pt1: Ascent10Maestros of the Game: Week 1/Play-in Preview12
Community News
BSL 2025 Warsaw LAN + Legends Showmatch0Weekly Cups (Sept 8-14): herO & MaxPax split cups4WardiTV TL Team Map Contest #5 Tournaments1SC4ALL $6,000 Open LAN in Philadelphia8Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues29
StarCraft 2
General
#1: Maru - Greatest Players of All Time Weekly Cups (Sept 8-14): herO & MaxPax split cups Team Liquid Map Contest #21 - Presented by Monster Energy SpeCial on The Tasteless Podcast Team TLMC #5 - Finalists & Open Tournaments
Tourneys
Maestros of The Game—$20k event w/ live finals in Paris Sparkling Tuna Cup - Weekly Open Tournament SC4ALL $6,000 Open LAN in Philadelphia WardiTV TL Team Map Contest #5 Tournaments RSL: Revival, a new crowdfunded tournament series
Strategy
Custom Maps
External Content
Mutation # 491 Night Drive Mutation # 490 Masters of Midnight Mutation # 489 Bannable Offense Mutation # 488 What Goes Around
Brood War
General
Soulkey on ASL S20 NaDa's Body BW General Discussion A cwal.gg Extension - Easily keep track of anyone BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL20] Ro16 Group C [ASL20] Ro16 Group D [Megathread] Daily Proleagues BSL 2025 Warsaw LAN + Legends Showmatch
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Borderlands 3 General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread UK Politics Mega-thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
BarCraft in Tokyo Japan for ASL Season5 Final The Automated Ban List
Blogs
I <=> 9
KrillinFromwales
The Personality of a Spender…
TrAiDoS
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2101 users

ZvP help with 4 gate no spine crawlers

Forum Index > StarCraft 2 Strategy
Post a Reply
Normal
samuraibael
Profile Joined February 2008
Australia294 Posts
Last Edited: 2010-08-23 04:41:59
August 23 2010 04:41 GMT
#1
Sorry should be a Q in the title.
Since this is the only pvz strat at high diamond I ever see Id like to workout how to handle it on maps that dont permit spine turtling.
Maps with a back door maps do not permit spines yet they are the only response I can find in every 4 gate thread. Moving them is not viable.
There seems to be no way to beat a ball of protoss gateway units at that point in the game. Is the only answer catching them out of position before they clump up?

700+ diamond
Butigroove
Profile Blog Joined October 2006
Seychelles2061 Posts
August 23 2010 04:42 GMT
#2
+1 carapace speedling/hydra is what I do when I scout 4wg, and it works very well.
beach beers buds beezies b-b-b-baaanelings
DracuL
Profile Joined June 2010
27 Posts
August 23 2010 04:48 GMT
#3
Going FE at 20/21 food into Hydras and going hydra/ling in my opinion is the best way to efficiently hold off/stop the 4 gate. I have lost a countless number of times experimenting around against 4/5 gate, and I feel like this has had the best results. On maps with back doors it's still a good idea to put 1-3 spinecrawlers down and move them to the positions the protoss is favoring. It's important at the beginning of the attack to snipe the probe for the proxy pylon, or snipe the pylons themselves once you push the protoss back. This works for me as 820's zerg.
Fistdantilus
Profile Joined August 2010
United States136 Posts
Last Edited: 2010-08-23 04:49:50
August 23 2010 04:49 GMT
#4
More zerglings, try to bait the force fields before you fully commit. The better I got/get at my injections, the less of a problem it becomes. Also, don't over-drone. If he's not making a move for an expansion and you see the 4WG, then you have to match his army.

The 4-gate is just a numbers game.

1100 Z.
fdsdfg
Profile Blog Joined February 2010
United States1251 Posts
August 23 2010 05:06 GMT
#5
i spend my first 100 gas on a lair, second on ling speed, third on a hydra den and go ling/hydra. Hold off on upgrading hydra range for a while so you can pump more hydras.

Works very well.
aka Siyko
samuraibael
Profile Joined February 2008
Australia294 Posts
August 23 2010 05:19 GMT
#6
Pure speedlings fist?
Injections are ok for me, I dont miss them until late game. But when I go pure ling guardian shield normally makes them totally ineffective. Do I need to bait this? I usually try to wait until the last minute to engage so I have max units but this is too late to bait anything.

As for the quick hydra options. Whats the BO for this? How many gas do you need and do you get range upg or the extra 3 hydras?
whomybuddy
Profile Joined August 2010
United States620 Posts
August 23 2010 05:50 GMT
#7
1 base roaches? Spend that 300 minerals for overlords. XD I'm at platinum rank though .
Roaches all the way way way.
fdsdfg
Profile Blog Joined February 2010
United States1251 Posts
August 23 2010 06:04 GMT
#8
On August 23 2010 14:19 samuraibael wrote:
Pure speedlings fist?
Injections are ok for me, I dont miss them until late game. But when I go pure ling guardian shield normally makes them totally ineffective. Do I need to bait this? I usually try to wait until the last minute to engage so I have max units but this is too late to bait anything.

As for the quick hydra options. Whats the BO for this? How many gas do you need and do you get range upg or the extra 3 hydras?


It's hard to give an exact BO because you'll have to customize your drone count based on your intel of what they are doing.

14 hatch, 15 pool I almost always do. Drone to 16, extractor, queen, OL, drone. Start mining gas.

Queen finishes, get lair and start the second extractor. Get ling speed, and once the lair finishes build a hydra den. Hopefully you have spotted 4gate now, at which point you stop making drones and start making ling/hydra. Stay on 2 gas, don't invest in upgrades.

If you get about 8-10 hydralisks and there's no push, you can start building drones again and getting upgrades, but keep an eye on his base for robo. Also it is smart to get an overseer to make sure he's not watching your entire army with an observer and scout. If you see a robo, contaminate it, even if it's a suicide mission, and attack. You should be able to run him over with this army.

His army composition is very important. If he spots all the lings and goes heavy zealots, get a baneling nest and 10 or so banes, keep them with the hydras so they don't do anything stupid.

If you see something like charge come on the zealots, then I like to go Roaches. Charge might mean HTs are on the way and you don't want to face HTs with ling hydra.
aka Siyko
StupidFatHobbit
Profile Joined May 2010
United States98 Posts
August 23 2010 06:20 GMT
#9
Guardian shield doesn't affect ling damage, it's just that pathetic to begin with.
An expert is someone whose made all the possible mistakes there are to make in a very narrow field.
samuraibael
Profile Joined February 2008
Australia294 Posts
August 23 2010 11:05 GMT
#10
lol I didnt realise guardian shield was ranged only. I guess the Ps who pop it vs my ling only armies dont realise this either.

14 hatch 15 pool is pretty risky. Any cheese or a standard 2 gate will give them a straight bo win wont it?
Makavw
Profile Joined April 2010
Croatia165 Posts
August 24 2010 17:47 GMT
#11
4gate is way to strong tactic vs zerg. I have around 80% lose rate vs 4gate and i am 750 diamond zerg.
On most maps you cannot build spines due to wide open natural or backdoors.
If you stay one base they will have way more resources then you, if you expo ; you need to somehow defend it.
Pure speedling doesnt work due to zealots, pure roaches doesnt work due to stalkers . Combination doesnt work either since they can outmanuver you in combat with forcefields and superior range.
You cannot go hatch first cuz 2 gate will lose you the game right of the bat.

I still need to experiment with spending the 100 gas for lair to rush hydras ASAP , cuz if you spend first 100 gas on anything else then lair, hydras will be too late .
EnderCN
Profile Joined May 2010
United States499 Posts
August 24 2010 17:56 GMT
#12
If you stay one base they will have way more resources then you


No they won't, Protoss doesn't get any inherent advantage for resources that Zerg can't contend with. If you are going to stay 1 base you have to get a secondary hatchery to match their 4 gates though otherwise you won't have the larva.
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
Last Edited: 2010-08-24 18:17:13
August 24 2010 18:01 GMT
#13
There's already a thread about this:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=143291

some good suggestions there.

I agree with both of these:

On August 23 2010 13:42 Butigroove wrote:
+1 carapace speedling/hydra is what I do when I scout 4wg, and it works very well.


On August 23 2010 13:49 Fistdantilus wrote:
Also, don't over-drone. If he's not making a move for an expansion and you see the 4WG, then you have to match his army.


Get hydras faster, and get more zerglings until hydra den finishes. You're probably making too many drones and so you don't have a big enough army when toss breaks through.

You don't have enough time to saturate both of your bases before the attack comes. After you survive the attack, THEN you can drone up.
next week on Everybody Loves HypnoToad:
Hikari
Profile Blog Joined May 2010
1914 Posts
August 24 2010 18:05 GMT
#14
run a handful of zerglings into his base and kill some probes - it will really screw him over.
Logo
Profile Blog Joined April 2010
United States7542 Posts
August 24 2010 18:05 GMT
#15
You can usually defend 4 gate with lings as well if you go 1st hundred gas -> speed, 2nd hundred -> lair (in this situation the hydras aren't out quite fast enough to be there for the 4 gate). The key is around 35-40 food you need to halt all drone production and get your ling then hydra count up.

Even on a wide open nat I'll still build 3 spine crawlers. This way you can buy yourself some more time and can prevent the protoss player from just rushing into your mineral line or some other choked up area.
Logo
Logyx
Profile Joined June 2010
United States14 Posts
Last Edited: 2010-08-24 18:48:15
August 24 2010 18:22 GMT
#16
From a Protoss player:
Bainlings are your friend... that early in the game anyway. Also, don't fast expand when you scout a 4 gate. 1 base until you get muta, and then go muta-ling, expand, and wait for him to GG.

Edit:
To explain a little better. Bainlings will take care of his Zealots, and that frees up your speedlings go for the stalkers. Keep pumping those and weaving in drones until you can get spine crawlers up.
For ever winner there are dozens of losers. Odds are you're one of them.
kmillz
Profile Joined August 2010
United States1548 Posts
August 24 2010 21:02 GMT
#17
Are banelings really that viable against this? I disagree, but I have yet to experiment with this. Seems like a waste of that valuable gas you need early game, I say just fast hydras is really the answer. Hydras in general have worked very well for me against almost anything toss throw at me until they get collosus. Im only platinum though, havent had to deal with 4-gate at high level of play yet.
Ezareth
Profile Joined August 2010
United States60 Posts
August 24 2010 21:07 GMT
#18
Banelings aren't a guarantee, they need to be microed correctly. You can oversaturate and waste a lot of banelings on a relatively few number of lots.

In reverse a good Protoss can correctly minimalize the damage of zealots by spreading them out.
Hope is the Denial of Reality
Steamboatlol
Profile Joined April 2010
United States161 Posts
August 24 2010 21:33 GMT
#19
if you are using lings in your comp, you must must must have +1 carapace. I can not stress this enough.
Jollyburner
Profile Joined June 2010
Canada190 Posts
August 24 2010 21:41 GMT
#20
On August 23 2010 13:49 Fistdantilus wrote:
More zerglings, try to bait the force fields before you fully commit. The better I got/get at my injections, the less of a problem it becomes. Also, don't over-drone. If he's not making a move for an expansion and you see the 4WG, then you have to match his army.

The 4-gate is just a numbers game.

1100 Z.



+1
sc2 imba aoe im pro now :D
Setanta
Profile Joined June 2010
99 Posts
August 24 2010 21:43 GMT
#21
On August 25 2010 06:33 Steamboatlol wrote:
if you are using lings in your comp, you must must must have +1 carapace. I can not stress this enough.


it's only going to have a decent effect on battles if Protoss went for a fast +1 attack 4 gate build (which is really strong), but due to chrono boosting you're not going to match his upgrade with carapace fast enough
'Zerg tech very slowly. Zerg has almost no timing pushes. Zerg never use all tier 1 units before reaching tier 2. While it does not look like it, there is a single fact which is responsible for all of this: A Hatchery is too expensive'
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
August 24 2010 22:09 GMT
#22
After dying to four gates over and over on blistering sands and delta quadrant/any map with an open natural or a backdoor I've finally snapped now. I have more trouble against the protoss four gate than any other build a race can throw at me. I would rather cuddle a terran tank line than go up against a four gate rush.

I will do anything to get a reliable way of dealing with a fourgate on a map with close rush distances.

I've tried tons of spinecrawlers - which makes the protoss sit back on his second base with me unable to attack him.
I've tried teching to hydra's quickly and get a little less spinecrawlers - This worked on maps where I got a cross position or scrap station.
I've tried speedlings - which get completely torn apart by any sort of zealot heavy four gate, and does moderately well against a mass stalker ball.

Is it just me or are spinecrawlers really that slow in everything that they do? By the time they finished building I've died of old age, reincarnated as buddha died again. By the time the arrive to their next burrowing place I can order a pizza, watch the lord of the rings trilogy twice, and come back to the screen with that thing still burrowing.

Pardon my rage and tears, it just happens that I lost all the protoss match ups I've had recently due to this build. And I would do anything for a reasonably reliable build order that atleast gives me a chance to defend the first push and retaliate. Its something I would love to improve on instead of pretty much auto losing when my spines barely havent finished building and the protoss just walking past them.
TSL-Lore
Profile Joined January 2009
United States412 Posts
August 24 2010 22:15 GMT
#23
Mass lings with backstabs and +1 melee attack or +1 carapace while slowly teching to lair/hydra/muta. Protoss who still 4-gate are a dying breed (and they should be, it doesn't promote proper learning of starcraft)
I want to become stronger. -Shindou Hikaru
DracuL
Profile Joined June 2010
27 Posts
August 24 2010 22:18 GMT
#24
Dying Breed? Not so much, I still get 4 gated in 70% of all ZvP matches around 800's
XdsZmX
Profile Joined July 2010
21 Posts
August 24 2010 23:06 GMT
#25
On August 25 2010 03:22 Logyx wrote:
From a Protoss player:
Bainlings are your friend... that early in the game anyway. Also, don't fast expand when you scout a 4 gate. 1 base until you get muta, and then go muta-ling, expand, and wait for him to GG.

Edit:
To explain a little better. Bainlings will take care of his Zealots, and that frees up your speedlings go for the stalkers. Keep pumping those and weaving in drones until you can get spine crawlers up.


I disagree. The 4-gate I use when I play as toss is composed of no zealots at all, and zerglings never get a surround, so banelings would not be any trouble(especially since it would mean less lings, which makes it even easier). Overusing on forcefields is also not a problem, since my first units I pump out after the initial zealot is 4 sentries (which is easy to afford when running double gas), so they get over 100 energy each, usually close to 150 (thats 12 forcefields total when I engage, far more than I actually need).

The only thing I've encountered that beats the 4-gate is either 1-basing (on maps with backdoors) or FE with spinecrawlers and slings. Roaches don't very well due to the stalker/sentries, and sometimes are completely negated using forcefields (just like naked lings).
Carnivorous Sheep
Profile Blog Joined November 2008
Baa?21243 Posts
August 24 2010 23:39 GMT
#26
Not exactly a solution for backdoor bases vs. 4 gate, but vs. 4 gating in General, if you manage to hide a small number of Zergling (6-10?) somewhere on the map when he attacks, you migh tbe able to stall for a decent amount of time with a Ling backstab, which will either force him to warp units in his main which will reduce his army count, or force him to pull his army back. By no means a foolproof plan since a Zealot blocking his ramp or a Sentry would screw this plan over, but if you see he has nothing, this is worth a shot.

Other than that, I think it's just a numbers game as someone said. Zerglings are probably your best, and just try as best as you can to gauge his army size and match Zerglings. The key to defending 4 gate for me is to not over Drone. It's better to overcommit to Zerglings than to overcommit to Drones and die right to his first attack. Just be diligent with scouting...life of a Zerg :3
TranslatorBaa!
Snackattack
Profile Joined August 2010
United States15 Posts
August 25 2010 03:27 GMT
#27
So, lets say they go standard korean 4 gate which is zealots only, if you didnt know that roaches wreak zealots, you should stop playing zerg at the very least... you can get roaches LONG before protoss gets warp gate tech, and in reality you can get hydras along with it, hydras + roaches will stop zealots stalkers and senteries
farseerdk
Profile Joined May 2010
Canada504 Posts
Last Edited: 2010-08-25 03:39:24
August 25 2010 03:36 GMT
#28
I'm a protoss player who loves to 4 gate, +1 attack upgrade vs. zerg. 3 tips:

1) The thing this loses to the most is lair before hatch builds, especially quick hydra builds
2) If you scout an early forge, get an evo chamber and get the +1 carapace upgrade, then pump speedlings. DO NOT let the protoss have higher attack upgrades than you do carapace or ur lings are gonna get 2 shotted.
3) Keep your force at your expansion, not in your main, or he's just going to FF and block you out while he destroys your expansion

On August 25 2010 08:06 XdsZmX wrote:
Show nested quote +
On August 25 2010 03:22 Logyx wrote:
From a Protoss player:
Bainlings are your friend... that early in the game anyway. Also, don't fast expand when you scout a 4 gate. 1 base until you get muta, and then go muta-ling, expand, and wait for him to GG.

Edit:
To explain a little better. Bainlings will take care of his Zealots, and that frees up your speedlings go for the stalkers. Keep pumping those and weaving in drones until you can get spine crawlers up.


I disagree. The 4-gate I use when I play as toss is composed of no zealots at all, and zerglings never get a surround, so banelings would not be any trouble(especially since it would mean less lings, which makes it even easier). Overusing on forcefields is also not a problem, since my first units I pump out after the initial zealot is 4 sentries (which is easy to afford when running double gas), so they get over 100 energy each, usually close to 150 (thats 12 forcefields total when I engage, far more than I actually need).

The only thing I've encountered that beats the 4-gate is either 1-basing (on maps with backdoors) or FE with spinecrawlers and slings. Roaches don't very well due to the stalker/sentries, and sometimes are completely negated using forcefields (just like naked lings).


The counter to a stalker/sentry push is simply to engage him away from your base. He will FF and block your lings away from the stalkers, but if he goes that in the middle of the map, just pull back. He's also blocked himself out. Engage and retreat several times and cause him to use up all his energy.

And eventually he will make some mis-micros with FF unless your opponent is like 900 pts plus diamond.
Perspective is merely an angle.
HardcoreBilly
Profile Blog Joined July 2010
United States222 Posts
August 25 2010 03:56 GMT
#29
Hmmm, can't think of a map where you wouldn't build 2+ spine crawlers vs 4gate push. If your opponent tries to run through the crawlers, then surround the Protoss force with yours, making him not able to advance forward while your crawlers are poking away. In a map with a backdoor like Blistering Sands, you should always have an Overlord of Zergling keeping eye on the backdoor, ton see if the person is trying to break through. If the person is, quickly reposition your crawlers and mass an army. It'll take a good while before the player finally breaks the barrier.
lovewithlea
Profile Joined March 2010
168 Posts
August 25 2010 10:21 GMT
#30
i got a big problem with the 4 gate follow ups. holding it with speedlnig/hydra gets you in a verry bad position cause many protoss just dont commit to that 4 gate and just expand while having much better economy than you have yourself. catching up in economy leaves me always open for the next attack with either 2 - 3 colossi included or HTs.
Yenticha
Profile Joined July 2010
257 Posts
August 25 2010 10:44 GMT
#31
My issue against this build is the whole "dont overdrone" thing. Cuz if I do overdrone, I lose instantly. If I don't, chronoboosted-nexus usually outdrones me so much than after the push, I cant refill my army as much as the toss.
The most efficient thing for me has been well microed glings with carapace, poking his army, emptying sentries energy, buying time, etc, so that he doesnt reach my base untouched.
mathemagician1986
Profile Joined February 2010
Germany549 Posts
August 25 2010 10:59 GMT
#32
Does anyone know exatc timings of when a protoss warpgate tech finishes, and when his first warped wave arrives? I've been testing things in single player, but because I don't play protoss it's hard for me to compare whether my builds are any good.

Basically, I'm going the standard speedling expand: http://wiki.teamliquid.net/starcraft2/Speedling_Expand

while getting at least 3 spinecrawlers at my natural if I know he's 4 gating. If hel leaves me alone and I can get lair untouched I'm usually ok. But if he chrono boosts 2-3 zealots and puts pressure on me, I have to make so many lings, my eco will be bad, so I'll be stockpiling larvae, because I can't really support 2 hatcheries yet, while I have to make hydras which are expensive.
Whole
Profile Blog Joined May 2010
United States6046 Posts
August 25 2010 11:14 GMT
#33
So, for these fast Hydra builds, do you people keep Drones in gas after the first 100 Gas? The Speedling expand I do takes the drones off the gas after I get Zerg speed. I put them back on when I have 26-28 supply. Should I put the drones back in gas earlier to get more Hydralisks or does Spine Crawler+Roach/Ling work against 4 Gate?
samuraibael
Profile Joined February 2008
Australia294 Posts
August 25 2010 11:38 GMT
#34
Can we get replays of the 1 base strat?
I thought Z pretty much relied on being ahead on econ to be even.
Tachion
Profile Blog Joined May 2010
Canada8573 Posts
Last Edited: 2010-08-25 11:58:52
August 25 2010 11:58 GMT
#35
The 4 gate is the reason I have delta quadrant, xel'naga, and kulas ravine vetoed on my map list. wide open expansions. With those 3 maps gone I haven't lost to a 4gate in a long long time, Desert oasis is the next obvious one to veto in that regard, but I rarely get that map(since so many other people have it vetoed).

The easiest way to get around the issue is to just revise your map list. Having spine crawlers available to use makes it soooooooooooooo much easier to fend off.
i was driving down the road this november eve and spotted a hitchhiker walking down the street. i pulled over and saw that it was only a tree. i uprooted it and put it in my trunk. do trees like marshmallow peeps? cause that's all i have and will have.
samuraibael
Profile Joined February 2008
Australia294 Posts
August 25 2010 12:07 GMT
#36
Back doors are just as bad as wide open. Blistering sands and scrap station spring to mind.
TobZero
Profile Blog Joined March 2010
Germany493 Posts
Last Edited: 2010-08-25 14:02:11
August 25 2010 13:52 GMT
#37
i had problems with 4gate too for a long time but figured out how to survive it most of the games now:

start with 14gaß 14pool build. its solid and safe.

15 overlord
16 queen + speed
pull 2 drones from gas at 100
(about now you should be sure its no 2gate early presure)
18hatch
second queen at main hatch
(about half way done hatch scouting drone should die to stalker)
(have your first and second overlord placed well at the base outskirts to scissor scout)
drone up to about 28 and scout with overlords and lings at ramp to see 4gate
build 3rd queen at expo, connect bases with creep, position overlord at backdoor, two spine at expo, spred creep to backdoor
you should have about 100 gas - lair - put 2 drones back on first gas build second gas
now you are at 22 drones at mineral (28 -2spine - 3gas -1secondextractor)
pump 20-30lings
stockpile larva at expansion and dont transfer drones (u dont want to lose mining time and maybe you have to sac the hatch so its safer to have only main well saturated and fully mining)

now your at the point where warpgate finishs and the first attack is not far away. anything you do from now on depends on what 4gate the toss is gonna throw at you (unit composition).

1. mostly sentries + zealots
half way to lair tech put 3 drones on second gas, get hydra at lair asap and build an two more spinecrawlers, mass lings and bait the toss on creep into spinecrawler range while having all 3 queens behind lings. once he decides to push in pull queens behind crawler and run 50% lings past zealots to block toss way back and attack sentires. important is that you dont let him trick you with fake attacks where he retreats out of crawler range and ff traps your lings (if you fall to this you can gg)
repeat that unit hydras hit the battlefield. if you didnt lose your hatch and all queens your in good shape. the spinecrawler will probably die.

2. zealot heavy, some sentries
this one is the hardes for me to defend! throw down raoch warren asap, pump lings and get two more spinecrawler. stay on 3drones/gas. dont EVER attack his zealot wall for to long. run back and forth at the creep boarder and bait him into taking as much dmg through hit'n run from lings/queens/spines. if you hold him long enough for just 1-2 roaches pop your safe.

3. mass stalker (maybe max 1-2 sentires)
the probably easiest to defend! dont overcommit to lings, dont build more than the initial 2 spinecrawler. use main hatch only for combat unit production while spockpiling larva at your expansion. build lings from queen larva and use hatch larva for drone/drone/ling (2/1). saturate second gas and build hydra den as soon as lair finishes.
the reason for this: once the first attack happens the toss may decide to not expand and use left over minerals to keep pushing and switches to a zealot heavy mix as he sees you only have lings to defend and only 2 scrawler. in case he doesnt push harder and expands/retreats you can push out a lot of drones fast from your expansion while geting spire and not building any more hydras. (avoiding collosi tech followup)



about backdoors:
on maps with backdoors its important to have spread creep fast and maybe stop drones even earlier to get more lings. also it may be good to get roaches no matter what his army compostion is because the suck up dmg so well.
overall i personaly dont have much more problems with backdoormaps as long as you dont do wrong decisions to when to attack and when not to attack (-> when the toss gets off very good ff and you lose to many lings its most games a lose)

overall i had the most succes with stoping to drone at 28 and start pumping lings.
another important thing i had to learn slow is that once you defend the 4gate and you have units left ofer (and full of lings and 3-4 hydras) -> counterpsuh!!!!!! the counterpush wins me the game soooo often. a lot of toss player stop the push after 3-4 warpins and expand. the time my small counter arives there is not much defense and maybe a vulerable expension. if you can snipe a gate or a pylon with lings and hydras you in such a good shape. just keep pumping drones while you push and saturate your expansion.


hope this helps
Zira
-= we are the swarm =-
Ciddass
Profile Joined April 2010
Germany149 Posts
August 25 2010 14:13 GMT
#38
little bit off topic but as mentioned, +1 carapace on lings is ONLY !!! helpful if P has +1 attack otherwise you`re wasting money gas and time (still 3 hits for P to kill a zergling even with +1 carapace). +1 attack though on lings is useful reducing the number of hits needed to kill a zealot from 35 to 29 !

check this thread about upgrades for more. it`s quite old but i think it`s still reliable.
Floophead_III
Profile Joined September 2009
United States1832 Posts
August 25 2010 14:16 GMT
#39
On August 25 2010 07:09 Chaosvuistje wrote:
After dying to four gates over and over on blistering sands and delta quadrant/any map with an open natural or a backdoor I've finally snapped now. I have more trouble against the protoss four gate than any other build a race can throw at me. I would rather cuddle a terran tank line than go up against a four gate rush.

I will do anything to get a reliable way of dealing with a fourgate on a map with close rush distances.

I've tried tons of spinecrawlers - which makes the protoss sit back on his second base with me unable to attack him.
I've tried teching to hydra's quickly and get a little less spinecrawlers - This worked on maps where I got a cross position or scrap station.
I've tried speedlings - which get completely torn apart by any sort of zealot heavy four gate, and does moderately well against a mass stalker ball.

Is it just me or are spinecrawlers really that slow in everything that they do? By the time they finished building I've died of old age, reincarnated as buddha died again. By the time the arrive to their next burrowing place I can order a pizza, watch the lord of the rings trilogy twice, and come back to the screen with that thing still burrowing.

Pardon my rage and tears, it just happens that I lost all the protoss match ups I've had recently due to this build. And I would do anything for a reasonably reliable build order that atleast gives me a chance to defend the first push and retaliate. Its something I would love to improve on instead of pretty much auto losing when my spines barely havent finished building and the protoss just walking past them.


Actually, spinecrawlers do build too slow, and the root time is too long. It's a serious problem, especially on maps with bdoors, because it makes them not viable.

Crawlers are the only way you're really going to hold a 4 warpgate if you went FE. You can't really ling spam cause good FFs and a zealot wall supported by sentry/stalker will beat it. Perhaps better players can shed some light on this issue, but I don't believe its viable.

Hydra come too late, if you don't have crawlers to delay, you'll die before they're out most likely.

I've found roach actually to be the best unit to go, supported with some lings from your next production waves, but you still have to have some crawlers to buy time to get your army up. Just remember, on creep roach are good, off creep stalkers can kite them.

I think maps like xelnaga, sands, DO, kulas etc which are too hard to defend with just crawlers are simply miserable zvp. Imbalanced? maybe. But definitely unnecessarily difficult. (also to note, xelnaga and DO are zvt imba because of the difficulty of fighting hellions without dying to a runby.)
Half man, half bear, half pig.
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
August 25 2010 20:58 GMT
#40
I don't really understand how you can blind rush hydras. If he tries a variation of 4 gate with no second gas with just pure zealot stalker there is absolutely no chance of getting hydras early enough. And if first 100 gas was spent on lair first wave may come even before ling speed.
EonuS
Profile Joined July 2010
Slovenia186 Posts
Last Edited: 2010-08-26 04:22:05
August 26 2010 04:14 GMT
#41
Previously 900 zerg here

After losing 90% of games against protoss' fast warpgate push I'm in serious need of help on how to defend a chronoboosted warpgate push with gateway started at around 10-11.

Not quite sure how you guys can get to hydras in time, if the push is done really fast (10-11 gate) and with 4x chronoboosted warpgate tech, first wave will come before you manage to get spine crawlers down at your natural with a 20-21 hatch (aka ridiculously fast, even if you build spine crawlers in main and transfer them down, the first wave comes just at the point you root them down), and long before you have any weapon / defense upgrade. It's so fast that even if you know it's coming, you cannot afford everything (ie, roach warren AND spine crawlers AND another queen). On top of that, a good protoss will not let you expand before you get first set of lings (pylon that gets cancelled or just moving around), so 15/16 hatch is out of option.

All that said, I am seriously starting to wonder how you can defeat this push without suffering much bigger losses than the opponent himself. I'm also starting to wonder if there is much point to FE against this. I would kindly ask for any replays of players being able to defend against such a fast push.

edit: just checked the in-game time it comes at, warpgate finishes at 5:40 and first wave comes at 6:00 if anyone wonders, and that's way before you can get hydras out
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
August 26 2010 04:24 GMT
#42
Agree with Fistidanulus.

You just need to not try sneak in drones, if he's going 4gate you need to get as big an army as you can asap, throw down crawlers if its viable. As long as you hold that big push off you're okay, its all about holding that one massive push.

I usually get a mass of roach hydra, but i like the idea of the early +1 carapace. this means zealots need an extra hit to kill a ling.
fdsdfg
Profile Blog Joined February 2010
United States1251 Posts
August 26 2010 06:22 GMT
#43
On August 26 2010 13:24 Subversion wrote:
I usually get a mass of roach hydra, but i like the idea of the early +1 carapace. this means zealots need an extra hit to kill a ling.


+1 zealots, right?
aka Siyko
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
Last Edited: 2010-08-26 07:01:41
August 26 2010 07:00 GMT
#44
So I was mulling this over on my way to work when it hit me, though I'm sure somebody else is already doing it.

Why not just mass +1/(+1) zerglings?

Here's the essentials.

First hundred gas on speed
Throw down an evo chamber
Next hundred gas on +1 melee
Next hundred gas on lair
Getting +1 carapace depends on if you see them going for a forge variant as +1 carapace on lings is useless unless P gets +1 attack, so I'd rather spend the gas on roaches or hydras.

The pros here are Zealots now take 30 hits to kill instead of 38 and stalkers take 32 hits instead of 40. That's 21% and 20% faster kills respectively. Lings are fast enough that I can intercept Ps army as he's leaving his base, and specifically target the probe to make warp-in reinforcement not an option, as well as break off 8 or so lings and backstab his base with my lings that now kill probes in 7 kills instead of 8, forcing P to at least warp in some units for defense, further weakening his push.

The cons are obviously FF is going to jack me up even worse, and if he moves down in a tight ball with his zealots on the outside and probe in the middle, my lings will be mostly ineffective at harassing him on the way over.

I haven't been able to try this out yet, but does anybody have any thoughts/experience on this?
As it turns out, marines don't actually cost any money -Jinro
Erectum
Profile Joined August 2010
France194 Posts
August 26 2010 07:32 GMT
#45
Does someone have some reps of breaking 4 gate push ?
RubiksCube
Profile Blog Joined March 2009
Germany259 Posts
Last Edited: 2010-08-26 08:50:18
August 26 2010 08:48 GMT
#46
To delay the first push or at the very least damage him a little, hide 6-8 lings in his natural, then when he moves out to push for the first time, run into his base start picking of probes.

He'll either retreat or counter push, so keep adding army and spines. If you hold of his push now, you have severely damaged his economy and he won't be able to reinforce his push so hard or tech even.

You should also align overlords on the way to your base, so you can keep tabs on what he's doing with his army (retreating or just continue to push). He'll have a probe with him to reinforce (if he hasnt already build a pylon somewhere), so try to snipe that before he can build it.

If you're not comfortable with rushing to hydras, get a baneling nest and just go ling/ling against the first push.
Viruuus
Profile Joined February 2010
Germany451 Posts
August 26 2010 10:00 GMT
#47
On August 26 2010 13:14 EonuS wrote:
+ Show Spoiler +

Previously 900 zerg here

After losing 90% of games against protoss' fast warpgate push I'm in serious need of help on how to defend a chronoboosted warpgate push with gateway started at around 10-11.

Not quite sure how you guys can get to hydras in time, if the push is done really fast (10-11 gate) and with 4x chronoboosted warpgate tech, first wave will come before you manage to get spine crawlers down at your natural with a 20-21 hatch (aka ridiculously fast, even if you build spine crawlers in main and transfer them down, the first wave comes just at the point you root them down), and long before you have any weapon / defense upgrade. It's so fast that even if you know it's coming, you cannot afford everything (ie, roach warren AND spine crawlers AND another queen). On top of that, a good protoss will not let you expand before you get first set of lings (pylon that gets cancelled or just moving around), so 15/16 hatch is out of option.

All that said, I am seriously starting to wonder how you can defeat this push without suffering much bigger losses than the opponent himself. I'm also starting to wonder if there is much point to FE against this. I would kindly ask for any replays of players being able to defend against such a fast push.

edit: just checked the in-game time it comes at, warpgate finishes at 5:40 and first wave comes at 6:00 if anyone wonders, and that's way before you can get hydras out


If he makes that push so early, he wont have much gas for sentries, and he wont have +1 attack for zealots. This can be defended quite ok with just mass speedling, or add some banelings/roaches while you get your spinecrawlers up. I think it is much harder to defend the later version with stalkers, a lot of sentries/zealots (sometimes +1) on maps where you have a backdoor. I guess you have to have hydras by then or it is gg, but it you already made banelings or roaches, and he just didnt push at the earlier timing, you sometimes have trouble getting hydras out fast enough...

Lee Jae Dong fighting!!!
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
Last Edited: 2010-08-27 13:01:16
August 27 2010 12:57 GMT
#48
On August 26 2010 16:00 Jermstuddog wrote:
So I was mulling this over on my way to work when it hit me, though I'm sure somebody else is already doing it.

Why not just mass +1/(+1) zerglings?


you will probably lose vs void ray rush. Scouting is crucial here. I'm not sure about the timing. How fast can you get +1 attack? And the ultimate counter is FFs. Good FFs will rape mass ling.
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
August 27 2010 13:40 GMT
#49
On August 27 2010 21:57 Cheerio wrote:
Show nested quote +
On August 26 2010 16:00 Jermstuddog wrote:
So I was mulling this over on my way to work when it hit me, though I'm sure somebody else is already doing it.

Why not just mass +1/(+1) zerglings?


you will probably lose vs void ray rush. Scouting is crucial here. I'm not sure about the timing. How fast can you get +1 attack? And the ultimate counter is FFs. Good FFs will rape mass ling.


We were clearly discussing defending four gates. Four gates with a voidray is a different build and even more all-in. And with scouting should be holdable.

In my desperation I have tried the +1 melee attack lings. BOY oh BOY was I pleasantly surprised.

I go 14 gas, 14 pool, 15 or 16 evo. Get melee attack first, then get speed. Speed will finish slightly before the melee attack does ( about a 10 second delay ). Massing lings will force him to either get lots of zealots or lots of sentries.

You can go agressive on his ramp, try and bait him to get some forcefields wasted. Scout if he has gone lots of zealots, if he did. Get banelings. About 7 or 8 should do the trick.

Attack the zealots with your lings first, keeping the banelings in the back. This will make sure all the zealots attack up front, letting you not waste banes on stalkers. As the zealots have a nice line, retreat the lings and move the banes in, the zealots will continiue to attack even though the banes will rip through them.

The upside of this is that you can chew through stalkers really fast. You can be agressive which plays a bigger mental part than letting him do everything at ease. You can pick off and surround stray units that wander away from the ball. You can threaten backstabs. You can pick your battleground. You don't rely purely on defenses and you aren't forced into tech you don't want. You can pick muta's, infestors, hydra's at your leasure with all the stray gas you have left over.

I would advise all of my fellow desperate zergs to try +1 melee zerglings out. All it takes is one game to try it out and see if it works for you or not. It definitely has for me and now is my standard opening against protoss who doesn't go 2 gate =).
REM.ca
Profile Joined July 2010
Canada354 Posts
August 27 2010 13:48 GMT
#50
On August 25 2010 02:56 EnderCN wrote:
Show nested quote +
If you stay one base they will have way more resources then you


No they won't, Protoss doesn't get any inherent advantage for resources that Zerg can't contend with.


Yeah they do. They don't lose probes everytime they make a structure.
I have a palm permanently stuck to my face yo.
DarKFoRcE
Profile Blog Joined April 2010
Germany1215 Posts
Last Edited: 2010-08-27 14:43:48
August 27 2010 14:42 GMT
#51
As it seems to be the norm to state your rating before you post, im at ~1300 diamond on europe

I really dislike hydras against 4 gate, i think you definitely need roaches. I personally play 14 gas 14 pool and take the drones off gas after 100 gas. then i expand after my first pair of lings spawns at ~20 supply. from then on i build drones, one more queen and maybe one more pair of lings till 34 supply (maybe 35 or 36 on larger maps). at around 30 supply i build a roach warren and put drones back into gas and try to suicide an overlord into his main to see what he is building. from then on i just build lings/roaches to hold off the 4 gate push if i scout that thats what he is doing. its important to have an overlord or ling at his natural so you can see once he builds a nexus there, then you have to pretty much stop army production and focus on drones again. also, if he plays some kind of late push and doesnt move out early, you can add a few more drones and also start to tech to t2.
if you dont scout that he is playing 4 gate i would definitely recommend to tech to t2 at around 40 supply and build a third queen in case of voidrays.
Follow me on Twitter: https://twitter.com/#!/PinDarKFoRcE
No0BsTEr
Profile Joined June 2008
Canada15 Posts
Last Edited: 2010-08-27 20:32:31
August 27 2010 20:26 GMT
#52
http://www.sc2replayed.com/replays/65472-1v1-protoss-zerg-blistering-sands

http://www.sc2replayed.com/replays/65473-1v1-protoss-zerg-scrap-station

http://www.sc2replayed.com/replays/65532-1v1-protoss-zerg-delta-quadrant
no crawlers

http://www.sc2replayed.com/replays/65477-1v1-protoss-zerg-lost-temple
with crawlers

750+d zerg

im really higher ive beaten 1200+ zergs and 1100+ terrans and 1100+toss but my friends dicked around when i slept one day and got me 20 losses -.-

and hey fistidan fancy seeing you here i played you twice today in a row in lt where we both spawned in the same area

http://us.battle.net/sc2/en/profile/965164/1/Victor/
fear the noob
Setanta
Profile Joined June 2010
99 Posts
August 27 2010 21:26 GMT
#53
On August 27 2010 22:40 Chaosvuistje wrote:
Show nested quote +
On August 27 2010 21:57 Cheerio wrote:
On August 26 2010 16:00 Jermstuddog wrote:
So I was mulling this over on my way to work when it hit me, though I'm sure somebody else is already doing it.

Why not just mass +1/(+1) zerglings?


you will probably lose vs void ray rush. Scouting is crucial here. I'm not sure about the timing. How fast can you get +1 attack? And the ultimate counter is FFs. Good FFs will rape mass ling.


We were clearly discussing defending four gates. Four gates with a voidray is a different build and even more all-in. And with scouting should be holdable.

In my desperation I have tried the +1 melee attack lings. BOY oh BOY was I pleasantly surprised.

I go 14 gas, 14 pool, 15 or 16 evo. Get melee attack first, then get speed. Speed will finish slightly before the melee attack does ( about a 10 second delay ). Massing lings will force him to either get lots of zealots or lots of sentries.

You can go agressive on his ramp, try and bait him to get some forcefields wasted. Scout if he has gone lots of zealots, if he did. Get banelings. About 7 or 8 should do the trick.

Attack the zealots with your lings first, keeping the banelings in the back. This will make sure all the zealots attack up front, letting you not waste banes on stalkers. As the zealots have a nice line, retreat the lings and move the banes in, the zealots will continiue to attack even though the banes will rip through them.

The upside of this is that you can chew through stalkers really fast. You can be agressive which plays a bigger mental part than letting him do everything at ease. You can pick off and surround stray units that wander away from the ball. You can threaten backstabs. You can pick your battleground. You don't rely purely on defenses and you aren't forced into tech you don't want. You can pick muta's, infestors, hydra's at your leasure with all the stray gas you have left over.

I would advise all of my fellow desperate zergs to try +1 melee zerglings out. All it takes is one game to try it out and see if it works for you or not. It definitely has for me and now is my standard opening against protoss who doesn't go 2 gate =).


Well +1 or not forcefield is going to give you a lot of trouble, and delaying your expansion that much results in a pretty weak economy too
'Zerg tech very slowly. Zerg has almost no timing pushes. Zerg never use all tier 1 units before reaching tier 2. While it does not look like it, there is a single fact which is responsible for all of this: A Hatchery is too expensive'
samuraibael
Profile Joined February 2008
Australia294 Posts
August 28 2010 00:48 GMT
#54
On August 28 2010 05:26 No0BsTEr wrote:
http://www.sc2replayed.com/replays/65532-1v1-protoss-zerg-delta-quadrant
no crawlers
/


I watched this. It was 3 gate blink stalkers which you blind countered with mass +1/+1 lings. And he had 50 apm vs your 1xx. I want to see how that +1/+1 fares against a proper well executed 4/5 gate.


No0BsTEr
Profile Joined June 2008
Canada15 Posts
August 28 2010 03:22 GMT
#55
first 3 are no crawlers and its not blind counter. i had a ling go up to see unit composition
fear the noob
attacknme
Profile Joined July 2009
79 Posts
August 28 2010 04:59 GMT
#56
I'm a constant 4gate P user who got myself to these ranks with that strat alone
http://sc2ranks.com/ranks/all/diamond/2R

I can say that what i fear most vs zerg is the time between moving my first 3 units to my proxy pylon because thats a vulnerable timing window where i'm about to do my first wave of warped units, and if you have speedling upgraded by then, right when i move out of my base and am halfway to your base (you should have scouted this eaisly with overlords) you can sneak 6 lings into my base and attack probes. If you do this successfully, I will still do a lot of damage to you, but eventually will run out of money and can't afford to reinforce my attacks anymore and you'll be able to overrun me with the lings out of your 2 hatches (one of them with queens injecting larvae). I think the trick is to over-prepare for a 4gate push by cutting drones and massing zerglings a bit earlier than you normally would. Also at the 4 minute mark, you really should sacrifice an overlord to see what the P is building cus thats when the gates are coming up, not a lot of Z's do that.

waffling1
Profile Blog Joined May 2010
599 Posts
August 28 2010 05:04 GMT
#57
On August 23 2010 13:49 Fistdantilus wrote:
More zerglings, try to bait the force fields before you fully commit. The better I got/get at my injections, the less of a problem it becomes. Also, don't over-drone. If he's not making a move for an expansion and you see the 4WG, then you have to match his army.

The 4-gate is just a numbers game.

1100 Z.



about how much drones is over droning? can u give us a ballpark number with tolerances, or just a general range?
proxY_
Profile Joined July 2010
United States1561 Posts
August 28 2010 05:16 GMT
#58
Zerglings are not the answer since the protoss can just put down a few key forcefields and funnel them into zealots or block them in while stalkers and sentries shoot them. Roaches also don't do well since stalkers out range them. They can be kited around and taken out while the protoss takes minimal losses and keeps adding units to his ball.

Surviving with a few spinecrawlers (I know you don't want to build them but accept the fact that you probably have to), queens and lings and fast tracking hydras is the best answer as hydras completely decimate the ball. From there it can be tricky as the protoss could have expanded and be teching to either ht or colossus. As zerg you should probably try to aggressively expand, get an idea of the protoss tech path by sacrificing an overlord or two and go from there.
uberdeluxe
Profile Joined June 2009
Canada306 Posts
August 28 2010 05:22 GMT
#59
well, if it's a rly fast one just pumping tonnes of speed roaches usually kills it...
That or ling/hydra, but that dies to collosi so hard D:
No mules, no collosi, no PFs, just LOVE!
PeRk
Profile Joined May 2010
United States73 Posts
August 28 2010 05:53 GMT
#60
My issue with the 4 gate is not knowing what composition he's going with the 4 gate. He can block his choke stupidly easy. If I go roaches and he goes stalker heavy I lose, if I go Hydra and he goes Zealot heavy I lose. Flip of a coin most of the time.
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
August 28 2010 10:27 GMT
#61
On August 28 2010 14:16 proxY_ wrote:
Zerglings are not the answer since the protoss can just put down a few key forcefields and funnel them into zealots or block them in while stalkers and sentries shoot them. Roaches also don't do well since stalkers out range them. They can be kited around and taken out while the protoss takes minimal losses and keeps adding units to his ball.


Yes, forcefields will give you a hard time. Thats why you bait out forcefields. You don't 1A into the ball instantly.

Having speedlings gives you the advantage of being able to pick your battlefield. You will want to attack the protoss ball in the wide open. If the protoss has such mad skills that he can catch zerglings with forcefields in the open, which requires a crap ton of forcefields which are perfectly placed, then the engagement gives you enough time to get some spinecrawlers up.

You can beat 50 apm protoss with ease by baiting forcefields ( which is really easy to do ). Either push some lings up his ramp and retreat quickly before he traps the lings in. Or try to engage him in the open and get a good position to surround the ball before he walls himself in with forcefields.

Do note that by getting speedlings you have map controll, allowing you to get your natural up not in the form of a fast expansion, but at around 20 food expansion while pumping lings. You can't powerdrone as much as you like, that is true.

All I'm asking is trying it out for one game, it will at most lose you 14 points in diamond. If you failed you can go and bust it and get my internet ego down =).

Immersion_
Profile Joined May 2010
United Kingdom794 Posts
Last Edited: 2010-08-28 13:53:45
August 28 2010 13:52 GMT
#62
Do you think a couple of extra hydra + 2/3 infestors > roach tech entirely? I mean fungal growth is very useful in giving you the potential to choose the battlefield, picking off zealots etc. I've had some success with this although it is difficult to squeeze them out in time I agree. They just remove the need for a "tank" imo, and roaches always seem to die/fail against toss armys.

. Creep spreading down his attack routes is amazingly important also.
http://www.twitch.tv/sybar1te Sybarite#2581 - add me for Heroes games. .Play Hots and Overwatch currently. Feel free to add.
attacknme
Profile Joined July 2009
79 Posts
August 28 2010 14:35 GMT
#63
On August 28 2010 22:52 Immersion_ wrote:
Do you think a couple of extra hydra + 2/3 infestors > roach tech entirely? I mean fungal growth is very useful in giving you the potential to choose the battlefield, picking off zealots etc. I've had some success with this although it is difficult to squeeze them out in time I agree. They just remove the need for a "tank" imo, and roaches always seem to die/fail against toss armys.

. Creep spreading down his attack routes is amazingly important also.


That is a topic for a different discussion imo, we're talking about Z's surviving a 4gate in which case you'll be eliminated before you can think about even massing hydras.
Normal
Please log in or register to reply.
Live Events Refresh
Next event in 3h 14m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech78
StarCraft: Brood War
GuemChi 1435
JulyZerg 64
Nal_rA 56
ajuk12(nOOB) 17
Bale 17
HiyA 11
Dewaltoss 4
SilentControl 0
Dota 2
NeuroSwarm126
League of Legends
JimRising 587
Counter-Strike
Stewie2K579
Other Games
summit1g7226
C9.Mang0373
XaKoH 156
Trikslyr19
Organizations
Other Games
gamesdonequick683
StarCraft: Brood War
UltimateBattle 28
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 2
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo989
• Stunt483
• HappyZerGling71
Upcoming Events
RSL Revival
3h 14m
Maru vs Reynor
Cure vs TriGGeR
Map Test Tournament
4h 14m
The PondCast
6h 14m
RSL Revival
1d 3h
Zoun vs Classic
Korean StarCraft League
1d 20h
BSL Open LAN 2025 - War…
2 days
RSL Revival
2 days
BSL Open LAN 2025 - War…
3 days
RSL Revival
3 days
Online Event
3 days
[ Show More ]
Wardi Open
4 days
Monday Night Weeklies
4 days
Sparkling Tuna Cup
5 days
LiuLi Cup
6 days
Liquipedia Results

Completed

Proleague 2025-09-10
Chzzk MurlocKing SC1 vs SC2 Cup #2
HCC Europe

Ongoing

BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
RSL Revival: Season 2
Maestros of the Game
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

2025 Chongqing Offline CUP
BSL World Championship of Poland 2025
IPSL Winter 2025-26
BSL Season 21
SC4ALL: Brood War
BSL 21 Team A
Stellar Fest
SC4ALL: StarCraft II
EC S1
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
MESA Nomadic Masters Fall
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.