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[Z] Defeating 2 gate & 4 gate early pushes

Forum Index > StarCraft 2 Strategy
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ThothDivine
Profile Joined July 2010
Canada8 Posts
Last Edited: 2010-09-01 11:39:46
September 01 2010 11:35 GMT
#1
Hello Teamliquid.

As of late I'm having a rather difficult times (ie: 100% lose or so) vs any protoss doing some sort of early warp-gate push. I've even played one game where the guy was the most complete jackass, lauging at my attempts to counter his army (he rushed with Z, made roaches, backed up, made stalkers, had roach/ling/some hydras, went back with like 120 food of lots/stalker/colossi and annihilated my army absolutely.

That's basically how it goes most times. If they 2 gate I make ling/roach to counteir their early agression - not much trouble. The trouble is when they get to 4 warp gates and make these huge massive armies of doom ridiculously fast while putting a proxy pylon, making it so their 1 base 4-gate somehow outproduces my 2-base roach/ling/hydra. And sometimes they even make 2-3 colossi and it's just total GG there.

I watched 4-5 of my replays and although I didn't play perfectly (I'm not IdrA) I do have a pretty good sense of what I'm doing and I have double the APM of the opponent. I try to harass when possible (hard to do when the guy is walled off w/ sentries and stalkers - though) and I produce drones constantly (at least when I feel he's not pushing out soon. But my armies just get decimated. He a clicks my base and decimates it completely.

So what do you recommand vs those warp gate pushes?
JonnyLaw
Profile Blog Joined May 2010
United States3482 Posts
September 01 2010 11:43 GMT
#2
Post a replay.

Use your advantage with the speed of zerg. Playing as Protoss, speedlings and mutas easily pin me into my 1-2 base play with the constant threat and reality of run bys where my entire probe line is decimated in one misplay. Without replays I cannot say much more that has not been posted dozens of times.
Fangzhou
Profile Joined April 2010
United States199 Posts
September 01 2010 16:50 GMT
#3
Put up spine crawlers at your natural, 4-5 of them (make sure they are positioned well so the P can't just walk right past them into your main) . I am diamond P and I used to do 4 gate against 1000+ Z's almost every game back then. I win almost 100% of the time against Zergs that doesn't put up a minimum of 3 spine crawlers at their natural. However, with 4-5 spine crawlers and lings + roaches there is almost no way the P is able to break through. If he decides to push in and loses most of his army, he lost already right there. You will be so far ahead in economy running on your 2 bases vs his 1.

If he is smart though, he will not try to engage you after he's seen those spines up and will instead expo himself or switch to higher tech. If he decides to expand, it will be a semi even game because you should be able to pump out a lot of drones before his expo finishes and will be ahead quite a bit economically and he should still have a little bit more units than you right now. Most P's will transition to a HT + chargelot army after that and it's just a even macro/micro battle after that.

If they decide to go for higher tech instead of expanding then they are going all in 1 base, most of the time they will be going collosus tech to kill those spines w/ thermal lance. Get spire tech for some corruptors and you should be able to hold this off quite easily. If they just decide to pump out more gateway units for a super big all in push, just add more spines and army.

Also, you should abuse speedlings right when the toss's gateway finishes, when he first moves out of his base to put down his proxy pylons, that's when he is the most vulnerable a good number of lings will completely rape his early army before he gets out enough warpgate units to do a proper 4 gate push (if you see him moving out wiht 3-4 zealot 2-3 sentries and 1-2 stalkers, a good number of speedlings will rape him super hard before he can pump out more warpgate units).

Other things to look out for is scout like CRAZY w/ lings in beginning for random probes near the map, the 4 gate build is soooo much more effective if they can hide a close pylon. You lings won't be doing much early game anyways since you won't be able to get into any good toss's base that's choked off. So go find those probes just in case. In addition after you defended the first push, get out an overseer for constant changeling + fly by scouting because it's really vital to know what the toss is deciding to do (expand or tech or all in).

Hope this helps
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