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On August 05 2011 19:36 Karak wrote: I hope these aren't dumb questions, but I've always wanted to ask some stuff ITT :-P
I'm a mid (I think? Hard to tell w/ new season)-masters Zerg.
I like to open gasless. It's the build in ZvT I have the most success and experience with. I generally always transition into upgraded lings and infestors while taking a 3rd and racing towards Hive tech. My historical winrate vs. T is very high. (I played T for 6 months and switched to Z in early April, so I know the race fairly well).
However, in facing Terrans who were ~1700-1800ish last season who go reactor hellion and/or blue flame into drop play I've been struggling if they can micro well (some Ts try the elevator hellion stuff and are just so bad at it lol, but one who executes it well is a boss to deal with). Do I have to abandon gasless vs these guys?
I've been trying to build spines in the main and getting roaches out as quick as possible after I take my gasses all around ~40, but it doesn't seem to be working. The drops generally come before the roaches (altho blue flame really isn't before then) and then if I make roaches, the T goes mass fucking mind numbing siege tank. I'm working on my micro in defending this with 4 Qs + spines + slow lings, but it's the Ts who drop a group of marines with the hellions that are giving me fits.
Is stubbornly sticking to upgraded ling/infestor vs blue flame open (meaning they transition to standard play after it but still have 4-8 BFH on the field) impossible vs better Ts? I've gotten away with a lot, but it's cause before this week or so the Ts I've been playing are low masters and have a habit of losing their hellions very carelessly to fungals.
Is my gasless expand style just not viable against elevator hellion/rine play or do I just need to keep working on my sim city and micro?
Additionally, how do you guys feel about a burrow move roach open vs Ts on ladder now? I've actually seen decent early game success with this (getting an economic lead), but I've struggled in transitioning out of it to face the inevitable mass tank play I'm going to see.
Thanks.
I think gasless openings vs terrans are simply bad.
Ling Infestor is okay vs blueflame opening into standard marine/tank, but well, im not a fan of ling/infestor in general.
burrow move roach open vs T? to say it bluntly, this seems like beyond terrible to me, unless he goes mech in which case you might catch him somewhere in the open. For some kind of bust/harras though its not going to work vs good players imo.
Sorry for not giving more detailed explanations, but either you trust my words, or you dont.
On August 06 2011 04:29 Zeweig wrote: Never underestimate a good spine on top or ramp when enemy goes for heavy pressure or all-ins!
Sometimes the terran puts up a bunker between your ramp and expo, to force you to cancel the hatch, and make it hard to counter pressure/kill incoming reinforcements.
Just put up a spine that reaches the bunker from the main (assuming you have high ground on main) and let it kill the bunker.
DO NOT let him get vision of the top of the ramp.
And spread creep!
You usually dont have creep at the top of your ramp and/or the bunker is not within range of it. You should try to run around with lings and kill reinforcements and then clear the bunker once you have enough lings. If you have to cancel the hatch and then slowly get out with a spine the game is in most cases as good as lost....
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How do you avoid dying to stupid pushes? Was playing on Abyssal Caverns, close spawn. I got a ling parked right outside his base, I got him 100% scouted, marine tank with an CC on the way. I make 10 drones with the two injects popping and right that second he pushes with 14 marines 3 tanks. Meanwhile I have 4 lings and no larva. He marches right to my base and I manage to muster up 10 more lings, I can't attack him with 14 lings, so I have to sit back let him siege up and then it's just over. Even with the extra 16 lings coming from the next round of injects.
Worst part is they don't even scout before pushing out with these small forces, for all they know I can have 60 lings just waiting for him, I guess you don't have to give a shit about your army when you can throw them away for nothing and still don't be in any threat to lose the game right there right now.
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Spoiler answering the post above me: + Show Spoiler + How do you avoid dying to stupid pushes? Was playing on Abyssal Caverns, close spawn. I got a ling parked right outside his base, I got him 100% scouted, marine tank with an CC on the way. I make 10 drones with the two injects popping and right that second he pushes with 14 marines 3 tanks. Meanwhile I have 4 lings and no larva. He marches right to my base and I manage to muster up 10 more lings, I can't attack him with 14 lings, so I have to sit back let him siege up and then it's just over. Even with the extra 16 lings coming from the next round of injects.
Worst part is they don't even scout before pushing out with these small forces, for all they know I can have 60 lings just waiting for him, I guess you don't have to give a shit about your army when you can throw them away for nothing and still don't be in any threat to lose the game right there right now.
The best 'counter' to siege tank timing attacks, I find, is creep. Generally, the only way Terran can do this is by opening a FE, otherwise they're siege tank and marine count will be too low. When Terran do FE builds, they usually hide shit and you play in the dark. IMO, the best 'counter' to not having a clue to what the opponent is doing, is make some extra queens and drone drone drone. You should already be spreading mad creep anyways, but if you sense a siege tank push, you just need to creep everything up and then make lots of lings nonstop. You'd be surprised how well lings own marine/tank when unsieged, in the open, and he'll know that, so force him to have to take his time, a very long time. By that time you should have enough lings to roll his army. Sometimes if this is going on, throw a few spines down to delay even more, although don't do this until he's parked out front and he's obviously going to stay there. You may want to remove drones from gas, and even throw a macro hatch or third down. It can be extremely difficult if they start to bunker up, but they can't put bunkers on creep, and creep takes a while to die even when they kill tumors. If you can delay his push by a good minute or two,you will be able to simply overwhelm him, maybe even have mutas with the counterpush so you can FF them down while lings run in.
I have a question about ZvZ, and I wasn't sure how to make a new thread about it. I think it's something not everyone will be able to answer.
Is getting hive tech worth it in ZvZ? Or in other words, is getting Broodlords preferably to massing more infestors, and can roach/Mass Infestor beat Roach/BL or Roach/BL/Infestor?
I find that if the opponent goes Broodlords, you can go mass infestor (like only 20 or so roaches) and a spine wall. You must have roaches, and keep them with spines to soak up broodlings, and from behind you mass out infested terrans. You then FG to prevent BL's to run away, and FF with ITs. You have to have at least 20 infestors for this.
It's extremely micro intensive, but I'm wondering if the opponent micros, they can maybe win out. I'm also curious what will win - 6 BL with 8 infestors, or a few roaches and about 20 infestors.
I've had many games where I've completely dominated people who went broodlords by massing more infestors and soaking up from behind a spine wall. However, if you have a situation where your slightly behind, and it's only midgame, and they rush BL on 3 base, you may not have enough infestors and spines.
So yea. Wanted to start a discussion on that. I could share replays of it working and not working, and I think it generally doesn't work in midgame when you can't have a huge crawl wall and 20+ infestors. I think in those situations though, I probably lost the game because I just didn't "go fucking kill him" when he was doing the whole BL thing.
I'm also wondering if maybe if I'm ahead in the late-midgame (when we both have thirds just going up), that going BL/Infestor, with about 10ish infestors as support, is a good way to close out a game I've already won without dragging it out for another 15 minutes with the possibility of the opponent coming back.
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On August 06 2011 22:57 noggster wrote: How do you avoid dying to stupid pushes? Was playing on Abyssal Caverns, close spawn. I got a ling parked right outside his base, I got him 100% scouted, marine tank with an CC on the way. I make 10 drones with the two injects popping and right that second he pushes with 14 marines 3 tanks. Meanwhile I have 4 lings and no larva. He marches right to my base and I manage to muster up 10 more lings, I can't attack him with 14 lings, so I have to sit back let him siege up and then it's just over. Even with the extra 16 lings coming from the next round of injects.
Worst part is they don't even scout before pushing out with these small forces, for all they know I can have 60 lings just waiting for him, I guess you don't have to give a shit about your army when you can throw them away for nothing and still don't be in any threat to lose the game right there right now. thats just bad luck on your part. belia was actually right on with his advice. macro hatch and creep are so, so helpful in this situation. most terrans will not push onto your creep very quickly because it tells you when he is sieged or not. if he roams onto your creep unsieged go kill him. for creep spread i like to put down a tumor with the queen at my nat before an inject, and que up a second queen that will be solely on creep spreading duty. when your macro hatch is going up you can put down a tumor in your main and start spreading that to any possible cliff cheese locations. you can then bring the creep spread queen to inject at your macro hatch or possibly just que a queen up while your macro hatch is building.
as for throwing away units that is i guess a perk of playing terran. i played a dude the other day who went tank marine medivac and just constantly did drops at my main all game long with seemingly most if not all his units. i had hydra ling bling and killed all his units time and time again but i couldnt break his front until brood lords.
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On August 06 2011 22:57 noggster wrote: How do you avoid dying to stupid pushes? Was playing on Abyssal Caverns, close spawn. I got a ling parked right outside his base, I got him 100% scouted, marine tank with an CC on the way. I make 10 drones with the two injects popping and right that second he pushes with 14 marines 3 tanks. Meanwhile I have 4 lings and no larva. He marches right to my base and I manage to muster up 10 more lings, I can't attack him with 14 lings, so I have to sit back let him siege up and then it's just over. Even with the extra 16 lings coming from the next round of injects.
Worst part is they don't even scout before pushing out with these small forces, for all they know I can have 60 lings just waiting for him, I guess you don't have to give a shit about your army when you can throw them away for nothing and still don't be in any threat to lose the game right there right now.
if you only have 4 lings while he has 14 marines and 3 tanks and you still build more drones, then you are simply taking quite a big risk. so in the future you just build 20 lings instead of the 10 drones in this spot, as you should have a lead already anyway if you scouted his whole build precisely.
if he then moves out you can use your lings to counterattack to delay his push or to make his push a complete allin.
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I just switched from 'toss to zerg (I'm in bronze). I'm looking for a basic ZvX build that will help me improve my mechanics, because they're god awful. Maybe a 1 base roach build? Something simple that will help me improve my macro. Thanks in advance :D
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What is the ideal composition I should be aiming for in zvp? My old strategy used to revolve around macroing until I lost to a 200/200 toss army, but recently I've been going korean zerg style and staying hatchery tech with roaches/zerglings. Then I go spire and just go july zerg style and just keep attacking everywhere and pressuring until I get a decisive advantage. I can get to the mid-late game and transition into either roaches or zergling baneling mutalisk if they go templar tech/gateway focused. But once tosses learn to actually split their army I feel like I'm going to be lost.
I face grandmasters daily so would prefer advice from people around that general level. Thanks!
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Hey guys, I just have a few general questions to ask about your ZvT play because I'm having a bit of trouble on getting a good read on what the terran player is doing and its costing me games where I'm ahead on macro and If I can stop his intitial attack im confident I have the game won, but the problem is that I can't stop the initial attack. I haven't really been playing SC2 all that much since May but when I stopped hardcore playing I was 6th masters. My problem with ZvT is that even when I have my opponent scouted and I know his economy status and unit composition I have a hard time getting a read on what exactly his plans are. Like with ZvZ and ZvP I can tell pretty confidently what type of game plan my opponent is going for and shit like whether he is down for a macro game where he waits until he is maxed befoee he attacks or hes trying to end the game rather quick or hit some timing etc. But with terran I find that even when I scout that a terran has 2 factory, 3 reactord barracks (example) I can't tell whether he is going to try and hit a timing on 2 base or whether he going get his 3rd, etc. This creates two types of problems for me: 1) I stop droning to early and make a tonne of units and the push never comes and then I'm racing to play catch-up on economy. or 2) I build way too many drones and then the push comes and I'm scrambling to get enough units. This problem pertains to the 9-14 minute mark in a zvt. Anything below or above this time slot I can play pretty confidently but in this time slot I don't know (even when I've scouted) whether to prepare for a attack or concentrate on macro.
Anybody have suggestions?
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What to do against archons(with zealots?), most of the time I just got caught of guard by them because of lack of scouting and in that case 2base vs 4 base doesnt matter.. I just had a game where i scouted his dark shrine, had spores up, so I pumped roaches to defend archons.. Was not even close... Seriously, they nulify lings, hydra's are risky because of him having templar tech so he only has to research storm to deal with the hydra's, they are not armored so infestors dont do that much, ultra's are crap for the same reason, just are blords as they make short work of the broodlings... Haven't tried magic boxed muta's with roaches tho?
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On August 07 2011 06:41 Hyp3 wrote: I just switched from 'toss to zerg (I'm in bronze). I'm looking for a basic ZvX build that will help me improve my mechanics, because they're god awful. Maybe a 1 base roach build? Something simple that will help me improve my macro. Thanks in advance :D From personal experience, your build doesn't matter in bronze. I did a 7RR into expand until I got to silver. The base of zerg is larvae and bases. So if you can grasp the mechanics of zerg, you will get out of bronze. You can do a 14 pool 16 hatch but it's not safe against cheese (except if you are a better player than the cheeser ofc), the 12 pool is a good one too.
Good luck
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This one is painful to write because I've slowly been declining in my ZvP. I used to win 90% of my ZvP when the protoss just went colossus, stalker, sentry every game. I would just get roach, hydras, corruptors, and baneling drops and annihilate. Now they are changing things up, mixing in mass voids, mixing in archon/ht/zealot etc. I haven't won a single ladder game against protoss this season. My huge huge issue is getting the right unit composition and how to micro it.
Last season near the end I tried going ling infestor and it worked pretty well because I was just lost at sea with unit compositions to go to. However whenever I do this, any competent protoss just rofl stomps me with archon/zealot/ht. It doesn't seem like a reliable composition at all and I've heard many pros say the same. I've also tried roach infestor, but I just seem to get destroyed by FF especially since roaches take up gas and I'll have less infestors for fungal growth as opposed to when using lings. Also a problem is when the protoss gets stargate units, I have to mix in hydras which means even fewer infestors, and the hydras just get chewed apart by colossus before they even touch the voids. I'm really lost and was thinking of going back to just roach hydra baneling drops. Any good suggestions would be great because I really want to get my ZvP back on track
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Infestor/Ling transitioning into Roach/Infestor and later Broods has worked well for me. Fungal Growths inflict brutally unkind damage to Sentries.
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On August 08 2011 07:24 iamthedave wrote: Infestor/Ling transitioning into Roach/Infestor and later Broods has worked well for me. Fungal Growths inflict brutally unkind damage to Sentries.
I do pretty much the same thing, but usually, I'll rush for Hive tech and get out Ultralisks. It's also really important to get upgrades. 3/3 cracklings are amazing.
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On August 08 2011 06:08 Chinesewonder wrote: This one is painful to write because I've slowly been declining in my ZvP. I used to win 90% of my ZvP when the protoss just went colossus, stalker, sentry every game. I would just get roach, hydras, corruptors, and baneling drops and annihilate. Now they are changing things up, mixing in mass voids, mixing in archon/ht/zealot etc. I haven't won a single ladder game against protoss this season. My huge huge issue is getting the right unit composition and how to micro it.
Last season near the end I tried going ling infestor and it worked pretty well because I was just lost at sea with unit compositions to go to. However whenever I do this, any competent protoss just rofl stomps me with archon/zealot/ht. It doesn't seem like a reliable composition at all and I've heard many pros say the same. I've also tried roach infestor, but I just seem to get destroyed by FF especially since roaches take up gas and I'll have less infestors for fungal growth as opposed to when using lings. Also a problem is when the protoss gets stargate units, I have to mix in hydras which means even fewer infestors, and the hydras just get chewed apart by colossus before they even touch the voids. I'm really lost and was thinking of going back to just roach hydra baneling drops. Any good suggestions would be great because I really want to get my ZvP back on track
Only plat player here but i've had a lot of success lately with roach/bling/ling with heavy upgrades. Flanking is also very importent when you engage. I also deny the toss 3rd base for as long as possible. If you feel like he's trying to max out and turtle really hard. Get a Nydus and fuck him up xD
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On August 08 2011 07:24 iamthedave wrote: Infestor/Ling transitioning into Roach/Infestor and later Broods has worked well for me. Fungal Growths inflict brutally unkind damage to Sentries. Hmm... I like this. So you initially get out some speedlings and infestors. I'm assuming once you hit a critical mass of infestors you start going roach? How do your upgrades work? b/c you have to upgrade melee and ranged. Also how do you deal with air units mixed in?
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On August 08 2011 07:38 Chinesewonder wrote:Show nested quote +On August 08 2011 07:24 iamthedave wrote: Infestor/Ling transitioning into Roach/Infestor and later Broods has worked well for me. Fungal Growths inflict brutally unkind damage to Sentries. Hmm... I like this. So you initially get out some speedlings and infestors. I'm assuming once you hit a critical mass of infestors you start going roach? How do your upgrades work? b/c you have to upgrade melee and ranged. Also how do you deal with air units mixed in? I know that you quoted him, but considering that I use a similar army composition, I figured I'd throw in my 2cents. I start going Roaches when I see the Protoss go High Templar, Archon, Zealot mix because Roaches tank a lot of damage against that kind of composition while the Infestors Neural the Archons and fungal the Zealots in place. I usually focus on Melee/Armor upgrades out of 2 Evolution Chambers because I it helps both Hive tech trees. Fungal Growth actually really good against air units, especially since the air units just float over the ground units, so I usually just do that. You could also sprinkle in some hydras. That wouldn't hurt.
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DT into Archon/chargelot seems tough to defend. Any tips?
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What to do against archons(with zealots?), most of the time I just got caught of guard by them because of lack of scouting and in that case 2base vs 4 base doesnt matter.. I just had a game where i scouted his dark shrine, had spores up, so I pumped roaches to defend archons.. Was not even close... Seriously, they nulify lings, hydra's are risky because of him having templar tech so he only has to research storm to deal with the hydra's, they are not armored so infestors dont do that much, ultra's are crap for the same reason, just are blords as they make short work of the broodlings... Haven't tried magic boxed muta's with roaches tho?
Zerg's only unit that can deal with Archons is the ultralisk. However Protoss can easily hit a 2 base, or even 3 base timing that comes before Ultras, so in order to deal with them before Hive you can use roaches included in your compositions, or infestors (especially with NP). IE If your going ling/infestor, add roaches. If your going a roach based build, add infestors.
Hydras and lings are horrible against archons. Zerg has a hard time dealing with archons, but they are expensive, so you just have to delay and macro until you can get ultras out. Generally the damage from archon based builds comes from mass chargelots, so you'll want banelings or upgraded roaches to make sure that mass chargelots don't ruin you.
Paladin_23, replays would probably help. If you have 3 bases saturated, ie 70+ drones, you will be able to macro out any army to stop Terran. So if you can't tell what Terran is doing, usually the best 'counter' is just making more drones. I'm not really sure exactly what your asking - I kind of get it, but good Terran will either move out or just take a third based on what he scouts. Even Terran doing a 3 rax opener will just expand if they see a baneling nest. If you see Terran moving to take a third, just get Hive and upgrades and expand, and if you see Terran pushing out, then start pumping units. I find the best 'counter' to tank/marine in the early midgame is creep, as it forces Terran to take their time.
I just switched from 'toss to zerg (I'm in bronze). I'm looking for a basic ZvX build that will help me improve my mechanics, because they're god awful. Maybe a 1 base roach build? Something simple that will help me improve my macro. Thanks in advance :D
14gas/14pool/~21 expand (depending on if you make 4 lings to deal with pylons, or drones, or just 2 lings to deal with a scouting worker). This should get you to get comfortable using speedling, teach you to be mindful of your gas intake (because you MUST remove gas, at least I would recommend a 14/14 where you remove from gas), and teach you how to drone up and rely on mineral-only defense like spores/spines/queens. It will hold any cheese off, from 6 pool drone all in + spines to cannon rushes, it's quite economic, and it lets you learn to take advantage of openings with speedlings (ie if opponent expands super fast, or has a hole in their wall-in).
Relying on 1 base builds is horrible though. it won't help your mechanics at all. Mechanics is an issue of how to use the user-interface, so get good with learning how to place all your overlords around your base and around the enemy's base to spot for drops in the midgame, how to 'peel' zerglings from your group and place one at each watch tower and in front of the enemy base, and to keep up with larva injects even in end-game. A neat trick is having your control group, tell it to move to say the xel naga tower, and then shift-click on the wireframe, and move the group back, and then hit CTRL# to remap it. If you watch pro players, you will see them do this a lot, where they have a group of overlords or zerglings selected, and they move them back and forth, and the group goes back and forth, with 1 unit at a time 'peeling' off.
Also, learn to use 3 control groups. You MUST learn to use 1 for lings, 1 for banes, 1 for mutas, and get good with baneling rain drop micro as well. This should help your mechanics. Although at bronze I think macro awareness is more important than mechanics. Also learn all the hotkeys for units and such. I personally remapped a lot of the goofy ones like M and P to more convenient keys like F.
ChineseWonder, just watch Destiny stream. I'm not sure why a mainstream Zerg ZvP composition has arisen yet, but from what I've seen, roach/hydra based builds almost ALWAYS get demolished if the Zerg doesn't kill the other player with a 2 base timing attack. There are some series where game1 will be macro and Protoss rolls the Zerg going roach/hydra, then in g2 P tries to cheese like proxy 2 rax and loses, and then g3 does something cute like stargate, and I sit there and think "why the fuck did he do that when he so clearly roflstomped the other player who goes roach/hydra in a macro game where he just turtles?" I wouuld say Ling/Infestor is by far the best compostion, but Baneling rain is also extremely good (worse against stargate, better against templar tech, which immediately nullifies ling/infestor, although twilight tech is owned by infestors).
Hmm... I like this. So you initially get out some speedlings and infestors. I'm assuming once you hit a critical mass of infestors you start going roach? How do your upgrades work? b/c you have to upgrade melee and ranged. Also how do you deal with air units mixed in?
Protoss has to get HT out to deal with ling/infestor or they die, so roaches are a natural unit to respond with. Especially since Ultralisks are the ideal unit to respond with, but generalyl you don't have teh luxury of that amount of time, so roaches are the 'band-aid' until your hive tech is out.
DT into Archon/chargelot seems tough to defend. Any tips?
Sounds like you just have trouble dealing with DT openings, not so much archons. Although you probably have trouble with archons too, since a HT/chargelot is a much better build unless DTs surprise you. Watch your replays to learn at what time do DTs hit the field, so that way if your still blind to what's going on, you can throw down 'blind' spores at the last possible moment so your economy doesn't take as large a pit (especially if you're wrong).
As for archon/chargelot, chargelot is the 'backbone' of the build, so you need units to deal with the chargelots such as roaches or banelings. Archons in midgame aren't very hard to deal with since they won't be high in number, but eventually you will need ultralisks and/or NP to deal with them. With FB though, NP may not be a choice, unless the Protoss is just bad and doesnt use HT to FB at all.
Anyone have any thoughts on my post? Spoilered: + Show Spoiler + Is getting hive tech worth it in ZvZ? Or in other words, is getting Broodlords preferably to massing more infestors, and can roach/Mass Infestor beat Roach/BL or Roach/BL/Infestor?
I find that if the opponent goes Broodlords, you can go mass infestor (like only 20 or so roaches) and a spine wall. You must have roaches, and keep them with spines to soak up broodlings, and from behind you mass out infested terrans. You then FG to prevent BL's to run away, and FF with ITs. You have to have at least 20 infestors for this.
It's extremely micro intensive, but I'm wondering if the opponent micros, they can maybe win out. I'm also curious what will win - 6 BL with 8 infestors, or a few roaches and about 20 infestors.
I've had many games where I've completely dominated people who went broodlords by massing more infestors and soaking up from behind a spine wall. However, if you have a situation where your slightly behind, and it's only midgame, and they rush BL on 3 base, you may not have enough infestors and spines.
So yea. Wanted to start a discussion on that. I could share replays of it working and not working, and I think it generally doesn't work in midgame when you can't have a huge crawl wall and 20+ infestors. I think in those situations though, I probably lost the game because I just didn't "go fucking kill him" when he was doing the whole BL thing.
I'm also wondering if maybe if I'm ahead in the late-midgame (when we both have thirds just going up), that going BL/Infestor, with about 10ish infestors as support, is a good way to close out a game I've already won without dragging it out for another 15 minutes with the possibility of the opponent coming back.
I might just make this a [D] thread, with replays, if no one here really knows.
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yeah ultras vs archons .. they may win in a 1 vs 1 (nearly dead as well) but if there are some zealots or other units behind dealing damge while the ultra does 15 damage and 5!!! aoe damge to other archons you just gona cry
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@Belial I've never seen BL's used in ZvZ so I cant tell you for sure, but icant imagine them being that great. Yes, maybe in straight up battles they might work, but you'll be counter attacked all over the place because they're excruciatingly slow. That being said, Huve tech is EXTREMELY viable in ZvZ. Ultras are amazing in the match up. A few days ago, I saw IdrA streaming and he would go ling muta with a bunch of spines to stop roach timings. With the map control, he'd rush to ultras, and win in a dominating fashion. He beat Sheth with this strategy on ladder, and the next game against Sheth, lost to thus style of play. I
I've tried this strategy out, at the diamond level, and it's extremely effective. I'm headed to bed now, but I'm sure I could dig up some of my replays and post them tomorrow.
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