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Active: 1466 users

How to stop a 15 Nexus as Zerg? - Page 4

Forum Index > StarCraft 2 Strategy
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Punic
Profile Blog Joined April 2010
United States152 Posts
October 18 2010 16:28 GMT
#61
if you roll zerg why dont you take an early hatch (14?) and then take an early third. maybe skip zergling speed with your first 100 gas and go straight for lair tech into spire

spine crawlers should be able to hold the ramp choke at your main as well as your third (third's being the expansions at the 8(?) and 2(?) positions (the ones to the far right and left)

this would allow you to build an economy that could be stronger than the 15 nexus and get fast mutas for map control
"Where is the chapstick?" - Stephano
Pfeff
Profile Joined August 2010
United States270 Posts
Last Edited: 2010-10-18 16:32:56
October 18 2010 16:28 GMT
#62
On October 19 2010 01:04 Gont wrote:
Show nested quote +
On October 19 2010 01:02 Pfeff wrote:
There is a lot of bad advice going around in this thread like people talking about mutas to fight stalkers and phoenix, etc...

This build is more of an eco-all in than it is as safe as you think. If I see someone doing this, I will go lings into corruptor/ultra. Ultras will rip through your stalkers and the corruptors will own phoenix anytime they come in and try to graviton beam an ultra. There is no way you will be able to keep up with a zerg who is left to macro. Ever.

1600 zerg so take it for what it's worth

u can graviton ultras? i was pretty sure it isnt possible until now


I meant Queens, not ultras. My bad. Usually once I'm to Ultras I bring a couple Queens to heal since creep is everywhere from overlords and tumors.

Thanks for pointing out my mistake. I edited my other post to avoid confusion.
When your loading screen shows my name, just F10 -> N
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
October 18 2010 16:32 GMT
#63
On October 19 2010 01:28 Punic wrote:
if you roll zerg why dont you take an early hatch (14?) and then take an early third. maybe skip zergling speed with your first 100 gas and go straight for lair tech into spire

spine crawlers should be able to hold the ramp choke at your main as well as your third (third's being the expansions at the 8(?) and 2(?) positions (the ones to the far right and left)

this would allow you to build an economy that could be stronger than the 15 nexus and get fast mutas for map control


The problem is basin has no viable 3rds you can defend without an army already.
Gimpb
Profile Joined August 2010
293 Posts
October 18 2010 16:33 GMT
#64
Based on my (admittedly limited) experience against this thus far, here's what I've seen:
- You can block the nexus with your scout during the time where they'd drop it and then check their base. If you saw a forge on your way in, ya might as well just hang out in blocking position for a while and then scout their main again (while scouting your base for any shenanigans, of course)
- It seems to take me 3 hatches (third hatch could be in main if necessary) and 2 queens to win the economic war against an FE. Otherwise I'll be behind if I don't deal damage. Anything short of that isn't enough larve. Obviously you have to drone hard initially to support it, but you do have a window to do that.

On this particular map I'm thinking expanding to the side base would be nice because if he attacks it you come in from behind on defense and he has no retreat option. So to attack that he's effectively putting his army in a do or die position. Worst case scenario you lose the expansion but it gave you the larve you needed to keep pace with him early and you have to find a way to retake your expo. Best case scenario, you wipe out his army and he has a major problem. If both sides lose the majority of their armies, that's alright for you as well.

I'm certainly willing to try out some options with someone later today. NA server code 330
Pfeff
Profile Joined August 2010
United States270 Posts
Last Edited: 2010-10-18 16:36:45
October 18 2010 16:34 GMT
#65
On October 19 2010 01:16 XiGua wrote:
Ultras seem fine, but the real question is - how to stop the phoenix harrass and still have a standard build that won't delay anything before the push?

Also, the phoenix will scout for the Protoss and if he ever sees Ultralisk caverns, Immortals ftw.

The pros with this build is that you can almost adapt Zerg-style with your buildings since you have soooo much money.


I wouldn't worry too much about a phoenix killing a few overlords while I am ripping apart everything you have with ultras/queen or two for healing and a critical mass of zerglings to mop up whatever the ultras can't kill. Got immortals for my ultras? I got zerglings for days, and by the time I'm at ultras, they are severely upgraded and that much more bad ass and it doesn't hurt that those same upgrades affect ultras. Besides, I usually make a few extra overlords to shit creep anyway. 100 minerals for a section of creep highway is pretty badass, plus they allow you spread tumors faster if you move the overlord and shit creep at the max distance of the tumor

(I'll just make 50 overlords at once if I need to rebuild and keep them in my base)
When your loading screen shows my name, just F10 -> N
Kiarip
Profile Joined August 2008
United States1835 Posts
October 18 2010 16:35 GMT
#66
Just open 10 pool on this map.

10 pool 12 overlord queen + 4 sets of lings, and expo-hatch at 18 (before the overlord,) and use first 25 of queen's energy on a creeptumor.

But against 15 nexus you can just pump lings because you'll rape him.
iamke55
Profile Blog Joined April 2004
United States2806 Posts
October 18 2010 16:40 GMT
#67
On October 19 2010 00:26 TeWy wrote:
Show nested quote +
On October 19 2010 00:22 citi.zen wrote:
As the protoss I LOVE seeing roaches/lings early on - it gives me a ]clear economy advantage even if I need a couple more cannons. I like to encourage this type of all-in roach play by placing a pilon at the Z's expo with the scouting probe, so they feel they can't expo on time and panic. The main ramp is very narrow and you can easily have 3 cannons + 2 stalkers attacking down when the roaches get there. Roaches also mean delayed mutas.


You're underestimating the Zerg macro mechanics if you think that massing 7-10 roachs early game is an all-in.


Are you serious? Making 7-10 roaches is the equivalent of a zealot coming up to your base and killing 7-10 drones, on top of the minerals and gas you spent. Making 4 cannons and chronoing out a few stalkers to hold off the roaches definitely doesn't hurt toss' economy as much as losing 7-10 workers. Zerg's macro is amazing but not to the point where you can throw away 10 workers in exchange for making the other guy build a few cannons.
During practice session, I discovered very good build against zerg. -Bisu[Shield]
Pfeff
Profile Joined August 2010
United States270 Posts
October 18 2010 16:44 GMT
#68
On October 19 2010 01:40 iamke55 wrote:
Show nested quote +
On October 19 2010 00:26 TeWy wrote:
On October 19 2010 00:22 citi.zen wrote:
As the protoss I LOVE seeing roaches/lings early on - it gives me a ]clear economy advantage even if I need a couple more cannons. I like to encourage this type of all-in roach play by placing a pilon at the Z's expo with the scouting probe, so they feel they can't expo on time and panic. The main ramp is very narrow and you can easily have 3 cannons + 2 stalkers attacking down when the roaches get there. Roaches also mean delayed mutas.


You're underestimating the Zerg macro mechanics if you think that massing 7-10 roachs early game is an all-in.


Are you serious? Making 7-10 roaches is the equivalent of a zealot coming up to your base and killing 7-10 drones, on top of the minerals and gas you spent. Making 4 cannons and chronoing out a few stalkers to hold off the roaches definitely doesn't hurt toss' economy as much as losing 7-10 workers. Zerg's macro is amazing but not to the point where you can throw away 10 workers in exchange for making the other guy build a few cannons.


I disagree with the last line quite harshly. If we are damn good with our inject and are pumping drones like we should while playing this style, losing 10 drones is nothing when we have another 40 elsewhere at this point in the game. Not to mention we can simply use one round of larva and bam...we are back to where we are in about 50 seconds.

If a zerg isn't like 10+ villagers ahead anyway (especially if you are cannoning up yourself) then things are going to go south quick
When your loading screen shows my name, just F10 -> N
Inkarnate
Profile Blog Joined April 2010
Canada840 Posts
October 18 2010 16:46 GMT
#69
6--10 Pool, or any pool-> hatch speedling play will shut this down. Pressure the rocks and the front, if theres even a wall up in time.
Meff
Profile Joined June 2010
Italy287 Posts
October 18 2010 16:53 GMT
#70
On October 18 2010 04:01 XiGua wrote:
In my last 15 Nexus game, my opponent double expanded. But I killed too many overlords so I guess he was too much behind in eco.

No, he did not double expand. He got a single expansion early on, then secured a third base at about 9:30. To give a comparison of timings for those who aren't used to them, most 4-gate pushes hit at about the 7:30 mark.

What I'd mean with "double expand" would be something like 14 pool, 15 hatch, 18 hatch. Quite the opposite, your opponent did a 14 gas, 14 pool, 15 hatch after putting 4 drones on gas.

This is why he was behind on economy, not from OL hunts that come after the 11 minutes mark.
scDeluX
Profile Blog Joined October 2007
Canada1341 Posts
October 18 2010 16:56 GMT
#71
I'm a toss and I still think thats its a P favored map.


Best answer from zerg would be fast roach and pressure both entrance but with some cannons it could be tricky.

I don't think 3rd expo is the answers cause fast 8 gate blink stalker will rape you earlier than you think.
Brood War is forever
bech
Profile Joined August 2010
Denmark162 Posts
October 18 2010 17:04 GMT
#72
What happens if your opponent techs to ultras real quick? perhaps with Hydra backup for your void rays? Wont you get torn apart?
XplayN.com - Danish SC2 news and events.
Meff
Profile Joined June 2010
Italy287 Posts
October 18 2010 17:06 GMT
#73
On October 19 2010 01:56 ScDeluX wrote:
I don't think 3rd expo is the answers cause fast 8 gate blink stalker will rape you earlier than you think.

Can you give a timing for it, even if approximative?
Kiarip
Profile Joined August 2008
United States1835 Posts
Last Edited: 2010-10-18 17:24:37
October 18 2010 17:18 GMT
#74
On October 19 2010 02:06 Meff wrote:
Show nested quote +
On October 19 2010 01:56 ScDeluX wrote:
I don't think 3rd expo is the answers cause fast 8 gate blink stalker will rape you earlier than you think.

Can you give a timing for it, even if approximative?


I have no idea, but the timing before your third kicks in is pretty large. just sayin
rsvp
Profile Blog Joined January 2006
United States2266 Posts
October 18 2010 17:34 GMT
#75
The correct zerg response is indeed to double expand, although not right away as some people are saying. Getting queens/drones will be much better for your economy than a 3rd hatch at 20 supply. However, you definitely won't have enough time to fully saturate all 3 bases or tech to ultras by the time the 6-8 warpgate attack comes. Take your 3rd base at around 30-50 supply (depending on how much early pressure you may want to put on the P to force him into placing more cannons), and macro up a hydra/roach army (and/or lings if you prefer). Do not get too greedy and drone too hard, you have less time than you think.

Early roach aggression can work if the toss is being careless or greedy and doesn't put up enough cannons, but it is not difficult to stop for the P if he is prepared. The best way to do this actually is not to rush straight to roaches off of 1 base (i.e. 5RR), but to take your natural, get some eco going off 2 bases, and hit with 10+ roaches followed by lings or hydra right before or just as the toss is getting his warpgates up.

Mutas can also work, but like OP says, going phoenix is pretty common for the toss, and although muta/ling is great against only warpgate or robo variants, if you run into phoenix you're in trouble.

A fast pool (6 or 10 pool) will get scouted, and the toss will just put a forge up instead of nexus first and block it.
Ekko
Profile Joined September 2010
United States72 Posts
October 18 2010 17:42 GMT
#76
I agree its really hard for zerg on that map. Roach isn't a great build either because its such a long map that either you have to wait for speed or by the time you get there they have too many stalkers.

@bech there is no such thing as quick ultra tech
Don't try to jump a cliff in two leaps.
Kiarip
Profile Joined August 2008
United States1835 Posts
October 18 2010 17:48 GMT
#77
On October 19 2010 02:34 Anihc wrote:
The correct zerg response is indeed to double expand, although not right away as some people are saying. Getting queens/drones will be much better for your economy than a 3rd hatch at 20 supply. However, you definitely won't have enough time to fully saturate all 3 bases or tech to ultras by the time the 6-8 warpgate attack comes. Take your 3rd base at around 30-50 supply (depending on how much early pressure you may want to put on the P to force him into placing more cannons), and macro up a hydra/roach army (and/or lings if you prefer). Do not get too greedy and drone too hard, you have less time than you think.

Early roach aggression can work if the toss is being careless or greedy and doesn't put up enough cannons, but it is not difficult to stop for the P if he is prepared. The best way to do this actually is not to rush straight to roaches off of 1 base (i.e. 5RR), but to take your natural, get some eco going off 2 bases, and hit with 10+ roaches followed by lings or hydra right before or just as the toss is getting his warpgates up.

Mutas can also work, but like OP says, going phoenix is pretty common for the toss, and although muta/ling is great against only warpgate or robo variants, if you run into phoenix you're in trouble.

A fast pool (6 or 10 pool) will get scouted, and the toss will just put a forge up instead of nexus first and block it.


10 pool comes out ahead against forge first, so it's fine
h2j
Profile Joined August 2010
United States23 Posts
October 18 2010 17:56 GMT
#78
On October 19 2010 02:34 Anihc wrote:
The correct zerg response is indeed to double expand, although not right away as some people are saying. Getting queens/drones will be much better for your economy than a 3rd hatch at 20 supply. However, you definitely won't have enough time to fully saturate all 3 bases or tech to ultras by the time the 6-8 warpgate attack comes. Take your 3rd base at around 30-50 supply (depending on how much early pressure you may want to put on the P to force him into placing more cannons), and macro up a hydra/roach army (and/or lings if you prefer). Do not get too greedy and drone too hard, you have less time than you think.

...

A fast pool (6 or 10 pool) will get scouted, and the toss will just put a forge up instead of nexus first and block it.


This.

Lost a game last night because I threw down a 3rd as he started mining his natural. My army wasn't big enough when he pushed out after saturating his natural, with blink stalkers/zeolots from 8 gates
Roaming
Profile Joined May 2010
United States239 Posts
October 18 2010 18:15 GMT
#79
Doesn't any roach rush or baneling bust annihilate you? They're designed to bust a wall and kill you even if you aren't fast expanding.
Human beings, who are almost unique in having the ability to learn from the experience of others, are also remarkable for their apparent disinclination to do so.
Diks
Profile Joined January 2010
Belgium1880 Posts
October 18 2010 18:18 GMT
#80
Zerg easily counter this by taking double expension on gold base and drone like psycho while techin to whater he wants
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