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[Q] Why would you ever go Roach/Hydra vs Protoss

Forum Index > StarCraft 2 Strategy
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Xanbatou
Profile Blog Joined February 2010
United States805 Posts
Last Edited: 2010-12-11 21:20:31
December 11 2010 21:17 GMT
#1
I just don't understand it. Time and time again I try this army composition and almost every time I get absolutely destroyed. Protoss has two tech trees that just absolutely demolish this army composition (templar and colossus). I feel so much more comfortable with some form of ling opening because you can actually have map control and feel aggressive. Roach/Hydra gives you absolutely no map control for the early-game. The only time roach/hydra is ever good is if the opponent gets nothing but t1 units. Even then, roach/hydra is incredibly vunerable to any sort of forcefielding play, especially in chokes.

I don't really have a problem with roaches, but the hydras are the weakest link in this matchup. They just die so quickly to any form of AoE. Is Roach/Hydra just a bad unit composition? I suspect it isn't and I just don't know how to play with it. Can someone give me a basic idea of how to play with roach/hydra?
Daria
Profile Blog Joined August 2010
Australia500 Posts
December 11 2010 21:28 GMT
#2
Roach Hydra + Corruptors to take out colussus and then you score
daria[e]
MrBitter
Profile Joined January 2008
United States2940 Posts
December 11 2010 21:29 GMT
#3
You have to realize that hydras aren't supposed to make up the body of your strategy. They're transitory units to get you through the Toss player's immortal transition.

Also understand that you can go slings first for map control and scouting.

Going roach/hydra should be like this:

Early game - toss has map control until ling speed, when Z takes map control
Early-mid - Zerg gives up map control to the Toss sentry+ zeal numbers until roach speed finishes
Mid - Zerg retakes map control with roach speed/burrow, and attempts to hit a mid-game timing
Later mid - Protoss regains map control with observors and immortals
Early late - Zerg's hydras once again give him the army advantage, forcing Toss to turtle until colossi
Late - Toss regains map control with his 3rd and 4th colossi and attempts to hit his late game timing
Later - Zerg defends by adding 8-12 corruptors, controlling Toss colossi numbers

End Game - Roach/Brood + very limited hydra numbers clash with the Toss deathball to decide the game.

At no point are you actually relying on the hydras to win you the game. Their sole purpose is to deal with immortals while you transition into your corruptors, and eventual broodlords.
Vaporized
Profile Joined July 2010
United States1471 Posts
Last Edited: 2010-12-11 21:34:11
December 11 2010 21:32 GMT
#4
corrupters are neccesary for collosus. i came to roughly the same conclusion, hydras just die too fast. i mass upgraded roaches with burrow move, and corrupters. roaches will not die in seconds to collosus/storm/can burrow under forcefields, corrupters will take out collosus. this is my go-to zvp composition. if the stalkers start focusing your corrupters then roaches kill, if they focus roaches then the collosus will die. dont forget to corrupt. roaches or lings will stomp immortals if u have good corruption micro.

mixing in a few hydras late game can help boost your armies dps, but for the most part i stay away from them which is a damn shame because hydras are the reason i play zerg.
Vanity
Profile Joined August 2010
United States28 Posts
December 11 2010 21:32 GMT
#5
I like roach/hydra on close positions. Either your build timings are off, or attack timings are off, which is pretty important. (Before colossus come, when ur ahead of upgrades, eco, ect.) Also, you need some corruptors too.
I am so clever that sometimes I don't understand a single word of what I am saying.
diegonolan
Profile Joined November 2010
United States54 Posts
December 11 2010 21:33 GMT
#6
I think roach is the most viable unit against storm will the exception of T3, i think will burrow and tunneling claws they can out regen storm and they are very good at tanking the storm. Hydras are there for the incredible dps they have. Although storm makes then not very good, against pure gateway, these units do very well. Once collosus come out though you not longer can just make roach of hydra you need corrupters and you need to do some collosus sniping. If toss moves out with the deathball its important to engage them as close to there base as possible so you can hopefully kill most of the colossus while building a whole other army back at your base to hopefully kill the rest of the death ball.
dementrio
Profile Joined November 2010
678 Posts
December 11 2010 21:34 GMT
#7
roaches are awesome. roaches alone work very very well against anything P has except mass immortals and colossi (and, obviously, air). They can burrow past force field - this is HUGE - and they regen fast enough to render storm useless. A combo of roaches and corruptors work very well against any army composition except mass immortals and probably mass void rays. Hydras are needed against immortals and stargate openings but in general you want to transition out of them once they tech up to col or storm.
DoctaD
Profile Joined December 2010
35 Posts
December 11 2010 21:34 GMT
#8
Well as a protoss player, I usually transition into voids or high templar. So by the time you have brood or corrupters w/e, i've already transitioned.
Jarlax
Profile Joined November 2010
76 Posts
December 11 2010 21:42 GMT
#9
I think starting with roaches is not good idea unless u want go all-in or very aggressive. But going lings -> speed lings -> speed roach -> hydra -> corrupter -> broodlord is quite good. Dunno about others but i start something along this lines against protos:

14 pool
16 hatch
15 overlord
15 quuen
21 gas
another queen when first finish
spine crawler, drones to 30, overlord
spine crawler
ling speed with 100 gas, take second gas (if 4gate u need scout it and put 3 more spines at this point, delay gas and lair a bit, stop drone, spam lings)
lair with next 100 gas
another 2 spines around 34-38, 6 lings, drones
42-44 roach warren -> as soon as its finished roach speed
burrow from lair so they both finish same time (till they finish only make roaches no drones)
when they r done push with roaches, put 2 gas on natural, put hydra den, put 3rd base, drones till hydra den is constructing then only hydras till u get like 16-20 + get 3rd queen
transfer drones to 3rd, take 2 gas on expo, put 2 evo chambers, get 4th base, get +1/+1, get spire, get few drones
4th base finish get corruptors, build infestors pit, start getting +2/+2, build 2 gas on 4th base and start 5th base, get overlord speed and drops, start hive as soon as finished greater spire and make only hydras + corruptors, morph broodlords, push, keep reinforcing, win.
MrBitter
Profile Joined January 2008
United States2940 Posts
December 11 2010 21:43 GMT
#10
On December 12 2010 06:42 Jarlax wrote:
I think starting with roaches is not good idea unless u want go all-in or very aggressive. But going lings -> speed lings -> speed roach -> hydra -> corrupter -> broodlord is quite good. Dunno about others but i start something along this lines against protos:

14 pool
16 hatch
15 overlord
15 quuen
21 gas
another queen when first finish
spine crawler, drones to 30, overlord
spine crawler
ling speed with 100 gas, take second gas (if 4gate u need scout it and put 3 more spines at this point, delay gas and lair a bit, stop drone, spam lings)
lair with next 100 gas
another 2 spines around 34-38, 6 lings, drones
42-44 roach warren -> as soon as its finished roach speed
burrow from lair so they both finish same time (till they finish only make roaches no drones)
when they r done push with roaches, put 2 gas on natural, put hydra den, put 3rd base, drones till hydra den is constructing then only hydras till u get like 16-20 + get 3rd queen
transfer drones to 3rd, take 2 gas on expo, put 2 evo chambers, get 4th base, get +1/+1, get spire, get few drones
4th base finish get corruptors, build infestors pit, start getting +2/+2, build 2 gas on 4th base and start 5th base, get overlord speed and drops, start hive as soon as finished greater spire and make only hydras + corruptors, morph broodlords, push, keep reinforcing, win.


This is correct, textbook roach play. ^^
:D
ishkabibble
Profile Joined December 2010
Canada161 Posts
December 11 2010 21:44 GMT
#11
Roach hydra is a good transition out of early game whether you wen lings or roaches, but it's really not that viable as a late game strat IMO. With corruptors it gains some viability since you can counter colossi, but I still think it's vulnerable to forcefieldind play with blink stalkers. Roach hydra can be effective against protoss, just try not to get stuck on it too long as hydras die to colossi faster than colossi die to corrupters, so it becomes hard to win late game. As a side note, hydras can withstand a storm without dying since they instantly regen 1 hitpoint as soon as they take their first damage, so storming them leaves them with 1 HP.

I would go muta ling against toss since your mobility makes it hard for the protos to keep enough bases late game without getting all their workers killed by harassment, or go ultra heavy with mutas since ultras can beat stalkers and colossi fairly well (unless on a cliff) which often composes much of toss's late game army.
Hann1bal
Profile Joined June 2010
United States46 Posts
December 11 2010 21:51 GMT
#12
I'm only a plat player, so take this with a grain of salt. I've been going straight to Hydras and adding corrupters and roaches afterward with a lot of success. This was a build that we saw a lot in the beta after roaches went to 2 supply. I use crawlers and some lings to defend my expo and on the shorter maps I will start lair before speed. When their timing push fails, the toss will usually go for fast colossus while I take my 3rd base. Scouting can be a pain when toss walls off and Hydras seem to be the ultimate CYA unit since they are so strong against gateway units and void rays, which are pretty common at my level. I know IdrA also favors this comp against colossus. When I see Templar, I pull back and make them fight me on creep so I can close the distance quickly to make their storms hit their units as well. It's especially useful to have some speed lings to flank the templar.
Aut viam inveniam aut faciam.
HTODethklok
Profile Joined November 2010
United States221 Posts
December 11 2010 21:57 GMT
#13
I completely Roflstomp toss with sling/roach/hydra with infestors late game. NP FTW. Hydras annihilation gateway units but make sure to spread you creep or you wont be able to retreat your hydras in an engagement. Roachs destroy colossi have your roaches focus down the colossi and if you flank with slings you should be able to surround any HT the toss army may have as they are usually kept in the back of the army. Just keeps your hydras back until your slings flank if you see psi storm. Keep 3-4 infestors in your army and learn to mico them well and you can steam roll toss if you NP his colossi. If toss uses a lot of FF to split up your arm try using overseers and hydras to snipe any observers and then use burrow to keep your army safe until FF goes away.
Guns for show... Knives for a pro HTODethklok.201 NA
Kiarip
Profile Joined August 2008
United States1835 Posts
December 11 2010 22:01 GMT
#14
On December 12 2010 06:17 Xanbatou wrote:
I just don't understand it. Time and time again I try this army composition and almost every time I get absolutely destroyed. Protoss has two tech trees that just absolutely demolish this army composition (templar and colossus). I feel so much more comfortable with some form of ling opening because you can actually have map control and feel aggressive. Roach/Hydra gives you absolutely no map control for the early-game. The only time roach/hydra is ever good is if the opponent gets nothing but t1 units. Even then, roach/hydra is incredibly vunerable to any sort of forcefielding play, especially in chokes.

I don't really have a problem with roaches, but the hydras are the weakest link in this matchup. They just die so quickly to any form of AoE. Is Roach/Hydra just a bad unit composition? I suspect it isn't and I just don't know how to play with it. Can someone give me a basic idea of how to play with roach/hydra?


The stength of hydra is that once you are saturated on your 2 bases you can instantly take map control anywhere where you have creep, because hydra will rape the gateway army composition.

So then you can start your third, and start switching to Roaches, while you scout if he's going colossus or high templar. Colossi take a long time to build, and you need a lot of them to be good otherwise you'll run out of sentries, so that gives you a time to get up a spire, and since you're building roaches, you'll accumulate some gas on 4 geyesers, and then you get a bunch of corruptors, and bam, you have a decent composition to deal with colossus.

If he's going templar you have a timing to attack him before amulet kicks in, and you'll have great map control because of that so you can get a 4th base.
kerminator
Profile Joined June 2010
Austria75 Posts
Last Edited: 2010-12-11 22:06:44
December 11 2010 22:02 GMT
#15
I had the same thoughs a couple of weeks ago. Sure if you go roach hydra the toss can just make colossi and will have an easy time against you. But what other choice does a zerg player have ? You can go mutas but seriously ... there are even more counters to that the toss can choose from. Blink stalkers, stalker sentry, phoenix, HTs and archons will all do fine against muta ling. Also you are very vulnerable to pressure off two bases. And after the patch it will be even easier for the toss to switch to phoenix, right ?

The general idea of roach hydra i have:
Get an early expand (i do 14 pool 16 hatch) and drone hard but scout properly ofc. You get Roaches with speed and burrow at lair tech... so you can fight off 4gates and 6gates and pressure the toss if he has expanded. Also you can prevent him from taking a third. Expand behind this.

Meanwhile he will have to add immortals and you'll get +1/+1 and hyras with range upgrade.
Then take 4th and add a spire because he will pump colossi by now.

If the toss gets colossi you can fend off with roaches and hydras (range upgrade crucial) BUT you will need corrupters and a good position to fight. Hydras are weak but they are important for dps and he will not be able to target them with colossi if your roaches and hydras are posistioned correctly. If he moves forward with colossi then you can just focus them down.

Also you have to upgrade to +2/+2 and +3/+3 later. You can then add a greater spire to add broods.

If the toss goes storm i'm usually doing fine by researching tunneling claws and pump roaches only.

It feels a bit odd first, but once you time it out correctly (and the toss doesnt do some crazy stuff) you will have roaches against gateway units, then roach hydra against gateway units+immortal and then roach/hydra/corrupter against his stalker/coloss ball.

If he gets a third too early or fast techs colossi off two base you can punish him with your roaches.
IdrA has left the game!
Xanbatou
Profile Blog Joined February 2010
United States805 Posts
Last Edited: 2010-12-11 22:29:44
December 11 2010 22:29 GMT
#16
Right now, my go to strat is mutaling. I will often get some relatively early upgrades after metabolic boost as well while saturating my natural. +1 attack lings eat up gateway units so fast and its really hard to forcefield all of them unless you are in a narrow choke.

One my lair is up, I will throw down a spire. Since I am only making lings at this point I have a ton of gas saved up. Once my spire pops, I make a shitton of mutas and take complete map control. I will always get a third at this point, but sometimes I will take it earlier if I have enough lings and +1 is done.

I just do not see any value in going roach hydra when you can use a strategy like this. The only time I have a problem is against players with good phoenix control and cannon placement, as it more or less shuts down my mutas. I need to figure out the best thing to transition into when that happens.
ChickenLips
Profile Blog Joined May 2010
2912 Posts
December 11 2010 22:31 GMT
#17
On December 12 2010 06:29 MrBitter wrote:
You have to realize that hydras aren't supposed to make up the body of your strategy. They're transitory units to get you through the Toss player's immortal transition.

Also understand that you can go slings first for map control and scouting.

Going roach/hydra should be like this:

Early game - toss has map control until ling speed, when Z takes map control
Early-mid - Zerg gives up map control to the Toss sentry+ zeal numbers until roach speed finishes
Mid - Zerg retakes map control with roach speed/burrow, and attempts to hit a mid-game timing
Later mid - Protoss regains map control with observors and immortals
Early late - Zerg's hydras once again give him the army advantage, forcing Toss to turtle until colossi
Late - Toss regains map control with his 3rd and 4th colossi and attempts to hit his late game timing
Later - Zerg defends by adding 8-12 corruptors, controlling Toss colossi numbers

End Game - Roach/Brood + very limited hydra numbers clash with the Toss deathball to decide the game.

At no point are you actually relying on the hydras to win you the game. Their sole purpose is to deal with immortals while you transition into your corruptors, and eventual broodlords.


This is fairly correct.

Unfortunately good Protoss will abuse whatever timings you choose (you go for early speedburrow roach pressure they turtle / you go for more drones they feint pressure right as you are vulnerable) and then tech straight to colossus completely skipping the phase of hydra domination. It's incredibly hard to deal with since you will not get good corrupter numbers out before he completely crushes your ground army with all those damn sentries.

Thank god not many Protosses are good and rather rely on their stupid blind timings instead of actually playing the game
❤Ƹ̵̡Ӝ̵̨̄Ʒ✿
dementrio
Profile Joined November 2010
678 Posts
December 11 2010 22:45 GMT
#18
going straight for hydra in midgame seems a good idea in theory, but I dont think it works. they will scout it in time to get 1 colossus out which will vaporize your very expensive hydra army in seconds. the problem with hydras is that they are so fragile, unless you get your timings down to the second you will have invested a ton in an army that will disappear once their first col is out - and with sentries they can minimize losses at their front while they try to get that up. Imo you always want to make as few hydras as you can, roaches are just so much better against almost all P unit compositions.
majestouch
Profile Joined December 2010
United States395 Posts
Last Edited: 2010-12-11 22:50:31
December 11 2010 22:49 GMT
#19
because 1 phoenix > mutalisk^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞
assuming you know how to kite.
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
December 11 2010 22:58 GMT
#20
In a roach/hydra army you want mainly roaches by default.

Only make enough hydra to kill the things that kill roaches, which are immortals, phoenix, and void rays. If he's not making any immortals, phoenix, or void rays, you have no reason to make hydras, so if his army is only made up of zealot/sentry/stalker/templar/archon/dt, you should stick with pure 100% roach army, with possibly the exception of making some hydras if he has a HUGE number of sentries, however, having a disproportionately large # of sentries in a toss army will make it's over all DPS shit, so that hardly ever happens.

gateway army -> roach
gateway army + void ray/immortal/phoenix -> roach + small amounts of hydra
gateway army + colossus -> roach + corruptor
gateway army + immortals + colossus -> roach + small amounts of hydra + enough corruptors to kill the colossus.

etc.
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