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[Q] Why would you ever go Roach/Hydra vs Protoss - Page 3

Forum Index > StarCraft 2 Strategy
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decaf
Profile Joined October 2010
Austria1797 Posts
December 12 2010 17:38 GMT
#41
I like FEing, getting 2 spines at nat (4-5 when the toss is 4gating) and then just train pure ling hydra and creep my way to the opponent. Once he has colossi get some corruptors and take em out. Ling Hydra will then pretty much own everything he can do.
ChickenLips
Profile Blog Joined May 2010
2912 Posts
Last Edited: 2010-12-12 18:00:58
December 12 2010 17:57 GMT
#42
On December 13 2010 02:33 Wr3k wrote:
Roach hydra is cost effective against just about everything but mass colossi or immortals or psi storm. If you sent equal cost roach/hydra at mass stalker w/ 2 colossi, you will win with half decent positioning. Protoss needs to fubar you with forcefields or have immortals to deal with the roaches, otherwise its an uphill battle short of having 4-5 colossi (at which point you just mass corruptor). Oh and roach hydra scales much better with upgrades than any protoss unit.


I've looked at the critical hits for roaches vs gateway units and I wasn't too impressed then. It might be different for +2 but it certainly isn't as huge as +1 for zealots vs lings. I agree with you on the other points though. Roach / Hydra is the go-to build atm if you wanna play straight up ZvP.
❤Ƹ̵̡Ӝ̵̨̄Ʒ✿
kerminator
Profile Joined June 2010
Austria75 Posts
December 12 2010 18:54 GMT
#43
On December 13 2010 02:33 Wr3k wrote:
If you sent equal cost roach/hydra at mass stalker w/ 2 colossi, you will win with half decent positioning.


Actually you will get ripped apart by FF, guardian shield
IdrA has left the game!
ChickenLips
Profile Blog Joined May 2010
2912 Posts
December 12 2010 19:02 GMT
#44
On December 13 2010 03:54 kerminator wrote:
Show nested quote +
On December 13 2010 02:33 Wr3k wrote:
If you sent equal cost roach/hydra at mass stalker w/ 2 colossi, you will win with half decent positioning.


Actually you will get ripped apart by FF, guardian shield


Yeah, as I know it there's 2 solutions to that currently.

1) Play agressively to actively kill his sentries (he will be too greedy to rebuild them most of the time) or at least deplete his FF.
2) Have a lot more shit.

Unfortunately 1 doesn't work against smart Protosses that know how to position themselves defensively and 2 is very very hard if he applies constant pressure and knows how to play PvZ in general.
❤Ƹ̵̡Ӝ̵̨̄Ʒ✿
sas911
Profile Joined November 2010
Canada113 Posts
December 12 2010 19:20 GMT
#45
Hmm. A suggestion if you're actually that absurdly ahead..
Baneling drops!
Deal crazy damage, and you're actually using your ovies.
The banelings and overlord sacrifices will obviously be larger in cost, but if you wipe out their max supply army, you can remake WAY faster than them, and take an easy win?
batmankiller
Profile Joined December 2010
13 Posts
December 12 2010 20:43 GMT
#46
I find Roach/Hydra effective against Toss.

If you A-move like you can do with a Terran ball, then you will lose. But if you micro effectively and keep the Hydras well behind the roaches, its very hard for a Toss to Storm effectively and it is relatively easy for your Roaches to focus down colossus.
kerminator
Profile Joined June 2010
Austria75 Posts
December 15 2010 13:10 GMT
#47
On December 13 2010 05:43 batmankiller wrote:
and it is relatively easy for your Roaches to focus down colossus.


Roach range 4
Coloss range 9

I wonder what toss players you play against ...
IdrA has left the game!
Forsaken
Profile Joined March 2005
United States43 Posts
December 15 2010 13:21 GMT
#48
Hydras are glass cannons. Roaches have shit range and a lot of HP\armour. This should be self explanatory as to how mixing them works.

If you wanna talk about colossi, then I should mention a unit called an infestor. Or just mention zerg shouldn't be at even pop count with toss upon engaugement if they're playing correctly.
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
December 15 2010 13:49 GMT
#49
Hydras are a bad unit to mass. Plain and simple. They have their uses but not in zvp at midgame or later.
ChickenLips
Profile Blog Joined May 2010
2912 Posts
December 15 2010 14:36 GMT
#50
On December 15 2010 22:21 Forsaken wrote:
Hydras are glass cannons. Roaches have shit range and a lot of HP\armour. This should be self explanatory as to how mixing them works.

If you wanna talk about colossi, then I should mention a unit called an infestor. Or just mention zerg shouldn't be at even pop count with toss upon engaugement if they're playing correctly.


That's a very easy thing to say, however if your opponent plays very defensily it's extremely hard to stop them from just maxing and a moving all over you. In which case you need Broodlords which take supply and are the fucking slowest-to-get unit in the game.

If you think neural parasite is good vs Colossus then you're bonkers.
❤Ƹ̵̡Ӝ̵̨̄Ʒ✿
Evoshadow
Profile Joined December 2010
United States88 Posts
Last Edited: 2010-12-15 14:47:05
December 15 2010 14:43 GMT
#51
Hydras own in early game till collosi come out, at least at my level 2100 diamond, it is viable to open FE and hold with spine crawlers and lings till hydras come out, very safe opening vs air play and the quick lair is good vs DTs

If they are stargating you have an opening to push for the win, otherwise add the spire and roach warren and add corruptors (if they go collosi) and roaches to tank for the hydras

Then tech to tier 3 and win with broodlords.

Certainly not the only ZvP build but it works for me a good amount, these days soo many protoss are opening stargate because of the commonness of roach and muta openings and this build just crushes them before late mid game


It should be noted that on a map with a back door (BS especially) this build will die every time to a good fairly early 4 gate push because it is so dependent on static defense to hold till hydras, if its a later push its actually ok because hydras demolish late 4 gates
Crackensan
Profile Joined August 2010
United States479 Posts
December 15 2010 14:45 GMT
#52
Hydralisks don't make the bulk of my army vs. P. It's splashed in to upp the DPS of my mass of death. Also, Hydra's FORCE Colossi or Void Rays, which has a predicable and PLANNED response from me.

Early Game: Roach/Ling (usually 1 base roach into Expo)
Early-->Mid Transition: Roach/Hydra, Ling Mineral Dump (2-3 base Z)
Mid: Roach/Hydra, Spire should be close to finishing (3 Base Z)
Mid--> Late: Roach/Hydra, Enough Corruptors to kill Colossi. (Taking 4th)
Late: Roach/Hydra, 3-5 Corruptors, Transition to Brood Lords. (Taking 5th if necessary, complete map control)

General plan Vs. Protoss every game. I don't have a strict build order, but general looks that I go for every game, which gives pretty decent flexibility to react to strange things.
Tasteless: "Well this strategy is made of balls"--Concerning Fruitdealer Vs. BoXeR
Thor1104
Profile Joined September 2010
16 Posts
December 15 2010 14:52 GMT
#53
2600 zerg here. Blasius has it right here (with unit compositions). Only caveat is that roach attack and armor upgrades are so critical. Fully upgraded roaches (2-2 or 3-3) actually beat pure gateway units in my experience. The key to hydra/roach is A) engaging on creep whenver possible (so creep spread matters) B) having a big beautiful arc C) roaches in front, hydras in back D) using a group of 7-10 corrupters to focus fire one collasus at a time (shift-click FTW), E) Being ahead at least one base on the toss from the midgame F) staying even or ahead on range attack and carapce upgrades G) Keeping total queen and drone food at 90 or below.

If you both get to 200 food, make sure you are at least one base ahead, stockpile resources, tech to hive if possible (so you can get greater spire and make your corrupters into broods after the Collauss die).

To engage the 200 protoss death ball, engage as close to his base as possible where you can get a good positions. Although you might "lose" the 200 on 200 clash, all or all but one of his collaus should be dead due to corrupters, and his numbers will be low. Since his numbers are low, your replacement rate should be higher (stockpiled resources and macro hatcheries), and you engaged near his base, you will have time to macro up another round of roaches/hydras before he pushes to your base. It takes a while to rebuild the collauses count, so you have a window of timing after your replenish your army where you can take out or deny his 3rd base, take your own 4th or 5th base, and generally gain a huge advantage due to map control.
Long Live the Swarm!
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