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[Q] PvZ - Punishing Hatch first - Page 2

Forum Index > StarCraft 2 Strategy
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BBC.807
Profile Joined November 2010
Norway68 Posts
January 16 2011 14:37 GMT
#21
On January 16 2011 18:30 gdalam wrote:
Hey everyone, 2700 Diamond here (Blizzard hates me and won't promote me :[ ).

I've been having issues with Zerg who go hatch first, and I'm looking for solid ways to punish them.

I don't like cannon rushing, particularly since the ramp change, and I really don't enjoy Forge FE, as it can get stomped by an early Roach push and I find it difficult to get any decent tech or number of units before you have Mutas destroying your mineral lines. 4 Gating really only seems viable on maps with a wide open natural.

I've had the most luck with a one-base Immortal timing push, but I feel like there has to be a better and safer way.

So what's your favorite way to punish greedy Zergs who go hatch first, assuming the worst case scenario with a decent number of Spinecrawlers in a closely choked natural?


Throw down another gate (2-gate), add more pylons, use chronoboost on gates, take 4-5 probes and stomp him. Iv'e only lost once. Works on most maps where you spawn within normal range.

(2500 protoss).
Rabbitmaster
Profile Joined August 2010
1357 Posts
January 16 2011 15:21 GMT
#22
On January 16 2011 23:37 BBC.807 wrote:
Show nested quote +
On January 16 2011 18:30 gdalam wrote:
Hey everyone, 2700 Diamond here (Blizzard hates me and won't promote me :[ ).

I've been having issues with Zerg who go hatch first, and I'm looking for solid ways to punish them.

I don't like cannon rushing, particularly since the ramp change, and I really don't enjoy Forge FE, as it can get stomped by an early Roach push and I find it difficult to get any decent tech or number of units before you have Mutas destroying your mineral lines. 4 Gating really only seems viable on maps with a wide open natural.

I've had the most luck with a one-base Immortal timing push, but I feel like there has to be a better and safer way.

So what's your favorite way to punish greedy Zergs who go hatch first, assuming the worst case scenario with a decent number of Spinecrawlers in a closely choked natural?


Throw down another gate (2-gate), add more pylons, use chronoboost on gates, take 4-5 probes and stomp him. Iv'e only lost once. Works on most maps where you spawn within normal range.

(2500 protoss).


Ive been doing this alot lately, 2 gate and attack with 3 zealots and 3-5 probes vs fast hatch. Works really awesome.
God is dead.
lasershark
Profile Joined July 2010
United States49 Posts
January 16 2011 18:43 GMT
#23
build forge at 15 and harass the workers in his main with your scouting probe.

then bring another probe from your base to block his ramp with 3 pylons.

constantly chrono boost probes and build a gateway asap.

build a cannon behind the 3 pylons.

get 2 gas another gateway and a cybercore

build a nexus and some 2 sentries at a time from gateways.

build 4 cannons and 4 pylons at your natural if you see him bust down with roach.

enjoy the easy win.
aquanda
Profile Joined January 2003
United States477 Posts
January 16 2011 20:10 GMT
#24
Once u see hatch first throw down a forge instead of a cyber core and start chronoboosting zealots to his hatch. Double pylon his ramp and send a second probe. His reaction will be to pull drones to kill pylons. As soon as your pylon finishes make a cannon, preferably to wall the ramp. Your zealots can wall the ramp and kill drones. Once a cannon finishes you've basically won. This sort of rush is exactly why hatch first is so risky.
Altar
Profile Joined May 2008
United States577 Posts
January 16 2011 20:22 GMT
#25
The best way to punish hatch first is to have a probe at his expansion before he can hatch first. Sending a probe out after warping in the first pylon will usually get there before the hatch can be placed. 1 Pylon is worth its wait in gold to stop them from putting down their hatch that early.

At least on 2 player maps there is no reason your probe cant stop the hatch from getting planted.

You can try what other people suggest but in my opinion the best way to stop it is to never let it happen in the first place.
Heavens to Betsy
MK4512
Profile Blog Joined September 2010
Canada938 Posts
Last Edited: 2011-01-16 22:15:03
January 16 2011 20:25 GMT
#26
Well, aside from cannoning in an expo or FE'ing yourself, you can try the 1 gas stalker zealot 4gate
Basically, its the same as a normal 4gate, except 1 gas, no sentries.

EDIT!

I just remembered, you could also try the 2 stalker 1 zealot push, crushed quite a few zergs during the SCRI invitational.
Chill: "Please let us know when you will be streaming yourself eating a hat so I can put it on the calendar. Thanks."
Terminator(471)
Profile Joined December 2010
United States243 Posts
January 16 2011 20:32 GMT
#27
Im a zerg. Expand. I always want at least 1 base more than you, If not 2. If you expand, then you force me to either expand again, or put pressure on you. If I expand again, then there is a huge whole in which you can attack me because I will have 3 bases and it will require a lot more micro to defend them all.
How I feel when I play the against Protoss deathball: This is the worst day of my life! "Homer: the worst day of your life so far"
TomTomTom.965
Profile Joined October 2010
Germany62 Posts
January 16 2011 21:48 GMT
#28
hey,

i recived very good results against hatch first with zealot + 2 stalker boosted into 1 gas 4 gate, without cutting probes early

u can do alot of dmg with these stalkers, since zerglist havent speed and u the zerg have to make a spine or more lings instead of drones.

since u didnt cut probes that hard (~minimum 25 probes) u can expand while do a 4 gate push.
form my experiences i always won after the 4 gate push ( just zealots + stalker )
You just need a mule ti be succesful
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