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[H] 3 roach+speedling all-in PvZ - Page 5

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JoonX
Profile Joined January 2011
Canada72 Posts
February 02 2011 05:25 GMT
#81
Not a pro here, but just observing. I think the critical time is at the 3 min mark. Thats about the time you planted the core and he plants the warren. It was also around the same time you moved out the scouting probe from his base to avoid the hatching lings. The probe wasnt too far from spotting the warren and since zerg cant really hide tech, to sacrifice that probe for that intel was a viable option. By that time, you can cancel the core, plant a forge, wall in and cannon up. Be aware though because he could see with the overlord and cancel the warren. Now thats another story... LOL
There is no such things as counters. Only responses. Good or bad? Up to you.
perptuity
Profile Joined February 2011
8 Posts
February 02 2011 05:26 GMT
#82
On February 02 2011 14:19 morimacil wrote:
Show nested quote +
Cannons would work to defend it, but really, if Z going 13 pool into roach warren on 1 base means you have to sink 600 minerals into static defense, the MU is unwinnable. They could just skip the units, double expand and they win.

Show nested quote +
hell, isn't it ridiculous to have to forge in this spot at all? "oh the only way to hold off this rush is to get cannons"

like if zerg was 1basing and had to get spine crawlers, it's the only way to live.


Somehow you guys seem to think that if you have to account for a possible all-in from zerg, it suddenly makes the matchup unwinnable
As the roach warren went down, it was 14 drones vs 19 probes. If you have to cut a few probes, and invest a bit in defense to defend the all-in, its really not the end of the world.
Zerg has to deal with this every match. Do you think its for fun that we invest in early ling speed, patrol a drone at the bottom of our ramp, or throw down a spine crawler as soon as we see any sign of a possible 2rax?

Seems like you are just used to the fact that zerg cant touch you. If it helps, think of it as a terran or toss cheese. Yes, you need to scout, and make an investment to hold it off, but you are ahead, if you can hold the cheese, you win.


HHAAH morimacil speaks the truth!!
jaj22
Profile Joined September 2009
United Kingdom1376 Posts
February 02 2011 05:27 GMT
#83
I tested against a similar build and attack timing a while ago. My conclusion was that to have the best chance of beating it you had to drop the second gas and warpgate, and chrono units out of two gates instead.

fighter2_40
Profile Blog Joined December 2010
United States420 Posts
February 02 2011 05:27 GMT
#84
i just watched the replay and lol wow that is rediculous to stop if you play standard.

You'd have to do a faster warp tech timing to keep adding sentries. i think if you had 10 or more seconds extra after your warp tech finished you could have kept warping in more sentries to hold.

maybe 10 gate will become standard T_T

Nerf larvae inject time :O
Orome
Profile Blog Joined June 2004
Switzerland11984 Posts
February 02 2011 05:29 GMT
#85
On February 02 2011 14:02 travis wrote:
Show nested quote +
On February 02 2011 13:48 Orome wrote:
On February 02 2011 13:35 travis wrote:
On February 02 2011 13:29 echuchee wrote:
Well one way to stop it was to do exactly what you were doing(keep cranking sentries out). You could have had a 3rd sentry out if you cancelled the sentry that was no where near being finished. Then made ure gateway a warpgate and warped the sentry in. You should be able to permanently keep it out after warpgate tech finishes.
~3k Masters


no... watch the replay carefully. there is no way to keep forcefielding the ramp in time to keep the roaches out. u don't have enough forcefields. and then as soon as the roaches get up ur zealot dies, and ur sentries will be next to die


Alright, I just tried this out in single player (with my patchy p too, I'm sure it'd be possible to do it a few seconds faster). You put down your first FF at 5:11. If you chrono out sentries, you have 2 sentries at 5:11 with the third building. By the time the third FF wears off, your first sentry has enough energy for a fourth FF. By the time that wears off, you easily have a fourth sentry out and your warpgate research finishes.

What am I not getting here?


it might be able to get enough sentries if u chrono them before u even know the attack is coming...


No, I did the exact same build (I watched the replay a few times to make sure) you did, 3 chronos on the nexus. The only thing I did differently was that all the cb you put into warpgate, I put into chronoing out sentries. The roach warren goes up well before the core finishes (and there's no way for Z to stop P from scouting it because it goes up before lings or queens are out), so by the time your core finishes and you'll have to make the decision what to chrono, you'll know the roaches are coming. It's not a blind decision.
On a purely personal note, I'd like to show Yellow the beauty of infinitely repeating Starcraft 2 bunkers. -Boxer
perptuity
Profile Joined February 2011
8 Posts
February 02 2011 05:29 GMT
#86
I see alot ppl suggesting forge into cannon, I think that's a terrible idea, forge into cannon on one base against zerg is suicide, zerg can easily double or even triple expand if ur cybercore is THAT delayed. And toss would be in deep trouble.
Salv
Profile Blog Joined December 2007
Canada3083 Posts
February 02 2011 05:30 GMT
#87
To dispel any myth that you cannot get a forge in time without planting it before scouting, I played a game with SuperiorWolf on the same map, and we even spawned the same positions. Superiorwolf does the exact same build, and all I do in response is add a forge, and three cannons. I have vastly superior economy, and I get a robotics soon after to scout with an observer. I even planted the forge when the roach warren was halfway finished.

Replay: http://www.sc2replayed.com/replays/133862-2v2-protoss-zerg-metalopolis

The only thing that can possibly be argued is that once they stop your probe, they can theoretically try to drone up and expand, and that somehow this gives them a lead - however I wouldn't be convinced of that either.
bigbeau
Profile Joined October 2010
368 Posts
February 02 2011 05:31 GMT
#88
the counter to this build is not to get sentries. get stalkers and kill the 3 roaches while on hold position. sentries are a stalling tactic that ends up hurting you when the ffs finally run out because they are so weak. stalkers can hold the wall until you can either kill the roaches or get a zealot out to wall with and still be able to hold the roaches. IMMORTAL DOES NOT WORK. it will get out as they are breaking through.
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
Last Edited: 2011-02-02 05:33:27
February 02 2011 05:32 GMT
#89
When he came with the roaches you had 23 probes and he had 14 drones.

Now suppose I make a post complaining about how 4 gates kill me when I do expand and drone up to 30 drones while the protoss is on 23 probes when the 4 gate shows up.

You see the problem? He was being cheesy and aggressive, you still greedily probed up to 23 and payed for it. Change your BO, get the gateways faster and pump out units ASAP. You can affrod at most 16 probes if you know it's coming.
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
Salv
Profile Blog Joined December 2007
Canada3083 Posts
February 02 2011 05:33 GMT
#90
On February 02 2011 14:29 perptuity wrote:
I see alot ppl suggesting forge into cannon, I think that's a terrible idea, forge into cannon on one base against zerg is suicide, zerg can easily double or even triple expand if ur cybercore is THAT delayed. And toss would be in deep trouble.


They have 14 drones and no tech. They can't double expand at all, they can barely expand just once, and even if they did, it won't be long after you expand yourself before you're knocking at their natural with immortals and gateway units. Watch the replay I posted.
ch33psh33p
Profile Blog Joined October 2010
7650 Posts
February 02 2011 05:34 GMT
#91
On February 02 2011 14:33 Salv wrote:
Show nested quote +
On February 02 2011 14:29 perptuity wrote:
I see alot ppl suggesting forge into cannon, I think that's a terrible idea, forge into cannon on one base against zerg is suicide, zerg can easily double or even triple expand if ur cybercore is THAT delayed. And toss would be in deep trouble.


They have 14 drones and no tech. They can't double expand at all, they can barely expand just once, and even if they did, it won't be long after you expand yourself before you're knocking at their natural with immortals and gateway units. Watch the replay I posted.


This. If they expand, it will take them a ridiculous amount of time to even get TWO bases saturated, nevermind double expanding
secret - never again
roymarthyup
Profile Joined April 2010
1442 Posts
February 02 2011 05:36 GMT
#92
this build is extremely easy to counter


to counter this build you should start up warpgate tech but do not use any chronoboosts on warpgate tech. instead have 2 gateways and keep using your chronoboosts on the gateways to pump out more units before the roaches arrive

if you scout a zerg going 14-17 workers roach/ling rush you can seriously just beat it with a standard 4gate, or 2gate robo or 2gate stargate


this is VERY easy to beat

if you wanna see how to beat this i could even play a game with you and i will be protoss and you can be zerg and i will just use a standard build and beat this
Omnipresent
Profile Blog Joined December 2010
United States871 Posts
Last Edited: 2011-02-02 05:57:34
February 02 2011 05:43 GMT
#93
On February 02 2011 14:17 Lamabot wrote:
Since you invested into heavy warpgate count, it was in your best interest to close off the wall completely once you started to see you don't have enough sentries to hold it. Additional units after walloff is broken could have perhaps held it off.


This is essentially what I see as well. This is sort of a "Great wall of Hong Un" situation without the voidray, for anyone who saw that.

You scouted a missing hatch a 4:40, which is later than what you would see out of a regular speed first expand. This is when you should have more or less known some rush was coming. At that point, you had a worker lead 22:14, 1 gateway up and 1 gateway warping in. by the time the rush hit and your delay tactics (sentries) gave way, it was 5:40. you had warpgates finished, 455 minerals banked, and a worker lead of 24:14. (I'd have to go back and check, but I think you also dropped an extra gateway in the middle of your base. It could have been used on the wall.)

I think the best, and probably only solution, is to wall off with additional gateways. You could have dropped 3 more by the time your sentries ran out of FFs, though it'd be best to wall off as needed instead of in advance. If you can Keep them up while also building a small army, you can easily defend the push and counter for the win. You had almost twice his economy, and could have easily sacrificed the extra minerals for more gateways. It takes lings + 3 roaches a very long time to kill gateways, even longer if you keep making sentries.

The only problem I see with this defense is that you're likely to lose your core before you can repel the push, and you'll need ranged units to hold it. Even then, it's not really too much trouble to build an extra core instead of a gateway to reinforce the wall.

Alternatively you could finish the wall with a forge and reinforce with cannons (stop mining gas). This is a weaker choice, as you were already mostly saturated on minerals, and cannons are worthless after you defend.

Hold the push at any cost, and you've probably secured a win. If you absolutely have to pull your probes, do it sooner so you can plug the hole and not get surrounded.

I'm not saying I would have held the push, but it looks doable to me.


On a side note, sentries outrange roaches.
perptuity
Profile Joined February 2011
8 Posts
February 02 2011 05:43 GMT
#94
On February 02 2011 14:33 Salv wrote:
Show nested quote +
On February 02 2011 14:29 perptuity wrote:
I see alot ppl suggesting forge into cannon, I think that's a terrible idea, forge into cannon on one base against zerg is suicide, zerg can easily double or even triple expand if ur cybercore is THAT delayed. And toss would be in deep trouble.


They have 14 drones and no tech. They can't double expand at all, they can barely expand just once, and even if they did, it won't be long after you expand yourself before you're knocking at their natural with immortals and gateway units. Watch the replay I posted.



........ if he pulled all 14 drones to mine, stuck 10+ speedling + 3 roaches outside ur base, ur cybercore would not be out untill at least 6mins since normal time is 4, if u cancel build forge+ cannon, it's almost 2 more mins, so warp gate wont be out till 7+, then u need to warp atleast 2 round of units to even think abt walking out since all the lings and 3 roaches......... and if u want immortal, that will take even longer.................that gives zerg 4-5 mins to drone up SAFELY and I dont see the need to go on.....
Asparagus
Profile Joined December 2010
United States269 Posts
February 02 2011 05:44 GMT
#95
this build is totally beatable, save CB for units while you tech to warpgate. protoss complaining about pressure vs zerg, now I've seen it all.
This isn't the right quote!
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
Last Edited: 2011-02-02 05:46:47
February 02 2011 05:45 GMT
#96
im sorry but a lot of u are completely clueless, like absolutely clueless. u play this guy and u would get absolutely raped to pieces yet u say how easy this is to stop, lol

did u even read the chat? the guy talking about how much he wins? im sure he is serious and u know what, he's playing players better than u guys who are saying how easy this is to stop in every single one of those
Dromar
Profile Blog Joined June 2007
United States2145 Posts
February 02 2011 05:46 GMT
#97
huh...

Well, now I feel like I've been working too hard for my ZvP wins .

Ok, so, just some theorycrafting here, and admittedly I play Zerg not Protoss...


First Option: I wonder if it would work to delay a probe a bit after scouting the roach den and get a second gate. As a previous poster mentioned, your 1 gate vs his injected hatch is a tough matchup unless you can manage to perma-forcefield your ramp. The problem is, zealots are made worthless by a bit of micro from the zerg player, and also being outnumbered. Stalkers just aren't powerful enough, and I don't know if you would have enough gas to get stalkers and sentries. Getting a fast stalker to get rid of the spotting overlord would be nice, but I don't think it would help as much as we need to hold this off.

All that leaves is sentries, and I doubt you have enough gas income to make a second gateway worth it for sentries.

That said, you were very close to getting another sentry and being able to potentially hold this off. If you scout a roach warren and ling speed, one crono boost on a sentry could give you that extra bit of time (and energy) that you need.


Second Option: I understand why getting a forge is horrible here. But you may have to do it. Considering the Zerg spent a drone and 150 mins on the roach warren, that doesn't really kill you. Then, you need to send a probe out to his base at 4:30 to look for roaches en route to your base. His ling speed isn't done yet, so you should be able to scout for a while before losing the probe, and hopefully either see it coming or delay it.

If/once you see it, my suggestion would be to wall off with another gate, get a cannon up, delay with the forcefields you have to let cannon(s) finish, and make stalker/sentry. Your income is greater than his, and once warp finishes, you're in a much more comfortable place.
His mention of baneling busting seems a bit wierd. Though he did continue mining gas after the 176 for ling speed + 3 roaches, if he needs to baneling bust a hard wall (gate-core-gate), that requires him to build a baneling nest (which is 50 seconds IIRC) and 13 banelings just to take out your wall. I feel like in that amount of time/wasted resources to take out your wall, you would be in the favorable position.


But again, I've never used this or had it used on me, pure theorycrafting here.
Flexx
Profile Joined August 2010
United States87 Posts
Last Edited: 2011-02-02 05:49:10
February 02 2011 05:48 GMT
#98
On February 02 2011 13:41 travis wrote:
Show nested quote +
On February 02 2011 13:38 Tantaburs wrote:
On February 02 2011 13:38 travis wrote:
some of u must not watch the replays very carefully.

firstly, i was already quite confident he would do this build. secondly, i DID scout the lack of an expansion(as so many of u told me i needed to do), and at that point i knew exactly what was coming.


some of u guys... just give unbelievable advice. like none of it would work in time to stop this.


if you knew it was coming then why did you not build cannons




because the matchup is retarded if i have to blindly get cannons every game vs zerg? i wanted to try to stop it without cannons.



I love how you make a thread saying it's impossible to stop, but then say you just don't want to make cannons.

QQ more.

Or did you miss the part where 4Kmonk and several other good P tell you what to do?
Salv
Profile Blog Joined December 2007
Canada3083 Posts
February 02 2011 05:50 GMT
#99
On February 02 2011 14:45 travis wrote:
im sorry but a lot of u are completely clueless, like absolutely clueless. u play this guy and u would get absolutely raped to pieces yet u say how easy this is to stop, lol


Oh?

On February 02 2011 14:30 Salv wrote:
To dispel any myth that you cannot get a forge in time without planting it before scouting, I played a game with SuperiorWolf on the same map, and we even spawned the same positions. Superiorwolf does the exact same build, and all I do in response is add a forge, and three cannons. I have vastly superior economy, and I get a robotics soon after to scout with an observer. I even planted the forge when the roach warren was halfway finished.

Replay: http://www.sc2replayed.com/replays/133862-2v2-protoss-zerg-metalopolis

The only thing that can possibly be argued is that once they stop your probe, they can theoretically try to drone up and expand, and that somehow this gives them a lead - however I wouldn't be convinced of that either.


Care to respond to this? SuperiorWolf and I did the exact same build, on the same map, same positions - easily defended. It sounds more like you're looking for everyone to agree it's impossible and there's nothing you could have done, and not that you're looking for an actual solution to your problem.

On February 02 2011 14:43 perptuity wrote:
Show nested quote +
On February 02 2011 14:33 Salv wrote:
On February 02 2011 14:29 perptuity wrote:
I see alot ppl suggesting forge into cannon, I think that's a terrible idea, forge into cannon on one base against zerg is suicide, zerg can easily double or even triple expand if ur cybercore is THAT delayed. And toss would be in deep trouble.


They have 14 drones and no tech. They can't double expand at all, they can barely expand just once, and even if they did, it won't be long after you expand yourself before you're knocking at their natural with immortals and gateway units. Watch the replay I posted.



........ if he pulled all 14 drones to mine, stuck 10+ speedling + 3 roaches outside ur base, ur cybercore would not be out untill at least 6mins since normal time is 4, if u cancel build forge+ cannon, it's almost 2 more mins, so warp gate wont be out till 7+, then u need to warp atleast 2 round of units to even think abt walking out since all the lings and 3 roaches......... and if u want immortal, that will take even longer.................that gives zerg 4-5 mins to drone up SAFELY and I dont see the need to go on.....


Cybercore comes before 5 minutes; check my replay. All of what you just said is pointless because you'll be on one base fully saturated with tech and multiple gateways. Who cares if he expands? Who cares if he drones up? He'll have less drones and less tech than he would have if he simply made a 14 hatchery and droned, which is completely standard PvZ - either way you wind up ahead.
Nis
Profile Joined August 2010
Singapore45 Posts
Last Edited: 2011-02-02 05:57:49
February 02 2011 05:56 GMT
#100
Low masters SEA here
The build from the roach looks really formidable, i think it would be autowin against standard gate core opener from toss who tries to go 3 gate to stop it.
But 1 thing i notice from that build is that, you can completely scout it, because his roach warren timing comes up before lings, and first and foremost, the probe scout now needs to hang around the zerg base a bit longer to confirm that he is going for this build

Secondly, I tested it out, while doing the standard gate core opener, once you scout it, cut probes (still ahead a bit on worker count) and drop a forge asap then cannons, while chronoing the single gateway. The cannons should just start warping in as the units reach your base. 1 Forcefield, then 1 pylon block should buy enough time for 2-3 cannons to warp in to break the push. On close rush though this might be slightly more brutal, but yep, this build have to be absolutely scouted and a forge right after cybercore asap is needed to stop it

The zerg however is in no way crippled if he pulls back once the cannons warp in though, he can just expo, the game proceeds as normal. This looks brutally powerful. His lings roach can deny you from expoing for a pretty damn long time until your warp tech + 2 additional gates kick in for 2 cycles, while he can expo right away after he sees your cannons finish warping in. Man this build, really impressive

edit for grammer
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