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[G] Zergs Hydra/Ling vP FE Build - Page 3

Forum Index > StarCraft 2 Strategy
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FeyFey
Profile Joined September 2010
Germany10114 Posts
March 05 2011 19:48 GMT
#41
2 base hydra pushes are always strong if you don't get pressured early. The reason why people never got hydras is because of the slow of creep mind set which isn't true ^^. Its pretty much like in bw the bane of the fast expand as you can snipe the buildings used for the wallin for free and all the toss can do is try to slow the push until the heavy weapons arrive.there is really a nice timing for this if the toss got sentrys or some other gassy units.
good to see some zergs are going the right way I really love games when zerg starts to pressure and not only try to win the macro game. Now more harassment from the toss and i will be happy :3.
NeonFox
Profile Joined January 2011
2373 Posts
March 05 2011 19:49 GMT
#42
You can time the +1 range to finish at the same time as the range upgrade if you put the evo chamber down soon enough, when the lair is building works well. But since it's on Scrap I don't need ovie speed for the highway, so maybe it only works on this map.
Keep updating when you calculated!
ClanRH.TV
Profile Joined July 2010
United States462 Posts
March 05 2011 19:55 GMT
#43
Thanks for your support fey fey. NeonFox, the only reason I don't get +1 damage is because for the amount of hydras your going to be making, getting a few extra hydras does result in higher damage rather than getting +1 attack and lacking the 2-3 hydras this early in the game.
"Don't take life too seriously because you'll never get out alive."
MageOfDead
Profile Joined February 2011
United States26 Posts
March 06 2011 00:53 GMT
#44
i also just tried this and posted and barely lost to carriers but looks promising. I gotta fine tune it a bit to my playstyle but im liking it
When its all said and done. Just know, I got your meatshield
MarineKng_XPn
Profile Joined September 2010
Korea (South)19 Posts
March 06 2011 01:19 GMT
#45
Seems pretty viable, I've seen it done few times in the ladder now, managed to block it by engaging in the middle and delaying until few cannons were up, looks like it won't work though if they do a delayed style of 4 gate pushing instead of FE with forge with the expo earlier than you expect at your timing, but great strat. better watch out as protoss
Fear is for the Enemies!
MetalGhost
Profile Joined March 2011
United States1 Post
March 06 2011 01:24 GMT
#46
Sick Zerg, works like a charm! Thanks for the insight.
ClanRH.TV
Profile Joined July 2010
United States462 Posts
Last Edited: 2011-03-06 06:35:56
March 06 2011 06:35 GMT
#47
No problemo man. I just want to make sure I can get this out to as many zerg players as possible. Gives us some flexibility and excitement in our play styles
"Don't take life too seriously because you'll never get out alive."
nanoscorp
Profile Blog Joined September 2010
United States1237 Posts
March 06 2011 06:46 GMT
#48
Ever add banelings in this mix? I like the option to go for a bust or wipe out a warp-in of zealots, but micro and good FFs > me :/ Curious if you think the flexibility is worth giving up some time on the push, or if there's a good time to squeeze it in, like during lair upgrade maybe?

ClanRH.TV
Profile Joined July 2010
United States462 Posts
March 06 2011 08:17 GMT
#49
Funny that you mention this because as I was practicing this build with my clan member, I explained to him why the Hydra/ling mix does well against sentry forcefields and zealots. As you run the lings in first the tendency of the protoss player is to FF the lings away from the sentries thus as the slow hydras lag in after, the force fields generally no longer inhibit them. When we played, he was smart and used what I told him and ignored the lings to FF my hydras out of postition and allow the lings to get in. This actually resulted in decrease success of the build itself. Therefore, I was thinking what if I were to incorporate in some banelings with the lings so that the sentries would be forced to FF them instead of the hydras....otherwise both the sentries and zealots would suffer alot......BACK TO THE DRAWING BOARD!!! I will report on the results sooon
"Don't take life too seriously because you'll never get out alive."
Kevlar622
Profile Joined August 2010
United States49 Posts
Last Edited: 2011-03-06 08:36:05
March 06 2011 08:32 GMT
#50
hmmmm..... it seems very fragile... i mean, it seems like theres a low drone count throughout the game, and your massing too early an army... its very hanbang i think, and if your opponent does pump out a collossuss or 2,.... wheres your spire? i dunno, i havnt tried the build yet, ill probably try it in a custom game here soon, but it seems very "All-iny"

i mean this in the most respectful way possible, feel free to respond with giving me a better understanding of your economical situation at the time of attack ;D
I dont drink. I dont smoke. I dont do drugs. I play video games, which i beleive is a far superior addiction to any of those other ones.
Douillos
Profile Joined May 2010
France3195 Posts
March 06 2011 08:37 GMT
#51
Hey,

I must say I really like this strat. you can really put a hurt on the protoss!

But I encountered a few problems. Well one in particular....

First game I try it, im up a master (i think he was off racing, so he was probably equivalent to my 2K2 diamond level). I think my execution is pretty close to perfect (youll correct me on that).

Scout a Forge FE, id say to myself, wow, bloody perfect :D

And then... He goes for 2 base 2 stargate mass phenix. And my push gets raped worse than a kinky nurse in a prison riot (that's pretty bad).

Any thoughts?

Replay; http://www.sc2replayed.com/replays/146955-1v1-protoss-zerg-metalopolis
Look a giraffe! Look a fist!!
bdair2002
Profile Joined November 2010
Israel51 Posts
March 06 2011 11:01 GMT
#52
I must say the build is viable, and so promising.

However, I end up droning like a mad man, around 45 drone with a lot of spines to hold off any early pressure (FE sentry push), and I don't have any problem since you will end up high in minirals, I get an expo before the push and it works really great.


My question is: Will this stop a 6 gate timing push? I didn't check all the replies, but I would like to get an answer from you guys
FreeUrMind
Profile Joined November 2005
639 Posts
March 06 2011 11:40 GMT
#53
just saw game 5.) Zerg vs ChiCaNery - the protoss player was terrible, you could have won vs him with speedlings only.

You will hit a wall with that build against any reasonably good protoss player ;p
In God We Trust. All other must submit x.509 certificate
asmo.0
Profile Joined August 2010
Norway318 Posts
March 06 2011 12:08 GMT
#54
When you say protoss FE, I assume you mean forge FE? not a 3gate expo?
crazyweasel
Profile Joined March 2011
607 Posts
March 06 2011 18:36 GMT
#55
IM glad to finally see someone pst about this!

ive been doing this for a while now, i have enterd masters league and such a build havent failed me yet.

i sometimes avoid to get the lingspeed to get my lair even faster (been struggling alot with early phenoix pressure and found queens failing on that purpose) getting the lair earlier prevents any fast stargate harrass, allows a faster hydra den and range upgrade. nonspeedligns when used adequatly still do the job and you can push BEFORE any colosus is out. this can be done with a 15 pool 15 hatch opening then gaz, most toss will interpret this as a roach oriented build which will lead them into 3 gate robo or 3 gate expand most of the time. accurate toss will see hydraling coming if you take gaz too early(gaz before pool is too uncommon against toss, they will suspect).

past the first push, if toss resist - he will struggle hard - (cause some do see it coming like i said) muta is an EXCELLENT tech switch and will give the finishing move.

will post replays.
ch33psh33p
Profile Blog Joined October 2010
7650 Posts
March 06 2011 18:39 GMT
#56
On March 07 2011 03:36 crazyweasel wrote:
IM glad to finally see someone pst about this!

ive been doing this for a while now, i have enterd masters league and such a build havent failed me yet.

i sometimes avoid to get the lingspeed to get my lair even faster (been struggling alot with early phenoix pressure and found queens failing on that purpose) getting the lair earlier prevents any fast stargate harrass, allows a faster hydra den and range upgrade. nonspeedligns when used adequatly still do the job and you can push BEFORE any colosus is out. this can be done with a 15 pool 15 hatch opening then gaz, most toss will interpret this as a roach oriented build which will lead them into 3 gate robo or 3 gate expand most of the time. accurate toss will see hydraling coming if you take gaz too early(gaz before pool is too uncommon against toss, they will suspect).

past the first push, if toss resist - he will struggle hard - (cause some do see it coming like i said) muta is an EXCELLENT tech switch and will give the finishing move.

will post replays.


I just want to point out, gas before pool as in 14gas/14pool is currently the standard in the pro-scene versus toss at the moment, as well as high masters.
secret - never again
crazyweasel
Profile Joined March 2011
607 Posts
March 06 2011 18:47 GMT
#57
Yes but the standart opening is not keeping drone on gaz bro, pro's only do this for fast lingspeed(typical dimaga's opening). i shoulve mentioned that Keeping drones on gaz with an early gaz against Toss is unusual. my bad
FMJ
Profile Joined February 2011
United States169 Posts
March 06 2011 19:01 GMT
#58
I'ma give this a try.

Props for the South Park reference
Valckrie
Profile Joined August 2010
United Kingdom533 Posts
March 06 2011 22:20 GMT
#59
+ Show Spoiler +
14 Extractor
14 Pool
---get ling speed with first 100 gas immediately
15 overlord
16 Queen
---get 4 lings and destroy scout/clear natural for expo
---scout for Protoss FE
~20-22 Expand to Natural
---with second 100 gas get Lair IMMEDIATELY
---when lair starts immediately put down 2nd gas and put 3 drones on it when finished
---when your 2nd hatchery finishes transfer half your drones to it from your main
---drone up your 2 bases to about 31-35 drones total
From here on the build is extremely flexible, but you have to make sure you do a few KEY things:
---get hydra den right when lair finishes and get +1 TO HYDRA RANGE (**important**)
---try to keep scouts out as best you can
---you want to pump out about 14-15 hydras and 20-30 lings


Watched first 2 of your replays - in both of them you did not get lair with your second 100 gas... you waited till about 150-200. You didn't get the hydra range either. I notice you cut at 30 drones in game 1 and 26 drones in game 2, it seemed to work ok but you do build alot of lings early on, which I think there's no need for since he's doing a 3gate expand he won't attack you till at least 8 mins (if earlier it will be just to poke). I feel, those larvae could have went into drones instead. But with hydra builds they are quite vulnerable before the lair finishes, so the extra lings aren't too bad of an idea.

I'm going to try and refine/tweak it a bit and experiment with some timings, I feel with your current build the lair can be delayed a few secores to pump more drones before cutting and switching to hydra production, and also of course need to take into account the +1 range upgrade which you didn't research in your games.

Fear is a 4 letter word. Why be afraid?
ClanRH.TV
Profile Joined July 2010
United States462 Posts
Last Edited: 2011-03-07 19:35:43
March 07 2011 19:03 GMT
#60
@Kevlar622: Yes your right in saying the drone count is relatively low for what a zerg should have, but if you were to put this in respect to a hard protoss 1 base push it's about on par. Also, the success rate it has in beating the opponent (90% in my cases) or at least severely crippling him (check out the game vs Fish on Shattered) will almost most certainly put you ahead if you don't win straight out at that point. So in one respect, yes it is "all inny" but, in my opinion, the pros too far outweigh the cons for me to label it as that.

@bdair2002: There is one replay, I believe, where I go up against a 6 gate and I win. I can't say I truly have enough experience with that to make the call for sure, as I don't know exactly when that timing push comes or what the consistency of the protoss army would be as far as his stalker:sentry:zealot ratio. I guess that would be entirely up to the protoss.....lemme see what I can find....

@FreeUrMind: I think the your missing the element there guy....the only point I intended to get across by including that replay is that it can reasonably be transitioned into off early pressure where you gain that upper hand and have to decide whether to sit back, expand and try to get further ahead or try to hastily and half-heatedly throw a push together to finish him off.....Easy way to do it is to do a build (this build)....that is absolutely sure to take the win for you. I've seen plenty of games where the zergs done some serious damage with lings and rushed to some roaches only to have the protoss even it out with a lucky couple of voidrays. I had a replay from that tournament for the 1st game I played against him and contrary to your all mighty and knowing knowledge from the single game you've seen him play, he's not a terrible player chief.

@asmo.0: It works great vs. 3 gate expo.....watch one of the 4 replays I put up of them doing it.....

@Valckrie: Many of the replays I was very far from perfect indeed. I glad you could point that out so I could point it out that it still worked very well. The ones that I put "textbook build" next too are the way it should be carried out.

@crazyweasel: To each his own....but I love the mobility and map control you get early game with speed lings. I havent had too much trouble with early pheonix or ground pressure if they are expanding.

@Douillos: Edit: Ok I watched your replay and I first want to say that you really carried the build out very nicely...Your timings and everything were almost exactly as I said but I have to say a few things:
1.) No biggie but you had 2 drones on first gas for a bit.....really not big but its the first thing I wrote on my piece of paper
2.) Although I've never actually played against a straight up forge into Nexus, I must say that you could have easily won this had you scouted him out a little more in the beginning. He had absolutely no defense to prevent you from running into his main base with 10 lings and killing all his probes for the longest time. You wouldn't have been able to get his expo but that's when you should have transitioned into this. Watch my Zerg vs Chicanery game. Your never really committed to this build and with a gaping chasm like that in his build you really could have exploited it.
3.) I mentioned in one of the replay comments that if you see a pheonix come out, your allowed to move out much earlier than you would otherwise....they invest so much in a unit that is practically worthless by itself and with the build your going, it completely (or in theory) counters low pheonix amounts (even high pheonix counts really.) You could have walked right over while rallying zerglings and gone straight into his main base to end the game 30 seconds earlier.
4.) Make sure you fly an overlord in to see what he's doing....you really lacked scouting that game (Yes, even with a build as strong as this we sometimes are forced to ).
5.) After your first attack you should always get a spire up ASAP with this build. I know he was going mass pheonix, but most protoss will be gunning for collosus and you must anticipate that instantly. Also, some corrupters really would have helped you out.
6.) That protoss should be a zerg player because he expanded like a wild fire. He had 4 bases with the gold when you were just getting your 3rd saturated. You did start out behind because you did get much in your attack-> gotta go for the main in a situation like that.

***Really though, you carried that build out more precise than I ever did but I think in the end that's what actually got you. You still need to be looking for those opportunities for easy ways to get ahead. Most of the time I guarantee you'll straight up win (he did a rare, really odd build) but you get those speedlings in the beginning to get map control and for putting some pressure on to get you more ahead.....Good job anyway and if you keep trying you won't regret....Good Luck
"Don't take life too seriously because you'll never get out alive."
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