edit: it's kind of dumb talking about a build hard countering another because there is always something you can do. But I really do think colossus take too long. May as well pimp my thread again where this has been discussed a bit! http://www.teamliquid.net/forum/viewmessage.php?topic_id=192400
PvZ Trouble - Zerg 2 base ling + Baneling drops!. - Page 3
| Forum Index > StarCraft 2 Strategy |
|
Sluggy
United States128 Posts
edit: it's kind of dumb talking about a build hard countering another because there is always something you can do. But I really do think colossus take too long. May as well pimp my thread again where this has been discussed a bit! http://www.teamliquid.net/forum/viewmessage.php?topic_id=192400 | ||
|
sick_transit
United States195 Posts
| ||
|
PaPoolee
Netherlands660 Posts
On March 14 2011 06:25 Elean wrote: 8min mark, is when you can first scout with hallucination. army tab : 41 drones, 2 queens, 1 ling at 25health with no upgrade. I know lings are scary they have claws and stuff, but come on. Please keep your lame "humor" out of the strategy discussion section, i had 5 sentries and a zealot and he could have easily made lings with 6-7 larvae and killed all my sentries which would have led me to my loss, + he had two spinecrawlers, and believe it or not spinecrawlers do very well against sentries!. | ||
|
PaPoolee
Netherlands660 Posts
On March 14 2011 06:30 WhiteDog wrote: When I go heavy ling baneling build into mass expand / something, I usually love when the opponent push me early (before the 10 minute mark) because he have no colossi and I can crush his sentries. Even if the fight is not that cost effectiv for me, killing the sentries is always the good step to victory. Against that kind of tech, I have difficulties against protoss who turtle up, have good army management (you need to split stalker/use sentry well/make a wall of zealot which is good since he did not had any baneling in his army on the ground), and tech up to colossi/templar (I have a lot of difficulties against player that lure me into colossi and switch to templar). 3k2 master zerg on EU. And yes, you would have killed him if you had pushed before, because he had only 2 hatch, that's not enough larva to pump out a good zergling army. It's true i could have maybe done a lot of damage with my 6 gate, but keep in mind that it was the first time i encountered this build like this, i didn't know when the attack was coming, what he was building, whether he was droning or making zerglings! i will try to contact the guy and ask him to do the same thing again, and this time I'll try to do a 6gate or something of that sort, thanks for the post . | ||
|
Crooser
United States34 Posts
| ||
|
SaroVati
Canada280 Posts
I agree, if it's the first time you see a strat, you'll be hard-pressed to beat it unless it's some garbage like a 1 baneling 1 roach 1 hydra 1 ling timing push. However, you can still make the best of what you have. Your 6 sentries had enough energy for like 15 forcefields. I'm not going to lie, but when hugging a wall, 3 forcefields is enough (1-3 lings getting in does nothing to your units). That's 5 sets of forcefields (and possibly a 6th considering you'll be under protection for over a minute from the previous sets) The hard counter to sentry-only FF is roaches cause they have range. Lings and Banelings straight up just CAN'T hurt you. Yes, spinecrawlers defend sentries as well, but I'm sure the zerg isn't going to make 99% drones when you are sitting in front of his natural, regardless of if you are going to attack or not. If he does, either he's a gosu player or blind. Now about the actual 3-pronged attack part. Again, you didn't address the issue of you not making gateway units for about 2 minutes. That's 3 possible warp in cycles (yes it cuts down on your tech, but I'll be honest, that first colo does jack shit against a zerg who you see turtling, cause turtling zerg mostly means mutas). 3 Warp in cycles = 9 stalkers. Yes, you need to react to the drops, but if you have your stalkers positioned right, the zergs entire strat will be rendered useless. Now I know it sounds quite unreasonable, but the first unit coming outta your robo should be an obs anyways. Still, it's quite a random strat so I don't blame you for being caught off guard as you don't have 300 APM and perfect map awareness (not many do). All in all, the remedy is scouting. I guess now you have to play zerg like you play terran, always on the lookout for drops. If you don't scout a double maurader drop, chances are your nexus is dead. If you don't scout 2 overlords with blings, your mineral line is dead. What I'm honestly scared for is when zerg decides to drop 4 banelings or 8 lings on all your pylons powering your production buildings, that's one way to get behind in a game Better start spreading your producing structures out vs. zerg preemptively =) | ||
|
Amandil
United States58 Posts
The early game isn't particularly important for the zerg, just get ling speed before lair, expand and start your lair around 6 minutes. After you hit lair get your second gas up and drone to around 36-42 drones (16 on both bases + 6 on gas is a good number), after which pump lings till you move out. To be safe from "sharking" just make sure to have 1-2 spines if you feel they might try to harass. You can make this call depending on how many lings you have out on the field and spawn position. Threatening a counterattack with 12 lings can keep you safe quite often. Get drop immediately on lair followed by ovie speed and baneling nest in no paticular order. When drop finishes you should have enough gas for around 12 banelings, Load up 1-3 ovies for a drop in his main, a mixture of ling/bling works well since the banelings will leave the probe 1 hit from death. Load up 10-12 banelings for the frontal assault, and take 2-3 empty ovies to take fire. Aim for sentries and probes or if they ball up there army you can just blow it up and let lings finish up. The purpose of this attack is to cause economical damage and reduce the count of expensive sentries. It is not all in (but you do have to do damage) since after you move out one round of drones will saturate both bases and you can proceed to transition how you choose, however since lings are larva heavy you will most likely need to throw down a macro hatch or third pretty soon. 6 Gates will counter your aggression, however 6 gates are also reliant on sentries to give them power. If you scout a large amount of gateway, make sure to delay any attack until drop is up ( there is a very small window where they can hit before drop is finished, but threatening a counterattack can negate this), then fight it at your base and crush it and continue the game to your discretion. Stargates are a tossup. If they catch your ovies moving out you will probably lose, but if your ovies make it to there base before they scout it you'll do fine since stargate tech doesn't kill lings or banelings particularly well Collosus just wont be out in time to deal with the attack, unless you cut defense, which isnt smart. The hardest part of dealing with it for the protoss is knowing its coming. But if it is coming make sure to either have a couple stalkers or 1-2 cannons protecting your main. That will shut down alot of the damage. As for the frontal assault Make sure your not skimping on gateway units, forcefield off the lings and micro and split like a madman. +1 on zealots pretty much make lings easy to cleanup once the ovies with banelings are taken care of. There...now my secrets are out. | ||
|
PaPoolee
Netherlands660 Posts
On March 14 2011 17:39 Amandil wrote: I feel i should probably post in this thread since i'm the zerg here. I've been playing with baneling drop for a couple months now and came up with this strat to mostly counter sentry heavy compositions (3 gate expands). Dont worry papoolee, your not alone. Most protoss who 3 gate vs me die to this. This post probably will help you out as well as frustrate other protosses out there since i will try to give my build to other zergs on how to execute it as well. The early game isn't particularly important for the zerg, just get ling speed before lair, expand and start your lair around 6 minutes. After you hit lair get your second gas up and drone to around 36-42 drones (16 on both bases + 6 on gas is a good number), after which pump lings till you move out. To be safe from "sharking" just make sure to have 1-2 spines if you feel they might try to harass. You can make this call depending on how many lings you have out on the field and spawn position. Threatening a counterattack with 12 lings can keep you safe quite often. Get drop immediately on lair followed by ovie speed and baneling nest in no paticular order. When drop finishes you should have enough gas for around 12 banelings, Load up 1-3 ovies for a drop in his main, a mixture of ling/bling works well since the banelings will leave the probe 1 hit from death. Load up 10-12 banelings for the frontal assault, and take 2-3 empty ovies to take fire. Aim for sentries and probes or if they ball up there army you can just blow it up and let lings finish up. The purpose of this attack is to cause economical damage and reduce the count of expensive sentries. It is not all in (but you do have to do damage) since after you move out one round of drones will saturate both bases and you can proceed to transition how you choose, however since lings are larva heavy you will most likely need to throw down a macro hatch or third pretty soon. 6 Gates will counter your aggression, however 6 gates are also reliant on sentries to give them power. If you scout a large amount of gateway, make sure to delay any attack until drop is up ( there is a very small window where they can hit before drop is finished, but threatening a counterattack can negate this), then fight it at your base and crush it and continue the game to your discretion. Stargates are a tossup. If they catch your ovies moving out you will probably lose, but if your ovies make it to there base before they scout it you'll do fine since stargate tech doesn't kill lings or banelings particularly well Collosus just wont be out in time to deal with the attack, unless you cut defense, which isnt smart. The hardest part of dealing with it for the protoss is knowing its coming. But if it is coming make sure to either have a couple stalkers or 1-2 cannons protecting your main. That will shut down alot of the damage. As for the frontal assault Make sure your not skimping on gateway units, forcefield off the lings and micro and split like a madman. +1 on zealots pretty much make lings easy to cleanup once the ovies with banelings are taken care of. There...now my secrets are out. Thanks for posting here, Amandil! I was so confused by this strategy and how to beat it yesterday that i didn't think it was possible...! Please add me if you don't mind so i could try stopping it next time see you on the ladder mate!.PaPoolee.450. | ||
|
Sbrubbles
Brazil5776 Posts
This definately won't solve your problem, but is useful nontheless. | ||
|
PolSC2
United States634 Posts
In my opinion, you don't need T3 to counter T1 units. But you do need pheonix to counter T1+Overlord drops. | ||
|
loklok
Germany161 Posts
Try not to 6 Gate! Even if your forcefields will be perfect (he can back up) it is really a pain to fight against maaassss ling and banelings on ground with creep. | ||
|
Lobber
Canada414 Posts
Open heavy sentry zealot with +1, transition into 2 base zealot archon while continuing upgrades. | ||
|
Aui_2000
Canada435 Posts
On March 14 2011 07:39 PaPoolee wrote: Please keep your lame "humor" out of the strategy discussion section, i had 5 sentries and a zealot and he could have easily made lings with 6-7 larvae and killed all my sentries which would have led me to my loss, + he had two spinecrawlers, and believe it or not spinecrawlers do very well against sentries!. Wait so basically you could have walked to his base/a xel naga tower, made him make 12-14 lings instead of 6-7 drones, then walked back home safely? Also, he had 41 drones when you had 5 sentries and 1 zealot? Holy crap? Did he open like 1 set of lings entire game + you got supply blocked or something? Edit: +2 baneling drops on multiple bases midgame are freaking ridiculous and I have no idea why people complain about storm drops in comparison. | ||
|
PaPoolee
Netherlands660 Posts
On March 15 2011 02:15 Validity wrote: Wait so basically you could have walked to his base/a xel naga tower, made him make 12-14 lings instead of 6-7 drones, then walked back home safely? Also, he had 41 drones when you had 5 sentries and 1 zealot? Holy crap? Did he open like 1 set of lings entire game + you got supply blocked or something? Edit: +2 baneling drops on multiple bases midgame are freaking ridiculous and I have no idea why people complain about storm drops in comparison. I'm sorry but did i not make it clear enough with the bold letters in the OP that you should watch the replay before posting? stop posting in the strategy forum, your post is terrible and is not helpful in any way!. | ||
|
PaPoolee
Netherlands660 Posts
On March 14 2011 23:39 PolSC2 wrote: Instead of going robo tech, what would happen if you went star tech and got 6+ Pheonix? You'd be able to get more gateway units out, and if you kept an eye on your scouting, could have cut his overlords off from dropping you. This way, you'd just have to worry about him busting his way through your front gate. In my opinion, you don't need T3 to counter T1 units. But you do need pheonix to counter T1+Overlord drops. Watch the replay, the attack came around the 10 minute - 11 minute mark, no way i could have had any ground army AND 4-6 phoenix! the answer to this after testing out for 3-4 games against the same guy is to add additional gateways, and have 3-4 stalkers in your main mineral line! oh and you must not let the lings surround your army else its over!. | ||
|
PaPoolee
Netherlands660 Posts
On March 15 2011 01:57 Lobber wrote: Archons, 1 hitting banelings and zerglings, takes what? 15 banelings to kill one? Open heavy sentry zealot with +1, transition into 2 base zealot archon while continuing upgrades. Oh thanks Lobber, it's all clear now! 3 gate sentry expand into 9 minutes transition into Archons! great thanks mate! why oh why didn't i think of this before!. /sarcasim. | ||
|
Aui_2000
Canada435 Posts
On March 15 2011 09:18 PaPoolee wrote: I'm sorry but did i not make it clear enough with the bold letters in the OP that you should watch the replay before posting? stop posting in the strategy forum, your post is terrible and is not helpful in any way!. When the reason you lost has a lot to do with the fact that the zerg was so far ahead that he was able to completely switch into aggression mode at such an early time and crush you, it is completely relevant to point out gameplay mistakes. I don't think you're one to tell other people to stop posting in a strategy forum. 3600 masters does not make you superior in a strategy even though it puts a context to your posts (btw i'm playing at a higher level than you on ladder). If you let a zerg go into midgame with 41 workers at the 8 minute mark because you did not pressure at all and that zerg chooses to play super aggressive then you will have trouble. I've found that ling baneling is very susceptible to early pressure because of how strong FF is against a pure melee composition--even banelings--and the ling baneling player wants to hit a suitable amount of drones as quickly as possible so they can begin to be aggressive without destroying their economy. Going vr/immortal/gateway while teching to templars works well as VRs kill overlords a lot faster than phoenix (front can be defended fine with proper ff so VR's can defend in main against drops). Although baneling drops on your templars and sentries is a total bitch. Edit: you're 3600 masters and you think a ling surround on your army midgame is hard to deal with? I'm actually really confused by this. Also you can get the VR's/phoenix to deal with the overlords fine as long as you don't tech straight to colossi. And PvZ can be played fine without colossi. | ||
|
Eleaven
772 Posts
3gate stargate is pretty common so grab a void ray or 2, Use sentries to defend your nat, voids will clean up any attack on the main. Hotkey each base' probes to something you don't use, or maintain good vision and just box w/ quick reactions. as soon as they have wasted banes against your FF's and lost a couple overlords they will likely just have lings out, and be trying to morph banes for round 2, check any hidden secret hallways with a probe, whilst carefully pushing out of your nat to find the morphing banes. Once you get to this point its basically an autowin as you add in more stalkers and just use FF to choke any more bane attempts. - It may be possible to fill your mineral line with FF to stop the banes landing as a worst case scenario. Start the FF's from the outside and work in so you dont propel your probes outside ![]() ______ Disclaimer - The above guide assumes you are better than your opponent in terms of multi task and speed, if you aren't just work on that. Macro better react faster, scout better. Note down the timings and be wary of them. If your the sort of toss to use 1 hotkey for army and hover below 100apm all game, your going to have problems with strategies that play on the multitasking of their opponents. In short, deal with it. ______ | ||
|
PaPoolee
Netherlands660 Posts
On March 15 2011 09:38 Validity wrote: When the reason you lost has a lot to do with the fact that the zerg was so far ahead that he was able to completely switch into aggression mode at such an early time and crush you, it is completely relevant to point out gameplay mistakes. I don't think you're one to tell other people to stop posting in a strategy forum. 3600 masters does not make you superior in a strategy even though it puts a context to your posts (btw i'm playing at a higher level than you on ladder). If you let a zerg go into midgame with 41 workers at the 8 minute mark because you did not pressure at all and that zerg chooses to play super aggressive then you will have trouble. I've found that ling baneling is very susceptible to early pressure because of how strong FF is against a pure melee composition--even banelings--and the ling baneling player wants to hit a suitable amount of drones as quickly as possible so they can begin to be aggressive without destroying their economy. Going vr/immortal/gateway while teching to templars works well as VRs kill overlords a lot faster than phoenix (front can be defended fine with proper ff so VR's can defend in main against drops). Although baneling drops on your templars and sentries is a total bitch. Edit: you're 3600 masters and you think a ling surround on your army midgame is hard to deal with? I'm actually really confused by this. Also you can get the VR's/phoenix to deal with the overlords fine as long as you don't tech straight to colossi. And PvZ can be played fine without colossi. Voidrays will NOT work against this type of attack, the zerg himself said that he would have killed me if i got to the point where i am outside his base, i did move out to the watch tower and i stayed there for a good 2 minutes or so! the way you posted in your previous post made you look like nothing more than an idiot! Going higher tech against this build won't work unless you knew it was coming before the game started! if you have a Europe account i'll be glad to observe some games of you playing against it! the attack comes too early for you to put down a Stargate after you scout it AND get 2 Voidrays out!. You said i should have proper FF's to stop my natural from dying while the voids take care of my main, had you seen the replay you would have seen that he had TWO overlords dropping my main and like 7 dropping in my natural! forcefields do not block the path of air units, in case you didn't know Mr. 3700 masters . | ||
|
PaPoolee
Netherlands660 Posts
On March 15 2011 13:38 Eleaven wrote: I've played this style as Zerg, and played against it as Toss. As with anything the key is to scout it out asap. Hallucination after gateway should be standard or your just being greedy and deserve to lose. 3gate stargate is pretty common so grab a void ray or 2, Use sentries to defend your nat, voids will clean up any attack on the main. Hotkey each base' probes to something you don't use, or maintain good vision and just box w/ quick reactions. as soon as they have wasted banes against your FF's and lost a couple overlords they will likely just have lings out, and be trying to morph banes for round 2, check any hidden secret hallways with a probe, whilst carefully pushing out of your nat to find the morphing banes. Once you get to this point its basically an autowin as you add in more stalkers and just use FF to choke any more bane attempts. - It may be possible to fill your mineral line with FF to stop the banes landing as a worst case scenario. Start the FF's from the outside and work in so you dont propel your probes outside ![]() ______ Disclaimer - The above guide assumes you are better than your opponent in terms of multi task and speed, if you aren't just work on that. Macro better react faster, scout better. Note down the timings and be wary of them. If your the sort of toss to use 1 hotkey for army and hover below 100apm all game, your going to have problems with strategies that play on the multitasking of their opponents. In short, deal with it. ______ Hallucination scouts come at the 7:30 - 8 minute mark, say you scout his base at the 8 minute mark and notice his baneling nest! you drop down a stargate and make two voidsrays EIGHT minutes into the game when you do not even have you natural saturated yet, let alone having two gas geysers after a 3gate fast expand!. "As soon as they have wasted banes on the forcefields they will likely have lings out" SERIOUSLY did you even watch the replay? he is NOT walking banes into my natural! he is DROPPING them on top of my army and mineral lines! wow never again am i going to post a thread on the strategy forum, love the way i get bronze league professionals commenting on the game before they have even seen it. Please close this mods!. | ||
| ||
.
Better start spreading your producing structures out vs. zerg preemptively =)