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Friendo, just play completely standard with your opening, just wall off with a pylon, chronoboost a zealot, cancel the pylon when your zealot pops out and wall off.
About broodlord, when you see archon you have to forget about ultra indeed. Btw, i saw on judgehype that archon is supposed to be "weak" against ultra. Is this some kind of joke? An ultra barely can kill an archon..
http://starcraft2.judgehype.com/index.php?page=db_forces_faiblesses&w=protoss&l=fr
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I looked around the thread but didn't see an explanation about when you're at 19/18. If the extractor isn't canceled, how do you ever get to 19/18?
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you don't cancel the extractor, so it's pretty much 18/18. (to be precise: 17/18-->16/18 -->18/18)
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I am curious what you would do against a 2 gate opening with this 9 pool. I currently use the MC-style 2 gate 6 pool defense for any pool that comes before ~13 even if I already took my gas. I find that I can hold any number of zerglings with the build because I can fight the lings so cost effectively on the ramp.
I find the strength of the build is that I can leave one zealot on the ramp to hold against lings while still pressuring the zerg with 2 gate zealots which forces him to make lings and not capitalize on the supposed map control that he has. I follow this up with an expand all while probe pumping the whole time.
Basically, what do you do if the opponent does not build the forge and instead goes 2 gate?
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Against 2 gate, i first save my 6 initial zergling. I make 1 spine crawler at my ramp and use my queens to push creep into the natural. From then, i just slow push with spinecrawler, queens and few zergling until i can get my expand. I try to do runby with zergling when the speed kick in too. If the protoss really commits on the zealot count, i just add an additional spinecrawler. My expand is slightly delayed but so is his tech, so it's pretty much okay.
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Could I ask, How would you deal with a fast expand 7 Gate +1 wepon aggression.
Theres a few maps where you're first 3 gateways and cyber core can make a good sim city. (shakuras, tal darim etc.)
The build I like to go is pylon gateway botom ramp. Most of the times Zergling rushes are potential damage especially 9 pools. But usualy I have a probe in Hold Position before my zealot comes out. And with good reaction you can make a "Stall Wall" to block lings.
Regardless, let's move to the 10-12 Minute Mark. I built 46 Probes. I've got 7 gateways built. I mass up zealots sentries stalkers.
Usually This Army composition can deal very well with any zerg early game forces. And usualy you will get 1 observer to prevent burrows, and to get creep tumours.
I'm curious if you ever faced this type of protoss play?
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I checked 2 reps, and on both protoss used crappy force fields. They force fielded AFTER banelings were near army, and even then they didn't force field to separate all banelings, but rather to trap them near sentries. I think that most good results with this strategy, is from enemy playing in bad way, like wrong ff/attacking you in open space, etc. I'm using ling banelings as well, but i feel like you are behind after 9 pool. You still can win, if enemy uses ff in bad way, but good f will separate all banelings from his sentries. Also, 6 gate will be devastating because you dont have economy to produce enough units, and competent protoss won't make bad force fields. Of course, missing ff will win zerg a game, but it's luck based. Generally i think it's good strategy, but 9 pool sets you behind. Other than 9 pool, I'm using similiar strategy and with good economy i think it's possible to defend 6 gate with ling bane(i hope .
Not being rude or arrogant, but 2 big batles i have seen, were won by very bad force fields from protoss. And i know good protoss will use like 4-5 force fields to wall himself off, and each time you attack, and he ff, you lose part of your units. But nice post overall, i think ling bane drop infestor ultra is way to go in ZvP But not 9 pool
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The way i beat 7 gateway +1 attack is with a quick macro hatch and burrowed baneling.
About all the FF thing, you just need to back off when the FF are down, until sentry energy is low, then overun the protoss. Coming for different angle helps a lot too. Usually, when FF comes really scary you'll have drop, so it's pretty much fine
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Not a new unit composition, has been around since the beginning of patch 1.3. Guess aXa only gave it more exposure..
aXa's idea when using the 9 pool opener is simple: abuse the fact that protosses have it so much easier when they wall of using gate core. Easier meaning they don't have anything to worry about for a minute or 2 from the Zerg, where as us zergs have to scout ramp with lings, sac ovies, worry about stargaze openers or 4 gates or or more. Also, he recommends a 9 pool, not a 6 pool that would have no probability of transitioning, nor a 13 pool that might not disrupt the protoss due to the standard zvp metagame nowadays. The protosses out there suddenly realize from the 2nd minute onwards they have little experience handling such early aggression, and are caught with their pants down, fumble and panic and start trying new things to fend this off; put down forges pylons etc. Also, this is aided by the fact that zergs have very unique timing attacks due to the hatcheries being the only production building of Zerg, that you can go from only drones to having a decent army in a inject larvae explosion.
But that's just that, relying on your opponents to make mistakes in order for you to get ahead in the ladder is......... pitiable. Sure, have this 9 pool aggression opener to mix things up in a boX, otherwise you aren't going to improve much if your going to rely on this EVERY SINGLE GAME.
+1 to Skrag for valiantly trying to show the lost sheep in here that the opener is not economically ahead of a 14 g 14 pool. All that effort and aXa blindsides you, pretending not to read what you posted, or rather understood it (blaming his poor English, perhaps?)
Guys, I understand that as a bronze to plat level player, you would like to try new builds in order to advance yourself in the leagues, but the best bet at improving your game is to practice going standard in the ladder, and try fending off the cheeses that other people throw at you, coming out alive, and ahead, then savor the hard earned fruits of your early game labor, winning by just using a simple attack move at the right time. Do this, instead of trying to cheese other people. You fail the cheese, try transitioning and not get killed by your opponent, but then still lose later on and wonder what you did wrong, when your mistake is purely the decision to do a cheese.
Oh yeah and day9 dailies help a ton. Coming from a bronze to diamond Zerg.
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I dunno, I lost 1 game to banelings zerglings with a 7 gate once. But I was the one who made mistakes. I got over confident and Enganged in the open Natural. Assuming I could make a full circle of FFs around me. I let some Lings in and That twindled me down.
But in certain maps where you can easily engange in a 3 building area. I think 7 gate can defeat this.
The thing is too, usualy zealots will be behind your FFs trying to attack.
But I do see your point of view that lings banes CAN defeat FFs if played right. But likewise FFs can defeat lings banes.
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About the FF matter, i think it is important to remember that roaches are also very weak to FF anyway.
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On May 24 2011 04:12 cmpcmp wrote: I am curious what you would do against a 2 gate opening with this 9 pool. I currently use the MC-style 2 gate 6 pool defense for any pool that comes before ~13 even if I already took my gas.
cmp - can you post some replays of this defense? I'd love to see it.
Axa - thanks for the tips, I'll try them out versus my zerg buddy.
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Okay guys, i just played this game with a clanmate, and i think they are good because they involve a lot of different unit compo/strat, and give an excellent overview what zerg can do against protoss.
He opened two gate twice, the first game i did a standard hold, the second i tried a gimmicky stuff ^^didn't work so well but managed to recover. In those replay, you'll see baneling drop on army, on mineral line, nydus drop, hydra switch against archon, neural parasite, etc etc.
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As a protoss player I can say that any early zergling pressure is usually rewarding as you get to scout (and often times deal economical damage, or more).
Nice post.
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One choke = dead zerg army and 200/200 protoss army
most maps have chokes near the expansions like shakuras so then they're just going to melt all your ultras and you just gg at that point
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That's pretty much why god invented baneling drop, surround and NP.
Anyway, it's true with any another comp.
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Hey guy's, last night morrow used a similar style in his match vs Grubby in NASL. It was a little bit weird but you should definitely check this games on nasl justin tv.
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How does teching straight to infestor deal with the Anypro style 2 base 7 gate +1+1 + obs warpgate all in. Surely, it would have the same problems that mutas do - it can't beat a timing attack.
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On June 01 2011 02:19 elitesniper420 wrote: One choke = dead zerg army and 200/200 protoss army
most maps have chokes near the expansions like shakuras so then they're just going to melt all your ultras and you just gg at that point
Why the hell are you near your expansion anyways? You're supposed to be out in the map (specifically the open) being all scary with your ultralisks and banelings.
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I'm also soo interested in those funky builds defending 6-7 gates, and burrow banelings are cool, but lets be honest, you cant use it at solid strategy that will work in any tournament(BOx), there are many ways to avoid burrowed banelings, and obs negates them 100%. As well as ling banelings is negated by 100% with force fields
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