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[G] 9 pool opening ZvP. Zergling/baneling/Infest - Page 13

Forum Index > StarCraft 2 Strategy
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thurst0n
Profile Blog Joined December 2010
United States611 Posts
June 02 2011 19:43 GMT
#241
I love watching the meta-game shift, as people work out differant unit compositions, and differant ways to use them! Great stuff, keep the ideas flowing everyone!

Anyone run into much archon play with this and the recent patch? I saw a few posts talkign about dts-> archons, but what about the HT-->Archon. Just curious if this composition still as good when archons are mixed in with the deathball doing their splash
P.S. I'm nub. If you'd like you can follow me @xthurst but its not worth it ill be honest
warblob004
Profile Joined January 2011
United States198 Posts
June 10 2011 00:19 GMT
#242
I really really like this build so far.. but I seem to be at a build order loss right now

I'm fine against any 2base build or 1base stargate/4gate, buuuuut

After scouting my 9pool, a toss I know will often go 3gate robo after my lings hit their front
He'll rush for 2 colossus as fast as possible, then push out and micro colossus until victory - the colossus push comes pretty much right as my lair completes, assuming I go 21gas, 100-speed 100-+1attack 100 lair

If I try a baneling bust, his 3gateways have enough time to stall untill his colossus come out, in which he will just seal the wall, and hit/run micro my lings till death, while transitioning into a 4gate

It seems that lings alone cannot combat any sort of army that has 1-2 colossus, for if I try to surround the colossus, he can step over my lings, and get a really nice splash hit


I can post replays soon, but do you have any suggestions against this type of play?
"I have not failed; I've simply found 10,000 ways it won't work." ~Thomas Edison
wattabeast
Profile Blog Joined March 2011
United States957 Posts
June 16 2011 05:23 GMT
#243
just a suggestion that I have added to this bulid. to prevent maximum damage from force fields, load up your army into overlords and drop it on top of his army
this is my go to build ATM, minus the 9 pool, except for the rare occasion
:O
IReason
Profile Blog Joined March 2011
United States92 Posts
June 23 2011 17:46 GMT
#244
I bookmarked this build a while ago but never got around to using it. I just did today and I have to say that I love it. Surprisingly, my opponent reacted EXACTLY like you described with a forge and cannon wall off.

However, I do prefer roaches in ZvP so I just used a different follow up to get a 2nd hatch then work towards +1 roaches and crushed his late 4 gate push. Regardless, the opening scared him onto one base.

Thanks for the guide, it is very useful.
Xanbatou
Profile Blog Joined February 2010
United States805 Posts
Last Edited: 2011-08-24 20:35:34
August 24 2011 20:29 GMT
#245
I would just like to warn people against doing this build on antiga shipyards. Here are the ramp-to-ramp distances for the new maps (and why you shouldn't do it on AS):

Antiga Shipyard		43s (close)
54s (cross)

Nerazim Crypt 30s (close)
38s (cross)

Abyssal Caverns 33s (horizontal)
34s (vertical)
45s (cross)


For comparison, here are some older maps:

Shattered Temple	24s (close)
34s (close air)
38s (cross)

Tal'darim Altar LE 43s (close)
52s (cross)

Xel'Naga Caverns 41s
Scrap Station 46s


I didn't include searing crater because that map is terrible and zergs should have it veto'd. Anyway, as you can see, AS has pretty long rush distances. I played a game the other day (which prompted me to look at rush distances for the new maps) where he was able to FE and get a cannon up and I was only able to get it down to like a quarter life with my zerglings. He spawned cross position. I am confident that the unusually long rush distance is what allowed him to emerge unscathed from my opening.

Thanks to Butter's post for the ramp-to-ramp information.

EDIT: Also, abyssal caverns has a relatively long rush distance in cross positions too, so it might be a gamble to try it on that map.
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