[D] Is there a way to beat Spanishiwa's build? (P) - Page 7
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Horchata
United States11 Posts
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Firekidt
United States28 Posts
Subsequently, just deny his 3rd base as long as possible while a. getting your own 3rd, and b. teching to Roach-Infestor-Broodlord. Also, his build can fail to a well executed baneling bust. Protoss vs Zerg: DT rushes are really difficult to counter with his delayed lair, regardless of what he said on Day9's stream. A high level rush will hit earlier than the 8 min mark. Also, a forge FE is a smart choice regardless of what build he is doing(although do not attempt air cheese). At lower levels, a 6 gate +1 timing push can break his build. Terran vs Zerg: Like i said, his build in the mid-late game is where skill really matters. While Spanishiwa himself can easily mind-control tanks and thors while controlling his whole army/magic boxing his mutas, not many people can. Mech play works very well, especially since hsi build doesn't punish early expansions. Similarly, early/mid/late game drops are very effective becuase of how delayed his mutalisks will be. | ||
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tehemperorer
United States2183 Posts
On April 20 2011 01:57 Firekidt wrote: Zerg vs Zerg: All you have to do is deny his 3rd. His build focuses on a long-term macro based game that punishes all-in attempts while spending the bare-minimum for defense while macroing. However, the finer points of the build, like Nydus worms, Overlord drops, and many other forms of harass require creativity and APM that only higher level masters players can perform. Subsequently, just deny his 3rd base as long as possible while a. getting your own 3rd, and b. teching to Roach-Infestor-Broodlord. Also, his build can fail to a well executed baneling bust. Protoss vs Zerg: DT rushes are really difficult to counter with his delayed lair, regardless of what he said on Day9's stream. A high level rush will hit earlier than the 8 min mark. Also, a forge FE is a smart choice regardless of what build he is doing(although do not attempt air cheese). At lower levels, a 6 gate +1 timing push can break his build. Terran vs Zerg: Like i said, his build in the mid-late game is where skill really matters. While Spanishiwa himself can easily mind-control tanks and thors while controlling his whole army/magic boxing his mutas, not many people can. Mech play works very well, especially since hsi build doesn't punish early expansions. Similarly, early/mid/late game drops are very effective becuase of how delayed his mutalisks will be. I've been doing 6:45 DT rushes against no gas zergs and so far I have had 3 quit right after the first swipe of a DT; the rest hang in there trying to put up spores but I just warp in 2 more DTs. If he builds a spore, you put 1 DT on it and it won't ever finish building. Regardless of what he says, it is not safe against DT expands at all. 6:45 is late too, you can get 3 DT out earlier than that, and he can't pressure anything since he's relying on lings and you can xform 2 DT into 1 archon that, together with 2 zealots and a sentry can basically wipe out 10-18 zerglings. | ||
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CecilSunkure
United States2829 Posts
DTs shouldn't be used to immediately kill the guy, they just take advantage of late lair tech, many low-tier zerglings/banelings, and extends the amount of time you control the middle of the map (easier to take a third/fourth). Once you've hit multiple hatcheries with your DTs you can merge them into archons after forcing a lot of resources to be spent on detection, 4 archons in a normal stalker/zealot/sentry army is incredibly tough for ling/baneling styles to harm, often times people baneling carpet bomb my archons, and none of them die, but they do it anyways because they are so used to sentry/stalker armies dieing like that. | ||
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tehemperorer
United States2183 Posts
On April 20 2011 02:38 CecilSunkure wrote: You don't need super early DT. You just need them as you're taking third. Once you have DT tech throw a couple into his main via warp prism, and some at his other bases, and draw most of his army to a single location with your army. By hitting multiple locations with the DTs and placing your army in a location that will force him to draw his army out forces the Zerg to split his army up properly to take care of each harass point, and if he over-compensates one of the areas your large army might just crush his and you'll take the game. DTs shouldn't be used to immediately kill the guy, they just take advantage of late lair tech, many low-tier zerglings/banelings, and extends the amount of time you control the middle of the map (easier to take a third/fourth). Once you've hit multiple hatcheries with your DTs you can merge them into archons after forcing a lot of resources to be spent on detection, 4 archons in a normal stalker/zealot/sentry army is incredibly tough for ling/baneling styles to harm, often times people baneling carpet bomb my archons, and none of them die, but they do it anyways because they are so used to sentry/stalker armies dieing like that. Great insight man I really appreciate it... What would you say if I told you I use early DTs for the chance to kill them outright and deny a 3rd while I take my second? Context: When I read what you wrote I thought that you are suggesting using spread DTs to hit 3-4 hatcheries while I grab a 3rd and/or push out. What I thought I was doing was using DTs to hit 2 hatcheries while I grab my natural without being able to be punished for it and deny their 3rd. It seems that we are aiming for the same thing, except I do it earlier with some risk and you do it later for less risk. I would love to hear your take on that, since it's clear what my preference is (I play to win though so I'm not unreasonable hehe) | ||
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ZeromuS
Canada13389 Posts
On April 18 2011 22:03 Apolo wrote: Since his build relies a lot of counters, many times to the main, instead of warping in a zealot in the small choke of gate + cyber which can be quickly killed by his upgraded zerglings, warping in a dt instead, means he will never be able to get in. Very smart assertion that has been lost so far in the thread sounds effective at keeping chokes safe | ||
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tehemperorer
United States2183 Posts
On April 20 2011 02:56 ZeromuS wrote: Very smart assertion that has been lost so far in the thread sounds effective at keeping chokes safe Kinda different though, since lings on a-move will ignore the DT and attack the buildings, where the zealot makes them try to attack him if they aren't micro'ed. If you are going to do DT for defense, make it a dt in front and a zealot behind, DT on hold position but not the zeal. This will keep the lings focused on the zeal unless they are micro'ed, doubt a decent player will let them die or not attack the building wall-off though. | ||
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CecilSunkure
United States2829 Posts
On April 20 2011 02:46 tehemperorer wrote: Great insight man I really appreciate it... What would you say if I told you I use early DTs for the chance to kill them outright and deny a 3rd while I take my second? Context: When I read what you wrote I thought that you are suggesting using spread DTs to hit 3-4 hatcheries while I grab a 3rd and/or push out. What I thought I was doing was using DTs to hit 2 hatcheries while I grab my natural without being able to be punished for it and deny their 3rd. It seems that we are aiming for the same thing, except I do it earlier with some risk and you do it later for less risk. I would love to hear your take on that, since it's clear what my preference is (I play to win though so I'm not unreasonable hehe) Well you definitely can do it earlier if you like, and it should work really well on many people, but if the other player has any foresight (perhaps has played you before which happens a lot high up on the ladder) then they can simply make an overseer. Also really good Zergs make overseers at the specific timings of which DTs are most likely to appear, so going a with a standard DT timing and relying super heavily on it is a terrible thing to do, as the DT will just die. You have to throw the DTs against players like this when you know they won't have an overseer, and it can be hard to know when to do that. So, if you use them later like I do it's highly unlikely they'll have 2-3 spines and a spore crawler at each base while having an overseer on their army, thus they must split their army apart to take care of each harass point. I also like to warp in a lot of zealots into the main with the DTs to force a larger chunk of forces to be sent back to their main (and if they don't their main is gone along with their lair and any tech). There's also a timing you can hit with units from 3 Gates that hits before the Zerg should have speed and carrying capacity for overlords, where you can deny the third pretty safely as long as you have good FF usage. Here's an example: http://drop.sc/6843 - Note I was playing really casually (had just gotten off work, only had time for one game). If you do move out to hit their third and they engage you, you need to FF their ling/banelings away and also FF and trap a lot of units. Your army will die off before it can get back if you simply FF without killing any of the Zerg forces. FF one line and immediately FF another line behind it and trap as many banelings as you can. | ||
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tehemperorer
United States2183 Posts
On April 20 2011 03:08 CecilSunkure wrote: Well you definitely can do it earlier if you like, and it should work really well on many people, but if the other player has any foresight (perhaps has played you before which happens a lot high up on the ladder) then they can simply make an overseer. Also really good Zergs make overseers at the specific timings of which DTs are most likely to appear, so going a with a standard DT timing and relying super heavily on it is a terrible thing to do, as the DT will just die. You have to throw the DTs against players like this when you know they won't have an overseer, and it can be hard to know when to do that. So, if you use them later like I do it's highly unlikely they'll have 2-3 spines and a spore crawler at each base while having an overseer on their army, thus they must split their army apart to take care of each harass point. I also like to warp in a lot of zealots into the main with the DTs to force a larger chunk of forces to be sent back to their main (and if they don't their main is gone along with their lair and any tech). There's also a timing you can hit with units from 3 Gates that hits before the Zerg should have speed and carrying capacity for overlords, where you can deny the third pretty safely as long as you have good FF usage. Here's an example: http://drop.sc/6843 - Note I was playing really casually (had just gotten off work, only had time for one game). If you do move out to hit their third and they engage you, you need to FF their ling/banelings away and also FF and trap a lot of units. Your army will die off before it can get back if you simply FF without killing any of the Zerg forces. FF one line and immediately FF another line behind it and trap as many banelings as you can. I totally get it thanks a lot for clarifying. Seems like the way I do it there is a good chance of them holding, but the way you do it capitalizes on them relying on multiple bases and having to invest in multiple detection sources to stop the damage. Very interesting: the way I do it they can do 1-2 things and hold, your way they have to do 3-8 things to hold and all at the same time (clock ticking). | ||
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Phemto
United States1 Post
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Limpedalong
United States2 Posts
As for a response to the "Ice Fisher" build, I think you need to just play it the way the zerg player is playing, as people are saying. You get the chance to come into the mid-game with a strong economy due to the zero harassment you are receiving, and therefore you can afford to get many tech structures and a lot of research done. You cannot hope to build a standard ball of units and win in a one-on-one fight though, I think it will come down to fast tech switches and an all out scrap fest of trading bases and armies. | ||
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Mutedhorn
United States14 Posts
But I'm plat league so that may only work due to zerg macro slip ups. Again would be interested in seeing how the timings actually work out. | ||
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polysciguy
United States488 Posts
2. I think people, since the KA removal, have been underestimating the power of templar tech, which, with feedback, seems like it would do much better here than the more standard colo/void deathball. people seem to forget that archons are absurdly good against zerg, at +3 they do 44 damage vs bio with a splash, so get 4-5 archons and watch zergling armies explode, combined with storms/feedback, and backed up by a standard gateway army, it seems like this would be a good way to go. | ||
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Golgotha
Korea (South)8418 Posts
On April 20 2011 14:35 polysciguy wrote: a couple things, 1 what is the standard "tell" for a spanishiwa build, is it the absurdly early hatch? the absurdly early hatch with no gas? what should i look for when im scouting to determine that this is coming 2. I think people, since the KA removal, have been underestimating the power of templar tech, which, with feedback, seems like it would do much better here than the more standard colo/void deathball. people seem to forget that archons are absurdly good against zerg, at +3 they do 44 damage vs bio with a splash, so get 4-5 archons and watch zergling armies explode, combined with storms/feedback, and backed up by a standard gateway army, it seems like this would be a good way to go. his hatch is similar timing to any standard Z FE...the tell is seeing no workers on gas. | ||
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AzureD
United States320 Posts
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shuckyducky
United States19 Posts
On April 20 2011 16:15 Golgotha wrote: his hatch is similar timing to any standard Z FE...the tell is seeing no workers on gas. Against Protoss, I've been adapting Spani's build by building an extractor at a standard timing so it can be scouted. I'll even put some guys in gas until I can chase the probe scout out. The idea I'm playing with is to plant a little doubt as to how safe it is to fast expand since I might be doing a normal speedling fast expand. Once I get my queens and first spine crawler I can deny any follow up probe scouts, so they're limited on information until they get an observer, hallucinated phoenix, or probe my defenses and see I did not get an early zergling speed. Also it's helpful in that, if the situation calls for a deviation - say I scout a DT rush - I can start gassing without the delay of the extractor build time. | ||
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polysciguy
United States488 Posts
On April 21 2011 09:35 shuckyducky wrote: Against Protoss, I've been adapting Spani's build by building an extractor at a standard timing so it can be scouted. I'll even put some guys in gas until I can chase the probe scout out. The idea I'm playing with is to plant a little doubt as to how safe it is to fast expand since I might be doing a normal speedling fast expand. Once I get my queens and first spine crawler I can deny any follow up probe scouts, so they're limited on information until they get an observer, hallucinated phoenix, or probe my defenses and see I did not get an early zergling speed. Also it's helpful in that, if the situation calls for a deviation - say I scout a DT rush - I can start gassing without the delay of the extractor build time. don't most speedling expands get gas at nearly the same time as pool so you can get to that 100 gas as the pool pops? | ||
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shuckyducky
United States19 Posts
[B]On April 21 2011 11:01 polysciguy wrote:[/B don't most speedling expands get gas at nearly the same time as pool so you can get to that 100 gas as the pool pops? Speedling expands are usually ~14 pool, ~16 or later hatch. My thought is to try the normal early hatch first zerg opening that is preferable (if possible) for most zergs. The difference is that after most zergs drop their hatch, follow up with the pool, they very quickly start mining gas. This is where Spanish's build deviates. Standard play will get a quick gas move to speed and/or roaches...Spanish delays. Scouting probes will normally see if an extractor is started or not. They usually leave - otherwise they lose the probe. As a proponent of Spanish's build, I feel that by starting an extractor it makes your opponents read a little more difficult. I feel once Spanish's build reaches the Queens/Spines - follow up probe scouts can not easily confirm wether Zerg was mining gas or not. | ||
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Tortious_Tortoise
United States944 Posts
The ways to break this as P aren't limited to a couple strategies. Anything that abuses the turtling state of Z early game, out-multi-tasks or denies the harassment midgame, or has a superior or comparable deathball lategame will fare very well against this. Abusing the style around which a build is structured is often the first step towards figuring out how to deal with it. | ||
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tehemperorer
United States2183 Posts
On April 21 2011 05:44 AzureD wrote: In my experience the delayed DT rush is far more deadly than the fastest DT rush you can do because it is pretty easy to read a fast DT tech which can be countered rather quickly with a Spore. A fast DT tech also kinda looks like a Stargate rush so a Spore counters both. A fast DT rush won't be countered by spores since they come at a time where you can only really afford to have 1 or 2, and they die in about 5 seconds to 3 DTs, not allowing you time to react and do enough DPS to kill 3 dts. Spore does counter both, but DTs can eliminate the spore and spread out and still be effective, while pheonixes cannot. Also, if you pull back your dts, you can either deny the zerg 3rd while you take your second, or pull back to xform into 1-2archons for defense. Since you have doubled gas early, you will have mostly zeal/sentry at your base, and can easily defend your expansion/deny theirs because: 1. lings melt to zeal/sentry/archon (Ice Fisher build is incapable of putting on pressure to many builds as people have stated before) 2. No overseer/Late overseer means no 3rd/late 3rd for Zerg player. Protoss can even double expand behind DTs depending on how the game went Start watching at 15:45: http://www.justin.tv/tehemperorer/b/284076111 | ||
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