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An aggressive path in ZvP 2.0 - Page 4

Forum Index > StarCraft 2 Strategy
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Macpo
Profile Joined September 2010
453 Posts
July 20 2011 16:57 GMT
#61
On July 15 2011 13:52 cywinr wrote:
Hi MacPo,

I haven't had time to try this build but I am interested in testing it out as soon as I get a chance. Also, I just thought of an idea.

I also open 11overpool 18hatch ice-fisher style. In fact, I go one step further and completely ignore zergling speed in my ZvP mu. You should be familiar with the build enough that I have 15/18 drones/supply when the pool pops, ~250 minerals, and 2 larva.

What if:
- 15 extractor
- 14 queen
- 16 zerglings x2
- 18 hatch
- @100 gas lair
- rush overlord drop tech

drop even earlier with roaches and 4 queens

Do you think that will be effective as well? It won't be vulnerable to voidrays and transfuse can help keep roaches alive against immortals.


Well I guess that's worth a try! I would just go try it for a couple of games... the only thing is I am not sure you can go much faster for a drop without killing your economy...


@tendou
1) I don't know about an extra roach warren: it might really be interesting for safety against early pushes, but I don't know if it's worth the cost only for "counter-information" purposes... Then I don't know if we can decide about this definitely....
2) against 6 gate timings, I found myself a bit short on timing to defend it, so right now I put a roach warren, when I scout it ( I sacrifice overlord at around 7 min) and switch to a big roach push with lair upgrades (speed, burrow, possibly +1/+1
3) About lings, I think it's very important to have some. My timings on drone production is: making drones until lair has finished. then when hydra den is being built, make overlords; and then make hydra and lings.

Now, one important thing: I think speedlings are essential to the drop as they tank quite well damage, physically block units, and protect hydras. So I would really recommend not to sacrifice lings for drones at that point...
Also about the drop: if it comes a bit late, I would recommend just trying to snipe a nexus and go with your left overs, instead of staying until the end in his main... This will allow later multi pronged attacks, and for the protoss to stay in his base to defend the expected drop

@Morik,
I change that a bit for sure. the idea is that you don't need the second queen that early, and you will waste minerals that you can otherwise spend on drones. Then starting two more queens at around 31 (i.e. your second drones round with queen inject) should not be annoying for going to lair, as their building doesn't last so long (you build extractors at around 36/40, then you wait for them to be finished, and then you wait for 100 gas, and this is long enough if I am correct) (basically, one queen building is around the same as one inject )

@Captpanda,
would you have some replays that I could watch? thanks!


"Courage consists, however, in agreeing to flee rather than live tranquilly and hypocritically in false refuges." G. Deleuze
ETisME
Profile Blog Joined April 2011
12716 Posts
July 20 2011 17:14 GMT
#62
hmm, after watching the replays, I don't feel so good about the build anymore. The ling+hydra+queen drops is really interesting, I would definitely take it out and see if I can put it into my games. It feels a bit like 2base hydra drops play but with some extra toppings on it.

I can see why this build works from some replays that shows that even if you had some mis-micro muta and lost quite a number of it but still managed to win.
But it is really weird and feels really "off" for me. Thanks anyway
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Macpo
Profile Joined September 2010
453 Posts
Last Edited: 2011-08-02 21:12:15
August 02 2011 21:08 GMT
#63
HI everyone!

Some update on the build

For a long time, I have been wondering wether it was better to drop with hydras on the choke or on the nexus...

I now came to the conclusion it's significantly better to just drop on a nexus, in order to snipe it and go (if possible putting a creep tumor...).
There are two reasons for that.


1. If you just drop at the choke to exchange armies, there is a real possibility that your opponent win the engagement. The drop sometimes works, but it's a bit too all in, as your opponent may well have enough gateway army to kill you. Sniping a nexus, on the contrary, can be done before your opponent even goes back to his main because you have many hydras and zerglings(and because of narrow choke due to gateway and cybernetic core on the way), ; and then you can just go back in the overlords.

2. Which is the second advantage. you should get around all your army back or at least part of it, which then remains a big threat. Basically, if he moves to your base to kill you, you can just drop again in his base and go for base trade, which (with the help of mutas) is often won by the zerg...

Conclusion: the more I play this build, the more I feel trading base is the way to go


"Courage consists, however, in agreeing to flee rather than live tranquilly and hypocritically in false refuges." G. Deleuze
Tendou
Profile Joined November 2010
United States54 Posts
August 13 2011 22:50 GMT
#64
Macpo, would you mind uploading more replays on how you transition out if you scout a 6 gate?
It was a mistake to try to make you feel it again, I see that now.
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