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Ruthless PvZ Build for New Rush Maps (Season 3 GM) - Page 8

Forum Index > StarCraft 2 Strategy
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Excludos
Profile Blog Joined April 2010
Norway8250 Posts
Last Edited: 2011-07-27 22:18:06
July 27 2011 22:17 GMT
#141
This will straight out auto lose to a 9pool. Which, lets be honest, is not unusual on small rush maps. You can barely squeeze out a zealot with a 12 gate, I don't see how you're suppose to get one out with a 14 gate...
galivet
Profile Joined February 2011
288 Posts
July 27 2011 22:35 GMT
#142
On July 28 2011 07:17 Excludos wrote:
This will straight out auto lose to a 9pool. Which, lets be honest, is not unusual on small rush maps. You can barely squeeze out a zealot with a 12 gate, I don't see how you're suppose to get one out with a 14 gate...


I have never encountered a 9-pool when I went 14-gw, so I'm curious about this. I 9-scout with this build. On a map with a short rush distance, will my scout see the early pool in time to react properly? I'm not even sure what the correct reaction would be with a 14-gw timing.

I don't know that the 14-gw is core to the idea of this build.
Huggerz
Profile Joined May 2011
Great Britain919 Posts
July 27 2011 23:27 GMT
#143
This is not a new build but cool for someone to detail it I guess. I practised against rank 1 Master Protoss doing a similar dumb all in before I race switched from zerg and it is sort of simple to defend with either a lot of spines and lings or fast +1 mass lings (in the same way that this dumb all in will kill virtually any other build afaik). I am no longer sure on 1 base hydra or infestor timings but fairly sure that would beat this too, but yeah not as if anyone really does that much.

Simple and effective ladder build I suppose, I seriously doubt this is a build Kiwi or any other protoss would use in a tournament against a pro zerg
“It's like poker. You can play your best, but you've got to know when to fold your cards and take a rest, and know when to hold your cards, hold your breath and hope that nobody else is stacking the deck."
Excludos
Profile Blog Joined April 2010
Norway8250 Posts
July 27 2011 23:30 GMT
#144
On July 28 2011 07:35 galivet wrote:
Show nested quote +
On July 28 2011 07:17 Excludos wrote:
This will straight out auto lose to a 9pool. Which, lets be honest, is not unusual on small rush maps. You can barely squeeze out a zealot with a 12 gate, I don't see how you're suppose to get one out with a 14 gate...


I have never encountered a 9-pool when I went 14-gw, so I'm curious about this. I 9-scout with this build. On a map with a short rush distance, will my scout see the early pool in time to react properly? I'm not even sure what the correct reaction would be with a 14-gw timing.

I don't know that the 14-gw is core to the idea of this build.


At least its possible to stop a 6pool if you scout him early enough. But thats easier than a 9pool because there is no follow up, you just have to hold on.

But yeah, if anyone have managed to stop a 9pool with this build on a 4player map, then please educate me. I'd love to know how you do it without losing at least some probes, and a gateway/forge. (That combined with cutting probes, will usually put you too far behind to be able to get back into the game)
Garth
Profile Blog Joined October 2010
United States353 Posts
July 28 2011 01:27 GMT
#145
On July 28 2011 07:17 Excludos wrote:
This will straight out auto lose to a 9pool. Which, lets be honest, is not unusual on small rush maps. You can barely squeeze out a zealot with a 12 gate, I don't see how you're suppose to get one out with a 14 gate...


I guess it would if you're bad

User was warned for this post
Excludos
Profile Blog Joined April 2010
Norway8250 Posts
Last Edited: 2011-07-28 14:14:55
July 28 2011 14:14 GMT
#146
On July 28 2011 10:27 Garth wrote:
Show nested quote +
On July 28 2011 07:17 Excludos wrote:
This will straight out auto lose to a 9pool. Which, lets be honest, is not unusual on small rush maps. You can barely squeeze out a zealot with a 12 gate, I don't see how you're suppose to get one out with a 14 gate...


I guess it would if you're bad

On July 28 2011 08:30 Excludos wrote:
If anyone have managed to stop a 9pool with this build on a 4player map, then please educate me. I'd love to know how you do it without losing at least some probes, and a gateway/forge. (That combined with cutting probes, will usually put you too far behind to be able to get back into the game)

Anfi
Profile Joined July 2010
Russian Federation63 Posts
July 28 2011 14:17 GMT
#147
The problem i seem to have with zealot / sentry mix is that i pretty much need to make physical contact to do any significant damage (unlike stalker / sentry). And once physical contact is made, zerglings are more than a match for zealots.
"Men are like steel. When they lose their temper, they lose their worth." - Chuck Norris
ForTheDr3am
Profile Joined November 2010
842 Posts
July 28 2011 14:25 GMT
#148
On July 28 2011 08:30 Excludos wrote:
Show nested quote +
On July 28 2011 07:35 galivet wrote:
On July 28 2011 07:17 Excludos wrote:
This will straight out auto lose to a 9pool. Which, lets be honest, is not unusual on small rush maps. You can barely squeeze out a zealot with a 12 gate, I don't see how you're suppose to get one out with a 14 gate...


I have never encountered a 9-pool when I went 14-gw, so I'm curious about this. I 9-scout with this build. On a map with a short rush distance, will my scout see the early pool in time to react properly? I'm not even sure what the correct reaction would be with a 14-gw timing.

I don't know that the 14-gw is core to the idea of this build.


At least its possible to stop a 6pool if you scout him early enough. But thats easier than a 9pool because there is no follow up, you just have to hold on.

But yeah, if anyone have managed to stop a 9pool with this build on a 4player map, then please educate me. I'd love to know how you do it without losing at least some probes, and a gateway/forge. (That combined with cutting probes, will usually put you too far behind to be able to get back into the game)


Wall with Pylon when the lings are below the ramp, and pull some probes to fight together with the Zealot when it pops and you cancel the Pylon. You shouldn't lose more than 1-2 probes even without micro unless the Z heavily commits, in which case you keep your front walled up.
Excludos
Profile Blog Joined April 2010
Norway8250 Posts
Last Edited: 2011-07-28 14:45:16
July 28 2011 14:33 GMT
#149
On July 28 2011 23:25 ForTheDr3am wrote:
Show nested quote +
On July 28 2011 08:30 Excludos wrote:
On July 28 2011 07:35 galivet wrote:
On July 28 2011 07:17 Excludos wrote:
This will straight out auto lose to a 9pool. Which, lets be honest, is not unusual on small rush maps. You can barely squeeze out a zealot with a 12 gate, I don't see how you're suppose to get one out with a 14 gate...


I have never encountered a 9-pool when I went 14-gw, so I'm curious about this. I 9-scout with this build. On a map with a short rush distance, will my scout see the early pool in time to react properly? I'm not even sure what the correct reaction would be with a 14-gw timing.

I don't know that the 14-gw is core to the idea of this build.


At least its possible to stop a 6pool if you scout him early enough. But thats easier than a 9pool because there is no follow up, you just have to hold on.

But yeah, if anyone have managed to stop a 9pool with this build on a 4player map, then please educate me. I'd love to know how you do it without losing at least some probes, and a gateway/forge. (That combined with cutting probes, will usually put you too far behind to be able to get back into the game)


Wall with Pylon when the lings are below the ramp, and pull some probes to fight together with the Zealot when it pops and you cancel the Pylon. You shouldn't lose more than 1-2 probes even without micro unless the Z heavily commits, in which case you keep your front walled up.


1 zealot + probes vs 12 zerglings before your first sentry pops out is more than "1-2 probe loss" unfortunately. The biggest problem is exactly this. You will have to wall of your front with a pylon because there is no way the zealot will get out in time. If you cancle it and wall with the zealot, he will pull back and attack the gateway + whatever else your walling with while he's steadily getting reinforcements. One of these buildings will fall before the sentry is out, and now you're in a lot of trouble with only 1 zealot, probes and maybe a sentry against 12+ lings.

Edit: I guess there is a lot of "ifs" "maybe" "could do" in there. If anyone have a replay, that would show more than a thousand words
dogcore
Profile Joined January 2011
Albania128 Posts
August 01 2011 21:06 GMT
#150
Great build tang thx
TheGreenMachine
Profile Joined March 2010
United States730 Posts
Last Edited: 2011-08-01 21:26:27
August 01 2011 21:25 GMT
#151
no offense but... im only like 1600 masters zerg last season and I can tell that no expansion by the 6:10 minute mark means protoss is doing something weird. You had no ling checking for his expo, no ling at watch tower, no spine crawlers. Wtf man? I thought u were good.

No expo by 6:10, and lots of sentry = throw down a lot of spines cuz hes not using gas anywhere else and if theres no nexus he is spending minerals on gateways.

I think it would be way scarier if he hid sentry.
Don't forget to get everyone you know to play HOTS so this game we love called Starcraft will live on. Every little bit helps. ^^
YourAdHere
Profile Joined May 2011
United States216 Posts
August 01 2011 21:31 GMT
#152
How does roach+ling all in not murder this?
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
August 02 2011 01:15 GMT
#153
I think the Losira style push is a good way to deal with this but it's a LOT of sentries so it can still be an issue.
Coaching www.allin-academy.com | Team www.All-Inspiration.com
xmikeyy17x
Profile Joined April 2011
United States92 Posts
August 02 2011 01:34 GMT
#154
as a silver toss.

this is fucking awesome. lolollolololololololol
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
August 04 2011 18:05 GMT
#155
In response to xmikeyy, you're absolutely right - for lower level players in the bronze, silver, gold leagues, perfecting this type of build is going to the most relevant skills for improvement. People think to practice, you have to do a macro oriented, long-term focused build. This is a popular misconception, though, because a lot of players in these lower levels don't have the skills to macro 2, 3, 4 bases properly. You need to learn to perfectly execute one-base play before you can do 2, and this build is designed to improve your warp-in mechanics, building placement, chronoboosts, and unit control/sentry micro. Do not pass up the chance to improve your play by saying "Oh this is just a 1base build I can't learn anything from it", because these types of statements will only hold you back.
Coaching www.allin-academy.com | Team www.All-Inspiration.com
TehN00blet
Profile Joined July 2011
United States7 Posts
August 04 2011 22:38 GMT
#156
What happens if the Zerg goes early infestor? Would this build still work or would it easily get countered? Keep up the great work Tang.
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
August 05 2011 02:44 GMT
#157
I think this build would get there before infestors would be up, I'm not sure the earliest infestor timings but I think the best response is defensive spinecrawlers and roach/ling.
Coaching www.allin-academy.com | Team www.All-Inspiration.com
bertu
Profile Blog Joined June 2011
Brazil871 Posts
August 05 2011 03:14 GMT
#158
I don`t believe the 14-gate is crucial for this build. If anyone feels bothered about it being unable to hold a 9-pool, than build the gate at a different timing. It shouldn`t matter too much.

I also think the reason Kiwi didn`t bother with the Nexus-cancel in that particular game is because there was no lings poking the low ground. The 5th gate is usually meant to compensate for the delay in production you get for saving money for the fake nexus. So I think he anticipated he would have to do it, but than ignored it on the fly based on thelack of scouting by the opponent

Again, this build isn`t new or fancy or complicated, the guide should be meant to give general pointers for it. But there is a risk of it being misinterpreted if people start assuming that is always needed to 14-gate or that is always correct to skip Nexus-cancel.
SEKO SEKO SEKO
Z3kk
Profile Blog Joined December 2009
4099 Posts
Last Edited: 2011-08-05 03:42:18
August 05 2011 03:41 GMT
#159
Wow, this looks like a pretty scary build.

This is just a random question: how P able to support 5 gates on one base, though?! Whenever I even 4gate, I run out of resources very quickly, for obvious reasons ...is it because he is making only zealots and sentries instead of stalkers (for the main push)? Sort of a stupid question, lol.
Failure is not falling down over and over again. Failure is refusing to get back up.
l90 Proof
Profile Joined July 2010
64 Posts
August 05 2011 04:24 GMT
#160
Great post Tang, and great sight
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