and btw, blocking a ramp with 1 queen requires really good placement.
ZvT The Hellion Filter: Ultimate Anti-hellion Wall - Page 5
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galtdunn
United States977 Posts
and btw, blocking a ramp with 1 queen requires really good placement. | ||
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Honeybadger
United States821 Posts
Lategame, however, It would work... but by then, your natural is mined out... | ||
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GuardianEU
Netherlands488 Posts
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Honeybadger
United States821 Posts
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GuardianEU
Netherlands488 Posts
On July 23 2011 02:36 Honeybadger wrote: Or you could just have a zergling near his front to see the hellions roll out, then move your queens easily to your front and have plenty of time, for quite a bit less resources. If you want to upgrade for a timing push, this also leaves your upgrades (a potential game-winner) very vulnerable until late in the midgame. a spine crawler has mroe staying power than 2 queens vs a lot of hellions (not that uncommon), and you can switch the evo and spines so the evo is mroe at the back. and to be honest, when you're fighting at your ramp and he has the unit advantage to start targetting buildings instead of your army, you've probably lost already. | ||
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Micket
United Kingdom2163 Posts
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NekoFlandre
United States497 Posts
More two rax, 1 rax fe --> 4rax, incoming. XD | ||
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GuardianEU
Netherlands488 Posts
On July 23 2011 03:08 Micket wrote: How do you get out of your ramp? Zerglings get fried as they have to come down a line. Surely 2 queens and the spinecrawler in a more useful space is better than this. the hellions can;t stay near the wallin becasue of the spine crawler, so when you down with your lings, they can;t possibly be that close to 1shot them all. if they do stay at the wallin however... wait for ur spines to kill their hellions xD | ||
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theBIGdog
United States41 Posts
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Claudia_Kitty
Mexico5 Posts
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Honeybadger
United States821 Posts
On July 23 2011 02:39 GuardianEU wrote: a spine crawler has mroe staying power than 2 queens vs a lot of hellions (not that uncommon), and you can switch the evo and spines so the evo is mroe at the back. and to be honest, when you're fighting at your ramp and he has the unit advantage to start targetting buildings instead of your army, you've probably lost already. If you're not a high level player, this makes sense. But if he does go hellions, spines can be worked around or just suicided past for massive damage. The most important thing is to deny scouting. If he sees your roach warren for your early attack, you might as well just cancel it. Also, building that spine when you don't have to means that you just lost the edge. Here's how to know: Ask a friend to do a 1, 2, and 5 hellion rush (if he masses more, he's just begging to be crushed by roaches or mutas) and figure out the general timings of these, plus or minus 30 game seconds due to people not being pros. And unless you're close positions on metal or shattered (if you are, build those spines anyways, lol) you will have enough time, just, to get a spine built and your queens in place. If you don't HAVE to build something, don't. That's more drones or more zerglings or roaches or hydras in the long run If I saw an evo right where that is, I'd just happily sit out of range and kill your evo with my hellions. | ||
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vol_
Australia1608 Posts
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Banchan
United States179 Posts
On July 23 2011 01:08 nick00bot wrote: @banchan. from my perspective that was def botom right, adn the 2 oclock was top right. ![]() IDK bro, the proof looks to be against you | ||
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Calm
Canada380 Posts
Thanks for this!!! | ||
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boJangles408
2 Posts
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nick00bot
326 Posts
IDK bro, the proof looks to be against you ok so if you tilt the map to the left its top right, if you tilt it to the right its bottom right, either way its sort of ambiguous in its natural setting | ||
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Giantt
Bulgaria82 Posts
On most maps - even on ones with open naturals like xel naga caverns and metalopolis a zerg can defend 4-8 hellions with 2(3) queens 1 evo touching the ramp and 2 crawlers. If you feel the hellions are suicidal just add 4-10 lings to clean up faster when he goes for "the kill". PS: not sure if that works at all on tournament maps with altered ramps - these that prevent barracks + depo walls. | ||
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nick00bot
326 Posts
On July 23 2011 06:26 Giantt wrote: I think that pulling drones from the natural to the main is too much damage by itself. Also by pulling u cause the drones to bunch up and usually take more losses compared to leaving them mine or hit stop + (select idle worker + move)*spam. On most maps - even on ones with open naturals like xel naga caverns and metalopolis a zerg can defend 4-8 hellions with 2(3) queens 1 evo touching the ramp and 2 crawlers. If you feel the hellions are suicidal just add 4-10 lings to clean up faster when he goes for "the kill". the thing is, your drones should already be in your base by the time the hellions arrive. the defense you suggest is good and will probably result in more dead hellions, but even suicidal hellions get drone kills. also if its blue flames you don't wanna risk having your drones out at all, 4 hellions can tear through a mineral line in like 2 volleys | ||
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Juddas
768 Posts
Later I am going to look for some variations building-wise for scrap and whatnot, if for funsies none the less. This may be the wrong thread, but it pertains to my experimenting later: Do most people throw down a Roach Warren if they scout hellions if they don't have one already? | ||
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Banchan
United States179 Posts
On July 23 2011 06:26 Giantt wrote: PS: not sure if that works at all on tournament maps with altered ramps - these that prevent barracks + depo walls. This is not super early game so it shouldn't be hard to kill the depot with a few lings or a queen in time to block hellions | ||
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![[image loading]](http://i396.photobucket.com/albums/pp44/superpro/bottomright.png)