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On November 20 2011 07:48 Lebzetu wrote: While this may be a good idea, I think a better way would be to get your two bases up and create a queen at the natural hatchery when it completes. Then, you drone up while sending the queen at your natural to the protoss. Once the queen gets close, you bring a drone and build a hatchery outside the protoss's natural. You cancel the hatchery and poop a tumor on the remaining creep left behind from the hatchery. Then you just make spines and win. Comes pretty quick and you dont need hydras. Yeah I haven't tested or played with this or anything, just theorycrafting here. I tried that a few times - using my 3rd base as the proxy and it's just too late, the spines are too delayed I've had the greatest success with a well-timed 1base into Proxy hatch with 3 spines right away and a few more added on and then using mass ling or pure hydra/spine to slowpush.
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Then, you drone up while sending the queen at your natural to the protoss.
I dont see a queen doing a quiet travel in a serious game. Any unit can kill a queen out of creep, even a very few probes (well I will assume queen is covered by lings, but still a zealot will kill her before she even reach a watchtower imo)
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On November 20 2011 08:40 Tikan wrote:I dont see a queen doing a quiet travel in a serious game. Any unit can kill a queen out of creep, even a very few probes (well I will assume queen is covered by lings, but still a zealot will kill her before she even reach a watchtower imo) Yes but you can guard her.
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How do people lose to Tang with builds like this....
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On November 20 2011 15:53 schmutttt wrote: How do people lose to Tang with builds like this.... It's very hard to hold once the spines are up and creep is started. Shouldn't imply that the players shouldn't have lost, it's not like it's something they've run into often.
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On November 21 2011 07:44 TangSC wrote:Show nested quote +On November 20 2011 15:53 schmutttt wrote: How do people lose to Tang with builds like this.... It's very hard to hold once the spines are up and creep is started. Shouldn't imply that the players shouldn't have lost, it's not like it's something they've run into often.
Just means they're bad @ scouting & reacting.
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On November 21 2011 07:52 Trusty wrote:Show nested quote +On November 21 2011 07:44 TangSC wrote:On November 20 2011 15:53 schmutttt wrote: How do people lose to Tang with builds like this.... It's very hard to hold once the spines are up and creep is started. Shouldn't imply that the players shouldn't have lost, it's not like it's something they've run into often. Just means they're bad @ scouting & reacting. So negative lol maybe they could have held a bit better, doesn't mean they're bad
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I've held this rush before with stargate asap, then denied his third. But this Zerg was hardly near GM, just high masters, so idk... It is VERY hard to hold though, I must admit, I barely won.
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On November 21 2011 13:15 xlava wrote: I've held this rush before with stargate asap, then denied his third. But this Zerg was hardly near GM, just high masters, so idk... It is VERY hard to hold though, I must admit, I barely won. Did you forge fast expand? I think your response was correct in getting a very fast stargate, in my experience with this build fast vrays has been the hardest to break. As long as you rapidly spread your creep/spines and keep constant queen production at your proxy you should be able to break it before too many voidrays come out.
It'll then come down to micro and game sense, as you'll either need to defend your spines with queens (or hydras if you transitioned) while quickly pushing into the protoss base - if he keeps his natural he wins so you MUST deny that base. Once he's contained to one base, you should be able to out produce him with spines/spores/lings/queens but against a smart player it'll be a tight defense (and a very fun game )
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On November 20 2011 08:40 Tikan wrote:I dont see a queen doing a quiet travel in a serious game. Any unit can kill a queen out of creep, even a very few probes (well I will assume queen is covered by lings, but still a zealot will kill her before she even reach a watchtower imo) I think the queen would take WAY too long to be effective.
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On November 21 2011 07:52 Trusty wrote:Show nested quote +On November 21 2011 07:44 TangSC wrote:On November 20 2011 15:53 schmutttt wrote: How do people lose to Tang with builds like this.... It's very hard to hold once the spines are up and creep is started. Shouldn't imply that the players shouldn't have lost, it's not like it's something they've run into often. Just means they're bad @ scouting & reacting. Meh, people don't know how to react to something until they lose to it.
@Post above me How would that take long? It would take shorter than getting hydras, thats for true.
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Hey,
I've been doing this build for quite some time now. I call it the Attack Hatch. Forces the Protoss to not be complacent. Even if they scout it, it may be hard to stop. I find it best against FFE Protoss.
The real idea is to use the creep as a weapon and come rolling in like a tidal wave using spine crawlers, smashing their buildings and eating up anything the creep touches. Make a minimum of 5 spine crawlers, make more as you need them. Timing is everything, kill the scouts, and get the drones to the hatch as it pops. It's important to continue queen production at the Attach Hatch to counter any void ray play. The Queen's primary role is to heal the spine crawlers and support. You only need 2-3 tumors as long as they don't kill them, rest of energy for healing. Get full saturation of minerals at main then make zerglings. One spray on hatch with first queen at main, then run that bitch to the attack hatch and make a tumor.
Micro like a crazy person.
Here are 3 replays: http://thegamespage.com/staff/knp/sc2replays/Nov_2011/
These are a gas-less variation, with a focus on making queens and attacking asap. I could have done a better job expanding behind the attack in these replays. Protoss' best option IMO is to go fast Immortals to shut down the push.
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On November 23 2011 11:19 knp wrote:Hey, I've been doing this build for quite some time now. I call it the Attack Hatch. Forces the Protoss to not be complacent. Even if they scout it, it may be hard to stop. I find it best against FFE Protoss. The real idea is to use the creep as a weapon and come rolling in like a tidal wave using spine crawlers, smashing their buildings and eating up anything the creep touches. Make a minimum of 5 spine crawlers, make more as you need them. Timing is everything, kill the scouts, and get the drones to the hatch as it pops. It's important to continue queen production at the Attach Hatch to counter any void ray play. The Queen's primary role is to heal the spine crawlers and support. You only need 2-3 tumors as long as they don't kill them, rest of energy for healing. Get full saturation of minerals at main then make zerglings. One spray on hatch with first queen at main, then run that bitch to the attack hatch and make a tumor. Micro like a crazy person. Here are 3 replays: http://thegamespage.com/staff/knp/sc2replays/These are a gas-less variation, with a focus on making queens and attacking asap. I could have done a better job expanding behind the attack in these replays. Protoss' best option IMO is to go fast Immortals to shut down the push. Thanks for the replays, I agree with queen production at expansion and saving a lot of energy for transfuse. I've been having trouble against immortals, do you ever beat players who respond with fast immortals?
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