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[H] ZvP What is the best way to defend this allin? - Page 3

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oOOoOphidian
Profile Joined January 2011
United States1402 Posts
December 13 2011 18:37 GMT
#41
I lost to this a few days ago. The player cannon rushed me and we ended up even after it, then he cannoned his main and went into this, which I scouted. I made roach/ling and died despite nearly winning a base trade that came down to one pylon. That pretty much relied on him not having a sentry/not FFing, so I don't recommend relying on a counter attack. Hydralisks definitely seemed to be the correct counter and I recommend trying them if the same build comes up against you again.
Creator of sc2unmasked.com
hughie-d
Profile Joined June 2011
45 Posts
December 13 2011 18:49 GMT
#42
Right just saw the replay

Be active with your lings. Leave one on each tower and one at/outside his natural. If you had seen the army move initially you would of prepared better.
I know there was pressure but if you could bind all you hatches together your unit production would have been much stronger (6 more larva to play with). I would also consider getting at least one queen at one. That army would have been smashed by speed lings.

Think about it, with a ling spotting the move out, send lings to surround sentys and collosus, if he uses ff, back away and repeat. He is then using all his energy to stay alive, by the time he hits your base there will be no forcefields, build mostly lings and use excess gas to get infestors.

Believe it or not you could see this push coming at one stage when you scouted the warp prism, a warp prism on one base (alhtough on Taldarim you should use lings to scout ninja bases) tells you something. It tells you he is planning a really weak gate army warp in, or he is teching to a really really weak collosus push or he is going for an immortal play. In fact that prism makes no sense to me, it costs a lot and a probe + pylon would do the same job but better (maybe squeezing another immortal out). But the point is you knew there was robo tech which means the attack is immortals or a really weakened and delayed 4 gate or a one base collosus. You know?

Everyone here is telling you about the no expansion by toss. Well its really good advice, 4 bases against one base protoss is bad. The way you expand against potoss is:

a) when he is expanding
B)you just crushed his army.

Just saturate two bases and make a shit ton of units rally to centre of map, 2 extra hatchs are essentially 24 extra lings, or 6 spines. When your up one base just max out an attack in the open, he can't remax cause he needs to expand or there wont be minerals left.

As for what army comp: Lings would be fine (with map awarness) and Hydra's would shut him down totally (thats why its always worth investing in the HydraDen, if an attack is coming with collosus don't make hydras, but no collosus get upgrade and spam H). I don't like the spire switch, if your going ling muta, don't make roaches unless you have to (and get mellee upgrade) otherwise invest in infestors (always good) and upgrade range attack (Again if you see no collosus you can add a pinch of hydra for seasoning).
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