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[G] ZvP, A Comprehensive Guide - Page 5

Forum Index > StarCraft 2 Strategy
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KroN
Profile Joined March 2011
Germany438 Posts
January 04 2012 15:42 GMT
#81
Very nice guide, thanks very much!
kawaiiryuko
Profile Blog Joined January 2011
United States368 Posts
January 04 2012 16:04 GMT
#82
This is fantastic read - I've had some decent ZvP success in the past but I've found it dropping off lately (and I've been going back to a roach/infestor/BL style) so this was very helpful.

Thanks so much!
HungShark
Profile Joined June 2010
United States134 Posts
January 04 2012 18:13 GMT
#83
Thanks a lot. I just followed the opening build and found myself with a much better economy. I was able to keep up the pressure, and ended up counterattacking his worker line three times (killing a total of 52 probes). Oh man did he rage hard.
Die again in good health!
Mjolnir
Profile Joined January 2009
912 Posts
January 04 2012 19:04 GMT
#84
On December 30 2011 22:34 ShinyGerbil wrote:


1.1 Opening Build Order

9 Overlord
12 Spawning pool
16 Queen [constant inject]
18 Make 2 Extractors, 4 Zerglings, Cancel 1 Extractor
19 Overlord
19 Hatchery
22 Zergling Speed, pull 3 off gas
22 Overlord
26 Queen [first tumor in main, then tumors in natural]
31 Overlord
*At 30 supply make a drone and overlord in your main to decrease the larva count there to 2
31 Queen [constant inject in natural
36 Put 3 back on gas


!


Fuck me. I love this build. It has saved my ass from so much cheese since I started using it, and it punishes greedy play incredibly well.

Thanks for the guide. My ZvP has improved dramatically just from this build.

ShinyGerbil
Profile Blog Joined June 2008
Canada519 Posts
Last Edited: 2012-01-05 22:12:53
January 05 2012 22:12 GMT
#85
Thanks once again for all your positivity and responses! Here's a few more Q&A from the thread:

On December 31 2011 07:38 nanoscorp wrote:
Thanks for the detailed guide. I found the sections on protoss timings and scouting info "if he has this, he can't have this, etc." very helpful. I like how you think about stacking ranged units for safety and concentrated fire too. I have a few questions for you since it sounds like you're comfortable with lategame ZvP:

What's your favorite or most reliable way of cracking a protoss 3rd or later base with a solid wall up front and a decent amount of static D? Say you scout something like 3 gateways with a couple cannons behind them, covering a wide choke like on TDA or Shattered temple. What kind of force would you take to counterattack that, or would you even consider it?

What's your overall plan in terms of army movement when you get broodlords on the field? Their lack of mobility can make it frustrating to play against a P opponent with good multitasking. Force an engagement? Try to pick off units with fungal and efficient trades?

Why no mention of NP? I've seen NP'd motherships turn battles around. It seems like a good fit for your lategame infestor/brood composition. Voidrays, Archons and Immortals make good targets too, if you can set up a buffer zone of broodlings, ITs or roaches.

Thanks again!

Once P defends his bases like this, it no longer becomes a good idea to pressure those areas *until* the Protoss physically moves out for a push. I like to use 6-10 roaches and most if not all of my lings for this pressure. The roaches are necessary to break down the wall, and zerglings are so mobile that there's no reason not to support the pressure with them, as you can always safely bring them back to your main army whenever necessary. When you break down the wall you might not want to run through with all zerglings however, as that can leave them in a vulnerable position to get cornered.

Again this question leads to adjusting for the perfect composition. You want a lot of broodlords vs largely colossus based [and thus immobile] armies, and more infestors and ground units vs mobile armies. It happens to work out nicely that standard zerg "counters" to protoss units tend to match them as well in mobility. Because of this, forcing an engagement isn't particularly necessary, just focus on making as good of a composition you can and attacking once you've hit that point.

NP can be an excellent tool and I use it every once in a while, however I don't like getting it too early because it can be very unstable in a battle, as it can leave infestors in vulnerable positions. Fragile tools like these make me uneasy, and I personally like to avoid them if I can. Absolutely once you're at the infinite money stage, there's no reason not to get it.

On December 31 2011 11:34 kcdc wrote:
Good guide. You talked in some detail about how to beat the colossus/stalker/archon/mothership deathball, but do you think you could add some discussion about dealing with the carrier/mothership/archon/stormer deathball? The latter deathball is much harder for Protoss to build, but it's also much stronger, and it's the one that leads Zerg players to cry imbalance.

I don't know if many Zerg players have much experience against it, and as a Protoss player, the lack of experience definitely shows as Zerg players regularly use bad responses like staying on maxed out infestor/broodlord or transitioning to hydras.

Extremely late game air compositions can be devastating for Zerg. The issue as always is getting there. I feel like if as Zerg I am attacking every 3-4 minutes with a maxed army, I should recognize your transition to air and get corruptors on the field before you have a critical mass of carriers. You as a protoss player can make it work, but it just becomes another aspect of battles, trying to sustain your carrier/archon count while I try to whittle it down.

On December 31 2011 13:16 Amaterasu1234 wrote:
Mmmm, I've a question that has to do with FFE, the section that I totally understand is under construction and you may not have an answer for right now:

A lot of tosses, when they open Forge FE, enjoy chronoing 3-6 zealots then subsequently send them to my 3rd that I drop at ~30-36, and, with 4+ zealots, they usually take it out if I don't have roaches in time.

Now, I've found that dropping a roach warren around the same time has my hatch will usually leave me with roaches to defend...but it totally destroy my drone count.

Do you have any thoughts on this or solutions of your own?
---------------

Also, vs warp prism harass, how many roaches should I leave back at home to deal with a crap ton of chargelots?

In general, my understanding is that lings and maybe spines are the best way to deal with +0 zealots, but if you see +1 being researched you need roaches to defend his pressure. Delaying roaches until +1 finishes is the best way to maximize your drone count in this situation, in my opinion.

Warp prism harass is a difficult topic and I haven't covered it very extensively in my guide, because it tends to be very chaotic and is still largely unexplored in the PvZ metagame. In general I think the amount of roaches should never be more than 6, as you can use them to kite zealots very effectively while reinforcing from elsewhere. Late game however you will want to replace the roaches with static defense, so it doesn't cut into your army supply.

On January 01 2012 01:18 mumpfel wrote:
It is really helpful to watch the replays, because you really do what you have written in your guide every single game. I have two questions though:

1.) Your Buildorder vs 1GateExpand says that you want to get the Roach Warren after Lair at around 52 supply. I have watched three of your replays against 1GateExpand so far and you always got your Roach Warren before Lair at around 40 Supply. I know that it is not a big difference, but i am curious if there is a reason for this ;-)

2.) Is there a maximum number of drones for you? In the replays i have watched so far you had less drones than other zerg players get, i do not think that you ever hit 80 drones.

You're right! Even after a year my build is still evolving, I only recently decided that the roach warren has never been necessary when I get it at 44 supply vs 1 gate expand, so I could swap it for an evolution chamber for a slightly earlier +1.

Drone count is a difficult subject to talk about because it's very hard to see the effects of it in the late game. In general I don't pay too much attention to it and keep my drones between 60 and 80, but I like to get closer to 80 particularly in the midgame, so I can then make static defense a few minutes later to get my drone count back down with a net resource gain.

On January 03 2012 13:16 catid wrote:
Do you think your lategame plan of being aggressive with RoachLingInfestor works on Tal'Darim Alter? I've had trouble there where a Protoss goes up to 3 base and it feels really hard to put any kind of pressure on him due to the way the map is built. Then he rolls out with a Stalker/Colossus army before I've got up to Broodlords (while I'm sitting on 3k+ minerals) and I'm just streaming 5-6 hatches' worth of roachling into him and getting crushed.

Is adding a ton of spine crawlers a good idea to deal with this? I've had decent results with that but I feel better protosses would just take a 4th or switch to warp prism harass or do something to circumvent the spines.

Thanks for the guide too!

It still works! I don't know if I emphasized it enough but you really don't need to do significant damage to make your confrontations worthwhile. Regardless of terrain you can almost always get a nice fungal on sentries or colossus snipes in your initial engagement, which is enough to feel confident later on. Also on TDA in particular I like to engage the 3rd while doing a ling runby into the main, it can be nice. Spine crawlers are a good idea if you're banking minerals and need time to transition, for sure. But from your question it seems like you're not relying enough on infestors and corruptors in that stage of the game, to get excellent dps onto their ground army and keep their colossi vulnerable.

Thanks again to everyone, I can't stress enough how much I appreciate the kind words
[s]savior[/s] jaedong fighting! // member of LighT eSports
i3ubbles
Profile Joined October 2011
United States41 Posts
January 06 2012 00:48 GMT
#86
you should make one for zvz lol
Poelie
Profile Joined July 2010
Netherlands53 Posts
January 06 2012 12:15 GMT
#87
I really like this build order that you're using but isn't a 12 overlord (Double extractor trick), 12 pool more efficient as you get those drones earlier?
Mid-master zerg player
RemrafGrez
Profile Joined November 2010
United States180 Posts
January 06 2012 15:22 GMT
#88
As a P, I fear this guide. Nice work.
Admiral Adama
Profile Blog Joined January 2011
United States186 Posts
January 07 2012 17:28 GMT
#89
Let me just say now that I credit Gerbil with at least 75% of my progress in SC2 at this point. After having done lessons on a consistent basis with him, I can say with full confidence that these tips and BO's have made the ZvP match up easily my best. I honestly don't have enough praise to throw at this guy, if you're a struggling Zerg looking to pass your skill plateau I'd recommend checking out some lessons.

Awesome guide Gerbil, keep it up and I hope we get to see you in some more tournies!
CEO of Clarity Gaming and Content Director of IHEARTHU
phzbox
Profile Joined December 2011
Cape Verde38 Posts
January 10 2012 21:27 GMT
#90
I don't fear their deadly protoss deathball anymore since I die to their 7 gates blink +2 push.
Rhaaaaaaaaaaaaaaaoooooouwuz (Overlord spawning)
Foks
Profile Joined December 2011
United States71 Posts
January 11 2012 01:00 GMT
#91
More Z should read this, l2p, and stop crying. Well done Gerbil.
NaumNaumers2
Profile Joined June 2011
4 Posts
January 11 2012 01:50 GMT
#92
This is a very well done outline of ZvP. As a Platinum Zerg, this helps with an overall sense of the matchup while giving room to learn from actually playing the matchup, as opposed to just doing TheoryCraft.
Olsson
Profile Joined April 2011
Sweden931 Posts
January 11 2012 14:42 GMT
#93
What if you get this deathball with brood lords that you're speaking off and the protoss army just ignores yours and runs past yours since your army is so immobile. He could probably take out half of your income at minimum and larvae and stop you from remaxing.

Also spreading out units vs a vortex sure but isnt there a better way? I mean terran doesn't spread out his marines against mutas just because theres a few banelings nearby, that way marines can get picked off one at a time by mutas.
Naniwa <3
ApocAlypsE007
Profile Blog Joined January 2011
Israel1007 Posts
January 11 2012 15:05 GMT
#94
Gerbil what is your take on Mutas outside of 2 base Muta timings?
I'm playing the game, the one that will take me to my end, i'm waiting for the rain, TO WASH-- WHO I AM!!!
BinxyBrown
Profile Joined December 2010
United States230 Posts
January 11 2012 18:09 GMT
#95
double extractor trick is not more efficient, I can guarantee that.

I am thinking 11 overpool might still be better, even with the same gas timing, I will have to test out both of them though.
Banelings are like Ice Climbers if they grab you... your dead.
BinxyBrown
Profile Joined December 2010
United States230 Posts
January 11 2012 18:13 GMT
#96
On January 11 2012 23:42 Olsson wrote:
What if you get this deathball with brood lords that you're speaking off and the protoss army just ignores yours and runs past yours since your army is so immobile. He could probably take out half of your income at minimum and larvae and stop you from remaxing.

Also spreading out units vs a vortex sure but isnt there a better way? I mean terran doesn't spread out his marines against mutas just because theres a few banelings nearby, that way marines can get picked off one at a time by mutas.


If you get a brood heavy army it's because he has a collosus heavy army and he can't be more mobile than you by a significant amount, maybe with mothership recall but even then you can counter when his army moves out if you maintain good vision and stop his army from killing anything using proper infestor and broodlord movement.

As far as vortex is concerened there isn't a better way, to make enough corruptors to snipe it leaves you really vulnerable to blink stalker plays that do ignore your corruptor army, the best thing to do is to surround the vortex with infested terrans after it goes down and fungal the army that is there, make sure you have a good number of infestors if they have a mothership.

Spine/Spore walls with some extra queens and good creep spread can give you a good anchor for the late game where a mothership would be a large concern.
Banelings are like Ice Climbers if they grab you... your dead.
LosZergs
Profile Joined August 2011
United States100 Posts
January 12 2012 01:13 GMT
#97
I just found this thread and i really like it. much needed this!
spam F!
IstgG
Profile Joined July 2011
Australia52 Posts
January 12 2012 04:26 GMT
#98
great guide. i just did my placements and was having alot of trouble against protoss. ty
"You should go work for the government and make a 2 cent coin" -CatZ
brotosterone
Profile Blog Joined April 2010
United States260 Posts
January 12 2012 07:06 GMT
#99
Great guide Gerbil. I've been having some serious trouble ZvP lately and looking at it from a different perspective is going to be very helpful.

I tried looking, but I'm not sure if you had this in there. When do you put down your first evolution chamber vs a FFE?
Grippe87
Profile Joined August 2010
Sweden59 Posts
January 12 2012 09:23 GMT
#100
Is there a current ZvP build that ppl are doing at high diamond that I'm missing? or is this actually just a completely broken matchup.
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