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Zerg:What do you do against a Turtling Protoss? - Page 2

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DeltruS
Profile Blog Joined April 2010
Canada2214 Posts
February 08 2012 20:11 GMT
#21
If he is going to just a colo stalker immortal archon deathball, the best counter imo is to get mutas to hold him in his base while you get speedbanelings + ultras. Mutas ultra speedbane can wreck pretty much any deathball without a mothership.
http://grooveshark.com/#/deltrus/music
AFSpeeDy
Profile Joined June 2011
126 Posts
February 08 2012 20:12 GMT
#22
You can do two things:
1) Max out on Infestor BL and chrush his army
2) Get a ton of mutas and go basetrade^^

just my two cents..
anxiouspanda
Profile Joined April 2011
United States56 Posts
February 08 2012 21:03 GMT
#23
hey i'm ~800+ pt masters zerg. I race switch between protoss and zerg [recent switch] (pvz instead of zvz) so i feel I know this matchup incredibly well. In my opinion a 3base protoss can kill a zerg on infinate number of bases if the zerg does not handle the situation correctly.
The best way i have found to deal with the beast that is a 3 base protoss is to first off take a ton, and I mean a ton, of hatcheries. Be sure to take all your expansions first of course but the key here is going to be to remax at least once. I know that as a zergs we sometimes hit 200/200 with an "inappropriate" unit composition.
Once you hit your "plethera" of bases you have 2 options to be able to hit your perfect army composition. You can either drop the few units that you do not want, to at least get some harass out of them, or you need to prepare for an engagement.
The key to the engagement is to meet the protoss as soon as he moves out to give yourself ample time to remax.
^^BEFORE DOING THIS YOU NEED NEED NEED!!!!! TO HAVE A TON OF LARVA.
now that you've attacked (and most likely gotten demolished) you need to hit your remax with the proper units. (nothing like a 200/200 army scout eh?)

Even if you do have the proper army when you hit 200/200, waiting for your opponent and hitting him just outside his base is still the best option from my experience.
I know in the early days of SC2 it was said to attack "as soon as you hit 200/200" (i know this is the way i learned) but i do believe that this is the new way for zerg to play especially since the 200/200 army of protoss is just extremely powerful.
TL;DR - 1) hit the protoss just outside of their base to ensure you can remax. 2) be sure to have a TON of extra larva for this remax with the "proper" army
- attacking like this not only allows you to remax but while you're at 200/200 you can add spines and finish upgrades before that remax creating that seemingly impossible to break zerg base.
htpkPANDA.825 [1k+ Masters Zerg NA]
Aletheia27
Profile Blog Joined July 2010
United States267 Posts
February 08 2012 21:10 GMT
#24
In my experience there are two approaches. One is to mass expand and tech with a good read for when toss moves out. Just mass corruptor/brood/infestor and you'll win if you spread against an archon toilet.

the other approach is to try going for some sort of drop play and continuously trade your higher econ for his lower.
I am that I am
HighLach
Profile Joined December 2011
United States132 Posts
February 08 2012 21:21 GMT
#25
First off, give us a replay of the game so we can actually seen what happens. As for a turtling toss, just expand a lot. If hes not moving out you can just take more bases than him. With a good read, you can get a good idea of when he is going to attack. Take advantage and drone while you can. But please post a replay. Also, i think that mutas are a very good option against a play going colossus-voidray. Voidrays arent very good against mutas, and obviously colossus cant hit them. With the voidray production, he wont have as many stalkers. If he has two stargates, he could add in phoenix which could be a problem. GoodlucK!
Amaterasu1234
Profile Joined November 2010
United States317 Posts
February 08 2012 21:48 GMT
#26
On February 09 2012 04:11 kcdc wrote:
In my opinion, the best strategies against Toss are:

(1) fast third -> roach -> muta -> mass expand -> broodlord infestor; and
(2) fast third -> roach -> roach timing attack as P takes third.

For #2, P will probably try to turtle behind chokes with forcefields, so you will want to get OL drops or tunneling claws.

If P does get a void+colossus deathball, corruptors are a good response. If P gets a deathball with storm, archons, mothership, void rays and carriers, Z is basically screwed, but corruptors are still the best choice. You'll have to split micro and storm dodge the heck out of your corruptors to do much damage tho. Multipronged roach drops are good in late game as well.


This has probably just helped me out immensely. Thank you.
Oboeman
Profile Joined January 2011
Canada3980 Posts
Last Edited: 2012-02-08 22:15:52
February 08 2012 22:15 GMT
#27
First thing, I see the map is shattered temple, so I automatically have to recommend overlord drops, no matter what composition you are using.

P has a relatively safe and easy 3rd on this map, but only if you only ever try to attack him via the natural and the rocks. If you clear the rocks, then threaten his 3rd from the far side and drop a bunch of units in his main, he has to spread his army out very far in order to deal with you.

Also there's no need to immediately hide your first overlord against protoss. Send it to the ramp to see if he went gateway first or forge first, before hiding it. You have a lot of time before a stalker can kill it. If you see he went forge first, immediately take drones out of gas, or if it's already too late for that, cancel speed and spend those minerals on drones, queens, or hatcheries.

In general you need to be a bit ballsier with your expansions and your droning. You can get away with more than you think you can.

When fighting against void ray colossus, you need to fungal the void rays. That's the most important thing for infestors to be doing.

The other thing is that you really want to get double air upgrades from two spires. Whether you are going muta or broodlord/corruptor, you almost always want double upgrades especially if they are going air with their death ball.
Lobotomist
Profile Joined May 2010
United States1541 Posts
Last Edited: 2012-02-09 00:46:20
February 09 2012 00:43 GMT
#28
On February 09 2012 05:12 ArkanTos wrote:
You can do two things:
1) Max out on Infestor BL and chrush his army
2) Get a ton of mutas and go basetrade^^

just my two cents..
this, as well as what kcdc said (timing attack against the third) maxed out full tech protoss is nearly impossible to beat straight up. If you can at least delay his third you can tech to BL/infestor and hit before he has a mothership/archons. Then you can beat him provided you have good infestor control. If he stabilizes with a third you're still on lair tech, you're screwed.

@kcdc: have you ever seen a successful transition from muta to BL/infestor?I understand the concept, but I've never actually seen a high level game where it occurs. If you have any links or reps I'd greatly appreciate a look.
Teching to hive too quickly isn't just a risk: it's an ultrarisk
anxiouspanda
Profile Joined April 2011
United States56 Posts
February 09 2012 04:17 GMT
#29
On February 09 2012 09:43 Lobotomist wrote:
Show nested quote +
On February 09 2012 05:12 ArkanTos wrote:
You can do two things:
1) Max out on Infestor BL and chrush his army
2) Get a ton of mutas and go basetrade^^

just my two cents..
this, as well as what kcdc said (timing attack against the third) maxed out full tech protoss is nearly impossible to beat straight up. If you can at least delay his third you can tech to BL/infestor and hit before he has a mothership/archons. Then you can beat him provided you have good infestor control. If he stabilizes with a third you're still on lair tech, you're screwed.

@kcdc: have you ever seen a successful transition from muta to BL/infestor?I understand the concept, but I've never actually seen a high level game where it occurs. If you have any links or reps I'd greatly appreciate a look.


I've actually seen vibe do this a lot on shattered. He continually adds spines as he masses up his mutas and eventually makes a bl muta spine push across the map. Its disgustingly affective and I can't see any way to beat it as a protoss.
htpkPANDA.825 [1k+ Masters Zerg NA]
ticklishmusic
Profile Blog Joined August 2011
United States15977 Posts
Last Edited: 2012-02-09 07:36:13
February 09 2012 07:32 GMT
#30
As a Protoss player, I want to say that the linchpin of the game (for me at least) is getting that third, which is relatively easy on this map. I could check my replays, but I'd guess that games where I get a third have a much higher winrate than those where it gets denied.

I feel like ultras + corruptors+ queens would be the way to go versus that army composition. Colossi splash nbd on ultras, VR vs corruptor maybe a bit more of a coinflip, but it'll give your ultras time to wreck everything. Plus, transfuse, and queens are not terrible against VR's. After that, morph corruptor into BL and gg.

(╯°□°)╯︵ ┻━┻
Honcepoi
Profile Joined April 2011
Germany29 Posts
Last Edited: 2012-02-09 08:07:52
February 09 2012 08:05 GMT
#31
I play zerg mid master and protoss at diamond level. When i play vs Toss there is one thing that works against toss at my level and i hate dealing with it too. (unless i have never seen it at diamond level)
If a toss is on three base you will be usually on 4-5 base. On 3 base a toss has big problems to defend drop play. I tend to attack with roaches at one end of his base (even if there are cannons) and by the time the toss moves his army drop speedlings in his main. Repeat until victory.
For me that tactic works great.

The key point is that the zerg army is much more mobile. You can retreat burrow... and it is hard for a toss to punish drop play.
nakedsurfer
Profile Joined April 2011
Canada500 Posts
February 09 2012 08:20 GMT
#32
On February 08 2012 23:16 jojoleb wrote:
So I played against a higher league player today and he was turtulling almost all game. except for taking out my 5th...
he had so many cannons everywhere. i knew if I tried to attach his front I would die to his Collossus void ray count. (deathball)

My question is what do you do against a turtling protoss ?

Replay example :http://drop.sc/107158


A higher league...thats so vague. For all I know you're bronze and the higher league was silver which I would just say make about 50-60 drones on three base and then just make roach/hydra and kill him and his macro wont be good enough to save him.

Anyways...I Like to drop harrass or nydus. I usually use drop harass for protoss and nydus for turtling terrans(since they usually have turrets everywhere.)

do like 2-3 overlord drops in 2 different places and then attack the front a little bit. It'll either make him wayy out of position with him "a moving" to the first drop or make him split up and unless he splits nicely you might be able to pick off some of the more expensive units as well as getting some probe kills or pylons.

Or you can always go muta so their deathball of vr+collosus isnt so nice since they prolly wont have storm and vrs arents that great vs muta. expand a ton use minerals on spines and tech to BL+corrupter+Infestor army. So when he does finally move out, he'll need a mothership basically or you should win since colossus is kind of a waste in that situation besides killing broodlings.

Or stay muta and make a shitton of lings and about 3 nydus' so when he finally moves out your spines slow him down and you have many bases when nydus like 3 places or all at the same place that way your lings can swarm his base via nydus and you can make hatcheries in a lot of places since nydus' r good at playing come and try to catch me.
Root4Root
jojoleb
Profile Joined April 2010
Lebanon180 Posts
February 09 2012 10:21 GMT
#33
On February 09 2012 06:21 HighLach wrote:
First off, give us a replay of the game so we can actually seen what happens. As for a turtling toss, just expand a lot. If hes not moving out you can just take more bases than him. With a good read, you can get a good idea of when he is going to attack. Take advantage and drone while you can. But please post a replay. Also, i think that mutas are a very good option against a play going colossus-voidray. Voidrays arent very good against mutas, and obviously colossus cant hit them. With the voidray production, he wont have as many stalkers. If he has two stargates, he could add in phoenix which could be a problem. GoodlucK!


I posted a replay (as an example) in the OP !
please check the OP again.

guys thx for the advice. please state your Rank if its possible also.
thx
Connor987
Profile Joined September 2011
United Kingdom103 Posts
February 09 2012 11:41 GMT
#34
dont understand zerg's problem with 'turtling' styles, this should fit perfectly to zergs gameplan, take the map (preferably bases in opposite sides of map) then contain him, when he maxes hit it early when it leaves the base and you'll remax before they can even hit a single expansion, and if you manage to get to broodlord infestor corruptor its basically over already unless they have 4+ bases, which isnt exactly turtling
jojoleb
Profile Joined April 2010
Lebanon180 Posts
February 09 2012 16:15 GMT
#35
On February 09 2012 05:12 ArkanTos wrote:
You can do two things:
1) Max out on Infestor BL and chrush his army
2) Get a ton of mutas and go basetrade^^

just my two cents..


But if i wait for infestor/BL and he hits a timing where i dont have much army(since i'm saving supply to hit BL infestor) i can die right then and there !!
NostalgiaTag
Profile Blog Joined August 2009
Canada508 Posts
Last Edited: 2012-02-09 19:30:51
February 09 2012 19:28 GMT
#36
Heres a fun little thing to do against a turtle toss. Get +2 ling upgrades, which you typically will have and get overlord drop. +2 banes will 1 shot a probe. Send 3 overlords filled with 4 bane each and go probe hunting... Its Hella fun and can often catch them off gaurd. Extra points if you engage their army at the same time as dropping. they will typically not see it comign and lose 3 mineral lines worth of probes. Be ready for the allin coming soon after however =)

Edit: if the drop fails thats fine it really isent a huge investment and gives you drop tech to harras with after, when you see them push out, drop a overlord or 2 with some kings and target tech structures. Fun fun!

Edit cont: even more fun is to use the drop tech to carry a queen around to drop creep anywhere on the map. Use the overlord to puke creep and drop the queen out and use creep tumor. hehehehehe! Creep filled map, expos all creeped up! its quite funny.
Look for the flaw that lost the game not the flaw in the game.
Wardie
Profile Joined September 2010
4 Posts
February 09 2012 19:41 GMT
#37
This is really the wrong question to be asking "what do I do vs a turtling Protoss." The answer to that simple question can be answered simply, slow him down with harass, and expands as much as possible while staying safe, and get to the end game.

The meta game for ZvP is so much different then it was a year ago. Zergs end game right now is so tough to beat, the money mix of Dev, Cor, Inf if managed right is very tough to beat, and you can adjust the mix to deal with ANYTHING toss does. the issue is really getting to the end game, because the protoss have some many ways to punish you though that time. But at the end, there is no doubt that if zerg is allowed to get it's money mix (and allowed to really get that much gas to pull it off) they are going to mostly win. The issue is really staying alive to get there. Protoss has a lot of options for heavy pressure to do that.

The real question is what are the best ways to stay alive and slow down protoss to get to that money mix. I have been working on the solution for some time. It really does seams Zerg needs to be more flexible with our options. We need to stay a base ahead, or more. We need to have 55 drones and more focued on just gas. We need to be able to get to muta without Dying, and having options that allow us to stop the 4 gate (easy now) and 6 gates (not as easy right now. How can you keep the protoss back enough to get to that money mix.

I still think zergs are working on the best answer there, and once we have one, Toss will have a new pressure. But if a Protoss is going to camp, you need to get gas, and get a gas heavy army.
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