[G] PvZ Adonminus Macro-Aggressive Style - Page 11
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matrius
100 Posts
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matrius
100 Posts
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Adonminus
Israel543 Posts
Games vs GMs: Game 1: Speedling all in into baneling all in. http://sc2rep.com/replays/(P)NOMAdonminus_vs_(Z)nBǂBsK/19177 Game 2: Macro game, timing pushes extremely effective and deal a lot of damage. Late game transition to carriers. http://sc2rep.com/replays/(Z)SodoN_vs_(P)NOMAdonminus/19176 Game 3: Macro game, skipping zealot timing due to lots of early speedlings. Great example of standard macro game with this build, with robo immortals with some colossus and then adding stargate for potential lategame mothership. http://sc2rep.com/replays/(Z)hwbgGiantt_vs_(P)NOMAdonminus/19192 Games vs Masters: Game 1: 2 base somethat allish baneling pressure into kinda usual midgame. http://sc2rep.com/replays/(P)NOMAdonminus_vs_(Z)Null/19194 Game 2: I deal a lot of damage with timings and kill him off with blink stalker pressure. http://sc2rep.com/replays/(P)NOMAdonminus_vs_(Z)Null/19195 Game 3: Deal a lot of damage with zealots since he sent zerglings to counterattack, then being behind all game and once his aggression fails he ggs. http://sc2rep.com/replays/(Z)JeRic_vs_(P)NOMAdonminus/19196 Game 4: I don't know I'm posting this replay, just a recent game I had and zerg was extremly bad making early hydras. You don't make hydras as zerg, do you know that. http://sc2rep.com/replays/(Z)mylove_vs_(P)NOMAdonminus/19193 | ||
matrius
100 Posts
Macro game, skipping zealot timing due to lots of early speedlings. Great example of standard macro game with this build, with robo immortals with some colossus and then adding stargate for potential lategame mothership. Great, I can't wait to watch this replay, I'm sure there will be lots to learn from this one. btw - can you include a rep or two where you lose? Ideally when you follow the strat but hit a snag. I find that lots can be learned from losses as well... Thanks! | ||
Adonminus
Israel543 Posts
On April 11 2012 03:48 matrius wrote: btw - can you include a rep or two where you lose? Ideally when you follow the strat but hit a snag. I find that lots can be learned from losses as well... Thanks! I lose from time to time to late game broodlords when he deals damage to me midgame while I doing pressure him back enough and allow him to macro up. That's the reason I played some games trying out the carrier late game transition. I don't lose a lot of PvZs though. My weakest match up is actually PvT with all the irony, perhaps it's just because I'm high master and terran can actually micro there. My PvP is also great, but I lose to cheeses/all inns from time to time when I'm tired. Here's a fail game of me trying carriers: http://sc2rep.com/replays/(Z)FoPǂSpirit_vs_(P)NOMAdonminus/19197 My main mistakes there are: -Poor management against pressure, taking economical losses. -Lack of archons and high templars to splash and kill corruptors defending the carriers. Edit: Note that I use an early stargate when I see zerg 2 basing, this way I can scout him and see if he goes mutalisk or infestors. Then I can use phoenix to gain high ground vision and pressure him really easily on close air on maps like Shakuras, Antiga, Metalopolis, Shattered etc... | ||
MugenXBanksy
United States479 Posts
On April 11 2012 04:02 Adonminus wrote: I lose from time to time to late game broodlords when he deals damage to me midgame while I doing pressure him back enough and allow him to macro up. That's the reason I played some games trying out the carrier late game transition. I don't lose a lot of PvZs though. My weakest match up is actually PvT with all the irony, perhaps it's just because I'm high master and terran can actually micro there. My PvP is also great, but I lose to cheeses/all inns from time to time when I'm tired. Here's a fail game of me trying carriers: http://sc2rep.com/replays/(Z)FoPǂSpirit_vs_(P)NOMAdonminus/19197 My main mistakes there are: -Poor management against pressure, taking economical losses. -Lack of archons and high templars to splash and kill corruptors defending the carriers. Edit: Note that I use an early stargate when I see zerg 2 basing, this way I can scout him and see if he goes mutalisk or infestors. Then I can use phoenix to gain high ground vision and pressure him really easily on close air on maps like Shakuras, Antiga, Metalopolis, Shattered etc... who doesn't lose to cheese in pvp from time to time especially on ladder lol, Only go carriers is its a sure fire win or its catches them sooo off guard other wise you just feel sad lol, whiteRa did some weird mass air play on stream but then again its whiteRa he likes to do strange things Some how he won tooo toss air is still kinda gimmicky though :O | ||
Adonminus
Israel543 Posts
http://sc2rep.com/replays/(P)NOMAdonminus_vs_(Z)roxkisSlivko/19205 | ||
Mercy13
United States718 Posts
On April 11 2012 20:27 Adonminus wrote: 1st placement match, got slivko as my opponent. Check this game out: http://sc2rep.com/replays/(P)NOMAdonminus_vs_(Z)roxkisSlivko/19205 Very exciting game : ) Any idea how you could have pulled off the win? Collosus mb once you saw the infestors? Faster third? He was extremely aggressive so I doubt you would have been successful putting on counter pressure... Thanks for keeping up with this thread, I like this build a lot and you have been a great help! | ||
-MoOsE-
United States236 Posts
nvm I figured it out | ||
huggab0y
Sweden15 Posts
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PNTS
Sweden3 Posts
On April 12 2012 17:22 huggab0y wrote: just got 6pooled with this build, what is the best response to that? build a forge + cannon in mineral line? thanks Yeah would be nice to see a replay how to respond properly, I got some crazy 6 pool with drones and I just panicked. Would be nice to see someone a lot better than me respond properly so I have some visual picture in my head what to do. (Will try to dig up the replay of crazy early-pool). Thanks in advance! | ||
Adonminus
Israel543 Posts
On April 12 2012 09:37 Mercy13 wrote: Very exciting game : ) Any idea how you could have pulled off the win? Collosus mb once you saw the infestors? Faster third? He was extremely aggressive so I doubt you would have been successful putting on counter pressure... Thanks for keeping up with this thread, I like this build a lot and you have been a great help! I think walling the 3rd better, using more sentries for forcefields, and try to build the maximum units possible while getting minimal losses. I also let him get alot of infestors should have tried to snipe some with stalkers. Colossus is a wise choice too but was a bit expensive for me at that time, needed faster defense so not sure. Also I was a bit nervous, so I did some missmicros and slow reactions. On the 6 pool, question as I explained previously. You'll have about 400 mineral when 6 pool hits right before you're supposed to start expo. Pull all probes from mineral and defend the pylon powering the gateway until a zealot is out, build a forge to make a wall at your ramp and a pylon in case he kills the one you have. You should successfully stop a 6 pool like that once you get enough zealots. I don't have a replay though. | ||
AlphaDotCom
United States43 Posts
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benjaminethanlim
Singapore25 Posts
i'm a lowly plat toss, and many zergs at my level find it hard to play against the initial +1 zealot push. tips to any brotoss who wants to try this. (please remember im only low plat) if it's a map like shakuras where it is easy to do a complete wall off on the natural's ramp, going gate-core-forge may not be a problem. I've been practicing this build with a friend who plays Z. i notice that when he goes 14-14, zergling numbers can be abit difficult to deal with, even if u use ur first 2 lots.what i suggest would be to get your forge before your core. Yes, it means that lots wont hit at the nice 7.30 timing. but you are alot safer. i think the best think about this build is the initial +1 timing. it's great for sniping the third. even if you realize that the zerg has roaches, warp in 3-4 stalkers to deal with them. it is very possible with the help from the lots. what the author says about the game ending at 13-14 mins is really quite true. blink stalkers + a few lots really do work very well at that timing. so yup ! thanks for the guide. i use to be stomped over by Zs. now at least i have a good strat that is easy to execute. | ||
AlphaDotCom
United States43 Posts
On April 14 2012 15:24 benjaminethanlim wrote: Firstly, thanks for writing such a good and comprehensive guide. it has really helped my PvZ alos. i'm a lowly plat toss, and many zergs at my level find it hard to play against the initial +1 zealot push. tips to any brotoss who wants to try this. (please remember im only low plat) if it's a map like shakuras where it is easy to do a complete wall off on the natural's ramp, going gate-core-forge may not be a problem. I've been practicing this build with a friend who plays Z. i notice that when he goes 14-14, zergling numbers can be abit difficult to deal with, even if u use ur first 2 lots.what i suggest would be to get your forge before your core. Yes, it means that lots wont hit at the nice 7.30 timing. but you are alot safer. i think the best think about this build is the initial +1 timing. it's great for sniping the third. even if you realize that the zerg has roaches, warp in 3-4 stalkers to deal with them. it is very possible with the help from the lots. what the author says about the game ending at 13-14 mins is really quite true. blink stalkers + a few lots really do work very well at that timing. so yup ! thanks for the guide. i use to be stomped over by Zs. now at least i have a good strat that is easy to execute. the more you warp in to try and kill the third the more all in you are, zealots arent too bad if you just have the initial 7 but anything beyone that significantly delays your tech since you get your gas late, especially stalkers to try and kill the roahces. If they have roaches early enough to stop this, in almost every replay i watched the zerg is behind in workers sometimes by as many as 10. Also their lair is typically delayed so just cut your losses, dont warp anything else in and hit the blink stalker timing which should do additional damage. I did this build for the first time like 6 times today with great sucess, didnt know how strong +2 blink stalkers are. You literally can just stay on stalker until they have infestors, mass gateway blink stalker beats roach or roach/hydra on similar economy, especially in low number and they cant really go mutas vs this build due to the constant pressure. I wonder if its viable to just go blink stalkers off 3 base and add an obs for detection, templar archive once they get infesors and mothership archon for broods skipping robo units all together. Also because this build gets warpgate in time to hold any kind of nydus or roach all in and doesnt rely on mass cannon sentry to stop it, its really easy to kill them after the all in fails due to the super fast blink. | ||
Skyro
United States1823 Posts
On April 12 2012 23:39 Adonminus wrote: I think walling the 3rd better, using more sentries for forcefields, and try to build the maximum units possible while getting minimal losses. I also let him get alot of infestors should have tried to snipe some with stalkers. Colossus is a wise choice too but was a bit expensive for me at that time, needed faster defense so not sure. Also I was a bit nervous, so I did some missmicros and slow reactions. On the 6 pool, question as I explained previously. You'll have about 400 mineral when 6 pool hits right before you're supposed to start expo. Pull all probes from mineral and defend the pylon powering the gateway until a zealot is out, build a forge to make a wall at your ramp and a pylon in case he kills the one you have. You should successfully stop a 6 pool like that once you get enough zealots. I don't have a replay though. Well I've been using your build for a bit now and I have absolutely no clue why you opt to go 6 gate 3 gas with your blink stalker push instead of 7 gate 4 gas push and mix in sentries. It makes the push timing incredibly stronger while also making your build safer overall and sets you up better to transition into tech if you choose not to push out with your stalkers. And it doesn't even delay the push significantly. Watching your game vs slivko made me cringe at your complete non-usage of sentries the whole game. Also in that slivko game you would've won if you didn't push out with your blink stalker timing and just teched to colossi. Your build transitions into an incredibly strong +3 weapons colossi timing due to your fast weapon upgrades. IMO what happens during your initial zealot pressure should dictate how you follow-up. If you snipe the 3rd hatchery I believe the colossus timing would net you a lot more victories in the long run. But even if you do go for the blink stalker push I think you would also be better off really going more "all-in" with it, e.g. 7-gates 4 gas sentry variant like I suggested above. IMO it's just not worth half-assing these types of pushes because if you get deflected you are in such a rough spot, i.e. it is hard to get a 3rd set up after you get your push deflected. I also think if your goal is to play a macro game then I think it's better for you to set up your 3rd earlier either ASAP after your zealot pressure ends or by faking your zealot pressure by posturing on the map and then falling back for a 6:30-ish 3rd. | ||
Adonminus
Israel543 Posts
On April 14 2012 16:02 Skyro wrote: Well I've been using your build for a bit now and I have absolutely no clue why you opt to go 6 gate 3 gas with your blink stalker push instead of 7 gate 4 gas push and mix in sentries. It makes the push timing incredibly stronger while also making your build safer overall and sets you up better to transition into tech if you choose not to push out with your stalkers. And it doesn't even delay the push significantly. Watching your game vs slivko made me cringe at your complete non-usage of sentries the whole game. Also in that slivko game you would've won if you didn't push out with your blink stalker timing and just teched to colossi. Your build transitions into an incredibly strong +3 weapons colossi timing due to your fast weapon upgrades. IMO what happens during your initial zealot pressure should dictate how you follow-up. If you snipe the 3rd hatchery I believe the colossus timing would net you a lot more victories in the long run. But even if you do go for the blink stalker push I think you would also be better off really going more "all-in" with it, e.g. 7-gates 4 gas sentry variant like I suggested above. IMO it's just not worth half-assing these types of pushes because if you get deflected you are in such a rough spot, i.e. it is hard to get a 3rd set up after you get your push deflected. I also think if your goal is to play a macro game then I think it's better for you to set up your 3rd earlier either ASAP after your zealot pressure ends or by faking your zealot pressure by posturing on the map and then falling back for a 6:30-ish 3rd. Thanks for the feedback, I always appreciate constructive criticism on how to improve. I would like to note that it is possible to take a 3rd after zealot pressure when you see no pressure coming from him. I never tried 7 gate with this so I'll consider trying it out. | ||
Skyro
United States1823 Posts
On April 15 2012 03:48 Adonminus wrote: Thanks for the feedback, I always appreciate constructive criticism on how to improve. I would like to note that it is possible to take a 3rd after zealot pressure when you see no pressure coming from him. I never tried 7 gate with this so I'll consider trying it out. So I was going through the rest of your replay pack and noticed your funny wall-off on entombed. Have you tried walling off the bottom of your ramp, i.e. your initial pylon + gateway at the bottom of your ramp with a 1-space gap. This allows you to defend early pools while also being able to secure your natural expo's wall-off faster and with more of your high HP buildings so you're more baneling proof. Initial bottom of ramp wall-off to defend early pools: ![]() Natural wall-off (in the wall-off pictured here you can reinforce the weak point of your wall-off where you pylon is with 2 gateways vs. an attempted baneling bust): ![]() | ||
iokke
United States1179 Posts
So thanks again, I'll be running this more and more and hopefully remember to update. My best result was warpins starting around 7:23.. and most Z dont expect an attack that early (this is in response too criticism about roaches shutting first timing attack down.. read most replies to the thread). Only akward point now is when the 16 pylon 17 nexus happens, seems like that leads to a bit of a probe cut and inactive GW for a while. If I recall correctly that is done in case you get early pooled and need to CB the zealot out right? I'm kinda tempted to go 17 nexus, pylon, gas, probe but I guess that could be too risky. | ||
matrius
100 Posts
Thanks again to Adonminus for the inspiration, and sharing of his approach with us in the first place! #1 (this one is like the original, includes a photon cannon and also a sentry for safety) 9 Pylon 11 Chrono Nexus 12 Chrono Nexus 13 Forge 15 Assimilator 16 Pylon 16 Chrono Nexus 18 Photon Cannon 19 Gateway 20 Nexus 22 Cybernetics Core 22 Ground Weapons 1 26 3*Gateway 26 Warp Gate Transformation 26 Chrono Cybernetics Core 26 Zealot 30 Pylon 30 Chrono Cybernetics Core 32 Chrono Cybernetics Core 32 Sentry 34 Pylon 36 Chrono Cybernetics Core 36 3*Stalker 44 Chrono Cybernetics Core 44 Pylon 46 Zealot 48 Pylon 48 Chrono Gateway 49 Robotics Facility 50 4*Convert Gateway To Warp Gate 51 4*Zealot Zealots warp in at 7:20 if you get 5 chrono's on the core, leaving you with 6 zealots, 3 stalkers and 1 sentry at 7:20 - you can obviously trade stalkers for zealots if you prefer. #2 (like the updated build order from OP, no photon cannon, no sentry and less gas overall) 6 3*Probe 9 Pylon 9 2*Probe 11 Chrono Nexus 11 Probe 12 Chrono Nexus 12 Probe 13 Gateway 13 3*Probe 16 Pylon 16 2*Probe 18 Zealot 20 Assimilator 20 Probe 21 Nexus 21 Move Three Probes To Gas 21 2*Probe 23 Cybernetics Core 23 Probe 24 Forge 24 Probe 25 Pylon 25 Probe 26 Warp Gate Transformation 26 Chrono Cybernetics Core 26 Probe 27 Ground Weapons 1 27 2*Probe 29 Chrono Forge 29 Probe 30 3*Gateway 30 Zealot 32 Chrono Cybernetics Core 32 2*Probe 34 Chrono Cybernetics Core 34 Wait 1s 34 Probe 35 Zealot 37 Probe 38 Pylon 38 Probe 39 Stalker 41 Chrono Forge 41 2*Probe 43 2*Zealot 47 Probe 48 Wait 1s 48 Chrono Gateway 48 Pylon 48 Chrono Gateway 48 Probe 49 Chrono Forge 49 Probe 50 4*Convert Gateway To Warp Gate 50 Probe 51 Chrono Gateway 51 3*Stalker Waypoint 1 satisfied: 7:03.18: 577M 66G 10E 57/ 60S Income: 1412M 114G Buildings: 2 Nexus 1 Assimilator 5 Pylon 4 Warp Gate 1 Forge 1 Cybernetics Core Units: 37 Probe 5 Zealot 4 Stalker Upgrades: Ground Weapons 1 Warp Gate Transformation | ||
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