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[G] PvZ Adonminus Macro-Aggressive Style - Page 11

Forum Index > StarCraft 2 Strategy
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matrius
Profile Joined February 2011
100 Posts
April 09 2012 20:31 GMT
#201
OK, I'll review my game and see what I could have had in the ideal case, and then test it against what my opponent had and see how it works out and report back.
matrius
Profile Joined February 2011
100 Posts
April 10 2012 02:19 GMT
#202
OK, I reviewed the game and +2 blink stalkers would have done fine vs the lings/roaches, I will just have to practice the timing of everything better...
Adonminus
Profile Joined January 2012
Israel543 Posts
April 10 2012 18:41 GMT
#203
I have been asked to post more replays, as well as I promised to post replays earlier. There's some recent games in the last few days:

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
Profile Joined February 2011
100 Posts
April 10 2012 18:48 GMT
#204

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
Profile Joined January 2012
Israel543 Posts
Last Edited: 2012-04-10 19:05:53
April 10 2012 19:02 GMT
#205
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
Profile Joined April 2011
United States479 Posts
April 10 2012 19:26 GMT
#206
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
we all hope to be like whitera one day
Adonminus
Profile Joined January 2012
Israel543 Posts
April 11 2012 11:27 GMT
#207
1st placement match, got slivko as my opponent. Check this game out:
http://sc2rep.com/replays/(P)NOMAdonminus_vs_(Z)roxkisSlivko/19205
Mercy13
Profile Joined January 2011
United States718 Posts
Last Edited: 2012-04-12 00:41:00
April 12 2012 00:37 GMT
#208
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-
Profile Joined March 2011
United States236 Posts
Last Edited: 2012-04-12 00:50:06
April 12 2012 00:45 GMT
#209
edit

nvm I figured it out
The King in the North Fighting
huggab0y
Profile Joined April 2011
Sweden15 Posts
April 12 2012 08:22 GMT
#210
just got 6pooled with this build, what is the best response to that? build a forge + cannon in mineral line? thanks
PNTS
Profile Joined September 2011
Sweden3 Posts
April 12 2012 09:17 GMT
#211
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
Profile Joined January 2012
Israel543 Posts
Last Edited: 2012-04-12 14:40:38
April 12 2012 14:39 GMT
#212
On April 12 2012 09:37 Mercy13 wrote:
Show nested quote +
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!

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
Profile Joined March 2011
United States43 Posts
April 14 2012 06:10 GMT
#213
I dont know if you mentioned it but is it more beneficial to low ground gate and first pylon and 9 scout or just low ground gate and 13 scout, it seems like this would allow for a more sound wall on a large choke map like daybreak, taldrarim and would also allow you to block hatch if you 9 scout maybe even nexus first if you 9 scout.
everything is ez when ur terran
benjaminethanlim
Profile Joined September 2010
Singapore25 Posts
April 14 2012 06:24 GMT
#214
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.
when you're sad, stop being sad and be awesome instead
AlphaDotCom
Profile Joined March 2011
United States43 Posts
Last Edited: 2012-04-14 06:55:50
April 14 2012 06:53 GMT
#215
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.
everything is ez when ur terran
Skyro
Profile Joined May 2010
United States1823 Posts
April 14 2012 07:02 GMT
#216
On April 12 2012 23:39 Adonminus wrote:
Show nested quote +
On April 12 2012 09:37 Mercy13 wrote:
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!

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
Profile Joined January 2012
Israel543 Posts
April 14 2012 18:48 GMT
#217
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
Profile Joined May 2010
United States1823 Posts
April 15 2012 20:55 GMT
#218
On April 15 2012 03:48 Adonminus wrote:
Show nested quote +
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.


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:
[image loading]

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):
[image loading]
iokke
Profile Blog Joined May 2010
United States1179 Posts
Last Edited: 2012-04-15 23:10:18
April 15 2012 23:05 GMT
#219
Just wanted to drop by and say thanks for this build. I've been struggling PvZ for a long time at Diamond/Low masters, and so far I'm 4-1 with this, and the loss was not due to the build but a ton of blunders I have made.
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.
Crop circles are Chuck Norris' way of telling the world that sometimes corn needs to lie the f*** down. rerereredit.. I never get it right the 1st time
matrius
Profile Joined February 2011
100 Posts
April 16 2012 18:50 GMT
#220
OK, I've been playing around with making some build orders in the same vein as the original one and the updated one that you posted, in hope to add something to the conversation. You make probes almost constantly, but there is up to 30 seconds idle time over the entire build. I personally like the first one better due to the photon cannon and sentry. I hope you like them! I have a feeling that the build orders would be difficult to do perfectly, but anyway, there you go...

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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