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Hello TL. I'm Adonminus, a high master protoss player on eu. I'm very happy to present to you my first guide about PvZ. It can help you a lot in your PvZ as it's a very fun strategy, since you're always on the offensive and not turtling on your 2-3 bases.
Introduction: Basic ideas + Show Spoiler [Introduction] +Introduction I was developing a style against zerg where I would do multiple early timing attacks while being able to make more workers than the zerg. Most protoss players will try to just macro up on 2 bases, get a 3rd base, be mostly on the defensive while getting those fancy late game units such as colossus, high templars and mothership. This play allows zerg to make a lot of workers. Zerg became very good at defending harassments from such protoss players such as void rays or warp prism so it's not effective anymore. Warp gate pushes off FFE come too late and don't work either. Like that zerg gets tons of workers and is able to outmacro the protoss, and easily establish a powerful zerg deathball of infestor broodlord in the lategame, which might be very hard to deal with as protoss. My play offers a solution to this by doing a series of powerful and early timing attacks which limit zerg play and force him on the defensive, while I can macro up with similar amounts of workers as him and sometimes even more. I don't need the fancy late game tech anymore, as I use gateway units such as zealots and stalker with powerful upgrades like +1, +2 and blink.
Build order and Opening + Show Spoiler [Opening] +Opening Build OrderI open with a 1 gate expand, similar to YufFE expand you can find on liquidpedia, however my variation is abit different from it, which allows me to get a really early cybercore while still expanding. (~3:40 cybercore is started usually). Here's the opening build order: PLEASE USE THE UPDATED VERSION BUILD ORDER AT THE END OF THE POST. + Show Spoiler [Outdated build order] + 9 pylon (chrono 2 times at 11, at 13) 13 gate (chrono at 15) 16 nexus (rally 16th probe to nat) 16 pylon (low ground) 16 zealot 18 gas @100% pylon; chrono probes 20 core (low ground) 20 forge (high ground) (you can not cut probes and make forge later, however makes you more vulnerable to early zerglings) 20 zealot @100% core; warp gate @100% forge; +1 weapon, photon cannon (note: get +1 before photon cannon if there's no zergling threat) 28 zealot 34 3xgateways (1-3 on low ground to close wall, others on high ground depending on map) 36 twilight council (later on this) 36 pylon 36 x2 gas
(Note: Put probe to close the wall on the high ground so lings can't go in) (Note2: Chrono your core and forge for them to be complete at 7:00 min for warp gate, 7:10 for +1)
Here's an example of the building placement on Korhal Compound: ![[image loading]](http://img715.imageshack.us/img715/6973/guidescreenshot.jpg)
Early Game Timing + Show Spoiler [7:10 Timing Push] + +1 Zealot TimingNow we're getting to the interesting part, our first timing push. You will have 3 zealots now, send them out with a probe. (Probe is optional if you succeeded to hide your initial scout probe near your opponents base) Start +2 as soon as +1 finishes. Start blink after 1st wave of zealots warped. Now you should have 1-2 pylon complete near your enemies base, and 4 zealots warp started at 7:10, your +1 should finish at that moment aswell. You will push with 7 zealots with +1 to his 3rd or natural depending on map. (Note: Killing his natural is possible with this build) Also remember doing a lot of damage is option as well, we are here to force units and hurt his drone production. Retreat if you see roaches. You should always be able to kill his 3rd if you correctly execute this build. 4 gates and +1 almost done at 7:00 7 zealots preparing to attack at 7:10![[image loading]](http://img254.imageshack.us/img254/4480/screenshot2012022511573.jpg)
Early-Mid Game Stalker Aggression + Show Spoiler [11min Blink Stalker Timing] +Blink Stalker Harasses and 3rd BaseOur zerg buddy over here just had to make an enormous investment in units right now, what should he do now? The answer is either drone hard using the army for defense, either more larger army to attack. The blink stalker timing counters both. Let me remind you what we have: We have 4 gates, 2 bases with 3 gas mining, a twilight council, a forge. We have +2 and Blink on the way. I want to underline that +2 stalkers 3 shot zerglings instead of 4 shotting them. Aswell as 9 shot roaches instead of 11 shot, this means our early +2 will give us a huge advantage in our push. Add 2 more gateways as soon as you can. (Depends on number of zealots you warped in first push, and if zerg is going to pressure you or not) Remember to use terrain to your advantage, that's what blink stalkers are about. Push with 12-18 stalkers to his 3rd while establishing a 3rd yourself. This push and 3rd should be done 10-12 min according to the responses of zerg and the investment in the 1st push. TLDR; 12-18 blink stalker push (10-12min) ......... 3rd base behind this push (11min) Zerg made lots of roaches to stop 1st push and he's going on the offensive, it might look like a scary push but those stalkers will have blink and +2 in some seconds, aswell as 6 more stalkers will warp once my 2 gates finish. The zerg push will be demolished with almost no losses.![[image loading]](http://img191.imageshack.us/img191/7995/screenshot2012022512102.jpg)
Mid-Late Game Transitions + Show Spoiler [Mid-Late Game] +What to do if zerg refuses to die at 13min?Well, do what ever you want. I would recommand either adding 1 robo and getting immortals then either adding a templar archive for high templars either robotic bay for colossus and expand. However remember our playstyle, if you haven't forgotten it's called macro-aggressive. You continue making blink stalkers off 6-12 gates, while establishing a 4th and 5th, don't be afraid to trade armies with the zerg. Start getting the lategame fancy units such as colossus, mothership and high templars, while forcing zerg on as less bases as possible, try to delay his broodlord tech as long as possible. One great example of late game is my match vs Breathe who's a zerg GM on europe. TLDR; Get a robo or two and make Colossus. ......... Get high templars and mothership. (Note: You can go templar archive and skip robo, but it's weak vs burrow roaches)Late game Deathball: Believe me, you don't want to be that zerg.![[image loading]](http://img190.imageshack.us/img190/3328/screenshot2012022512292.jpg)
Strategy Replays: + Show Spoiler [Replays] +
I added a more refined version which gives you much better macro and almost not cut workers.
Updated and Refined Version + Show Spoiler [Refined Version] +9 pylon 13 gate 16 pylon (low) 17 nexus 18 zealot (could make this after core vs hatch first) 20 assimilator 22 zealot 24 core (low) 24 pylon (mostly low, depends on map) 26 forge (high or low, depends on map) 26 zealot Warp @100% core 30 zealot (chrono) +1 weapon @100% forge 36 x2 gates 38 pylon 40 twilight council 42 x2 AssimilatorsExplanations and notes: -Pylon before nexus allows less probe cut -Zealots are able to hold most attacks with the help of walls, positioning or probe help. This variation also walls faster on certain maps. (Mostly with: Core-Pylon-Forge like on shakuras or cloud kingdom, or Core-2 Pylons on antiga). -Practice the chrono distribution on core and forge so it supports your timings. -Only 10-15 second delay in push, however same effect and much much better macro. -You push with 4 zealots and warp 3 zealots making it 7, so the push is of the same power but we gain 150 mineral from not build a 4th gate which greatly boosts our macro. -Continue with the build described previously in the guide. (Add twilight council, add 2 assimilators, start +2 and blink and push at 10-11 min while getting robo and 3rd) -Take 4th assimilator in case of early roaches so you have more gas for stalkers to defend pushes. -I have noticed that immortal high templar compositions are popular nowadays, you could easily transition to one since you both have robo and twilight council. Here's a replay as an example: http://sc2rep.com/replays/(Z)OGWutsZurg_vs_(P)Adonminus/19008
I hope you enjoyed reading my guide. Good luck have fun.
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Its interesting [in the breathe game] that the Zerg still managed to keep up on 3 bases and 60 workers verses 80 workers and 4 bases. And his comment at the end made me lol. Good guide.
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Nice guide, yet you could've done a little better. Quote:
9 pylon (chrono 2 times at 10, at 13) 13 gate (chrono at 15) 16 nexus (rally 16th probe to nat) 16 pylon (low ground) 18 zealot 18 gas @100% pylon; chrono probes 20 core (low ground) 20 forge (high ground) (you can not cut probes and make forge later, however makes you more vulnerable to early zerglings) 22 zealot @100% core; warp gate @100% forge; gas +1 @100% forge; photon cannon (note: get +1 before photon cannon if there's no zergling threat) 30 zealot 34 3xgateways (1-3 on low ground to close wall, others on high ground depending on map) 36 twilight council (later on this) 36 pylon 36 x2 gas
You could've put: @100 Core: -Warp Gate @100% forge - Photon Cannon and +1 weapons. 34: 3 gateways. (1-3 on low ground to close wall, others on high ground depending on map)
This is my opinion, yet It does have potential. Still one question, why +2 not +1 armor after weapons? because zealots will survive more and do more damage than with +2. Why not +2? Because +1 weapons - 2shot lings. Understandable. +1 armor = more armor to tank = more ling kills. Especially good in choke.
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I was considering this type of opening too since I utterly dislike the current metageme of FFE opening. It just feels like youre setting yourself to be the reactive player. Im the type that wants to dictate the pace of the game. This opening does open up some potential for that. Ill check it out meyself if I can spare some time after my University obligations.
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On February 25 2012 20:13 WarBobz wrote: This is my opinion, yet It does have potential. Still one question, why +2 not +1 armor after weapons? because zealots will survive more and do more damage than with +2. Why not +2? Because +1 weapons - 2shot lings. Understandable. +1 armor = more armor to tank = more ling kills. Especially good in choke. I already mentioned it, it's even underlined, +2 weapon allows blink stalkers to 3 shot lings instead of 4 shotting them. Blink already gives stalkers enough survivability.
On February 25 2012 20:13 WarBobz wrote: You could've put: @100 Core: -Warp Gate @100% forge - Photon Cannon and +1 weapons. 34: 3 gateways. (1-3 on low ground to close wall, others on high ground depending on map)
I'll consider improving it.
On February 25 2012 20:27 JoonX wrote: I was considering this type of opening too since I utterly dislike the current metageme of FFE opening. It just feels like youre setting yourself to be the reactive player. Im the type that wants to dictate the pace of the game. This opening does open up some potential for that. Ill check it out meyself if I can spare some time after my University obligations. Exactly, this guide doesn't mention reactions since you dictate the game, making the zerg the reactionary race.
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Looks a bit similar to my build. However I'd like more explanations regarding holding early zerglings rush ( especially when he gets gas first and has speed around the 5' mark ), and also banneling busts ( sounds scary, you only have zealots, no sentries, no stalkers ? ).
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On February 25 2012 21:33 Nyast wrote: Looks a bit similar to my build. However I'd like more explanations regarding holding early zerglings rush ( especially when he gets gas first and has speed around the 5' mark ), and also banneling busts ( sounds scary, you only have zealots, no sentries, no stalkers ? ). I think replay 9 can show you how you can hold that kind of pressure. Indeed, such rushes are scary and you need perfect execution to hold them, I was getting forge at 24 earlier but now I get it at 20 since it's hard to hold those with late cannons.
I can give you a tip how to scout those: If you arrive at his base and his expansion isn't started or only 10% done, it is most likely he all ins. Especially when he has gas. So if you see late expansion, you can build 2-3 cannons instead of 1. Even if he doesn't all in, it evens out because he expanded late while you expanded early.
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oO nice guide, only thing I'd ask, what will you do against 2 base baneling bust ? there seems to not be any sentry , and i included 2 sentry into my yufFE to be save against that.
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Very interesting build, however it seems you are replicating MC's PvZ style: Opening with FFE into 4-7g with +1 and DT -> if dealt enough damage @ 3rd, end game with +2 blink stalker push If not, take 3rd base , place down robos -> immortal /stalker/sentry Warp prism harassment :zlots/dt late game: add colossus/ht He kills most if not all Zergs before they get too many broodlords, hence never seeing him use mothership before. Protoss is meant to be played like MC: dynamic, aggressive and unpredictable. Not turtling and playing passive all game and getting deathball.
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On February 25 2012 21:52 Yuffie wrote: only thing I'd ask, what will you do against 2 base baneling bust ? there seems to not be any sentry , and i included 2 sentry into my yufFE to be save against that. Thanks Yuffie, your YufFE inspired me. As for your question, if he does it on 2 base, it will hit already when I have warp gate I assume. I will use my 300 gas on 3 sentries instead of +2 and blink. It would have similar defense like the one against the roach rush in replay 8.
On February 25 2012 21:53 Makuly wrote: Very interesting build, however it seems you are replicating MC's PvZ style: Opening with FFE into 4-7g with +1 and DT -> if dealt enough damage @ 3rd, end game with +2 blink stalker push If not, take 3rd base , place down robos -> immortal /stalker/sentry Warp prism harassment :zlots/dt late game: add colossus/ht He kills most if not all Zergs before they get too many broodlords, hence never seeing him use mothership before. Protoss is meant to be played like MC: dynamic, aggressive and unpredictable. Not turtling and playing passive all game and getting deathball. Except, it's not FFE and it's not DT. But still may be a bit similar, agree on the rest. I should do more warp prism harasses I think.
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Not cool bro, ZvP is already my worst matchup, this will make it even worse 
Nice guide though.
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Not cool bro, ZvP is already my worst matchup, this will make it even worse
Nice guide though.
That :<
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On February 25 2012 21:46 Adonminus wrote: I think replay 9 can show you how you can hold that kind of pressure. Indeed, such rushes are scary and you need perfect execution to hold them, I was getting forge at 24 earlier but now I get it at 20 since it's hard to hold those with late cannons.
You need perfect execution.. and also a bit of hesitation from your opponent, and luck, I think. I watched replay 9 and I'm not convinced. At 6'35 there are 30 lings outside your natural, versus 3 zealots and 2 cannons. Had he immediately attacked instead of playing around with your zealots and waited to morph bannelings... Warp wasn't finished, he could have probably at least killed your natural.
What do you do vs a 10 or 11 pool ? Cancel your nexus and transition to something else ?
Other than that, if you can pull it off, it looks like a really good build. You can put a ton of pressure on Zerg while macroing at the same time.
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2 base baneling will hit at 6:00 , you really need 1 sentry i guess :D
@nyast, u are ahead even if u cancel nexus. but if you can keep track of reinforcement, you can still decide. i had a game agaisnt 10 pool where i just chronoboosted out 3 zealots and kept nexus since there were only 6 ling out of 10 pool. ( into expand)
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On February 25 2012 23:36 Yuffie wrote: 2 base baneling will hit at 6:00 , you really need 1 sentry i guess :D You might be right, I'll have to test it out first though. I believe you'll have enough gas for stalkers after, only blink will be delayed slightly.
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After lurking on this forum since beta, I found your guide so interesting I wanted to reply. so here goes, what would you do vs a speedling expand like 14/14 or 11 pool? I find that I can't deal with them without a forge. You seem to leave yourself wide open, how do you deal with early pressure OP? plat toss here.
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I could be wrong but if a zerg goes 14/14 his drone scout will arrive after you've placed your gate and as your nexus is building. He will be able to surmise that you don't have a forge and your core is delayed. He could then rush straight to roaches and just kill you I think, or at least deny your nexus.
The closest that this happened is the game on shakuras, but the warren was very delayed, and the zerg went hatch pool gas. Even so, had the roaches arrived even slightly faster, they would've done a lot of damage.
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On February 26 2012 00:32 Xaldarian wrote: After lurking on this forum since beta, I found your guide so interesting I wanted to reply. so here goes, what would you do vs a speedling expand like 14/14 or 11 pool? I find that I can't deal with them without a forge. You seem to leave yourself wide open, how do you deal with early pressure OP? plat toss here.
I would say 1 zealot can hold 4 zerglings, 2 zealots can hold 8, 3 zealots can hold 12. Use the terrain and building to not let the zerglings surround you. In the 1 zealot vs 4 zergling case, use 1 probe to kill 5 hp zerglings so that the zealot doesn't waste an attack on them (11 damage overkill). When the photon cannon finishes, it's most likely his all in won't work. I was experimenting with late forge but earlier zealots, and earlier forge but late zealots. It seems early forge is better since you can always hold low amounts of lings with the help of some probes, and when the cannon is up, he can't pressure anymore.
As for other all ins, just use scouting, check how late he got his base, does he have gas, and try to have a probe near his base or send your zealots to the watch tower early. Once you scout an all in, add 1-3 cannons and you will hold it most probably. If you're having trouble you could do what Yuffie suggested and add a sentry.
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Awesome build. Real starcraft is making strong pushes and timings while macroing behind it. Cool stuff, ty for the well written guide and the replays.
edit: Does Zerg go muta in any of the reps? I would like to check those out particularly.
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On February 26 2012 01:57 hunger wrote: Awesome build. Real starcraft is making strong pushes and timings while macroing behind it. Cool stuff, ty for the well written guide and the replays.
edit: Does Zerg go muta in any of the reps? I would like to check those out particularly. I will try to upload more replays against other builds, including mutas. I have a friend who likes muta style zerg play so I will ask him if he could try muta against me. Usually zerg doesn't go muta due to blink stalkers. Sometimes if zerg goes 2 base muta, I simply keep warping zealots and kill his natural since he doesn't get roaches.
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helped me out a lot, thanks for the guide.
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Awesome, I got to try this, struggling hard against Zerg right now.
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Can we get some more creative build names?
Tired of people just naming it after themselves.....
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Had a game where Zerg just droned up hard on 2 bases and got roaches before his third. This build keeps up in econ if the Zerg goes for a fast third and you do some damage/force lings, but you end up behind on probes and unable to take a third if they just macro up on 2 bases and play safe with quick roaches before going for a third. Have you found this to be true in your games or have you not seen that?
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2 things:
1. without the early wall off, wouldn't a ling runby be GG?
2. What happens if the zerg is on 2 base when your 7 zealots hit and he has 2-3 spines, and just goes for a roach all in irectly after that BEFORE your +2 blink stalkers are up?
awesome guide, thanks!
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I saw this thread on my phone and I was so excited about trying this build and watching the replays
I got home and clicked on your replay vs the top 100 grandmaster
I get a 404 error
I have never been so crushed and disappointed in my life. Please reupload ^^
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On February 26 2012 04:55 hunger wrote: Had a game where Zerg just droned up hard on 2 bases and got roaches before his third. This build keeps up in econ if the Zerg goes for a fast third and you do some damage/force lings, but you end up behind on probes and unable to take a third if they just macro up on 2 bases and play safe with quick roaches before going for a third. Have you found this to be true in your games or have you not seen that? The problem with 2 base zerg is that they will be lacking larva unless they build a macro hatch, a macro hatch is fine if you're going to be defensive and put spine crawlers and go something like 2 base muta. However if you go roaches, your army is strong enough to allow you to get that 3rd, so it's pretty useless. My zealot push is so strong that it will kill his natural instead of his 3rd if he goes so. However if he stops the push by getting really really early roaches, then he's forced on the offensive and I will defend it with stalkers. And I really doubt how he can get more drones than me.
On February 26 2012 04:52 AGIANTSMURF wrote: Can we get some more creative build names?
Tired of people just naming it after themselves..... Sorry, all names taken. You don't want me to call it the Zealot mega doom attack off 1 gate nexus transitioning invincible blink stalkers into mass nexus protoss op qq? Don't you?
On February 26 2012 05:12 Banchan wrote: I saw this thread on my phone and I was so excited about trying this build and watching the replays
I got home and clicked on your replay vs the top 100 grandmaster
I get a 404 error
I have never been so crushed and disappointed in my life. Please reupload ^^ Ow, something bad has happened. When making this I tried an other replay site so it could be uploaded easier and faster. It seems it doesn't work. I'll try to reupload with my old replay site. Don't worry people, it will be fixed soon.
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Yeah none of the replays are working for me either
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Edit: Fixed the replays. Not sure if they are in the same order, but it's fixed.
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What is the reasoning for placing the core on the low ground?
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On February 26 2012 05:29 CrazyF1r3f0x wrote: What is the reasoning for placing the core on the low ground? In most cases it won't matter. However here's some specific reasons while it can actually be better: 1) Core has more hp than forge. 2) If core dies, you can rebuild it, only delaying your warp tech. However if forge dies, you can't build cannons and most probably die to the push/all in that killed it. Believe me, forge high ground saved me tons of times against all ins and won me the game, especially against the zerg gm player wrj famous for baneling all inning all his games to gm. I wonder if I can find a replay of it.
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Adonminus:
I watched your game vs Breathe, and I have a few questions. How come you were not able to finish him off once you got your 3rd up and running? You were way ahead in workers and supply. Was it because stalkers aren't very good vs roach hydra infestor? I often find myself in a similar situation: ahead against zerg, but unable to deal the killing blow, meanwhile he gets more bases up and running and almost always comes back? I guess my question is, how do you actually win vs zerg, i.e how do you know when to engage and to keep pushing for the win? Thanks
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Just on my second try of this build I completely rolled a zerg. Zealot + 1 kills 3rd base, blinkstalkers kill rebuilt 3rd base--it's all so brilliant! Thanks for writing up a guide to it, more replays with dividers amongst the replays categorizing them would be even better! Also a small typo (i think) you say get first zealot at 18 supply, think you mean 16 from what I've seen a lot in your replays
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On February 26 2012 06:29 CodECleaR wrote:Just on my second try of this build I completely rolled a zerg. Zealot + 1 kills 3rd base, blinkstalkers kill rebuilt 3rd base--it's all so brilliant! Thanks for writing up a guide to it, more replays with dividers amongst the replays categorizing them would be even better! Also a small typo (i think) you say get first zealot at 18 supply, think you mean 16 from what I've seen a lot in your replays  Yeah sorry, 16 zealot. Made the error cause it shows 18 supply when zealot starts. Fixed it.
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quite exited to try this on monday, very nice guide
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I think the 7:10 push will meet the Roach rush on which part he said if you see roaches pull back
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don'T forget to read the liquidpedia guide for yufFE , since the described build is a slight variation of it. Basically every early zerg pushes are explained.
cheers
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I'm not sure that I like the low-ground cyber core. In your game against the GM, it was almost sniped by a ling run-by, had he focused down the cyber core instead of a gateway, you would be without stalkers for a pretty long time. That would impede on your aggressiveness severely as I see the crutch of this build is 'If I'm not attacking, I'm losing'.
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Man you are awesome, thanks for this! Only watched the Breathe & Baneling bust replays, the others wouldn't work for me (version unavailable.. maybe because on I'm SEA). Love the BM from your opponents.
I usually have no idea waht to do in PvZ, tried a 3 Gate Sentry Expo but it seems like I always fall behind. Hopefully this is more my style.
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On February 26 2012 15:05 Acidfiend wrote: Man you are awesome, thanks for this! Only watched the Breathe & Baneling bust replays, the others wouldn't work for me (version unavailable.. maybe because on I'm SEA). Love the BM from your opponents.
I usually have no idea waht to do in PvZ, tried a 3 Gate Sentry Expo but it seems like I always fall behind. Hopefully this is more my style. Patch 1.4.3 isn't up on SEA yet, I believe it will be up at February 27.
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You really shouldn't name this after yourself, as you're simply using a combination of other builds. The gate/forge opener is questionable, but the bigger concern is that the 4 gate +1 zealot timing is the first thing every zerg will scout and prepare for, along with the +2 blink follow up. If you attack, it's weaker than an 8 gate +2 after an FFE, while either way the zerg can easily drone up, then deny your 3rd forever.
You may pick up wins against players who don't react properly to the opener (not get 3rd hatch, not drone up, etc), but if any of the aggression fails you won't simply be able to take and defend a third except perhaps on maps that zergs should veto anyway where the third base is free.
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On February 26 2012 18:25 oOOoOphidian wrote: You really shouldn't name this after yourself, as you're simply using a combination of other builds. The gate/forge opener is questionable, but the bigger concern is that the 4 gate +1 zealot timing is the first thing every zerg will scout and prepare for, along with the +2 blink follow up. If you attack, it's weaker than an 8 gate +2 after an FFE, while either way the zerg can easily drone up, then deny your 3rd forever.
You may pick up wins against players who don't react properly to the opener (not get 3rd hatch, not drone up, etc), but if any of the aggression fails you won't simply be able to take and defend a third except perhaps on maps that zergs should veto anyway where the third base is free.
His zealot +1 hits really fast so it will always do damage or at least force a lot of units. I do agree that this is more an all-in and less a macro style, because if the zerg defends your blink push well you can't get that third base up ever.
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I think that this strat works better with standard yuffe , im not saying that you cant defend early pools and cheese runs with it , i only say that yuffe do more ez , i will check it if 45 lesser segs in core do my day
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Cool guide!
I've been messing with several variations of a 1 gate FE before gas > fast cyber for a month or so now.
I have found that a little sim city can be very helpful vs early ling/roach aggression you see from some zergs when they scout your weird nexus/forge timing.
By building your very first pylon and gateway on the low ground, you can create a ling-tight wall-in with your zealot to prevent runbys.
+ Show Spoiler + Pylon goes in the very center of the ramp. Gateway on the forward corner.
+ Show Spoiler + this shape allows you to also add your forge on the first pylon, walling in quickly on many maps.
For shattered, I like to add another pylon and 2 gates. This wall can be done before most roach pressure: + Show Spoiler +
I think 1 gate gasless FE is a really cool style that has a ton of potential to shake up PvZ.
I usually get the gateway a bit earlier, 11 or 12, to be safe from 8/11 pool 6 ling harassment, but I think with these adjustment it can be safe vs almost any opening, and get a very early nexus and tech to boot.
The blink follow up is really cool, I'll be studying your replays for a while to improve my transitions =)
Thanks and glhf!
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On February 26 2012 05:17 Adonminus wrote:Show nested quote +On February 26 2012 04:55 hunger wrote: Had a game where Zerg just droned up hard on 2 bases and got roaches before his third. This build keeps up in econ if the Zerg goes for a fast third and you do some damage/force lings, but you end up behind on probes and unable to take a third if they just macro up on 2 bases and play safe with quick roaches before going for a third. Have you found this to be true in your games or have you not seen that? The problem with 2 base zerg is that they will be lacking larva unless they build a macro hatch, a macro hatch is fine if you're going to be defensive and put spine crawlers and go something like 2 base muta. However if you go roaches, your army is strong enough to allow you to get that 3rd, so it's pretty useless. My zealot push is so strong that it will kill his natural instead of his 3rd if he goes so. However if he stops the push by getting really really early roaches, then he's forced on the offensive and I will defend it with stalkers. And I really doubt how he can get more drones than me. Show nested quote +On February 26 2012 04:52 AGIANTSMURF wrote: Can we get some more creative build names?
Tired of people just naming it after themselves..... Sorry, all names taken. You don't want me to call it the Zealot mega doom attack off 1 gate nexus transitioning invincible blink stalkers into mass nexus protoss op qq? Don't you? Show nested quote +On February 26 2012 05:12 Banchan wrote: I saw this thread on my phone and I was so excited about trying this build and watching the replays
I got home and clicked on your replay vs the top 100 grandmaster
I get a 404 error
I have never been so crushed and disappointed in my life. Please reupload ^^ Ow, something bad has happened. When making this I tried an other replay site so it could be uploaded easier and faster. It seems it doesn't work. I'll try to reupload with my old replay site. Don't worry people, it will be fixed soon.
Zealot mega doom attack off 1 gate nexus transitioning invincible blink stalkers into mass nexus protoss op qq
thats awesome. Do it....
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On February 27 2012 08:41 AGIANTSMURF wrote:Show nested quote +On February 26 2012 05:17 Adonminus wrote:On February 26 2012 04:55 hunger wrote: Had a game where Zerg just droned up hard on 2 bases and got roaches before his third. This build keeps up in econ if the Zerg goes for a fast third and you do some damage/force lings, but you end up behind on probes and unable to take a third if they just macro up on 2 bases and play safe with quick roaches before going for a third. Have you found this to be true in your games or have you not seen that? The problem with 2 base zerg is that they will be lacking larva unless they build a macro hatch, a macro hatch is fine if you're going to be defensive and put spine crawlers and go something like 2 base muta. However if you go roaches, your army is strong enough to allow you to get that 3rd, so it's pretty useless. My zealot push is so strong that it will kill his natural instead of his 3rd if he goes so. However if he stops the push by getting really really early roaches, then he's forced on the offensive and I will defend it with stalkers. And I really doubt how he can get more drones than me. On February 26 2012 04:52 AGIANTSMURF wrote: Can we get some more creative build names?
Tired of people just naming it after themselves..... Sorry, all names taken. You don't want me to call it the Zealot mega doom attack off 1 gate nexus transitioning invincible blink stalkers into mass nexus protoss op qq? Don't you? On February 26 2012 05:12 Banchan wrote: I saw this thread on my phone and I was so excited about trying this build and watching the replays
I got home and clicked on your replay vs the top 100 grandmaster
I get a 404 error
I have never been so crushed and disappointed in my life. Please reupload ^^ Ow, something bad has happened. When making this I tried an other replay site so it could be uploaded easier and faster. It seems it doesn't work. I'll try to reupload with my old replay site. Don't worry people, it will be fixed soon. Zealot mega doom attack off 1 gate nexus transitioning invincible blink stalkers into mass nexus protoss op qq thats awesome. Do it....
yeah I went zmdao1gntibsimnpopqq vs his 14/14 and totally owned him with the +2 blink push.
more seriously, in my notes I've been calling it 1 gate no gas FE, or 1g0g in my replay shorthand
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Thank you so much for a very refreshing and exciting new openings. Zerg has gotten so much better at holding then 8 mins push. Btw why does all those Zergs BM so much? Its funny those are always the Zergs to bm.
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I have experimented to also sneak in a robo if he goes for fast roaches against my early zealots. Here's a replay of how it looks: http://sc2rep.com/replays/(Z)Dwar_vs_(P)Adonminus/18322 The zerg went for early roaches to stop my zealots, but ended up behind in economy and died to blink stalker immortal sentry.
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Adonminus, One zerg build I've had trouble with is if he does 14 pool 14 hatch, and when he scouts your expo just immediately rallies slow lings. I think if you cyber first in this case you lose everything on the low ground, and he is an expo up, while you are 1 base with no tech. If you forge first, it's still a close thing.
Do you have any replays vs this?
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On February 28 2012 01:25 quillian wrote: Adonminus, One zerg build I've had trouble with is if he does 14 pool 14 hatch, and when he scouts your expo just immediately rallies slow lings. I think if you cyber first in this case you lose everything on the low ground, and he is an expo up, while you are 1 base with no tech. If you forge first, it's still a close thing.
Do you have any replays vs this? I'll try it out later. I believe the 20 forge can hold it, but still need to check it out. I think the most important thing is not lose your 1st zealot to the zerglings, so you pull some probes and hold it with zealots and probes until cannon is up. Since basically once your cannon is up, he can't do anything.
Edit: I tested it out, your scout probe will notice the lings coming so you build forge before cyber, then you pull 5-7 probes and use them as well as your one zealot to hold lings until photon cannons is finished. If you really need it, I could also post replay.
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Hi, I just watched your Breathe game and the allins after reading through the comments and the original post.
Is 6 pool an auto win against this build?
To defend a 1 base roach allin would you scout& throw down cannons? It hits ~5:00-5:30, much faster than the 2base roach replay hitting at 7:00
A few questions about your replay against Breathe: Why did you never invest in sentries? Why no void rays in your end game PvZ? Was taking your 4th gas so late a calculated choice? He chose to go roach hydra infestor, but what if he chose burrow roach to counter your blink push? To my understanding, if that push fails, you have nothing to follow it up with (read: 0 units in your base after your blink stalkers died). Are you saving chrono for tech? (180 chrono at home after blink push in Breathe game) Have you experimented with chronoeing probes more and instead choose not to?
I feel this build with some tweaking can be very viable, but I have some reservations towards the potential counters, desired unit compositions, and early mid game interplay of build timings. Thanks for the build skeleton - looking forward to your answers
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On February 28 2012 02:33 Eifersuchtig wrote: Is 6 pool an auto win against this build? It actually holds better than FFE. If you're really afraid of 6 pool, you can get your gate at 12 instead of 13.
On February 28 2012 02:33 Eifersuchtig wrote: To defend a 1 base roach allin would you scout& throw down cannons? It hits ~5:00-5:30, much faster than the 2base roach replay hitting at 7:00. You can easily scout him 1 basing, and add extra cannons. As I said before, if your scout probe arrives at his base and his expansion hasn't started yet, then it's probable all in.
On February 28 2012 02:33 Eifersuchtig wrote: A few questions about your replay against Breathe: Why did you never invest in sentries? Why no void rays in your end game PvZ? Was taking your 4th gas so late a calculated choice? He chose to go roach hydra infestor, but what if he chose burrow roach to counter your blink push? To my understanding, if that push fails, you have nothing to follow it up with (read: 0 units in your base after your blink stalkers died). Are you saving chrono for tech? (180 chrono at home after blink push in Breathe game) Have you experimented with chronoeing probes more and instead choose not to? 1. Sentries are too slow to be able to follow your blink stalkers, so they limit their mobility if they are together. Sentries are better when you have mixed compositions, like for example if you go for immortals, you can add sentries. They won't decrease immortal movement while increasing it's effectiveness. In conclusion, if you get sentries, you limit stalker movement, unless you want to do that if you go for blink stalker immortal and attack with both mixed. 2. It's too hard to transition to void ray with this build, plus they are very expensive. Mothership is easier to transition and is less expensive. 3. 3 gases is enough to support 6 gate stalker production. You get the 4th gas when you start transitioning into colossus and templars along with your 3rd 2 gases. 4. It's quite hard to get that early burrow when you spend units to defend against the 1st push. Still if he gets it, you could try the early robo version I included in replay 10. 5. My mistake, should spend chrono more. No body is perfect. Kinda hard to do it since there's not a lot to spend it on. I guess workers, tech and upgrades should be the priorities.
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I like to transition double robo colossi and +3 attack for a big timing push at 4collossi, strong shit 
Really like this build, completely takes zergs out of their comfort zone.
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Loving the strats that move away from FFE....will try this and variations of it later
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On February 28 2012 05:18 ma70 wrote:Loving the strats that move away from FFE....will try this and variations of it later 
Yes, I realize I am quoting myself, but I'm thinking of making a different style where it's sort of a 3 gate forge expand with a later nexus, and cancelling the nexus for a fun all-in push. Haha...well, I'll try to figure out the timings. Thanks for the basis though.
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On February 26 2012 18:25 oOOoOphidian wrote: You really shouldn't name this after yourself, as you're simply using a combination of other builds. The gate/forge opener is questionable, but the bigger concern is that the 4 gate +1 zealot timing is the first thing every zerg will scout and prepare for, along with the +2 blink follow up. If you attack, it's weaker than an 8 gate +2 after an FFE, while either way the zerg can easily drone up, then deny your 3rd forever.
You may pick up wins against players who don't react properly to the opener (not get 3rd hatch, not drone up, etc), but if any of the aggression fails you won't simply be able to take and defend a third except perhaps on maps that zergs should veto anyway where the third base is free.
+1 zealots at 7 minute kill the fast third no problem .
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On February 28 2012 05:39 xsnac wrote:Show nested quote +On February 26 2012 18:25 oOOoOphidian wrote: You really shouldn't name this after yourself, as you're simply using a combination of other builds. The gate/forge opener is questionable, but the bigger concern is that the 4 gate +1 zealot timing is the first thing every zerg will scout and prepare for, along with the +2 blink follow up. If you attack, it's weaker than an 8 gate +2 after an FFE, while either way the zerg can easily drone up, then deny your 3rd forever.
You may pick up wins against players who don't react properly to the opener (not get 3rd hatch, not drone up, etc), but if any of the aggression fails you won't simply be able to take and defend a third except perhaps on maps that zergs should veto anyway where the third base is free. +1 zealots at 7 minute kill the fast third no problem . You don't seem to realize that this exact timing was popular in the past and suddenly every pro stopped doing it because all the zergs figured it out. Some people have still tried it (typically only Europeans) and it has failed every time in recent tournaments. There was even a clever variation by Oz that included cannons with the attack, but that was also shut down handily, by idra no less.
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On February 28 2012 07:35 oOOoOphidian wrote:Show nested quote +On February 28 2012 05:39 xsnac wrote:On February 26 2012 18:25 oOOoOphidian wrote: You really shouldn't name this after yourself, as you're simply using a combination of other builds. The gate/forge opener is questionable, but the bigger concern is that the 4 gate +1 zealot timing is the first thing every zerg will scout and prepare for, along with the +2 blink follow up. If you attack, it's weaker than an 8 gate +2 after an FFE, while either way the zerg can easily drone up, then deny your 3rd forever.
You may pick up wins against players who don't react properly to the opener (not get 3rd hatch, not drone up, etc), but if any of the aggression fails you won't simply be able to take and defend a third except perhaps on maps that zergs should veto anyway where the third base is free. +1 zealots at 7 minute kill the fast third no problem . You don't seem to realize that this exact timing was popular in the past and suddenly every pro stopped doing it because all the zergs figured it out. Some people have still tried it (typically only Europeans) and it has failed every time in recent tournaments. There was even a clever variation by Oz that included cannons with the attack, but that was also shut down handily, by idra no less.
even if is shuted down you force zerg use larvas for army wich he dosent want at 7 minutes mark , you force him to mine gas and get roach waren aswel if he want to keep third alive , speedlings are cutted in half by zealots at 7 minute mark , and i assure you roaches get out at 8:30 not at 7. and btw most of ppl do variation of 4 gate , !!4gate dt!! , !!4 gate stargate!! , and is still very popular .
forgot to say a REAL killed this asembly MOON with 4 gate DT .
RLY IT STOPED WORKING .
Btw if zerg prepares for 4 gate you can just abuse that go for +2 7 gate blink stalker and is no chance he can hold that with : low drone count cuz he invested so much in army to defend an attack that never came , Mc did it to losira this gsl . p.s. thanks for misinforming people .
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This may sound like a silly question and I hope it hasn't already been answered, but what do you do if the Zerg does a ling+nydus all-in?
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On February 28 2012 08:46 Kaoii wrote: This may sound like a silly question and I hope it hasn't already been answered, but what do you do if the Zerg does a ling+nydus all-in?
you spread pylons to scout the nydus and kill it.
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On February 28 2012 08:46 Kaoii wrote: This may sound like a silly question and I hope it hasn't already been answered, but what do you do if the Zerg does a ling+nydus all-in?
you hold it , even if is not scouted you can hold it with zealots enough you micro well . play with sound so you hear and instantly move zealots in base and start killing it . if possible put pylon on area you dont have visibility and if you see zerg keep mining gas after he got 100 . put a probe on patroll .
p.s. you can kill nydus with probes only !
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On February 28 2012 09:00 xsnac wrote:Show nested quote +On February 28 2012 08:46 Kaoii wrote: This may sound like a silly question and I hope it hasn't already been answered, but what do you do if the Zerg does a ling+nydus all-in? you hold it , even if is not scouted you can hold it with zealots enough you micro well . play with sound so you hear and instantly move zealots in base and start killing it . if possible put pylon on area you dont have visibility and if you see zerg keep mining gas after he got 100 . put a probe on patroll . p.s. you can kill nydus with probes only !
Ok, you're right you should be able to hold it with Zealots and decent micro, but the problem is with this 7:10 timing you have to move your three zealots out around ~6:00. If the Nydus hits your base in that window, your zealots could be halfway across the map. What then?
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On February 28 2012 09:08 Kaoii wrote:Show nested quote +On February 28 2012 09:00 xsnac wrote:On February 28 2012 08:46 Kaoii wrote: This may sound like a silly question and I hope it hasn't already been answered, but what do you do if the Zerg does a ling+nydus all-in? you hold it , even if is not scouted you can hold it with zealots enough you micro well . play with sound so you hear and instantly move zealots in base and start killing it . if possible put pylon on area you dont have visibility and if you see zerg keep mining gas after he got 100 . put a probe on patroll . p.s. you can kill nydus with probes only ! Ok, you're right you should be able to hold it with Zealots and decent micro, but the problem is with this 7:10 timing you have to move your three zealots out around ~6:00. If the Nydus hits your base in that window, your zealots could be halfway across the map. What then?
i personaly wont do that timing if i see no third , and i scout third with first zealot when second pop-out . that timing is to stop or delay overdrone-zergs third base. so if i see no third i can keep my zealots in base and il be safe against nydus . but again you are safe vs nydus with probes only . 7 probes kill nydus very fast. speedlings and see zerg still mine gas after 100 gas taken can make you aware of : muta/ling , infestor/ling , nydus . if no 3'd then it can be 2 base muta/ling and nydus . and you can tech up to blink while turtle in base with zealots to be safe against nydus .
im not an expert but is the way i do and the way i think about it .
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are you chronoing upgrades non stop?
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i had a question about the last replay. When you estbalish your third you also get a robo facility, what made you switch your mind about focusing on the 12-18 stalker push, or is the robo a standard tech building you can get at that point?
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This build is genius! I finally feel solid in PvZ
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lol the best bit about the game vs that GM zerg was the very end 'jesus fuck you whore' lmao that made me laugh
that was a nice way of playing, you were so willing to trade armies, collosus included. Only think i noticeed was it could have maybe done with some obs to get rid of creep and you could have used a warp prism to reinforce where your army was. Alot of the time you were having to warp in at your natural while your army was at his 3rd or w/e. I know its hard to take time away from the precious collosus though 
i might try this on ladder today, although i guess alot of zergs will just make 20 speedlings at the start and kill me
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I dont know about the 1gate FE though...
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On February 28 2012 07:35 oOOoOphidian wrote:Show nested quote +On February 28 2012 05:39 xsnac wrote:On February 26 2012 18:25 oOOoOphidian wrote: You really shouldn't name this after yourself, as you're simply using a combination of other builds. The gate/forge opener is questionable, but the bigger concern is that the 4 gate +1 zealot timing is the first thing every zerg will scout and prepare for, along with the +2 blink follow up. If you attack, it's weaker than an 8 gate +2 after an FFE, while either way the zerg can easily drone up, then deny your 3rd forever.
You may pick up wins against players who don't react properly to the opener (not get 3rd hatch, not drone up, etc), but if any of the aggression fails you won't simply be able to take and defend a third except perhaps on maps that zergs should veto anyway where the third base is free. +1 zealots at 7 minute kill the fast third no problem . You don't seem to realize that this exact timing was popular in the past and suddenly every pro stopped doing it because all the zergs figured it out. Some people have still tried it (typically only Europeans) and it has failed every time in recent tournaments. There was even a clever variation by Oz that included cannons with the attack, but that was also shut down handily, by idra no less.
You are confusing 2 similar looking builds and showing a complete lack of knowledge on both of them.
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love this build, tried it against master zerg, works fine )
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You don't seem to realize that this exact timing was popular in the past and suddenly every pro stopped doing it because all the zergs figured it out. Some people have still tried it (typically only Europeans) and it has failed every time in recent tournaments. There was even a clever variation by Oz that included cannons with the attack, but that was also shut down handily, by idra no less. --------------------------------------------------------------------------------
This have a different timing that 4gate+1 or 4+1 SG , this hits 1 min earlier so it means normally no roaches , lesser lings and more zergs outguard. The real deal of this build is that zerg think that it is zealot standard pressure so he dont expect +2 blink stalker later and get demolished.
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I ran a test game against a high GM zerg partner after I had the bo down and the roaches were out by 7. Asked why and the answer was because since no FFe and the front can be scouted easily (where the gates are added as a wall), then the attack is quite simple to scout and easy to give a calculated response. This allowed 50 drones to 40 probes at the end of the attack. It just shows that against (very) good people, you're giving them the tools to beat you. Normally protoss hides tech or abuses sentries to get an edge, forcing the zerg player to be unsure of how to respond.. but this build lets them counter with a wave of roaches then a wave of speedlings, rally to your base after killing (only 7) zealots, and then a wave of drones, making them be much farther ahead. Also basic micro on creep (and decently off creep) with roaches makes zealots useless.
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On February 29 2012 02:48 Eifersuchtig wrote: I ran a test game against a high GM zerg partner after I had the bo down and the roaches were out by 7. Asked why and the answer was because since no FFe and the front can be scouted easily (where the gates are added as a wall), then the attack is quite simple to scout and easy to give a calculated response. This allowed 50 drones to 40 probes at the end of the attack. It just shows that against (very) good people, you're giving them the tools to beat you. Normally protoss hides tech or abuses sentries to get an edge, forcing the zerg player to be unsure of how to respond.. but this build lets them counter with a wave of roaches then a wave of speedlings, rally to your base after killing (only 7) zealots, and then a wave of drones, making them be much farther ahead. Also basic micro on creep (and decently off creep) with roaches makes zealots useless. Could I try to face him too and test it myself? Perhaps there's some improvements I could do to the build. However I think simply pulling the zealots and making a faster blink stalker push by saving your minerals would counter that. Still I would like to pratice vs gms, so you could organize me a game. I have both eu and na accounts so no problem. Just need to find a good time for it, I don't have a lot of time lately.
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you dont make any sentries, care to tell me how do you stop allins(baneling bust) or mass roach?
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Recently, I've been seeing this strategy a lot more on the ladder. The current Zerg metagame is to drone hard until 60-70 drones and then go very agressive with Roach/Ling. The zealot push should arrive when Zerg is still pumping drones so it can do alot of damage.
However, the entire remainder of the game hinges on that early attack. If it does little damage the Roach wave will arrive before Blink is completed and they just destroy the Toss natural. Even with blink burrowed tunneling roaches can do ALOT of damage since you won't have any detection once the few cannons have been destroyed.
In a sense, this strategy can be reduced to "destroy a hatch with a wierd Zealot timing, then do whatever you want since ur waaay ahead". Once the build become more popular and the first push is deflected, I feel this strategy will lose its use.
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very well written guide, i like it! I'm a little curious how it would hold a standard 25 worker roach/ling allin, but i guess i'll watch the replays and find out.
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Thank you so much I am only plat, but I defeated 8! zerg in a row with this, Meanwhile I was succesfull in defending ling bling attacks roach all ins en muta play. And some of the times I screwed your build up a bit as well ghehe.
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On February 25 2012 19:59 ichunddu9 wrote: nice guide i like it
Posts like this should be warned for spam. He only said a 1 sentence comment that simply says the typical "Nice guide I like it"
Makes me think if he did that only to increase post count
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That opening is so interesting... I want to try it out. Thanks for posting this guide it, pretty well organised and lots of replay content!
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Yeah Adonminus, those replays are REALLY solid. I mean, at first glance the build looks somewhat odd but having played around with it myself in addition to watching you use the build in a wide variety of scenarios, I can safely say that it is well thought out to say the least. When I'm able to successfully execute the build I'll gladly come back here and post some replays.
I'm also highly looking forward to what players like Cecil are able to do with the build.
Thanks again, Adonminus! This build is really helping me with my worst MU. And its so OG! Hardly anyone in the majority of players utilize such a unique and potent build.
I was wondering, what if you made the first pylon in the location you'd make a pylon for a FFE? I mean, since you're still taking a fast nexus, doesn't one also benefit by starting to create your wall with your very first structures as opposed to starting with your core? I'll play around with it and see what kind of results I get. Ideally, one should have a nice safe wall up sooner by simple starting the pylon as though you're taking a FFE. You can also respond to 10 pools with a wall that protects your nat and main with this method. But hey, I'm but a humble platinum player and by no means an authority. It just seems good on "paper".
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Interesting, but I "ALWAYS" is a strong word, i really dont think you'll be able to get the zerg's third with the +1 zealots if they have a roach warren, which is very possible. Zergs need to adapt to 1 gate expands by buliding the roach warren faster than when facing ffe into +1 pressure. A good zerg should realize gateway expands come with faster wg tech.
Further, 12-18 blink stalkers isn't really that much if you didn't deny the third on the first push. if these stalkers have to go back home right away i really doubt that you can hold your 11 minute third except on certain maps that have really really easy third. It'll be tough to hold hydra roach or even just straight burrowed roaches on maps that dont provide a ramp to your main if this stalker attack does 0 damage and has to retreat.
From there, you're just behind and don't have any tech beyond blink and +2, no colossus to fight hydras, no immortals to fight roaches, no observers to fight burrow.
So the way i see it is that unless you catch your opponent off guard, i dont see this being better than standard ffe builds.
Edit: but it's a cool build, good to have this in a BoX. Thanks for sharing.
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I'm loving this build! Unlike other macro-aggresive builds such as stargate and WP loaded with sentries etc., the early +1 zealots feel more forgiving and cost efficient. The power of the zealot timing is deceptively strong because even when it fails to kill a third or natural, as long as you have been constantly producing probes you will be at an even or greater number of workers.
I'm a little concerned this build is fitting a niche in the metagame and will get figured out soon, but until then I'm pressing it. Thank you for the guide, Adonminus!
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Hey Adonminus, thank you so much! I have been currently using it and it is really great strategy. I love being agressive early on as protoss. In 99% of the cases I kill the third with the zealot pressure and usually the blink follow-up zerg cannot defend. Thanks again. GG
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I won't respond to criticism such as "your build is countered by X", "Your 3rd is hard to defend because of X", "X all in can kill you" unless you provide a replay of that happening so that I could analyze it. (In most cases it's bad decisions and responses)
@fighter2_40 Abit exaggerated about always, but still. If you deal 0 damage with the build due to early roaches. You retreat with the zealots, then you have use the zealots and your 1 photon cannon to defend his roaches. Spend your minerals on economy advantage instead of stalker, I tested it and making probes instead of stalkers to defend is viable and gives you tons of advantage.
If you can't secure a 3rd, or have troubles against burrow then you either executed it bad or not responded to it properly. If not give me a replay to analyze.
@Sekijitsu Gate on high ground allows to defend 6 pool, and not die to all ins which will kill your nat or force a cancel. I think you can find some more info about it in Yuffie's YufFE opening.
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Wow, I've actually been thinking about how to not FFE in PvZ for a long time now. I've recently tried some other renditions of 1 and 3 gate expos, but all seemed awkward or just not efficient enough. I feel this guide is a great alternative to FFE and I love how aggressive and map aware it allows you to be right from the early stages of the game.
Finally I don't feel like I'm pinned playing 2 base turtle toss after FFE all game and being completely out macroed. I'm really curious where builds like this are going to take the metagame. Zerg has been so used to massing up muta balls or 3 base roach and just out producing and harassing toss for too long now.
Thanks so much for the guide!
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After playing around with the general idea of the build I crushed a zerg player who went 14/14 it was on shattered temple and I started my pylon mid ramp on lowground to make a gate forge cannon cybercore walloff which completely surrounded my cannon while still covering my nexus. a pylon zealot gate noobwall prevented the ling runby so I kept safe the entire game. my upgraded gateway army killed lings roaches and hydras keeping my opponent on 2 bases for a long time while I safely took my third and teched to storm to finish him off.
awesome totally viable style.
thx mate
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I've been doing something similiar with the zealots but my followup divides tyty Ty what about really early roaches that would bust down ffe
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A bit weaker against early aggression but nevertheless a solid build, I like it!
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I'm very interested in this build, any further comments/criticisms/successes? I would like to hear what other people think/have tried out if possible...
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This is basically Mc's PvZ style of the last 2-3 months, except he goes ffe. His +1 attack zealots into +2 blink stalkers into +3, third and tech, demolished Nerchio, Stephano and all other Zerg at homestory cup. Watch those games too.
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I love the directions in which you are taking the match up. It seems as if I am always forced to play a certain play style in this match up just to keep up with zerg (timing attacks for larve control, FE to keep up with worker count, etc...). This allows for a flexable transition into something that could be quite creative for future play..... Hmmm.. I salute you good sir .
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Really interesting opening  I'm having a hard time against in masters against zerg so will definitely try this out.
However, to be honest, I was rather disappointed in the game vs Breathe :/ He never had more than 61 drones (that i could see) and didn't start upgrades until 21 minutes in He spent most of the game at around 50 drones Is this a result of your build (as in, you consistently see zergs not droning because constant pressure doesn't allow them to) or did Breathe just mess up?
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I tried this build about 10 times against a diamond zerg friend of mine(I'm high plat) and its worth noting you will get harassed by zerglings often, this build requires diamond+ level multitasking and micro. This build feels effective but fragile if not executed crisply. Would not recommend this build to anyone without solid mechanics.
P.S. appreciate this guide, I look forward to making zergs BM me with it when I'm better 
edit: harrased by zerglings often and EARLY!
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This build really is fun to use. The only problem I am having with it is if the Zerg goes for fast Speedling/Baneling to try and fight my gateway army. Should I tech up to Colossus sooner? Because I start to trade rather inefficiently with Zerg. Even when I am ahead in econ, he will just eventually roll over my army and kill my 3rd.
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Hi Adonminus, thanks a lot for the guide! It's been working well for me, and I like how it feels less passive than FFE. I played a game this morning, however, where I'm having trouble figuring out why I lost and I'm hoping you can check it out:
http://replayfu.com/download/fNmWht
I'm still working on my execution of the build so my first attack was delayed a bit but I don't think this made a huge difference. The zerg turtled on two bases w/ spines for a while, and both timing attacks were absolutely crushed (the blink stalkers before I even got close to his base tt ).
Two things I think I could have done: (1) Gotten a quick robo once I realized he had early roaches or (2) not bothered to attack at all when he was turtling like that, and just built up a collosus count.
If you have time to check out the replay I'd really appreciate it, thanks again!
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On March 03 2012 02:23 Mercy13 wrote:Hi Adonminus, thanks a lot for the guide! It's been working well for me, and I like how it feels less passive than FFE. I played a game this morning, however, where I'm having trouble figuring out why I lost and I'm hoping you can check it out: http://replayfu.com/download/fNmWhtI'm still working on my execution of the build so my first attack was delayed a bit but I don't think this made a huge difference. The zerg turtled on two bases w/ spines for a while, and both timing attacks were absolutely crushed (the blink stalkers before I even got close to his base tt ). Two things I think I could have done: (1) Gotten a quick robo once I realized he had early roaches or (2) not bothered to attack at all when he was turtling like that, and just built up a collosus count. If you have time to check out the replay I'd really appreciate it, thanks again! Alright, I gonna analyze your replay: 1) I don't recommend scouting at 9 with this build, as you notice, you're missing like 50 mineral to start your nexus when your probe arrives. Usually you scout with 16th probe, you can send 15th probe on 2 spawn locations and probe after gateway on 3 spawn locations. 2) One small note that you started mining gas a bit late that game, but happens to anyone. 3) You send 3 zealots with probes exactly when you started your 4th gateway. 4) As a result, your push is 1 minute late and he already has roaches. Because he had lings, you couldn't retreat, in such moments you must effectively suicide your zealots. This means you're going to attack the lings with your zealots to just get some kills. 5) Try to get more probes. 6) You need to be more careful with the stalker engagements. He just surrounded your force and you couldn't escape. Try to engage in smaller areas with easy paths to retreat, like for example the area near his 3rd. 7) An earlier robo can be good too. Game 10 shows that I have pretty much the same stuff like you, but also a robo with immortals and a 3rd. While the zerg force is much smaller since the 1st push made him get fast units and he decided to drone now instead of making units. You gave your zerg 1 minute to get those extra drones, so he was less on the droning and could afford lots of roaches.
In general, you should improve the timing of your 1st push. Be more careful with stalker engagements, and slightly improve your macro.
Another note is that if you retreated with zealots in your 1st engagement, you could use those zealots to help your blink stalkers defend against zerglings. Also if you see he's really heavy on zerglings, add zealots to your blink stalker army.
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All very good points, thanks a lot for checking the replay out!
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I have been playing this style for 2 days of laddering, ~ 15 games,
I am having some minor executing issues - My zealot push is 20 to40 sec slower. - Ling pokes(no speed) off a 14/14/ (with16 or 21 hatch) mess me up in the build order. - Fail at holding 10 pool
Other than that I had a lot of wins with this build - It is very safe after ~7:10 in game time - taking my 3rd seems easer than in other builds if they are trying to use +1 roach ling
How ever it feels a little all-in ish. Why? Tech seems so late, few games my blink stalkers hit when zerg was getting out roach/hydra/ling or burrow roaches. If zerg uses that to defect my stalkers. they do a counter swing to my 3rd and killed it. sure they had no drones for their 3rd but I had no tech and no 3rd.
So, is their a way to get in to robo tech faster, like cutting a gate way? just to get obs, and throw down a robo bay if I see hydra? Also how can I scout in between my zealot push and when I decide to got 6 gate or go robo? (I know the zealot push scouts also but after that IDK)
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So how do you get your attack to hit at 710?
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On March 07 2012 13:14 WarpTV wrote: So how do you get your attack to hit at 710?
you need to dump 2 chronos onto it. I'm not sure when you do it but you need at least 2 chrono, maybe 3 if you mess up somewhere along the line to hit the right timing.
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I really enjoy this build on metal, shattered, entombed, and pretty much nonffe maps. I originally had a lot of problems with libgs, because I was playing greedy. I did find out that if the zerg stays on 2 base and just suicides lungs, you can cancel nexus and go 3 gate sentry EXPO and attack with +1 blink instead of +2(gas on sentry) I am mid plat, but I can hit both 710 4gate, and blink tiiming.
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Loving this build! Would be great to see more people trying it and submitting replays :D
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I was starting to get tired of FFE passiveness when I stumbled on this thread - just tried this build for the first time and wow it was so much fun! Despite super sloppy timings, it was so satisfying to have +1 lots ripping through 3hatch worth of mass mass lings trying to save their third hatch, and another third denied with the follow-up push that the zerg didn't even bother trying to defend. Even ended up luckily blind-countering the muta-ling transition with an HT follow-up that completely wrecked everything and got my first 'gg wp' in a PvZ in a long time. Thanks so much OP!
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Hello. I am a high master protoss. This build has been working well for me on ladder, however I do find some problems with the blink follow up. Most games I am able to snipe the third hatch or do significant econ damage, but against the highest level zerg opponents, the blink stalker timing does not kill them. When I move out with the 12-18 stalkers, should I be looking to do damage and get away with blink while securing a 3rd, or just look to finish them off. (ie: chroning gates, not adding robo, not teching +3). Here are two replays vs coLGoswer and TSLHyuN. Please guys take a look at them and let me know what you think. I feel that I should have played defensively after I sniped that hatch, or merely use the stalkers for aggression but not suicide my army. http://drop.sc/128341 <-- vs coLgoswer http://drop.sc/128342 <-- vs TSLHyuN
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This build is interesting but i am trying to change it. Here is my thinking process : i tried to use this build on maps with opened natural (ie bad ffe maps, metalopolis for example). But sometimes opponents don't want to be in a macro mode (and it's a good solution) so they do : early pool or early lings pressure. And the thing is that on metalo, you need a 2 canon coverage, so your build is delayed and you won't be able to do what it should do. I'am not even talking of runby because you will just make 1 sentry or even 0 (or your build will be delayed). So, according to games i did in ladder (high P, EU), the idea of this build is good (earlier warpgate due to having the gate before nexus), but it is only safe against robot-macro-mode zerg who fears to do early zerglings because they think it will make them in a bad position.
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OK, I reviewed your first game, and you played well, just not well enough at the 'highest level'. Your opponent defended well, but you were ahead until his third base kicked in. However, you macro slipped quite badly around 11-13 min (only making a handful of probes during that time), and prior to that you were supply blocked for a while resulting in less econ than you should have had at around 13-14 min. You were around 45 probes to his 60+ drones - you have to stay ahead or at least even if you plan on trading armies with a zerg, if you are behind in econ, forget trading armies, you have to be more efficient with your force (ie. better micro, or better composition or some combination). If you had the same number of workers as he did, you could have expanded behind your attack and then backed off when you felt you weren't going to win war, but before losing your whole army. Then teching up and keeping up the macro.
As well, you really want to try and get the most out of blink - getting in a big concave is good, but attacking in chokes and then blinking the front stalkers back is even better, makes the stalkers more efficient in the battles. If thats not possible due to the map, then mixing in immortals/sentries is a better idea.
It is called Macro-Aggressive for reason - you have to keep up in the macro with your zerg opponent, its not an all in, although you played it like it is...
"I feel that I should have played defensively after I sniped that hatch, or merely use the stalkers for aggression but not suicide my army." Yes, thats right, get that third base and keep your army intact while keeping up your macro better and you'll be set. Not guaranteed to win, but better than what you did in the replay.
After I get 3 or 4 bases, I like to get a Dark Shrine and then send 3 DT over to a zerg expansion while pressuring on another front...works well when properly executed.
I hope that helps!
On March 08 2012 15:28 PrinceVegeta wrote:Hello. I am a high master protoss. This build has been working well for me on ladder, however I do find some problems with the blink follow up. Most games I am able to snipe the third hatch or do significant econ damage, but against the highest level zerg opponents, the blink stalker timing does not kill them. When I move out with the 12-18 stalkers, should I be looking to do damage and get away with blink while securing a 3rd, or just look to finish them off. (ie: chroning gates, not adding robo, not teching +3). Here are two replays vs coLGoswer and TSLHyuN. Please guys take a look at them and let me know what you think. I feel that I should have played defensively after I sniped that hatch, or merely use the stalkers for aggression but not suicide my army. http://drop.sc/128341 <-- vs coLgoswer http://drop.sc/128342 <-- vs TSLHyuN
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Just wanted to say Thanks! to the OP, this is working well for me so far, making for some fun games!
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I absolutely love this build, has worked flawlessly for me on ladder (Mid master). Zergs get thrown off easily just because of the odd opening.
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Really great game against the GM Zerg, I love your style! More entertaining than a lot of pro games =)
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That screenshot of the 7 zealot attack, you were close position on the one map that has the closest position of any map ever released. Therefore your attack timing is a best case scenario.
What if you happen to be at for example tal'darim cross positions? We'd be adding like 20-30 seconds to your timing attack, at which ling speed would likely be done and lings would already be out and zerg would have had plenty of time to respond.
Every zerg nowadays will have roaches out by 8 min 20 seconds. If you hit at 7:30-7-50 with your zealots, lings will stall long enough for roaches to clean the mess up.
Now, your timing attack does work but only on certain maps with certain close positions and small travel times. Unless you already have a pylon in place but then youd have 4 zealots with the other 3 being delayed.
On February 25 2012 20:34 Adonminus wrote:Show nested quote +On February 25 2012 20:13 WarBobz wrote: This is my opinion, yet It does have potential. Still one question, why +2 not +1 armor after weapons? because zealots will survive more and do more damage than with +2. Why not +2? Because +1 weapons - 2shot lings. Understandable. +1 armor = more armor to tank = more ling kills. Especially good in choke. I already mentioned it, it's even underlined, +2 weapon allows blink stalkers to 3 shot lings instead of 4 shotting them. Blink already gives stalkers enough survivability.
I'm just going to assume that zerg does not just sit around not upgrading armor, but instead keeps his armor in check. Other than the stephano roach style, double upgrade ling/infestor is becoming increasingly popular.
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Build sucks to be honest. All zerg has to do is 2 base roach speedling herp derp push at 8 minutes and a-move. Then, you lose
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On March 20 2012 16:23 NoisyNinja wrote: Build sucks to be honest. All zerg has to do is 2 base roach speedling herp derp push at 8 minutes and a-move. Then, you lose So you think that you shouldnt scout or build wall or cannons. With that logic every build would lose to roaches.
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Thanks for this great guide. Definitely going to try it. I love that you included pictures with the guide, it helps to understand the build more while reading at work and unable to watch replays
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On March 19 2012 16:17 kaluro wrote:That screenshot of the 7 zealot attack, you were close position on the one map that has the closest position of any map ever released. Therefore your attack timing is a best case scenario. What if you happen to be at for example tal'darim cross positions? We'd be adding like 20-30 seconds to your timing attack, at which ling speed would likely be done and lings would already be out and zerg would have had plenty of time to respond. Every zerg nowadays will have roaches out by 8 min 20 seconds. If you hit at 7:30-7-50 with your zealots, lings will stall long enough for roaches to clean the mess up. Now, your timing attack does work but only on certain maps with certain close positions and small travel times. Unless you already have a pylon in place but then youd have 4 zealots with the other 3 being delayed. Show nested quote +On February 25 2012 20:34 Adonminus wrote:On February 25 2012 20:13 WarBobz wrote: This is my opinion, yet It does have potential. Still one question, why +2 not +1 armor after weapons? because zealots will survive more and do more damage than with +2. Why not +2? Because +1 weapons - 2shot lings. Understandable. +1 armor = more armor to tank = more ling kills. Especially good in choke. I already mentioned it, it's even underlined, +2 weapon allows blink stalkers to 3 shot lings instead of 4 shotting them. Blink already gives stalkers enough survivability. I'm just going to assume that zerg does not just sit around not upgrading armor, but instead keeps his armor in check. Other than the stephano roach style, double upgrade ling/infestor is becoming increasingly popular.
You move out with your initial 3 zealots around 6 mins. I'm not aware of any map where it takes over a minute game time to traverse from base to base.
I've played against 2-base double upgrade infestorling and their 1/1 will not be done when you hit with your initial zealots. Also +2 weapons chargelot/archon rolls over infestorling. The issue would be moreso identifying whether they are going 2-base mutaling or infestorling (your initial zealot pressure may give some indication of this).
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On March 20 2012 19:54 Roynalf wrote:Show nested quote +On March 20 2012 16:23 NoisyNinja wrote: Build sucks to be honest. All zerg has to do is 2 base roach speedling herp derp push at 8 minutes and a-move. Then, you lose So you think that you shouldnt scout or build wall or cannons. With that logic every build would lose to roaches. I gave this build a fair shot and did everything it says. All zerg had to do was a 2 base roach all in
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On March 21 2012 03:13 NoisyNinja wrote:Show nested quote +On March 20 2012 19:54 Roynalf wrote:On March 20 2012 16:23 NoisyNinja wrote: Build sucks to be honest. All zerg has to do is 2 base roach speedling herp derp push at 8 minutes and a-move. Then, you lose So you think that you shouldnt scout or build wall or cannons. With that logic every build would lose to roaches. I gave this build a fair shot and did everything it says. All zerg had to do was a 2 base roach all in
Very vague. Did you bother adapting? If you don't mind me asking, what league are you in?
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On March 21 2012 03:13 NoisyNinja wrote:Show nested quote +On March 20 2012 19:54 Roynalf wrote:On March 20 2012 16:23 NoisyNinja wrote: Build sucks to be honest. All zerg has to do is 2 base roach speedling herp derp push at 8 minutes and a-move. Then, you lose So you think that you shouldnt scout or build wall or cannons. With that logic every build would lose to roaches. I gave this build a fair shot and did everything it says. All zerg had to do was a 2 base roach all in Let me guess, you tried it once, you got allined, you didnt adapt or you did bad job with scouting and you ended up losing
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Always love creative timing pushes! Going to give this a shot today when I get a chance. Great job on the guide.
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I know of the possible disadvantages the build may have, I am reviewing different ways to fix it as well as more refined ways to open. I'm currently trying this kind of opening: (starting at 16 pylon before nexus which is 1st change) 16 pylon (low) 17 nexus 17 zealot 18 assim (This change slightly delays nexus however reduces probe cut) 20 zealot (Core should be somewhere here between the 2nd and 3rd zealot, at around 3:45-3:50, 5 seconds delayed compared to original one, however you will have a spare chronoboost to still hit the timing) 24 zealot (Forge usually after 3rd zealots since 3 zealots right now can hold most kind of pressures until cannon is up, if you scout him going for offense, you can get forge after 2nd zealot and not 3rd in case you scout pressure with probe and then you chrono a 4th zealot too and pull some probes to defend)
This rearrangement is supposed to give you a slightly better economy as well as a safe possibility to get a later forge. I'm still working on it, so this isn't as safe to try as the original build.
Another note, micro and decision making plays an essential role in the success of the build, so most of the times you can just use better unit positioning, better micro, closer proxy pylons and better decision making and you'll be fine.
I have showed in the latest replay how it's possible to get an earlier robo, however I'm still trying to figure how I can get better tech while still being safe to all pressures and stuff.
Recently, I was trying some other stuff you can do with the same opening: -3-4 zealot fake pressure (while getting tech instead of 3 gates and +1) -Getting early stargate instead of 4 gate pressure and then using phoenixes to blink with stalkers to harass
Getting a stargate won't allow you to punish a 3rd and reduce worker count, however phoenixes will boost stalker effectiveness and may force early spore crawlers.
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Well, its not a bad build at all.. expecially the transition and the later timing push.. No pros use it, so probably the propagation of this build will be determined in how much time this thread is up on the strategy section, but at least its a goody try and i really appreciate the effort. Well, i've tryed like ten times, and the thing i really dont like is.. well its like honey for allins, im not complaining about losses, but only the medium duration of a PvZ if i do this build..its kinda frustrating, i hope more people will do it, so zerg players will learn how to macro respond instead of a 19dronesbullshitallin. Goodjob anyway.
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On March 21 2012 05:31 InVerno wrote: Well, its not a bad build at all.. expecially the transition and the later timing push.. No pros use it, so probably the propagation of this build will be determined in how much time this thread is up on the strategy section, but at least its a goody try and i really appreciate the effort. Well, i've tryed like ten times, and the thing i really dont like is.. well its like honey for allins, im not complaining about losses, but only the medium duration of a PvZ if i do this build..its kinda frustrating, i hope more people will do it, so zerg players will learn how to macro respond instead of a 19dronesbullshitallin. Goodjob anyway. The key is to scout with your zealots. I have seen the same thing, zergs tend to all in against this more so than a normal FFE.
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I have a variation of that build that hits at 7'20 with 4 zealots and 4 stalkers; it's basically a 4 gate on 2 nexii, out of a 1 gate FE ( there's also a zealot, a stalker and a sentry in the early stage for scouting and defense ). The negative side is that there's no forge or +1 on the horizon. I'm wondering what is best: pressure with 7 zealots +1, or pressure with 4 zealots and 4 stalkers without upgrades ? I can also do 4 zealots, 3 stalkers and a sentry, but I'm not sure a single FF helps 
I really like those 1 gate FE builds with early pressure. They're not as economic as FFE of course, but if the timing is so early, Zerg can't drone too fast either, and if he takes a third he auto loses it.
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If you are going this build, what do you do against a Zerg that just ling all ins you? I have lost quite a few game recently where I send out my 3 zeals and a probe only to get surronded in the middle of the map by mass ling at like 6 min and then they are into my natural before I have time to get any cannons up or enough zeals to stop them.
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On March 21 2012 04:08 Roynalf wrote:Show nested quote +On March 21 2012 03:13 NoisyNinja wrote:On March 20 2012 19:54 Roynalf wrote:On March 20 2012 16:23 NoisyNinja wrote: Build sucks to be honest. All zerg has to do is 2 base roach speedling herp derp push at 8 minutes and a-move. Then, you lose So you think that you shouldnt scout or build wall or cannons. With that logic every build would lose to roaches. I gave this build a fair shot and did everything it says. All zerg had to do was a 2 base roach all in Let me guess, you tried it once, you got allined, you didnt adapt or you did bad job with scouting and you ended up losing
No. Did it 10 times, and 7 were losses. Yes, a few were sloppy, but without forcefields, Zerg can easily overrun an early game protoss. Simple as that.
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On March 21 2012 11:36 NoisyNinja wrote:Show nested quote +On March 21 2012 04:08 Roynalf wrote:On March 21 2012 03:13 NoisyNinja wrote:On March 20 2012 19:54 Roynalf wrote:On March 20 2012 16:23 NoisyNinja wrote: Build sucks to be honest. All zerg has to do is 2 base roach speedling herp derp push at 8 minutes and a-move. Then, you lose So you think that you shouldnt scout or build wall or cannons. With that logic every build would lose to roaches. I gave this build a fair shot and did everything it says. All zerg had to do was a 2 base roach all in Let me guess, you tried it once, you got allined, you didnt adapt or you did bad job with scouting and you ended up losing No. Did it 10 times, and 7 were losses. Yes, a few were sloppy, but without forcefields, Zerg can easily overrun an early game protoss. Simple as that. then stop following the guide and get force fields, you are already doing the economic damage by him making units instead of drones
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Hi Nyast,
I believe I can answer this question - other than an all in with roaches, you will want 7 +1 zealots instead of 4/4 @ 7:20. I used this opener, and ran into several zergs who just went mass speedlings, and stalkers are *truly* useless against them. However, +1 zealots trade very well against mass zerglings. A single sentry is just bad in either mass zerglings or zergling/roach, you should be able to maneuver your zealots against a wall, or next to minerals/hatchery to make sure they don't get surrounded by zerglings. If you see roaches, just retreat, the can't have speed yet. I have been able to get the hatchery even with roaches just popping...
The biggest problem I found with this build at the diamond level was just making sure to scout properly and build extra defenses if he tries to all in me. This is the same problem I found with FFE, btw.
As well, I generally made a robo if I knew he was going roaches - immortals are so good vs. roach. I'm also thinking that if vs roaches, getting a SG and a couple of voids would be great as well. Send the voids and a couple of zealots to his rebuilt third and then blink into his main to kill his workers off.
I didn't win all my games with this build, but its mostly my own macro issues, or not knowing correct unit compositions. PvT was definitely my best (highest winning %) match up. One other thing I noticed is that this build gives you and advantage against zerg's that go for fast thirds, but if they aren't greedy, and don't get that fast third, then its anyone's game.
Anyway, hope that helps!
On March 21 2012 07:40 Nyast wrote:I have a variation of that build that hits at 7'20 with 4 zealots and 4 stalkers; it's basically a 4 gate on 2 nexii, out of a 1 gate FE ( there's also a zealot, a stalker and a sentry in the early stage for scouting and defense ). The negative side is that there's no forge or +1 on the horizon. I'm wondering what is best: pressure with 7 zealots +1, or pressure with 4 zealots and 4 stalkers without upgrades ? I can also do 4 zealots, 3 stalkers and a sentry, but I'm not sure a single FF helps  I really like those 1 gate FE builds with early pressure. They're not as economic as FFE of course, but if the timing is so early, Zerg can't drone too fast either, and if he takes a third he auto loses it.
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did you even read the OP? Great detective work sherlock.
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@OP: Any update on the revised build?
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will have a look, much obliged.
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can you do stargate play without doing collosi with this build, like double stargate into carrier play?
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On March 25 2012 01:48 Thiole wrote: can you do stargate play without doing collosi with this build, like double stargate into carrier play? Yes I think it's possible to do this +1 4 gate pressure, then get faster gases and get 2 stargates. Then you can follow the stalkerless PvZ strategy and eventually get carriers: http://www.teamliquid.net/forum/viewmessage.php?topic_id=300535
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On March 25 2012 02:24 Adonminus wrote:Show nested quote +On March 25 2012 01:48 Thiole wrote: can you do stargate play without doing collosi with this build, like double stargate into carrier play? Yes I think it's possible to do this +1 4 gate pressure, then get faster gases and get 2 stargates. Then you can follow the stalkerless PvZ strategy and eventually get carriers: http://www.teamliquid.net/forum/viewmessage.php?topic_id=300535 ty  edit: by the way can you show a replay of you doing it, im mid level so itd be cool to emulate a playstyle :x
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On March 21 2012 09:49 TheHau wrote: If you are going this build, what do you do against a Zerg that just ling all ins you? I have lost quite a few game recently where I send out my 3 zeals and a probe only to get surronded in the middle of the map by mass ling at like 6 min and then they are into my natural before I have time to get any cannons up or enough zeals to stop them.
Today I lost my nexus and everything at my natural to a ling run by when my zealots were far away. But I kept my gates up ramp. I defended the super mass ling push and then proceeded to win with mass zealots.
Are you sure you are handling it right? The only big issue I see with this build are baneling busts, but should be able to hold other all ins.
Maybe it's just me, but this build is harder to pull off in lower leagues. Higher leagues rely on the zerg droning and grabbing a quick third. This build punishes that type of heavy macro build. I've downright taken out the zerg's third in 75% of my games. The hard part is follow up. I do a 7 gate blink stalker all in. If the zerg is keeping up with larvae injects and decent macro, his two bass roach/ling will be on par with your zealot/stalker/ few sentries. While I put of pressure, I will get +3 and round of zealots instead of stalkers to save the gas. Once +3 hits, the zerg can't stop it. Most of the time they'll only have +1 and you'll have such an advantage to win. I try not to make the game further than that because I can't win vs a macro zerg.
Other times I've lost with this build is when they scout my proxy pylon and I'm unable to warp in the 4 zealots. My 3 zealots die to whatever comes at me. This puts me behind and zerg drones behind it on 3 base to eventually overrun you with units.
If you are facing a silver zerg, the guy is just gonna mass lings and do a fast run by regardless.
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First thing first i don't like the opening, if the zerg scouts ( which most zergs don't do right now ) he can just make lings with the first 5-6 larva after pool and you won't have a cannon to def in time, i believe, not to mention if he goes 14/14, im not sure about it but that's what it seems like to me. Ignoring the opening, i don't like the build. Its good for your average joe, hell it can work vs a gm zerg easy peze but its a "dieing bred" with the +1 zealot timing and the +2 blink stalker, as stephano and recently other zergs have shown, +1 zealot timing is bad, its oky to mix it in but it can be stopped easily if the zerg knows what to do, and considering how many people to those timings atm id say its pretty bad to have your build include it. The +2 blink stalker pushes, again, are not straight out "bad" but simply figure out,zergs figured out how to deal with blink timing pushes, and guess what, the way to stop a push is the same as the way to stop a late blink expand, make fucking units. Basically the zerg has to figure out you are going for a +1 lot push, which is so common nowadays that its not hard to guess for zerg, make enough roaches to hold it and than simply out micro your and rofl stomp the blinkstalker push while teching to infestor and simply killing you if you try to get a 3rd up due to numeric advantage. Again, its not straight up bad, but in the current meta game its not very innovative and its not "that good"
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you do have zealots enough in time tough edit: also instead of saying something is bad when someone scouts it, thats the fking point, if you scout something of course you can counter it. The whole point of scouting is to defend against what they will be doing, its not going to work every time or the game would be broken.
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On March 25 2012 18:00 Aterons_toss wrote: First thing first i don't like the opening, if the zerg scouts ( which most zergs don't do right now ) he can just make lings with the first 5-6 larva after pool and you won't have a cannon to def in time, i believe, not to mention if he goes 14/14, im not sure about it but that's what it seems like to me. Ignoring the opening, i don't like the build. Its good for your average joe, hell it can work vs a gm zerg easy peze but its a "dieing bred" with the +1 zealot timing and the +2 blink stalker, as stephano and recently other zergs have shown, +1 zealot timing is bad, its oky to mix it in but it can be stopped easily if the zerg knows what to do, and considering how many people to those timings atm id say its pretty bad to have your build include it. The +2 blink stalker pushes, again, are not straight out "bad" but simply figure out,zergs figured out how to deal with blink timing pushes, and guess what, the way to stop a push is the same as the way to stop a late blink expand, make fucking units. Basically the zerg has to figure out you are going for a +1 lot push, which is so common nowadays that its not hard to guess for zerg, make enough roaches to hold it and than simply out micro your and rofl stomp the blinkstalker push while teching to infestor and simply killing you if you try to get a 3rd up due to numeric advantage. Again, its not straight up bad, but in the current meta game its not very innovative and its not "that good"
I don't know how viable his build is but the timings are vastly different from the standard timings that everyone else uses.
If Stephano has all the timings figured out so perfectly, MC would not 2-0'd him at IEM so easily with +1 zeals into +2 blink.
The real concern with this build is what happens if Zerg focuses on pressuring your natural. Killing the NExus would end the game, but even if the zerg cannot kill the nexus, i fail to see how this build can possibly stop a zerg from sniping the core - which delays your gateway tech, which delays your push, which allows him to drone, which puts us back at square one.
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So I'm going to start doing this build as I'm starting toss. That GM game was so funny. If you just turtled for maybe 2 mins you could of rolled him over. But instead he let you get free bases and he said "jesus fuck you whore" at the end for no reason.....lol
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I just don't see this opening being viable at all.. If you're going for a forge and cannon to expo it makes no sense to add in a gate first, you're only being unsafe or forcing lots of probe cuts. The minor timing advantage you get from it is just not worth it
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When I first heard about the FFE, I was silver and I thought: this is madness, I cannot expand that early against a Zerg! Then I started doing it and it felt almost like cheating, I was winning almost every PvZ because I was so much ahead in economy. Then I got to platinum and FFE suddenly does not work, as any Zerg is smart enough to drone like crazy and then overpower me woth muta or roach, so I even got demoted back to gold. I am winning most of PvTs, having farily even PvPs but yet I am completely lost in PvZ because of the pointlessnes of the FFE. Now this style, looks like something I was waitng for. I really hope this can help me having fun in 1v1 again! I actaully heard about yuffe and 1 gate expand plays before, but this is the first guide I came along that is really detailed and seems very clear to me what to do. Thank you.
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On March 29 2012 02:58 Markwerf wrote: I just don't see this opening being viable at all.. If you're going for a forge and cannon to expo it makes no sense to add in a gate first, you're only being unsafe or forcing lots of probe cuts. The minor timing advantage you get from it is just not worth it
Have you even tried it? You use the initial 1-2 zealots from your gate to defend while you get your cannon up which is needed vs mass speedlings. The gate first allows for an earlier core/warp gate tech, which is in no way, shape or form a minor timing advantage (can be over a minute difference in warp gate timing). The economy difference between this opening and a forge-first FFE is very similar and depends on how quickly you need to get your cannon up based on your initial scouting. If you scout 15 hatch for example you don't have to cut probes to get your forge up quickly. I would even argue that this build can be even more economical since you have a lot of spare chronos that can be used on probes instead of things like warp gate, depending on what timings you want to hit.
The only concern is safety, which is valid because I don't believe the opening is completely vetted yet, but so far in my testing it does seem fairly safe. When I say safe I don't mean you can prevent all damage if they try to break you with mass lings, but more in that you can fend it off well enough so that you won't come out behind. I liken it to defending a 6-pool with a non-walled-off ramp where you will undoubtably take some damage but you should be able to defend it well enough with proper micro to come out in a relatively good position.
edit: the one negative about the build is you kind of need to make some sort of effective wall-off from the nexus to your ramp with just a pylon, cannon, and core. Of course another option is if there is a ramp at your natural you can just do a normal wall-off there, but then you take the risk they don't 6-pool since you can't fall back on a pylon + cannon in your mineral line in that scenario (plus that would require a 9 scout as well), so if you are playing on a map and want to wall-off your ramp at your natural you would have to FFE unless you knew for sure they were not 6-pooling.
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How do you deal if they do fast mutas on 2 base? Should the zealot +1 pressure be good enough to stop that, or what?
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On March 30 2012 13:07 furerkip wrote: How do you deal if they do fast mutas on 2 base? Should the zealot +1 pressure be good enough to stop that, or what? When going mutas on 2 bases, he'll have to use lings and spine crawlers and zealots will deal lots of damage to those lings and blink stalkers won't let his mutas deal damage so going 2 base mutas isn't good vs this build. However 3 base mutas with roaches before to defend can be viable.
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On March 30 2012 13:23 Adonminus wrote:Show nested quote +On March 30 2012 13:07 furerkip wrote: How do you deal if they do fast mutas on 2 base? Should the zealot +1 pressure be good enough to stop that, or what? When going mutas on 2 bases, he'll have to use lings and spine crawlers and zealots will deal lots of damage to those lings and blink stalkers won't let his mutas deal damage so going 2 base mutas isn't good vs this build. However 3 base mutas with roaches before to defend can be viable.
Just to add that a lot of zergs like to just make a gazillion spines at their natural while fast teching to mutas off 2-base. You can easily substitute a robo for a twilight and +1 armor for +2 weapons in this scenario and warp in his main. 1/1 zealots will rip through unupgraded lings like nobody's business.
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Skyro, good point. Now, I see you mention substitution of robo for twilight which, according to the BO, is to come at 36 supply IIRC. Does that timing work well if you don't see a 3rd by then? If so, I might start to do that - no third by 36 supply, then get a robo...
Do you have a replay you could share?
Thanks!
On March 30 2012 15:29 Skyro wrote:Show nested quote +On March 30 2012 13:23 Adonminus wrote:On March 30 2012 13:07 furerkip wrote: How do you deal if they do fast mutas on 2 base? Should the zealot +1 pressure be good enough to stop that, or what? When going mutas on 2 bases, he'll have to use lings and spine crawlers and zealots will deal lots of damage to those lings and blink stalkers won't let his mutas deal damage so going 2 base mutas isn't good vs this build. However 3 base mutas with roaches before to defend can be viable. Just to add that a lot of zergs like to just make a gazillion spines at their natural while fast teching to mutas off 2-base. You can easily substitute a robo for a twilight and +1 armor for +2 weapons in this scenario and warp in his main. 1/1 zealots will rip through unupgraded lings like nobody's business.
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On March 30 2012 22:00 matrius wrote:Skyro, good point. Now, I see you mention substitution of robo for twilight which, according to the BO, is to come at 36 supply IIRC. Does that timing work well if you don't see a 3rd by then? If so, I might start to do that - no third by 36 supply, then get a robo... Do you have a replay you could share? Thanks! Show nested quote +On March 30 2012 15:29 Skyro wrote:On March 30 2012 13:23 Adonminus wrote:On March 30 2012 13:07 furerkip wrote: How do you deal if they do fast mutas on 2 base? Should the zealot +1 pressure be good enough to stop that, or what? When going mutas on 2 bases, he'll have to use lings and spine crawlers and zealots will deal lots of damage to those lings and blink stalkers won't let his mutas deal damage so going 2 base mutas isn't good vs this build. However 3 base mutas with roaches before to defend can be viable. Just to add that a lot of zergs like to just make a gazillion spines at their natural while fast teching to mutas off 2-base. You can easily substitute a robo for a twilight and +1 armor for +2 weapons in this scenario and warp in his main. 1/1 zealots will rip through unupgraded lings like nobody's business.
I don't really save my replays but yes you can substitute it at that timing and it should line up nicely with +1 armor if you chrono boost it non-stop. Basically if I see no third by 5m then I start chrono'ing +1 weapons and +1 armor non-stop. +1 armor should finish around 8:40-8:50 in that case, which lines up roughly if you throw down your robo ~6:30. The only adjustment after that I make is delay the additional gasses until after I throw down 3 additional gates ~7:20-7:30, then add 3 gasses and my twilight after that. I've found this to be a pretty effective vs 2-base tech since 99% of the time zerg will go mutaling or infestorling, both which are this is very strong against. Even if you can't kill them outright you usually can do enough damage to win later (i.e. hatch snipe), so then transition as necessary (blink stalkers vs mutaling or chargelot/archon vs infestorling).
Also vs. 2-base tech don't just sacrifice your initial 3-4 zealots into what is likely a well-defended front at their natural. Just poke around and do what damage you can but try to save your zealots since they will add a lot of punch to your drop since you can load them with your prism (i.e. 10 zealots in their main instead of 6 @ ~8:40).
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Your replays are autosaved, that makes no sense.
Ya, I think that 10 zealots in their main without muties there yet would do it. 8:40 should be good, still have a good 60 seconds to do some serious damage.
Thanks for the suggestion!
On March 31 2012 02:33 Skyro wrote:
I don't really save my replays but yes you can substitute it at that timing and it should line up nicely with +1 armor if you chrono boost it non-stop. Basically if I see no third by 5m then I start chrono'ing +1 weapons and +1 armor non-stop. +1 armor should finish around 8:40-8:50 in that case, which lines up roughly if you throw down your robo ~6:30. The only adjustment after that I make is delay the additional gasses until after I throw down 3 additional gates ~7:20-7:30, then add 3 gasses and my twilight after that. I've found this to be a pretty effective vs 2-base tech since 99% of the time zerg will go mutaling or infestorling, both which are this is very strong against. Even if you can't kill them outright you usually can do enough damage to win later (i.e. hatch snipe), so then transition as necessary (blink stalkers vs mutaling or chargelot/archon vs infestorling).
Also vs. 2-base tech don't just sacrifice your initial 3-4 zealots into what is likely a well-defended front at their natural. Just poke around and do what damage you can but try to save your zealots since they will add a lot of punch to your drop since you can load them with your prism (i.e. 10 zealots in their main instead of 6 @ ~8:40).
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On March 31 2012 03:10 matrius wrote:Your replays are autosaved, that makes no sense. Ya, I think that 10 zealots in their main without muties there yet would do it. 8:40 should be good, still have a good 60 seconds to do some serious damage. Thanks for the suggestion! Show nested quote +On March 31 2012 02:33 Skyro wrote:
I don't really save my replays but yes you can substitute it at that timing and it should line up nicely with +1 armor if you chrono boost it non-stop. Basically if I see no third by 5m then I start chrono'ing +1 weapons and +1 armor non-stop. +1 armor should finish around 8:40-8:50 in that case, which lines up roughly if you throw down your robo ~6:30. The only adjustment after that I make is delay the additional gasses until after I throw down 3 additional gates ~7:20-7:30, then add 3 gasses and my twilight after that. I've found this to be a pretty effective vs 2-base tech since 99% of the time zerg will go mutaling or infestorling, both which are this is very strong against. Even if you can't kill them outright you usually can do enough damage to win later (i.e. hatch snipe), so then transition as necessary (blink stalkers vs mutaling or chargelot/archon vs infestorling).
Also vs. 2-base tech don't just sacrifice your initial 3-4 zealots into what is likely a well-defended front at their natural. Just poke around and do what damage you can but try to save your zealots since they will add a lot of punch to your drop since you can load them with your prism (i.e. 10 zealots in their main instead of 6 @ ~8:40).
Yes the game auto-saves replays but automatically deletes them after a while I believe (default setting). I may or may not have a replay I have no idea. It's not like I'm meeting 2-base tech zergs every game as it is relatively rare compared to fast 3rd builds.
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Ya, it is rare, thats why I was interested 
I think it saves the last 24 or so, so no probs!
Cheers,
Mark
Yes the game auto-saves replays but automatically deletes them after a while I believe (default setting). I may or may not have a replay I have no idea. It's not like I'm meeting 2-base tech zergs every game as it is relatively rare compared to fast 3rd builds.
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On March 31 2012 03:36 matrius wrote:Ya, it is rare, thats why I was interested  I think it saves the last 24 or so, so no probs! Cheers, Mark Show nested quote + Yes the game auto-saves replays but automatically deletes them after a while I believe (default setting). I may or may not have a replay I have no idea. It's not like I'm meeting 2-base tech zergs every game as it is relatively rare compared to fast 3rd builds.
Also FYI the only time I ever actually had this stopped by a zerg player where I didn't mess up horribly (i.e. getting prism sniped T_T) was my practice partner (who is high masters) went 2-base infestorling but specifically timed his double evo to get 1/1 right when this hits (and also already had a bunch of lings already made ready to defend the initial drop). However even in that case you can still do quite well by transitioning into chargelot/archon and hitting a +2 weapons timing. Haven't really seen any Mutaling players do early double upgrades in this fashion (I assume they can't spare the gas early on? Not sure). But overall it has worked quite well for me on ladder.
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9 pylon 13 gate 16 pylon (low) 17 nexus 18 zealot (chrono) 20 assimilator 22 zealot 24 core (low) 24 pylon (mostly low, depends on map) 26 forge (high or low, depends on map) 26 zealot Warp @100% core 30 zealot +1 weapon @100% forge 36 x2 gates 38 pylon 40 twilight council 42 x2 AssimilatorsExplanations and notes: -Pylon before nexus allows less probe cut -Zealots are able to hold most attacks with the help of walls, positioning or probe help. This variation also walls faster on certain maps. (Mostly with: Core-Pylon-Forge like on shakuras or cloud kingdom, or Core-2 Pylons on antiga). -Practice the chrono distribution on core and forge so it supports your timings. -Only 10-15 second delay in push, however same effect and much much better macro. -You push with 4 zealots and warp 3 zealots making it 7, so the push is of the same power but we gain 150 mineral from not build a 4th gate which greatly boosts our macro. -Continue with the build described previously in the guide. (Add twilight council, add 2 assimilators, start +2 and blink and push at 10-11 min while getting robo and 3rd) -Take 4th assimilator in case of early roaches so you have more gas for stalkers to defend pushes. -I have noticed that immortal high templar compositions are popular nowadays, you could easily transition to one since you both have robo and twilight council. Here's a replay as an example: http://sc2rep.com/replays/(Z)OGWutsZurg_vs_(P)Adonminus/19008
Guide has been updated with a more refined build which greatly boosts your economical capabilities and number of probes. I don't have a lot of replays currently, but I will post more replays in the future.
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On March 31 2012 16:11 Adonminus wrote:Show nested quote +9 pylon 13 gate 16 pylon (low) 17 nexus 18 zealot (chrono) 20 assimilator 22 zealot 24 core (low) 24 pylon (mostly low, depends on map) 26 forge (high or low, depends on map) 26 zealot Warp @100% core 30 zealot +1 weapon @100% forge 36 x2 gates 38 pylon 40 twilight council 42 x2 AssimilatorsExplanations and notes: -Pylon before nexus allows less probe cut -Zealots are able to hold most attacks with the help of walls, positioning or probe help. This variation also walls faster on certain maps. (Mostly with: Core-Pylon-Forge like on shakuras or cloud kingdom, or Core-2 Pylons on antiga). -Practice the chrono distribution on core and forge so it supports your timings. -Only 10-15 second delay in push, however same effect and much much better macro. -You push with 4 zealots and warp 3 zealots making it 7, so the push is of the same power but we gain 150 mineral from not build a 4th gate which greatly boosts our macro. -Continue with the build described previously in the guide. (Add twilight council, add 2 assimilators, start +2 and blink and push at 10-11 min while getting robo and 3rd) -Take 4th assimilator in case of early roaches so you have more gas for stalkers to defend pushes. -I have noticed that immortal high templar compositions are popular nowadays, you could easily transition to one since you both have robo and twilight council. Here's a replay as an example: http://sc2rep.com/replays/(Z)OGWutsZurg_vs_(P)Adonminus/19008 Guide has been updated with a more refined build which greatly boosts your economical capabilities and number of probes. I don't have a lot of replays currently, but I will post more replays in the future.
how do you go about scouting a 6pool with this, it seems you dont leave youre base until 2:40, which wont beable to see it in time
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On March 31 2012 20:47 Thiole wrote: how do you go about scouting a 6pool with this, it seems you dont leave youre base until 2:40, which wont beable to see it in time
Forgot to note, you scout with 15th probe which goes to make low ground pylon. You will probably notice 6 pool, even you don't, you just pull probes, cancel nexus and build zealots and forge, then proceed doing the strategy.
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Pretty sure with such little gas this build doesn't have any response to a 2-3 hatch baneling all-in, particularly because it easily overwhelms the zealot poke. I suppose it's one of the less common all-ins in the matchup, but it's a strong build that zenio used quite a bit at a recent mlg and the 7 minute zealot pressures are really bad against it in particular. I'm not really sure how a protoss is supposed to scout that or deal with it without sentries.
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On March 31 2012 21:40 oOOoOphidian wrote: Pretty sure with such little gas this build doesn't have any response to a 2-3 hatch baneling all-in, particularly because it easily overwhelms the zealot poke. I suppose it's one of the less common all-ins in the matchup, but it's a strong build that zenio used quite a bit at a recent mlg and the 7 minute zealot pressures are really bad against it in particular. I'm not really sure how a protoss is supposed to scout that or deal with it without sentries. you scout him getting more then 100 gas, if you do, you can make some extra cannons, since the response is the same for roach allins or banes edit: i feel scouting the 6pool, esp on the map vs whatszurg, a 6pool would be at your base right as you build 2nd pylon,
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Hey, excellent. I was planning on cutting a gateway because I kept noticing that my first gate was sitting idle. However, you came up with the details before I even started! Thank you!
I'm going to test it to see if the timings are OK for a 6 pool, which I lost to terribly yesterday using the old build.
On March 31 2012 16:11 Adonminus wrote: Guide has been updated with a more refined build which greatly boosts your economical capabilities and number of probes. I don't have a lot of replays currently, but I will post more replays in the future.
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OK, I just looked at your replay, and then compared it to my game on Shakuras P. where I was 6 pooled. Your first zealot pops out at 3:45, and his 6 zerglings were at my ramp at 3:00, a full 45 seconds earlier. 2 more zerglings followed a little while afterwards, and they killed my pylon before my zealot popped, and then killed my 16 probes without a problem.
When you leave to scout at 2:40, that isn't enough time to see the zerglings coming on anything but (possibly) a 2 position map, because if you goto the wrong base, you definitely won't see them.
Thus, this build doesn't appear to be safe to me from a 6 pool. We either have to build a zealot earlier, or scout earlier. I'm inclined to scout, but you are the GM, and its your BO I've been using, so I'm thinking you might know better What do you say? I'm loving this build, btw.
One more thing - a did have a problem one game where a zergy put down a hatch in MY natural. I proceeded to lose. After looking at the replay, the reason was because I had trouble securing my natural vs zergling runbys, then a roach swtich. I would recommend to anyone that this happens to to put up a pylon or two next to the zerg's hatchery while its building, and then put up a cannon or two. This would have done the trick in my position...
Cheers,
Mark
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On March 31 2012 21:40 oOOoOphidian wrote: Pretty sure with such little gas this build doesn't have any response to a 2-3 hatch baneling all-in, particularly because it easily overwhelms the zealot poke. I suppose it's one of the less common all-ins in the matchup, but it's a strong build that zenio used quite a bit at a recent mlg and the 7 minute zealot pressures are really bad against it in particular. I'm not really sure how a protoss is supposed to scout that or deal with it without sentries.
I was just gonna say; yesterday I faced a higher lvl player probably masters smurf, and he did a 2-3 base baneling bust timing. Because my wg wasn't even finished, I only had 2 zealots. I couldn't scout bc he kept his lings on patrol the whole map, denying my proxy pylon. I lost in no time.
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On March 31 2012 22:49 Thiole wrote: you scout him getting more then 100 gas, if you do, you can make some extra cannons, since the response is the same for roach allins or banes
The build I am referring to gets gas later and you'll never be able to scout the main by that point with a probe. I don't mean a 14 gas opener, I mean 3 hatch (or sometimes 2) into baneling bust. On the outside it looks a lot like a gasless 3 hatch roach/ling build.
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On April 01 2012 00:05 matrius wrote: OK, I just looked at your replay, and then compared it to my game on Shakuras P. where I was 6 pooled. Your first zealot pops out at 3:45, and his 6 zerglings were at my ramp at 3:00, a full 45 seconds earlier. 2 more zerglings followed a little while afterwards, and they killed my pylon before my zealot popped, and then killed my 16 probes without a problem.
When you leave to scout at 2:40, that isn't enough time to see the zerglings coming on anything but (possibly) a 2 position map, because if you goto the wrong base, you definitely won't see them.
The timings you provided are indeed correct, however you're forgetting one thing. You can stop mining for a whole minute since once you cancel the nexus you get 325 minerals which can power you for a whole minute. Now you pull probes and don't let the lings kill the pylon, add a 2nd pylon in case your pylon is on low hp, keep chronoing zealots until you defend the 6 pool. Remember to micro the probes correctly to limit their loses.
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Maybe that was my problem, I didn't react to the lings by protecting the pylon. 15 probes should take on 6 zerglings OK, but I'm expecting to lose 6-7 I guess...not sure what you mean about correct micro other than trying to pull wounded ones back?
On April 01 2012 01:00 Adonminus wrote:Show nested quote +On April 01 2012 00:05 matrius wrote: OK, I just looked at your replay, and then compared it to my game on Shakuras P. where I was 6 pooled. Your first zealot pops out at 3:45, and his 6 zerglings were at my ramp at 3:00, a full 45 seconds earlier. 2 more zerglings followed a little while afterwards, and they killed my pylon before my zealot popped, and then killed my 16 probes without a problem.
When you leave to scout at 2:40, that isn't enough time to see the zerglings coming on anything but (possibly) a 2 position map, because if you goto the wrong base, you definitely won't see them.
The timings you provided are indeed correct, however you're forgetting one thing. You can stop mining for a whole minute since once you cancel the nexus you get 325 minerals which can power you for a whole minute. Now you pull probes and don't let the lings kill the pylon, add a 2nd pylon in case your pylon is on low hp, keep chronoing zealots until you defend the 6 pool. Remember to micro the probes correctly to limit their loses.
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mineral walk the weak ones back to mining, so they dont die
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OK, I've watched your replay a few times, and everything lines up really nicely, I think you have improved on it!
One thing I noticed - there wasn't a zealot on hold pos to protect against zergling runbys. By the time your 4 zealots leave, you will then have warp gate. Maybe it would be prudent to pylon block yourself in, leaving a probe out to build your third, should it come to that, and then break it down when your third is close to completion? You can warp in everything from pylons on the edge of your base...
Only reason I'm pointing it out is it happens to me once in a while (a runby) and I always feel foolish...
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Well, I've been having a lot of trouble lately, here is a replay against a master player, really had a tough time when he didn't go for a fast third...
http://sc2rep.com/replays/(Z)Ayreon_vs_(P)Matrius/19013
I'm assuming that its just macro/lack of tech, but I feel like I couldn't tech up because of the thread of muties...
suggestions welcome.
thanks
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On April 01 2012 05:11 matrius wrote:Well, I've been having a lot of trouble lately, here is a replay against a master player, really had a tough time when he didn't go for a fast third... http://sc2rep.com/replays/(Z)Ayreon_vs_(P)Matrius/19013I'm assuming that its just macro/lack of tech, but I feel like I couldn't tech up because of the thread of muties... suggestions welcome. thanks ive found just throw down a robo and tech aswell, like collosi or voids, you only do the 7:10/blink 1-2 punch if he does a fast 3rd edit +1, youre 7 zealot 7:10 push needs to hit a minute earlier, 8min onward is what zerg prepares for, the 7 zealots is to get there before they start pumping units/spines, work on that, also take 3rd faster, the best way to deal with mutas is to push away the harass while macroing, so take your 3rd sooner, anyway, yeah, some stuff is hard to deal with
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wow. i kind of started off looking at this guide negatively, but now that im watching the reps i realize that it's really good. i love how you keep a presence on the map, making it impossible for the zerg to drone while you can build up a strong economy
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On March 31 2012 16:11 Adonminus wrote:Show nested quote +9 pylon 13 gate 16 pylon (low) 17 nexus 18 zealot (chrono) 20 assimilator 22 zealot 24 core (low) 24 pylon (mostly low, depends on map) 26 forge (high or low, depends on map) 26 zealot Warp @100% core 30 zealot +1 weapon @100% forge 36 x2 gates 38 pylon 40 twilight council 42 x2 AssimilatorsExplanations and notes: -Pylon before nexus allows less probe cut -Zealots are able to hold most attacks with the help of walls, positioning or probe help. This variation also walls faster on certain maps. (Mostly with: Core-Pylon-Forge like on shakuras or cloud kingdom, or Core-2 Pylons on antiga). -Practice the chrono distribution on core and forge so it supports your timings. -Only 10-15 second delay in push, however same effect and much much better macro. -You push with 4 zealots and warp 3 zealots making it 7, so the push is of the same power but we gain 150 mineral from not build a 4th gate which greatly boosts our macro. -Continue with the build described previously in the guide. (Add twilight council, add 2 assimilators, start +2 and blink and push at 10-11 min while getting robo and 3rd) -Take 4th assimilator in case of early roaches so you have more gas for stalkers to defend pushes. -I have noticed that immortal high templar compositions are popular nowadays, you could easily transition to one since you both have robo and twilight council. Here's a replay as an example: http://sc2rep.com/replays/(Z)OGWutsZurg_vs_(P)Adonminus/19008 Guide has been updated with a more refined build which greatly boosts your economical capabilities and number of probes. I don't have a lot of replays currently, but I will post more replays in the future.
-I like the 16 Pylon then 17 Nexus. Small, but nice adjustment (makes full use of the 3rd chrono on Probes too which I like). -2-base mass speedling is a threat to that build order on maps where there's no ramp you can wall-off at your natural since you get such a late cannon, but you should be able to make a cannon instead of the 4th Zealot and be ok I think (may depend on the rush distance not sure exactly). Regardless though I do think it is safer to make a cannon first then the 4th zealot as that would make the build safer and would not mess with any of your timings (4th Zealot should still pop out in time before you move out).
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On April 01 2012 06:57 Skyro wrote:Show nested quote +On March 31 2012 16:11 Adonminus wrote:9 pylon 13 gate 16 pylon (low) 17 nexus 18 zealot (chrono) 20 assimilator 22 zealot 24 core (low) 24 pylon (mostly low, depends on map) 26 forge (high or low, depends on map) 26 zealot Warp @100% core 30 zealot +1 weapon @100% forge 36 x2 gates 38 pylon 40 twilight council 42 x2 AssimilatorsExplanations and notes: -Pylon before nexus allows less probe cut -Zealots are able to hold most attacks with the help of walls, positioning or probe help. This variation also walls faster on certain maps. (Mostly with: Core-Pylon-Forge like on shakuras or cloud kingdom, or Core-2 Pylons on antiga). -Practice the chrono distribution on core and forge so it supports your timings. -Only 10-15 second delay in push, however same effect and much much better macro. -You push with 4 zealots and warp 3 zealots making it 7, so the push is of the same power but we gain 150 mineral from not build a 4th gate which greatly boosts our macro. -Continue with the build described previously in the guide. (Add twilight council, add 2 assimilators, start +2 and blink and push at 10-11 min while getting robo and 3rd) -Take 4th assimilator in case of early roaches so you have more gas for stalkers to defend pushes. -I have noticed that immortal high templar compositions are popular nowadays, you could easily transition to one since you both have robo and twilight council. Here's a replay as an example: http://sc2rep.com/replays/(Z)OGWutsZurg_vs_(P)Adonminus/19008 Guide has been updated with a more refined build which greatly boosts your economical capabilities and number of probes. I don't have a lot of replays currently, but I will post more replays in the future. -I like the 16 Pylon then 17 Nexus. Small, but nice adjustment (makes full use of the 3rd chrono on Probes too which I like). -2-base mass speedling is a threat to that build order on maps where there's no ramp you can wall-off at your natural since you get such a late cannon, but you should be able to make a cannon instead of the 4th Zealot and be ok I think (may depend on the rush distance not sure exactly). Regardless though I do think it is safer to make a cannon first then the 4th zealot as that would make the build safer and would not mess with any of your timings (4th Zealot should still pop out in time before you move out). why not before 3rd if he 14/14s, youre still ahead, and youre a bit safer vs gas play?
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On April 01 2012 07:26 Thiole wrote:Show nested quote +On April 01 2012 06:57 Skyro wrote:On March 31 2012 16:11 Adonminus wrote:9 pylon 13 gate 16 pylon (low) 17 nexus 18 zealot (chrono) 20 assimilator 22 zealot 24 core (low) 24 pylon (mostly low, depends on map) 26 forge (high or low, depends on map) 26 zealot Warp @100% core 30 zealot +1 weapon @100% forge 36 x2 gates 38 pylon 40 twilight council 42 x2 AssimilatorsExplanations and notes: -Pylon before nexus allows less probe cut -Zealots are able to hold most attacks with the help of walls, positioning or probe help. This variation also walls faster on certain maps. (Mostly with: Core-Pylon-Forge like on shakuras or cloud kingdom, or Core-2 Pylons on antiga). -Practice the chrono distribution on core and forge so it supports your timings. -Only 10-15 second delay in push, however same effect and much much better macro. -You push with 4 zealots and warp 3 zealots making it 7, so the push is of the same power but we gain 150 mineral from not build a 4th gate which greatly boosts our macro. -Continue with the build described previously in the guide. (Add twilight council, add 2 assimilators, start +2 and blink and push at 10-11 min while getting robo and 3rd) -Take 4th assimilator in case of early roaches so you have more gas for stalkers to defend pushes. -I have noticed that immortal high templar compositions are popular nowadays, you could easily transition to one since you both have robo and twilight council. Here's a replay as an example: http://sc2rep.com/replays/(Z)OGWutsZurg_vs_(P)Adonminus/19008 Guide has been updated with a more refined build which greatly boosts your economical capabilities and number of probes. I don't have a lot of replays currently, but I will post more replays in the future. -I like the 16 Pylon then 17 Nexus. Small, but nice adjustment (makes full use of the 3rd chrono on Probes too which I like). -2-base mass speedling is a threat to that build order on maps where there's no ramp you can wall-off at your natural since you get such a late cannon, but you should be able to make a cannon instead of the 4th Zealot and be ok I think (may depend on the rush distance not sure exactly). Regardless though I do think it is safer to make a cannon first then the 4th zealot as that would make the build safer and would not mess with any of your timings (4th Zealot should still pop out in time before you move out). why not before 3rd if he 14/14s, youre still ahead, and youre a bit safer vs gas play?
Are you asking me why not before cannon before 3rd Zealot? It's because the forge in his revised build order is not done at that time. It appears so far to me that you only need cannon(s) early for mass speedlings or baneling bust which you should have up in time to defend if zerg opened with any expand before gas build.
From a 14/14 gas first opening ling speed finishes ~5m. Thus if you see scout a 14/14 opening by zerg I'd probably cut Probes @ 20 to get a forge up (before core) asap to have a cannon up to defend in time.
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I am curious why you would choose to do the Blink transition rather than go VR directly after CC finishes. The only way he is going to be able to stop your Zeal timing is with Roaches, and if he dumps a lot into them he would be able to kill you straight off. With a VR you would be able to stop him from pressuring with Roaches, kill some OLs, harass and it would allow you to grab a 3rd by the 8:00 minute mark. Even if worst case scenario he goes mutalisks you will be up 3 bases to 2 and can simply cannon up a ton and transition into Blink Colossi.
I am probably missing something. Can you explain to me the reasoning?
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On April 01 2012 07:38 Skyro wrote:Show nested quote +On April 01 2012 07:26 Thiole wrote:On April 01 2012 06:57 Skyro wrote:On March 31 2012 16:11 Adonminus wrote:9 pylon 13 gate 16 pylon (low) 17 nexus 18 zealot (chrono) 20 assimilator 22 zealot 24 core (low) 24 pylon (mostly low, depends on map) 26 forge (high or low, depends on map) 26 zealot Warp @100% core 30 zealot +1 weapon @100% forge 36 x2 gates 38 pylon 40 twilight council 42 x2 AssimilatorsExplanations and notes: -Pylon before nexus allows less probe cut -Zealots are able to hold most attacks with the help of walls, positioning or probe help. This variation also walls faster on certain maps. (Mostly with: Core-Pylon-Forge like on shakuras or cloud kingdom, or Core-2 Pylons on antiga). -Practice the chrono distribution on core and forge so it supports your timings. -Only 10-15 second delay in push, however same effect and much much better macro. -You push with 4 zealots and warp 3 zealots making it 7, so the push is of the same power but we gain 150 mineral from not build a 4th gate which greatly boosts our macro. -Continue with the build described previously in the guide. (Add twilight council, add 2 assimilators, start +2 and blink and push at 10-11 min while getting robo and 3rd) -Take 4th assimilator in case of early roaches so you have more gas for stalkers to defend pushes. -I have noticed that immortal high templar compositions are popular nowadays, you could easily transition to one since you both have robo and twilight council. Here's a replay as an example: http://sc2rep.com/replays/(Z)OGWutsZurg_vs_(P)Adonminus/19008 Guide has been updated with a more refined build which greatly boosts your economical capabilities and number of probes. I don't have a lot of replays currently, but I will post more replays in the future. -I like the 16 Pylon then 17 Nexus. Small, but nice adjustment (makes full use of the 3rd chrono on Probes too which I like). -2-base mass speedling is a threat to that build order on maps where there's no ramp you can wall-off at your natural since you get such a late cannon, but you should be able to make a cannon instead of the 4th Zealot and be ok I think (may depend on the rush distance not sure exactly). Regardless though I do think it is safer to make a cannon first then the 4th zealot as that would make the build safer and would not mess with any of your timings (4th Zealot should still pop out in time before you move out). why not before 3rd if he 14/14s, youre still ahead, and youre a bit safer vs gas play? Are you asking me why not before cannon before 3rd Zealot? It's because the forge in his revised build order is not done at that time. It appears so far to me that you only need cannon(s) early for mass speedlings or baneling bust which you should have up in time to defend if zerg opened with any expand before gas build. From a 14/14 gas first opening ling speed finishes ~5m. Thus if you see scout a 14/14 opening by zerg I'd probably cut Probes @ 20 to get a forge up (before core) asap to have a cannon up to defend in time. that was what i was getting at, forge before core if he goes gas before expand?
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On April 01 2012 08:46 Thiole wrote:Show nested quote +On April 01 2012 07:38 Skyro wrote:On April 01 2012 07:26 Thiole wrote:On April 01 2012 06:57 Skyro wrote:On March 31 2012 16:11 Adonminus wrote:9 pylon 13 gate 16 pylon (low) 17 nexus 18 zealot (chrono) 20 assimilator 22 zealot 24 core (low) 24 pylon (mostly low, depends on map) 26 forge (high or low, depends on map) 26 zealot Warp @100% core 30 zealot +1 weapon @100% forge 36 x2 gates 38 pylon 40 twilight council 42 x2 AssimilatorsExplanations and notes: -Pylon before nexus allows less probe cut -Zealots are able to hold most attacks with the help of walls, positioning or probe help. This variation also walls faster on certain maps. (Mostly with: Core-Pylon-Forge like on shakuras or cloud kingdom, or Core-2 Pylons on antiga). -Practice the chrono distribution on core and forge so it supports your timings. -Only 10-15 second delay in push, however same effect and much much better macro. -You push with 4 zealots and warp 3 zealots making it 7, so the push is of the same power but we gain 150 mineral from not build a 4th gate which greatly boosts our macro. -Continue with the build described previously in the guide. (Add twilight council, add 2 assimilators, start +2 and blink and push at 10-11 min while getting robo and 3rd) -Take 4th assimilator in case of early roaches so you have more gas for stalkers to defend pushes. -I have noticed that immortal high templar compositions are popular nowadays, you could easily transition to one since you both have robo and twilight council. Here's a replay as an example: http://sc2rep.com/replays/(Z)OGWutsZurg_vs_(P)Adonminus/19008 Guide has been updated with a more refined build which greatly boosts your economical capabilities and number of probes. I don't have a lot of replays currently, but I will post more replays in the future. -I like the 16 Pylon then 17 Nexus. Small, but nice adjustment (makes full use of the 3rd chrono on Probes too which I like). -2-base mass speedling is a threat to that build order on maps where there's no ramp you can wall-off at your natural since you get such a late cannon, but you should be able to make a cannon instead of the 4th Zealot and be ok I think (may depend on the rush distance not sure exactly). Regardless though I do think it is safer to make a cannon first then the 4th zealot as that would make the build safer and would not mess with any of your timings (4th Zealot should still pop out in time before you move out). why not before 3rd if he 14/14s, youre still ahead, and youre a bit safer vs gas play? Are you asking me why not before cannon before 3rd Zealot? It's because the forge in his revised build order is not done at that time. It appears so far to me that you only need cannon(s) early for mass speedlings or baneling bust which you should have up in time to defend if zerg opened with any expand before gas build. From a 14/14 gas first opening ling speed finishes ~5m. Thus if you see scout a 14/14 opening by zerg I'd probably cut Probes @ 20 to get a forge up (before core) asap to have a cannon up to defend in time. that was what i was getting at, forge before core if he goes gas before expand?
That is what I currently do. Not sure what OP does however. If you go forge before core @ 20 supply you throw it down @ 3:35 with a cannon done @ 5 mins.
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On April 01 2012 09:34 Skyro wrote:Show nested quote +On April 01 2012 08:46 Thiole wrote:On April 01 2012 07:38 Skyro wrote:On April 01 2012 07:26 Thiole wrote:On April 01 2012 06:57 Skyro wrote:On March 31 2012 16:11 Adonminus wrote:9 pylon 13 gate 16 pylon (low) 17 nexus 18 zealot (chrono) 20 assimilator 22 zealot 24 core (low) 24 pylon (mostly low, depends on map) 26 forge (high or low, depends on map) 26 zealot Warp @100% core 30 zealot +1 weapon @100% forge 36 x2 gates 38 pylon 40 twilight council 42 x2 AssimilatorsExplanations and notes: -Pylon before nexus allows less probe cut -Zealots are able to hold most attacks with the help of walls, positioning or probe help. This variation also walls faster on certain maps. (Mostly with: Core-Pylon-Forge like on shakuras or cloud kingdom, or Core-2 Pylons on antiga). -Practice the chrono distribution on core and forge so it supports your timings. -Only 10-15 second delay in push, however same effect and much much better macro. -You push with 4 zealots and warp 3 zealots making it 7, so the push is of the same power but we gain 150 mineral from not build a 4th gate which greatly boosts our macro. -Continue with the build described previously in the guide. (Add twilight council, add 2 assimilators, start +2 and blink and push at 10-11 min while getting robo and 3rd) -Take 4th assimilator in case of early roaches so you have more gas for stalkers to defend pushes. -I have noticed that immortal high templar compositions are popular nowadays, you could easily transition to one since you both have robo and twilight council. Here's a replay as an example: http://sc2rep.com/replays/(Z)OGWutsZurg_vs_(P)Adonminus/19008 Guide has been updated with a more refined build which greatly boosts your economical capabilities and number of probes. I don't have a lot of replays currently, but I will post more replays in the future. -I like the 16 Pylon then 17 Nexus. Small, but nice adjustment (makes full use of the 3rd chrono on Probes too which I like). -2-base mass speedling is a threat to that build order on maps where there's no ramp you can wall-off at your natural since you get such a late cannon, but you should be able to make a cannon instead of the 4th Zealot and be ok I think (may depend on the rush distance not sure exactly). Regardless though I do think it is safer to make a cannon first then the 4th zealot as that would make the build safer and would not mess with any of your timings (4th Zealot should still pop out in time before you move out). why not before 3rd if he 14/14s, youre still ahead, and youre a bit safer vs gas play? Are you asking me why not before cannon before 3rd Zealot? It's because the forge in his revised build order is not done at that time. It appears so far to me that you only need cannon(s) early for mass speedlings or baneling bust which you should have up in time to defend if zerg opened with any expand before gas build. From a 14/14 gas first opening ling speed finishes ~5m. Thus if you see scout a 14/14 opening by zerg I'd probably cut Probes @ 20 to get a forge up (before core) asap to have a cannon up to defend in time. that was what i was getting at, forge before core if he goes gas before expand? That is what I currently do. Not sure what OP does however. If you go forge before core @ 20 supply you throw it down @ 3:35 with a cannon done @ 5 mins.
the only reason to do this is on a gas opening from zerg, if he does a speedling expand ( sees nexus and either A tries to hit with mass speedling , or B tries to take a fast 3rd, the 4gate 7zealot +1 timing hits roughly at 8 mins, but you still do equal damamge because he set himself behind in economy,
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Hi,
I'm very interested in the answer for this, as recently I've played a few games that involved getting overrun by roach spam, once with a nydus worm kicked in just for laughs.
Thanks,
Mark
On April 01 2012 07:41 Peterblue wrote: I am curious why you would choose to do the Blink transition rather than go VR directly after CC finishes. The only way he is going to be able to stop your Zeal timing is with Roaches, and if he dumps a lot into them he would be able to kill you straight off. With a VR you would be able to stop him from pressuring with Roaches, kill some OLs, harass and it would allow you to grab a 3rd by the 8:00 minute mark. Even if worst case scenario he goes mutalisks you will be up 3 bases to 2 and can simply cannon up a ton and transition into Blink Colossi.
I am probably missing something. Can you explain to me the reasoning?
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I still really like this build because its basically "Sentryless". I wonder if there are more ways to go without Sentries in PvZ...
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On April 02 2012 22:22 matrius wrote:Hi, I'm very interested in the answer for this, as recently I've played a few games that involved getting overrun by roach spam, once with a nydus worm kicked in just for laughs. Thanks, Mark Show nested quote +On April 01 2012 07:41 Peterblue wrote: I am curious why you would choose to do the Blink transition rather than go VR directly after CC finishes. The only way he is going to be able to stop your Zeal timing is with Roaches, and if he dumps a lot into them he would be able to kill you straight off. With a VR you would be able to stop him from pressuring with Roaches, kill some OLs, harass and it would allow you to grab a 3rd by the 8:00 minute mark. Even if worst case scenario he goes mutalisks you will be up 3 bases to 2 and can simply cannon up a ton and transition into Blink Colossi.
I am probably missing something. Can you explain to me the reasoning?
Nobody can help you unless you post a replay. Just saying "roach spam" is too vague. In regards to the why not SG instead of TC it's because the OP is playing a more aggressive style, which blink stalkers are better at. TC first styles transition into very strong +2/+3 colossus timings and are also safe vs. virtually anything midgame. And on most maps I personally find it easier to defend 3 bases with blink stalkers but that may be a playstyle thing.
If you were playing a passive style with void rays to get your 3rd up relatively quickly is certainly viable, however you would need to grab an earlier 4th gas and mix in sentries (you can't use just void rays to defend as they don't kill roaches fast enough) just like how you would out of a FFE. Really though whatever opening you can do out of a FFE you can do out of this opening, the only difference really is that you have warp gate done sooner.
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On April 02 2012 23:54 ma70 wrote: I still really like this build because its basically "Sentryless". I wonder if there are more ways to go without Sentries in PvZ... On a note, I would still recommend getting sentries if zerg is doing something like the 3 base roach stephano play, so roaches won't that easily kill your stalkers and immortals. If not indeed, it's quite sentry less.
For the guys who asked about the forge, I agree that you should plant a forge early if you scout early gas with late expo.
And about 2 base plays, mostly they have no choice but to get mutalisks or infestors, else they will be behind. In this case you get the 4th gas early and use the extra gas on a stargate (you don't skip stalkers), chrono out a phoenix and scout the enemy, if you see mutas keep making phoenixes, if you see infestors continue your play and try to secure a 3rd while delaying the zerg's 4rd, while you can use the stargate for the mothership transition later in the game.
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OK, thanks that sounds good to me. If I see muties I would be inclined to go 2 SG...Uh, actually, couple of followups, not sure about this:
What do you usually do vs infestors? Templar? You didn't mention robo, shouldn't it happen before SG?
And about 2 base plays, mostly they have no choice but to get mutalisks or infestors, else they will be behind. In this case you get the 4th gas early and use the extra gas on a stargate (you don't skip stalkers), chrono out a phoenix and scout the enemy, if you see mutas keep making phoenixes, if you see infestors continue your play and try to secure a 3rd while delaying the zerg's 4rd, while you can use the stargate for the mothership transition later in the game.
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unless you start double stargate dont bother, youll be too far behind in phoenix count, just stick with templar and storm and blink stalkers, in fact, if you see mutas, just cannon up like 6 per base, then just go fuckin kill em
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On April 05 2012 02:35 Thiole wrote:unless you start double stargate dont bother, youll be too far behind in phoenix count, just stick with templar and storm and blink stalkers, in fact, if you see mutas, just cannon up like 6 per base, then just go fuckin kill em 
I believe Hero in his Ro32 games he made a reactionary fleet beacon with range upgraded phoenixes which seemed to work pretty well. Haven't experimented with it myself yet however.
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The guide seems to provide a detailed description of a gimmick opener + timing. If the Z has been scouting properly and understands that your low on gas and your core is late, this build should in theory not work. Good Z players should be able to properly respond to such a weird opener. tldr; I wouldn't recommend the use of a build like this unless you're sure you can get away with it (or your Z opponent doesn't understand 2b baneling busts kill this.)
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Wow!
Man, that's an excellent guide. Haven't lost a single of my PvZ since i started doing it. Mind you, it's only 3 games at diamond level though.
And even more, what's excellent is the detailed build order and the timings provided. I used to FFE and do some kind of 4 gate +1 zealot pressure, but this one hits a 8:00, and thus, relied on my opponents not having roaches at 8:00. Now, through enjoyable practice, I can consistently hit at 7:15, and damn, that feels good.
By the way, I wouldn't call this build gimmicky. It's pretty hard to scout (how many gas can the Zerg player reliably see among the 4 possible ones?), you do not have to commit (just check the 3rd with your scouting probe), and damn, it hits hard!
Thanks Adonminus!
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This guide has singlehandedly brought me back into 1v1 laddering. As I wrote two pages earlier, I was really losing a lot with any sort of FFE. Since I started using this I am 11-8 in PvZ, compared to 4-13 from a chunk of games immediately before. And moreover, it is much more fun, because now I have the usually commanding lead, not the zerg.
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Canada13379 Posts
Im currently watching orb learn how to do this build and the issue of defending an early pool (6,7 for example) came up. You don't seem to include a response to this strat in the op. I want to try to learn this but I would like to know how to hold an early pool before I make this my more standard PvZ opening personally. It happens to me in about 1/4 of my PvZs on ladder where I am (high diamond, low master) and would hate to auto lose if there isn't a good response with your build.
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On April 06 2012 07:17 ZeromuS wrote: Im currently watching orb learn how to do this build and the issue of defending an early pool (6,7 for example) came up. You don't seem to include a response to this strat in the op. I want to try to learn this but I would like to know how to hold an early pool before I make this my more standard PvZ opening personally. It happens to me in about 1/4 of my PvZs on ladder where I am (high diamond, low master) and would hate to auto lose if there isn't a good response with your build.
Since you built your gate on the highground you could just add a core/forge to it + pylon and ur set.
dont know if there is some other way to do it while maintaining your nexus/core on the lowground, but the forge/core addon to my gateway+pylon puts me way ahead
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Canada13379 Posts
On April 06 2012 07:26 NinjaMagic wrote:Show nested quote +On April 06 2012 07:17 ZeromuS wrote: Im currently watching orb learn how to do this build and the issue of defending an early pool (6,7 for example) came up. You don't seem to include a response to this strat in the op. I want to try to learn this but I would like to know how to hold an early pool before I make this my more standard PvZ opening personally. It happens to me in about 1/4 of my PvZs on ladder where I am (high diamond, low master) and would hate to auto lose if there isn't a good response with your build. Since you built your gate on the highground you could just add a core/forge to it + pylon and ur set. dont know if there is some other way to do it while maintaining your nexus/core on the lowground, but the forge/core addon to my gateway+pylon puts me way ahead
But you don't scout until after the nexus right? So, it seems like it would be hard to hold a 6/7 pool reacting on only seeing the lings. Do you have any replays of this?
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On April 06 2012 07:17 ZeromuS wrote: Im currently watching orb learn how to do this build and the issue of defending an early pool (6,7 for example) came up. You don't seem to include a response to this strat in the op. I want to try to learn this but I would like to know how to hold an early pool before I make this my more standard PvZ opening personally. It happens to me in about 1/4 of my PvZs on ladder where I am (high diamond, low master) and would hate to auto lose if there isn't a good response with your build.
This opening is essentially the YufFE opening so defending various early timings can be found here - http://wiki.teamliquid.net/starcraft2/Gate_Nexus_YufFE#Execution
YufFE scouts after his nexus and if he spots lings on the way to his base he cancels and runs up his ramp. Personally I scout @ 12/13 with my gate probe to get more of a warning and don't have to cancel anything as I would spot a 6 pool before I throw down my nexus. Either way though since you made a pylon and gate at your main ramp you simply complete your wall-off and defend it how you normally would from a gate expand.
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Against Stephano style, I've been only having a somewhat success with this build. Any decent macro who does not miss injects will have like 30 roaches to your 15-20. It takes a lot of micro. Also, if they had an extra evo, they will be on par with upgrades.
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Very nice guide!! I love the effort you put into the screenshots as well, great job!
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I think there's a quite big misunderstanding out there. You're supposed to scout with your 15th probe which builds the pylon low ground, not after nexus in the refined version.
For 6 pool, you just make zealots and a forge, then continue with build. Use probes to defend the pylon powering the gateway. I never lose to 6 pool with this.
I think the most dangerous and only all in which can do damage to this build is a baneling all in, but if scouted it can be stopped.
I also checked orb's stream a bit since I heard that he tried out this build, I have to note that he needs to really improve his zealot timing, I am able to hit with 7 zealots at 7:00-7:10 currently with good chronos and early enough gateways (he always built the gateways late). He needs to be more aggressive with blink stalkers too, you attack with blink stalkers while making 3rd, he can't counter attack anyway since then he won't be able to defend blink stalkers.
Almost forgot, I didn't say you should never use sentries, sentries are really good to hold stephano style and roachs in general.
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Yeah adonminus i butchered the build, it was the first day I had ever tried it haha sorry ^^
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I just played a game where I attacked somewhere around 8min (approximately) and took out his third (which was actually his natural because I briefly blocked his natural and then he created his 2nd hatch at his normal 3rd base, and THEN put down a 3rd hatch at his natural). However, I saw a lot of larva used up for what ended up being zerglings. I got the hatchery before they could spawn, but then was overrun. OK, np, I was still ahead and it was 2 base to 2 base at this point. I decided to be aggressive and try to followup with zealots and some stalkers. The followup was not successful, and I don't think it would have been successful even if I had blink. It appears to me to bea waste of resources because of all the zerglings he had created, and some roaches to compliment, and he easily repelled the followup. The rest of the game is irrelevant, but always happy to hear critique if you would like... btw - I already know that I failed to get blink and +2, just my lack of skillz...
http://sc2rep.com/replays/(Z)SkrilLeX_vs_(P)Matrius/19174
So, my question is - if I know there are a lot of zerglings about, does that make the followup less effective in general? I always seem to have more success when I followup later on with immortals/sentry...
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On April 10 2012 02:42 matrius wrote:I just played a game where I attacked somewhere around 8min (approximately) and took out his third (which was actually his natural because I briefly blocked his natural and then he created his 2nd hatch at his normal 3rd base, and THEN put down a 3rd hatch at his natural). However, I saw a lot of larva used up for what ended up being zerglings. I got the hatchery before they could spawn, but then was overrun. OK, np, I was still ahead and it was 2 base to 2 base at this point. I decided to be aggressive and try to followup with zealots and some stalkers. The followup was not successful, and I don't think it would have been successful even if I had blink. It appears to me to bea waste of resources because of all the zerglings he had created, and some roaches to compliment, and he easily repelled the followup. The rest of the game is irrelevant, but always happy to hear critique if you would like... btw - I already know that I failed to get blink and +2, just my lack of skillz... http://sc2rep.com/replays/(Z)SkrilLeX_vs_(P)Matrius/19174So, my question is - if I know there are a lot of zerglings about, does that make the followup less effective in general? I always seem to have more success when I followup later on with immortals/sentry...
The follow-up absolutely relies on blink and +2. Don't push out without both of them done. If they make a lot of lings make more zealots.
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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.
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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...
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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!
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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...
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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/19197My 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
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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!
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just got 6pooled with this build, what is the best response to that? build a forge + cannon in mineral line? thanks
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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!
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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.
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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.
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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.
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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.
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On April 12 2012 23:39 Adonminus wrote:Show nested quote +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.
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.
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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.
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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]](http://i.imgur.com/63gSe.jpg)
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):
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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.
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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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On April 17 2012 03:50 matrius wrote: 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
the program you are using implies there is no travel time or scout, and you wont have enough zealots to deal with normal ling pressure, its good in theory though
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Well, I did put in scouting @ 3min, so you can check for natural, and third before metabolic boost kicks in. You are right, you don't have a lot of zealots at start, but 2 at 6 min can do the trick. Again, this build is really for when the zerg opponent goes for 3 hatches early in the game, so you won't need a lot of initial units. If you don't see a third, then you should change plans.
A baneling all in would be good against this I think, and the protoss would have to rely on sim city and cannons to hold off.
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On April 19 2012 11:32 Thiole wrote:Show nested quote +On April 17 2012 03:50 matrius wrote: 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 the program you are using implies there is no travel time or scout, and you wont have enough zealots to deal with normal ling pressure, its good in theory though
This would be a lot clearer if it were written in timing instead of supply, but since at one point you are making 2 zealots from gateways, I'm guessing you can delay a couple gateways to make the zealots earlier and still have them up for the warpgate finishing. I'm not sure, but I think I saw Tails doing this on his stream last night. I saw him attack at one point with only 1 gas using 4-5 zealots and 4-5 stalkers, but I wasn't looking at the game clock. Now, that I think back, his might have hit much later though - I think he had 5 gates.
The small amount of gas available in this build and others like it is scary, though. If he's going for 2-base pressure instead of fast 3-base, you'll probably only have enough gas for 2 sentries or a sentry and 2 stalkers. Typically, sentries are key in avoiding large damage during these 2-base pushes.
Edit: Have you tried to do this in game - or is this purely conjecture assuming the program is setup right?
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what do you do vs 3 hatch before pool with this, do u play normally? Im curious because i think it should be good vs your build since you cant block the hatch and I dont think you can punish it.
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How do I stop heavy ling pressure from 6-10 pool openings?
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On April 24 2012 03:26 wullull wrote: How do I stop heavy ling pressure from 6-10 pool openings?
I would suggest walling off the top of your ramp when you see it, and chrono zealots. If your nexus is just started you can cancel right away or leave it till the last second to stall if they attack it.
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On April 24 2012 09:42 Wingblade wrote:Show nested quote +On April 24 2012 03:26 wullull wrote: How do I stop heavy ling pressure from 6-10 pool openings? I would suggest walling off the top of your ramp when you see it, and chrono zealots. If your nexus is just started you can cancel right away or leave it till the last second to stall if they attack it.
Some zergs like to 10 pool and only make 2 lings and then macro up. If you can get a count of how many lings they make you can hold a 10 pool if they only make 2 lings.
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1 Gas for this long isn't a problem, but you do need to scout and add cannons if you are being all in'd, like always.
Yes, I've used this build in a game, but never perfectly. I've always been like 30 seconds behind, but mostly just due to poor multitasking.
On April 20 2012 00:01 Treehead wrote:Show nested quote +On April 19 2012 11:32 Thiole wrote:On April 17 2012 03:50 matrius wrote: 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 the program you are using implies there is no travel time or scout, and you wont have enough zealots to deal with normal ling pressure, its good in theory though This would be a lot clearer if it were written in timing instead of supply, but since at one point you are making 2 zealots from gateways, I'm guessing you can delay a couple gateways to make the zealots earlier and still have them up for the warpgate finishing. I'm not sure, but I think I saw Tails doing this on his stream last night. I saw him attack at one point with only 1 gas using 4-5 zealots and 4-5 stalkers, but I wasn't looking at the game clock. Now, that I think back, his might have hit much later though - I think he had 5 gates. The small amount of gas available in this build and others like it is scary, though. If he's going for 2-base pressure instead of fast 3-base, you'll probably only have enough gas for 2 sentries or a sentry and 2 stalkers. Typically, sentries are key in avoiding large damage during these 2-base pushes. Edit: Have you tried to do this in game - or is this purely conjecture assuming the program is setup right?
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I just counted my last 20 pvz using this build. So far 17-3
1 Loss due to my end game collapsed against brood lord army and my mothership out of position. 1 Loss when the zerg prematurely sunken up on 2 base, low drones and just build a roach hydra army and I didn't see it coming and natural sim city was not best and cornered my army. 1 Loss due to fast roach and ling and I did not wall off properly. Should have scouted it.
Of the remaining, only 3 games so far went beyond 13 minutes.
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On April 22 2012 03:22 AlphaDotCom wrote: what do you do vs 3 hatch before pool with this, do u play normally? Im curious because i think it should be good vs your build since you cant block the hatch and I dont think you can punish it. You can skip forge, go for 6 gates and just kill him since he can't do anything about it without a pool. Also he won't have speed either, you can do a poke with 1-2 stalkers off your 1 gate and kill overlords and drones. You can also do this if you scout hatch first, since he won't have units to pressure with and any banelings and roaches will be too late to break in.
Here's some notes on execution and 6 gate supply timings. Only 1 zealot built not let lings through wall. 2nd gate at 22-25 (needed to complete to wall). 40 x4 gates. (in total you get 6) 36-40(get addition 2 sentries between those timings so in case he still tries to go for something aggressive off hatch first, you can hold it until gateways are up) You can get 2 more sentries while gateways are building. (4 sentries now) You attack his 3rd or natural at ~8:30 with a huge gateway army consisting of your initial 1 zealot 2 stalker 4 sentries and an additional set of 12 warped units depending on his army composition. (I recommend not warping additional sentries and save gas for tech, unless you really need them). With this remember to build workers to gain a huge economical lead, robo transition is the most wise, build it during your attack.
Actually I'm greedy so I just do it vs gasless 14p-15h too. Here's some replays: http://sc2rep.com/replays/(Z)One_vs_(P)NOMAdonminus/19387 http://sc2rep.com/replays/(Z)LaVaKiLen_vs_(P)NOMAdonminus/19388
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@op, how does this deal with the stephano style 12 minute roach max, im not sure ive seen it mentioned
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On April 26 2012 00:41 polysciguy wrote: @op, how does this deal with the stephano style 12 minute roach max, im not sure ive seen it mentioned
If you read the 7:10 push part it says that its ment to take out the 3rd which I think just voids the chance of 12 minute roach push if executed properly because it will force units instead of allowing the zerg to drone hard like stephano does. And the +2 blink stalkers will take out the amount of roaches the opponent can have because of the lost production of that 3rd base.
Please actually read the full thread before asking something like this. As the answer was in the explanation of the build and how its executed.
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On April 26 2012 02:04 Random_Guy09 wrote:Show nested quote +On April 26 2012 00:41 polysciguy wrote: @op, how does this deal with the stephano style 12 minute roach max, im not sure ive seen it mentioned If you read the 7:10 push part it says that its ment to take out the 3rd which I think just voids the chance of 12 minute roach push if executed properly because it will force units instead of allowing the zerg to drone hard like stephano does. And the +2 blink stalkers will take out the amount of roaches the opponent can have because of the lost production of that 3rd base. Please actually read the full thread before asking something like this. As the answer was in the explanation of the build and how its executed.
i have read the thread, if you'll notice ive posted on several pages throughout it. i also know that only a couple roaches need to be out at that 710 point to completely negate the pressure, you aren't pressuring with that many units and it is perfectly reasonable that a zerg can get 1-3 roaches out before it hits at which point you can't do much until the 11 minute timing.
i also read somewhere in the discussion thread on how to beat the stephano style roaches that some players are delaying the third slightly and are expanding behind roach pressure. and this build is designed to take advantage of a fast third with little defense not defendign pressure while hitting a third.
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On April 26 2012 02:12 polysciguy wrote:Show nested quote +On April 26 2012 02:04 Random_Guy09 wrote:On April 26 2012 00:41 polysciguy wrote: @op, how does this deal with the stephano style 12 minute roach max, im not sure ive seen it mentioned If you read the 7:10 push part it says that its ment to take out the 3rd which I think just voids the chance of 12 minute roach push if executed properly because it will force units instead of allowing the zerg to drone hard like stephano does. And the +2 blink stalkers will take out the amount of roaches the opponent can have because of the lost production of that 3rd base. Please actually read the full thread before asking something like this. As the answer was in the explanation of the build and how its executed. i have read the thread, if you'll notice ive posted on several pages throughout it. i also know that only a couple roaches need to be out at that 710 point to completely negate the pressure, you aren't pressuring with that many units and it is perfectly reasonable that a zerg can get 1-3 roaches out before it hits at which point you can't do much until the 11 minute timing. i also read somewhere in the discussion thread on how to beat the stephano style roaches that some players are delaying the third slightly and are expanding behind roach pressure. and this build is designed to take advantage of a fast third with little defense not defendign pressure while hitting a third.
Contrary to popular opinion, zealots do not become useless the second a single roach enters the playingfield. 1-3 roaches do not kill 7 +1 zealots fast enough to save their 3rd. Zergs can save their 3rd, and the good ones will most of the time, but usually they'll just stop your aggression with queens and lings. If you do snipe their 3rd though the +2 blink timing is pretty much a free win (personally I add a 4th gas, add a 7th gate and mix in sentries to make this follow-up push 10x stronger). If you don't snipe their third then you can still do the push but it's no longer a free win really, or you can just expand ASAP after you realize you can't get their 3rd.
In regards to your question about "stephano style roaches" it doesn't exactly relate to this build. This build, as laid out in the OP, is a 2-base timing that hits before zergs can max out on roaches. And stephano style max roaches usually means a max roach push on protoss' third, which if you follow the build to the letter you are not getting. Although personally I have been faking the initial zealot pressure and throwing down a nexus ~6 mins instead of my 2nd and 3rd gates and then defending the stephano-style push from that, but then you are no longer following the build as laid out in the OP.
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Skyro, why would you say the push is 10x stronger with sentries - wouldn't they slow the followup attack quite a bit? Secondly, don't blink stalkers provide enough of a tech edge to beat smaller numbers of roaches? I mean, 20 blink stalkers vs 25 roaches, the stalkers will win handily with proper micro/reinforcements.
Um, I'm guessing you would want to split up the roaches with some ff, blink stalkers back and finish off the first 1/2, and then finish the rest when the ff dissipate. Does that work out to be 10x better?
Thanks!
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On April 26 2012 22:03 matrius wrote: Skyro, why would you say the push is 10x stronger with sentries - wouldn't they slow the followup attack quite a bit? Secondly, don't blink stalkers provide enough of a tech edge to beat smaller numbers of roaches? I mean, 20 blink stalkers vs 25 roaches, the stalkers will win handily with proper micro/reinforcements.
Um, I'm guessing you would want to split up the roaches with some ff, blink stalkers back and finish off the first 1/2, and then finish the rest when the ff dissipate. Does that work out to be 10x better?
Thanks!
Yes you use FF to split the roaches. You've never seen the 2-base +2 blink stalker/sentry pushes that every korean was doing back in the day and how to utilize FF vs roaches? That should be considered a basic skill every protoss should have.
And it doesn't really slow the follow-up much. My point was that if you were going all-in with this 2nd push, which IMO you should if you did manage to snipe the 3rd earlier, you might as well get your 4th gas and a 7th gate and add sentries into the mix. FYI 32 probes on minerals on 2 bases and 4 gas exactly supports 7-gate stalker production. So you get around 8 or so sentries early to build up their energy while you get your gates and tech up and when +2 and blink completes you warp in nothing but stalkers, and you also probably want to put a robo down for an observer as you move out in case of burrow.
If you don't manage to snipe their third though then I see more merit in using only blink stalker for the purpose of harassing and not going all-in on this push, since you can poke in and out with blink stalkers with minimal losses.
edit: Oh and in regards to +2 blink stalkers vs +1 roaches, +2 blink stalkers beat +1 roaches given equal resources with good micro/positioning, but if you don't snipe their 3rd by the time your +2 blink stalker timing hits they will be running on a full 3-base economy vs your 2-base, so he will simply have a much bigger army resource-wise. However if you do snipe their 3rd, IMO I think the follow-up blink stalker timing is virtually impossible to stop given proper micro/positioning. But of course good zergs will defend their 3rd most of the time.
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nice guide, and really nice update of replays, ill try this style in the actual season.
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what do you do if you scout speedling expand with this, just get 2 gas and get sentries and abandon the pressure. You cant really tell if they are going to all in cause they can put back in gas once they kill your probe.
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Ye, I've run into the 3 base roach vs 2 base stalker before and its pretty tough to attack into.
OK, I get your point - you might as well all in if you get their third, and suggesting your preferred way to do so. I like it, although if I was going to all in I would be inclined to get my 4th gas, build a robo right away, get some sentries as you suggest, and get an immortal (if I knew that roaches were being made) and then push out with sentries/1 immortal/blink stalkers.
Thanks for the clarification and suggestion.
On April 27 2012 01:06 Skyro wrote: Yes you use FF to split the roaches. You've never seen the 2-base +2 blink stalker/sentry pushes that every korean was doing back in the day and how to utilize FF vs roaches? That should be considered a basic skill every protoss should have.
And it doesn't really slow the follow-up much. My point was that if you were going all-in with this 2nd push, which IMO you should if you did manage to snipe the 3rd earlier, you might as well get your 4th gas and a 7th gate and add sentries into the mix. FYI 32 probes on minerals on 2 bases and 4 gas exactly supports 7-gate stalker production. So you get around 8 or so sentries early to build up their energy while you get your gates and tech up and when +2 and blink completes you warp in nothing but stalkers, and you also probably want to put a robo down for an observer as you move out in case of burrow.
If you don't manage to snipe their third though then I see more merit in using only blink stalker for the purpose of harassing and not going all-in on this push, since you can poke in and out with blink stalkers with minimal losses.
edit: Oh and in regards to +2 blink stalkers vs +1 roaches, +2 blink stalkers beat +1 roaches given equal resources with good micro/positioning, but if you don't snipe their 3rd by the time your +2 blink stalker timing hits they will be running on a full 3-base economy vs your 2-base, so he will simply have a much bigger army resource-wise. However if you do snipe their 3rd, IMO I think the follow-up blink stalker timing is virtually impossible to stop given proper micro/positioning. But of course good zergs will defend their 3rd most of the time.
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Next time you post a guide make sure you post a COMPLETE guide, not unfinished work! Where is the section on how to deal with Zerg bm that's almost guaranteed if you execute this perfectly? With all of the QQ im getting about "ez mode allin protoss noob", you better tell me how to counter it. Especially since most BMing Zs use the imba "user isnt accepting messages" while they are flaming away at you. On a serious note I find the BM resulting from applying pressure to Z amusing, guess we're just supposed to let em drone till they feel comfy. Also for some reason i get a lot more BM from +2 blink timing than from +1 zealot timing..
Also I posted about it a bit earlier but no response, I've been running nexus before second pylon with good success, any thoughts on that? I havent been 6pooled yet but I assume I can hold it off with probe micro till the Zealot comes out. Im even thinking of trying out nexus first, gw, pylon (basically axslav nexus first PvT), though that's probably waay to greedy. Might run it offline first to see how it affects timings and economy though.
Edit: Also do you usually wall yourself off when you go in for +1 attack? I've only lost when i executed the build properly to ling runbuys when I move out. Trying to decide if i should chrono extra zealot to plug in the wall or just pylon block it. I always make a cannon now for the same reason. If I dont have a wall at the ramp, then I usually set up my sim city so that I can plug in a GW to block entrance into main and to the cannon that protects expo nexus if lings move in.. only sometimes i dont react in time.
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I wish this build would actually work, but instead all zerg has to do is create a single roach. One unupgradged roach can solo an entire T3 protoss army no problem. All the zerg has to do is rely on its retarded, broken production and they can never be behind. PvZ is just a ticking time bomb till the zerg gets broodlords, which the zerg doesn't actually need since roaches are the most cost efficient unit in the game, and mutas are invincible. I don't know why any Protoss tries to play PvZ. I thought it was a fun match up. Until I realized that you can't punish a zerg for anything, and they can easily come back from 1 base to three. Sure zerg has the hardest macro mechanic, however thats so every player who chooses zerg doesn't auto win every game. I honestly don't know how fucking +1/+0 ROACHES CAN BEAT +3/+0 BLINK stalkers. But it fucking happens. I'm probably a scrub. I'm probably the worst diamond player in the fucking planet. But every PvZ I play comes down to the zerg massing roaches and than wins no matter what I do. Be it harass, tech, or out marco. I consistently play better than zergs, however their 75mins/25 gas heroes destroy my equal number of 125min/50gas failtards. I have no idea who decided this matchup is fucking balanced, but they should be beheaded for their ignorance.
User was warned for this post
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This is not the rant thread. +1 roaches cannot beat +3 blinkstalkers. Z having the hardest macro mechanic is just a noob myth. It have the most mechanical and easier to learn macro mechanic, not as friendly as mules, but not hard at all. The match up is bad designed, retarded and Z starts from 6 min and on ahead, yes, is a sad fact.
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On April 28 2012 02:30 T.BonePickens wrote: I wish this build would actually work, but instead all zerg has to do is create a single roach. One unupgradged roach can solo an entire T3 protoss army no problem. All the zerg has to do is rely on its retarded, broken production and they can never be behind. PvZ is just a ticking time bomb till the zerg gets broodlords, which the zerg doesn't actually need since roaches are the most cost efficient unit in the game, and mutas are invincible. I don't know why any Protoss tries to play PvZ. I thought it was a fun match up. Until I realized that you can't punish a zerg for anything, and they can easily come back from 1 base to three. Sure zerg has the hardest macro mechanic, however thats so every player who chooses zerg doesn't auto win every game. I honestly don't know how fucking +1/+0 ROACHES CAN BEAT +3/+0 BLINK stalkers. But it fucking happens. I'm probably a scrub. I'm probably the worst diamond player in the fucking planet. But every PvZ I play comes down to the zerg massing roaches and than wins no matter what I do. Be it harass, tech, or out marco. I consistently play better than zergs, however their 75mins/25 gas heroes destroy my equal number of 125min/50gas failtards. I have no idea who decided this matchup is fucking balanced, but they should be beheaded for their ignorance.
If +1 roaches beat your +3 stalkers then you are doing something wrong. Your macro is behind, or maybe your positioning is bad.. or maybe if it's massive amounts of roaches you need to add some sentries or tech switch. I use this build in diamond and low/mid masters and it works fine in both, at least till Z gets used to it. If your execution is good, I really have no idea how you can not have at least 50% winrate using this in Diamond, unless I am getting extremely lucky with my opponents. And I was losing to Z consistently before stumbling onto this thread
Maybe refine your execution and improve your macro? Drop the mentality you had in this post, or you will never win. If you're Diamond there are a ton of things you could improve to win even if there is an imbalance. And you should stop being delusional - it's obvious from your rant that you are playing way worse than Zergs you're facing. Admit that to yourself, improve, and win.
Another edit: to be fair, cant say that I havent been in the same place (and even lost w +3 Stalkers vs +1 Roaches as well). I also raged at times and proclaimed to myself how retardedly ez Z is when using imba roaches.. Then I looked at the replay and realized it was me who failed a ton
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On April 28 2012 03:12 iokke wrote:Show nested quote +On April 28 2012 02:30 T.BonePickens wrote: I wish this build would actually work, but instead all zerg has to do is create a single roach. One unupgradged roach can solo an entire T3 protoss army no problem. All the zerg has to do is rely on its retarded, broken production and they can never be behind. PvZ is just a ticking time bomb till the zerg gets broodlords, which the zerg doesn't actually need since roaches are the most cost efficient unit in the game, and mutas are invincible. I don't know why any Protoss tries to play PvZ. I thought it was a fun match up. Until I realized that you can't punish a zerg for anything, and they can easily come back from 1 base to three. Sure zerg has the hardest macro mechanic, however thats so every player who chooses zerg doesn't auto win every game. I honestly don't know how fucking +1/+0 ROACHES CAN BEAT +3/+0 BLINK stalkers. But it fucking happens. I'm probably a scrub. I'm probably the worst diamond player in the fucking planet. But every PvZ I play comes down to the zerg massing roaches and than wins no matter what I do. Be it harass, tech, or out marco. I consistently play better than zergs, however their 75mins/25 gas heroes destroy my equal number of 125min/50gas failtards. I have no idea who decided this matchup is fucking balanced, but they should be beheaded for their ignorance. If +1 roaches beat your +3 stalkers then you are doing something wrong. Your macro is behind, or maybe your positioning is bad.. or maybe if it's massive amounts of roaches you need to add some sentries or tech switch. I use this build in diamond and low/mid masters and it works fine in both, at least till Z gets used to it. If your execution is good, I really have no idea how you can not have at least 50% winrate using this in Diamond, unless I am getting extremely lucky with my opponents. And I was losing to Z consistently before stumbling onto this thread Maybe refine your execution and improve your macro? Drop the mentality you had in this post, or you will never win. If you're Diamond there are a ton of things you could improve to win even if there is an imbalance. And you should stop being delusional - it's obvious from your rant that you are playing way worse than Zergs you're facing. Admit that to yourself, improve, and win. Another edit: to be fair, cant say that I havent been in the same place (and even lost w +3 Stalkers vs +1 Roaches as well). I also raged at times and proclaimed to myself how retardedly ez Z is when using imba roaches.. Then I looked at the replay and realized it was me who failed a ton I apologize for my previous rant. It was uncalled for and child. I am just frustrated with the match up. I use this build to try and punish a greedy zerg by keeping them on a even base count. I usually managed to kill his third with the initial seven zealots. However it is the second phase of the build that gives me trouble. If I can't keep him on two bases then I'll just lose the game straight there.
I believe my problem is dealing with the mid game roaches. I don't know the proper response. Is it immortals? Sentries? Voidrays? I feel like immortals and sentries will kill my mobility, but honestly I'll take any suggestion. If anyone has any advice on dealing with the mid game roach swarm that would be awesome.
Below are two of my most recent PvZ's where I have trouble dealing with mid-game roaches and ends in a lost.( I'm not really that BM, I just have been extremely frustrated with this matchup recently)
The only thing I can see is that the zerg out produces me in the mid game, I don't know if this is my fault for having inferior macro, or just the wrong response against the zerg.
Any pointers would be much appreciated, and once again I am sincerely sorry for my previous post.
http://www.sc2replayed.com/replay-videos/18756
http://www.sc2replayed.com/replay-videos/18755
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HI,
I been using this strategy for a week now and I have to say I have won like 90% of the games I'v played. Im currently playing top masters play right now and winning a sick amount of games. I do have one question, or concern about the build. On say 90% of the games I play I push out with my zealots and the player usually takes a 3rd and drones, then I hit him, or he sees me coming and makes some lings but by then I have 7 zealots with +1 and almost always take down 3rd and do some economical damage. On these games I almost always win with the follow up pressure at 10 minutes give or take, I have blink and +2 done. If that follow up pressure off of 6 gates does not win I have taken my 3rd and from there I transition into lategame.
Here is where I run into problems with this build. If I push out to hit the 3rd and they have a couple of spine crawlers and make a huge round of lings, I find it hard to do any significant damage. Attacking into the spines seems to co-ineffective, and usually results in at best an even trade of zealots for lings. If I continue to press any good zerg will soon have roaches out which means my pressure is done and im heading back home.
I find that after this scenario happens the zerg seems to have more workers then me and then makes another round hitting like a 60 worker count on 3 bases and I have to try to take my 3rd which I almost always die trying to defend. Once the zerg hits that magic number of drones on 3 bases they just max out on roaches so fast and I am finding it hard to take a 3rd if the first zealot pressure fails so what do you think or suggest? I could upload some replays if you want. Your thoughts and suggestions?
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I apologize for my previous rant. It was uncalled for and child. I am just frustrated with the match up. I use this build to try and punish a greedy zerg by keeping them on a even base count. I usually managed to kill his third with the initial seven zealots. However it is the second phase of the build that gives me trouble. If I can't keep him on two bases then I'll just lose the game straight there. I believe my problem is dealing with the mid game roaches. I don't know the proper response. Is it immortals? Sentries? Voidrays? I feel like immortals and sentries will kill my mobility, but honestly I'll take any suggestion. If anyone has any advice on dealing with the mid game roach swarm that would be awesome. Below are two of my most recent PvZ's where I have trouble dealing with mid-game roaches and ends in a lost.( I'm not really that BM, I just have been extremely frustrated with this matchup recently) The only thing I can see is that the zerg out produces me in the mid game, I don't know if this is my fault for having inferior macro, or just the wrong response against the zerg. Any pointers would be much appreciated, and once again I am sincerely sorry for my previous post. http://www.sc2replayed.com/replay-videos/18756 http://www.sc2replayed.com/replay-videos/18755 Hi,
I will try to help you and at least give you some tips. I am Masters player who plays at pretty high masters right now. I am also just learning this build so take what I say with a grain of salt.
I have been winning 90% of my games with this build, no exxageration. I feel happy when I get zerg on ladder lately. I have felt like I had some weak spots using this build but I win so much anyway. I watched your first game vs Sprollus so I will try to give you a few tips.
First thing I would say is that you will see allot of zerg who feel like sending lings to your base thinking they can do allot of damage and you handled those lings pretty well but lost a zealot, which is kinda a big deal. Try never to lose a zealot obviously when not necessary. I would recommend when you see a ling run by, just send one zealot to the mineral line and have him stand there. Because of the way the ai work, the lings will have to be manually told to attack probes while the zealot is near. This means that the other player will actually have to spend allot of apm wasted trying to kill probes which you can then just move back. I find this to be super effective dealing with a few lings in the base.
Also would like to see you transfer 2 more probes from natural because you had 18 on minerals, really not a big deal but would be extra 40 minerals per minute since you was not at optimal saturation on the natural yet. Also from 440 to 5:40 you didnt make any probes, so like a minute you missed out on probe production and this put your economy behind the zergs, even after you kill his 3rd because when you pushed out you was behind in worker count. Most the time you should be ahead or about tied in worker count when pushing out with zealots. I think about 38 probes is a good number but I think you was at like 29 probes when pushing out. Again these are all small things but they can add up quickly.
During you push, I would make a habit of putting your pylon near the wall or in an area you zealots can put there back to it and hold position just in case he had a fair amount of lings in play, this can keep it from being destroyed and could even force him to waste lings trying to kill it. In the open you might lose your probe and pylong much quicker. I would have liked to seen you kite with stalkers and keep warping in stalkers to pressure roaches off the creep. Even if you do not do any damage your presence there will keep him from feeling comfortable droning. His economy was a little better then yours early and I feel that was just because you forgot to make workers when the lings got in your base. You caught up during the pressure but his army supply was 34 to your 10 and that was probably directly related to economy earlier. Make sure to keep 16 probes at least on minerals on both natural and main, you made gas on main and you never transfered probes back, meaning you only had 14 probes on minerals at main and 19 I believe at natural.
Around the 11 minute engagement you ended up sitting on like over 1k minerals and both nexus had 100 energy and so allot of energy is being wasted. While the zerg is using inject you have to chrono those gateways and or at least +3 weapons also. I feel like you could have easily used that extra 1k minerals on extra 10 stalkers with non stop chrono usage. At one point around 12 min mark you had 13 stalkers with +2 blink vs 15 roaches with 0/0 upgrades so if you chrono gateways and keep warping in every chance you might just win outright there. Also might be a good idea to just snipe that hatch and lose a couple stalkers then blink out of there.
You eventually took a 3rd around 14 minutes, From 11 minutes until 14:27 you never made a probe and so when you took third you could have had full saturation on your 3rd and just fell back and played defensively. At this point, even floating that many minerals he only had 55 drones but he had double your army. If you had kept making probes or, chrono'd out more gateway units you would have been ok I think. If you are going to stay on 6 gateways for that long its good idea to continue to make probes non stop, or transition into another tech because you will have extra money. Would have been great to take that 4th gas around the 9 min mark also.
I know these are just small things but they all kinda snowballed and what it ended up in was that by 15 minutes the zerg had double your army size and burrow, so he was able to just wallk up and force cancel on your 3rd. From here he had bigger army and economical advantage. I think if you just address allot of these small things you will do great.
You did allot of good things right during this game, and just a bunch of littel mistakes that kind of added up over the course of the first 10-15 minutes. I hope this helps you some, good luck.
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This Adomnius build is just a slight variation of the http://wiki.teamliquid.net/starcraft2/Gate_Nexus_YufFE ,
so more details and replays for different situations can be found there. Furthermore, there is a analyisi VOD about it in german. at the bottom of the page.
cheers
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On April 28 2012 20:59 Yuffie wrote:This Adomnius build is just a slight variation of the http://wiki.teamliquid.net/starcraft2/Gate_Nexus_YufFE , so more details and replays for different situations can be found there. Furthermore, there is a analyisi VOD about it in german. at the bottom of the page. cheers Yuffie I been reading your builds and strategy and I find it interesting but I would love to hear a little more detailed explanation of your though process. I see your replays but I would love to hear you talk about a few things about your build.
1. If zerg goes for fast 3rd which so many zerg do when scouting an expansion what is your nomral reaction? 2. If you see a zerg staying on 2 base what do you do and how do you react? Do you pressure, or tech? Do Both maybe? and when should a zerg take his third safely against you using this build?
Id love to hear some of your though processes on this.
Thanks
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Big thanks for posting this. As a random player I've replaced my old stargate opener with this and even thought my execution is crap, I've still been crushing everyone that doesn't pull off some nice early game shenanigans. Everyone else ends up going into the mid game 20-30 workers behind me and it's an easy follow-through.
What I've really fallen in love with is how the stalker transition happens at the perfect time. It's early enough that you can be aggressive with them without fear of losing them and the timing is perfect to protect your third. If they make a big attack at your third, I just spam stalkers which are near-impossible to kill at that point in the game so they take big losses while you take little. Even if they get the nexus, the result for me seems to be that they lose the majority of their army, you max shortly thereafter, build 1-2 nexus, and then crush them with your gigantic horde of stalkers and whatever tech follow up you were working on.
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9 pylon 13 gate 16 pylon (low) 17 nexus 18 zealot (could make this after core vs hatch first) 20 assimilator 22 zealot 24 core (low) 24 pylon (mostly low, depends on map) 26 forge (high or low, depends on map) 26 zealot Warp @100% core 30 zealot (chrono) +1 weapon @100% forge 36 x2 gates 38 pylon 40 twilight council 42 x2 Assimilators Explanations and notes: -Pylon before nexus allows less probe cut -Zealots are able to hold most attacks with the help of walls, positioning or probe help. This variation also walls faster on certain maps. (Mostly with: Core-Pylon-Forge like on shakuras or cloud kingdom, or Core-2 Pylons on antiga). -Practice the chrono distribution on core and forge so it supports your timings. -Only 10-15 second delay in push, however same effect and much much better macro. -You push with 4 zealots and warp 3 zealots making it 7, so the push is of the same power but we gain 150 mineral from not build a 4th gate which greatly boosts our macro. -Continue with the build described previously in the guide. (Add twilight council, add 2 assimilators, start +2 and blink and push at 10-11 min while getting robo and 3rd) -Take 4th assimilator in case of early roaches so you have more gas for stalkers to defend pushes. -I have noticed that immortal high templar compositions are popular nowadays, you could easily transition to one since you both have robo and twilight council. Here's a replay as an example: http://sc2rep.com/replays/(Z)OGWutsZurg_vs_(P)Adonminus/19008
this is your refined build above m but what confuses me is this below
+1 Zealot Timing Now we're getting to the interesting part, our first timing push. You will have 3 zealots now, send them out with a probe. (Probe is optional if you succeeded to hide your initial scout probe near your opponents base) Start +2 as soon as +1 finishes. Start blink after 1st wave of zealots warped.
Now you should have 1-2 pylon complete near your enemies base, and 4 zealots warp started at 7:10, your +1 should finish at that moment aswell. You will push with 7 zealots with +1 to his 3rd or natural depending on map. (Note: Killing his natural is possible with this build) Also remember doing a lot of damage is option as well, we are here to force units and hurt his drone production. Retreat if you see roaches. You should always be able to kill his 3rd if you correctly execute this build.
says i should have 7 Zealots to attack with 1st set of warp in's but according to your updated build , i can only make 6 zealots since i only have 3 gates + my 3 intials zealots
is this a mistake on the revision ? or will it just be 6 zealots instead?
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Again I must suggest, why not simply start the build like a typical FFE and place your pylon on the low ground. Then, place your gateway, forge, and core at the low ground choke allowing you to create a full wall at around the same time you would with a standard FFE? What is it about this small change that you don't like Adonminus? When I use this build thats how I do it and I just find that on SO many maps it works so much better. Especially maps with small chokes this variation is just so strong. It makes it easier to handle zergling bullshit which you should almost be guaranteed to encounter unless you're down in the metal leagues. There is a typical meta game response where a gateway expand is met by zerg with early ling speed from a 14/14 speedling expand. They often times go all in when the queen pops and make a never ending conga line of zerglings into your base as punishment. Being able to funnel the fuckers into a a single hex spot does wonders.
I'm also wondering about some other small changes that seem like they could really do wonders. But please tell me, why not start the build like a typical FFE? Especially on certain maps there is just NO reason to not do so. Maybe some require the more standard gateway expand positioning but Cloud Kingdom for example just BEGS for the build to be used like this.
I'm only Plat, demoted from Diamond but I can get some replays going of me using it in this fashion. I'm just curious why you don't like it Adonminus?
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I like this kind of opening because the map seems very forgiving on aggressive strategy like this.
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On May 04 2012 16:32 Sekijitsu wrote: Again I must suggest, why not simply start the build like a typical FFE and place your pylon on the low ground. Then, place your gateway, forge, and core at the low ground choke allowing you to create a full wall at around the same time you would with a standard FFE? What is it about this small change that you don't like Adonminus? When I use this build thats how I do it and I just find that on SO many maps it works so much better. Especially maps with small chokes this variation is just so strong. It makes it easier to handle zergling bullshit which you should almost be guaranteed to encounter unless you're down in the metal leagues. There is a typical meta game response where a gateway expand is met by zerg with early ling speed from a 14/14 speedling expand. They often times go all in when the queen pops and make a never ending conga line of zerglings into your base as punishment. Being able to funnel the fuckers into a a single hex spot does wonders.
I'm also wondering about some other small changes that seem like they could really do wonders. But please tell me, why not start the build like a typical FFE? Especially on certain maps there is just NO reason to not do so. Maybe some require the more standard gateway expand positioning but Cloud Kingdom for example just BEGS for the build to be used like this.
I'm only Plat, demoted from Diamond but I can get some replays going of me using it in this fashion. I'm just curious why you don't like it Adonminus?
I can address this. For starters, if you try to wall off like forge FE , but put your pylon on the lowground like that, you're vulnerable to early pools. There's nothing to stop zerglings from just running past and killing you If you try to just wall off the front of your base without a cannon, zerglings can and will knock it down and take a free win from you. Later, you run the risk of severely delaying your zealot timing attack if your initial probe gets killed off since you can't sneak a probe out of your base.
I've been doing a variant of this build with a low ground pylon and gateway creating a 1 hex hole for a zealot to plug, then expanding the wall with the forge and cyber to create the 1 hex wall at the natural after I've expanded. It works fairly well. I'm too nervous to open the way Adonminus opens with the forge and gateway on the highground .
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@Sekijitsu yes it is totally fine to place the first pylon and gateway on lowground on certain maps like daybreak , cloud kingdom... important is, that you power that 1. gateway with a 2. pylon to be save against 6 pools.
@Lancerx
1.) against Stephano builds, i will pressure with 2 zealots, followed by 2 stalkers, keep chronoboostung warp in while mining from 1 gas. (ofc i will not build a forge or canon, since not needed)
5 gates and warpin upgrade will finish at 6:50 and zerg 3. dies. After, i will go for robo and push again with sentry immortal.
2.) if zerg is 2 base, or did open with gas, fast robo is my prefered build, pushing with sentry immo against his 3 and doing prism drop asap at like 8:00.
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Hello,
I've been trying this build for a few days now and i really like the style, it's very fun to play, even if i find it kinda hard to execute properly ( i have troubles microing blink stalkers while macroing :p).
When my opponent has built his fast third , i am doing well, i often end up killing it and winning the game.
However, the problem is the lack of scouting. I've faced many zergs that are not used to this sort of 1gate FE and they play more safely, not taking their third. Then my 7 zealots are useless against his roach/spine natural, and i usually die of roach counter on 2 saturated bases (and i have less workers, still no blink and 6 gates, etc.) What also happened to me is the zerg scouting my initial 3-4 zealots with an overlord on the cliff over the FFE wall-off (for example the Cloud Kingdom cliff), so their reaction is just to make 5-10 roach and go for the kill (and i usually die to this).
So what do you recommand? should i scout for a fast third with my scouting probe and only do the push if i see it? And how can i be sure i'm not gonna be roach-allin before i can move out?
Thanks!
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I agree with T.BonePickens. All the zerg has to do is either get a few roaches that can tank all day long until the zerg gets more roaches or they can just mass ling. 40 lings at 6 minutes overrunning your expansion? Okay then not broken at all. Holy shit.
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Ok so after playing this opening for a while now I think your biggest threat is getting caught offguard by mass speedling or baneling all-ins. I do not believe it is safe to do the Zealot aggression if you scout no 3rd Hatch by 5:00. Anything later than 5:00 leaves the possibility they took early extractors for ling speed and/or banelings. In this case I think it is prudent to delay +1 weapons and get a sentry as your 3rd or 4th unit out of your initial gateway as 2-base mass speedling or 2 or 3 base baneling all-in hits at ~6 and 7 mins respectively (out of no gas openings). I also throw down the 2 gates and the 2nd gas slightly earlier and toss extra chronos on warp gate to get 3 warp gates up in time to help defend baneling or roach/ling all-ins. I usually throw down a 2nd cannon as well.
While this might seem overly cautious I feel 2-base protoss vs 2-base or late 3rd base zerg is a pretty good situation to be in as protoss so it's worth it. I usually follow-up with a robo and either do 5-6 gate warp prism +1 zealot drop in their main vs 2-base tech ~8:30 before their tech comes out (nobody goes 2-base roach as it is overly safe so they'll only have unupgraded lings to defend unless they get really early evo chambers, which can happen vs infestorling). While this is happening throw down your twilight council back at home and either grab charge or blink depending if they are teching infestors or mutas. Follow-up with templar archives and a 3rd nexus and you should be in pretty good shape even if you didn't do much damage with your drop.
vs. a late 3rd hatch I just do an immortal all-in, which seems to be pretty hard to stop as zerg if they didn't get the 3-base econ rolling really early.
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Wow I just tried this and I have to say that the initial pressure with 4 zealots was amazing, it actually does alot of guaranteed economical damage
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On April 28 2012 02:30 T.BonePickens wrote: I wish this build would actually work, but instead all zerg has to do is create a single roach. One unupgradged roach can solo an entire T3 protoss army no problem. All the zerg has to do is rely on its retarded, broken production and they can never be behind. PvZ is just a ticking time bomb till the zerg gets broodlords, which the zerg doesn't actually need since roaches are the most cost efficient unit in the game, and mutas are invincible. I don't know why any Protoss tries to play PvZ. I thought it was a fun match up. Until I realized that you can't punish a zerg for anything, and they can easily come back from 1 base to three. Sure zerg has the hardest macro mechanic, however thats so every player who chooses zerg doesn't auto win every game. I honestly don't know how fucking +1/+0 ROACHES CAN BEAT +3/+0 BLINK stalkers. But it fucking happens. I'm probably a scrub. I'm probably the worst diamond player in the fucking planet. But every PvZ I play comes down to the zerg massing roaches and than wins no matter what I do. Be it harass, tech, or out marco. I consistently play better than zergs, however their 75mins/25 gas heroes destroy my equal number of 125min/50gas failtards. I have no idea who decided this matchup is fucking balanced, but they should be beheaded for their ignorance.
User was warned for this post
Starcraft 2 battle net forums is that way.... ---->
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+ Show Spoiler +I wish this build would actually work, but instead all zerg has to do is create a single roach. One unupgradged roach can solo an entire T3 protoss army no problem. All the zerg has to do is rely on its retarded, broken production and they can never be behind. PvZ is just a ticking time bomb till the zerg gets broodlords, which the zerg doesn't actually need since roaches are the most cost efficient unit in the game, and mutas are invincible. I don't know why any Protoss tries to play PvZ. I thought it was a fun match up. Until I realized that you can't punish a zerg for anything, and they can easily come back from 1 base to three. Sure zerg has the hardest macro mechanic, however thats so every player who chooses zerg doesn't auto win every game. I honestly don't know how fucking +1/+0 ROACHES CAN BEAT +3/+0 BLINK stalkers. But it fucking happens. I'm probably a scrub. I'm probably the worst diamond player in the fucking planet. But every PvZ I play comes down to the zerg massing roaches and than wins no matter what I do. Be it harass, tech, or out marco. I consistently play better than zergs, however their 75mins/25 gas heroes destroy my equal number of 125min/50gas failtards. I have no idea who decided this matchup is fucking balanced, but they should be beheaded for their ignorance.
haha ^^ yeah i think pretty sums it up, i think pretty much every protoss player agreees that the matchup is very hard to play right now. I personnally think that a strategy's in RTS should be equaly hard to stop has it is to execute, builds like 4 gate(in the old days), 1-1-1, 3 base max 12 min roach, frustrate me sooo much cause they are build that work most of the time even if you know they are coming. I dont care about an all-in build that the players hides well and then you are took by suprise and then lose, because that is your fault for not actually scouting appropriately, but builds that you know are coming, prepare your best against it and still lose, are just ridiculous. Unless of course your opponent completly out micro you but they usually dont need to when they execute these builds.
Feel free to disagree, but in my opinion these type of builds are negative for the game in general.
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On May 10 2012 01:14 HellRush wrote:
haha ^^ yeah i think pretty sums it up, i think pretty much every protoss player agreees that the matchup is very hard to play right now. I personnally think that a strategy's in RTS should be equaly hard to stop has it is to execute, builds like 4 gate(in the old days), 1-1-1, 3 base max 12 min roach, frustrate me sooo much cause they are build that work most of the time even if you know they are coming. I dont care about an all-in build that the players hides well and then you are took by suprise and then lose, because that is your fault for not actually scouting appropriately, but builds that you know are coming, prepare your best against it and still lose, are just ridiculous. Unless of course your opponent completly out micro you but they usually dont need to when they execute these builds.
Feel free to disagree, but in my opinion these type of builds are negative for the game in general. I find blanket statement like "every protoss player agrees that the matchup is very hard to play right now" are completely wrong. I am a top 8 masters player on NA and PvZ is my best matchup, and I use this build every single game with huge success.
This build is so good because if they scout you coming, they have to make units to defend, and this keeps worker counts even and you can then throw down stargate or robo and take 3rd with fairly even worker count. If they do not see it coming then they will most likely take a huge economical hit, sometimes outright lose. So yea this is a great way to keep zerg from just sitting back and droning while you sit behind a cannon and macro up. Zerg has gotten smart to the FFE, I can see this build going some where.
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Well this build might be pretty good but I also think it´s almost equal with the FFe into 4 Gate Push off of 2 base.
Greetings.
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On May 04 2012 16:32 Sekijitsu wrote: Again I must suggest, why not simply start the build like a typical FFE and place your pylon on the low ground. Then, place your gateway, forge, and core at the low ground choke allowing you to create a full wall at around the same time you would with a standard FFE? What is it about this small change that you don't like Adonminus? When I use this build thats how I do it and I just find that on SO many maps it works so much better. Especially maps with small chokes this variation is just so strong. It makes it easier to handle zergling bullshit which you should almost be guaranteed to encounter unless you're down in the metal leagues. There is a typical meta game response where a gateway expand is met by zerg with early ling speed from a 14/14 speedling expand. They often times go all in when the queen pops and make a never ending conga line of zerglings into your base as punishment. Being able to funnel the fuckers into a a single hex spot does wonders.
I'm also wondering about some other small changes that seem like they could really do wonders. But please tell me, why not start the build like a typical FFE? Especially on certain maps there is just NO reason to not do so. Maybe some require the more standard gateway expand positioning but Cloud Kingdom for example just BEGS for the build to be used like this.
I'm only Plat, demoted from Diamond but I can get some replays going of me using it in this fashion. I'm just curious why you don't like it Adonminus? Do you have any replays of you doing it this way? I've been enjoying this build a lot and it works wonders against zergs who take a fast third but I am having a lot of trouble against everything else. Speedling all-ins absolutely crush me.
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Hi all, I just tried this a couple times on ladder (diamond) and I'm so impressed! I held off a 6 pool easily with it (with drones pulled, no less) thanks to the gateway first on high ground. I held off 2 base speedling pressure with the 4 early zealots, losing only a handful of probes. Then once +1 and warpgate finished I went and prevented Zerg's 3rd to such an extent that I got my own 3rd up at the same time as him. Would have been able to kill him off with the blink timing except for mass spinecrawlers at his natural. So I just backed off, defended his muta harass, and won in the lategame. Never ever got behind, didn't have to worry about a zillion roaches swarming my 3rd, it was actually really strong. I was on even bases with Zerg the entire game. The zealot timing seems SO strong, and it comes so early considering when you expand. I'm also impressed with how well I could defend speedlings. And I'm excited that I'll be able to (most likely) crush proxy hatches with the early zealots. I'm curious how I'll be able to handle roach all ins and baneling all ins though, especially on certain maps without natural chokes.
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On May 14 2012 01:43 GomJabbar wrote: Hi all, I just tried this a couple times on ladder (diamond) and I'm so impressed! I held off a 6 pool easily with it (with drones pulled, no less) thanks to the gateway first on high ground. I held off 2 base speedling pressure with the 4 early zealots, losing only a handful of probes. Then once +1 and warpgate finished I went and prevented Zerg's 3rd to such an extent that I got my own 3rd up at the same time as him. Would have been able to kill him off with the blink timing except for mass spinecrawlers at his natural. So I just backed off, defended his muta harass, and won in the lategame. Never ever got behind, didn't have to worry about a zillion roaches swarming my 3rd, it was actually really strong. I was on even bases with Zerg the entire game. The zealot timing seems SO strong, and it comes so early considering when you expand. I'm also impressed with how well I could defend speedlings. And I'm excited that I'll be able to (most likely) crush proxy hatches with the early zealots. I'm curious how I'll be able to handle roach all ins and baneling all ins though, especially on certain maps without natural chokes.
2-base roach-ling all-in is actually quite easily deflected with this opening as your zealots should run into their roaches on the way to his base which should buy you time to get the necessary cannons up. That plus your warp gate finishing very soon with 3 gates behind it and you should very easily repel the all-in. The trick is really getting those addition 2-3 cannons up in time to defend.
Now a baneling all-in is a different story, and it is because of baneling all-ins that I'm of the opinion that the zealot poke is not 100% safe vs 2-base zerg. Now you may get lucky and catch the banelings morphing outside your base with your poking zealots, or see the high number of lings or see that ling speed is done and suspect an all-in to get out senties or reinforce your wall (if the map allows it) to defend, but it isn't guaranteed. You can simply just lose if they morph banelings out of your vision and your zealots are across the map and then he busts your front.
To be 100% safe vs. this you pretty much have to forgo the zealot poke vs 2-base zerg and get a sentry or two as your 3rd or 4th units out of your warp gate (you need the initial 2 zealots to defend your expand vs lings). You probably want to get your 2nd gas earlier as well. One sneaky variation of the baneling all-in is the 3-hatch version (there's a guide up on these forums) which I do believe the zealot poke should be safe to do since the 3-base version hits later so it's quite a bit easier to sniff out, and it also hits around the time your warp gate finishes so you have the option to immediately warp in sentries to defend.
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Great read! I will definitely try this build, even though I'm still in the lower leagues (bronze, facing silver and gold).
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i just skip the forge. i open 1 gate fe with 1 gas, i spend every single chronoboost on probes until my second nexus is up and then maybe some more, i produce 2 zealots and a sentry out of my original gateway, @ 22 i drop a pylon on my natural so im all ready to sim city, drop nexus around 28 food, then put up gateway wall with 2 gates and adding an additional gateway for the pressure i plan on putting on around 7 minutes. its heavy zealot/sentry adding in stalkers as i push. my plan with this push is to take out the zergs third all while taking my third at the same time. i must be careful not to engage if hes ready for it i dont want to lose my army. at this point in the game im usually ahead on workers because of all the chronoboost i like to outmacro zerg as hard as possible.
havent been attacked with a roach all in, but mass spedling runbys have all been too slow to get inside my base thus leaving zerg wayyy to far behind they usually just gg.
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Damn.
I simply love this build, but I've met my first loss on ladder against a Master Zerg.
He opened fast third (hatchery at 28 food), then immediately made 16 lings. They caught my 3 zealots and the probe in the middle of the map . Well, I killed nearly all of them still. Then I poked with a little force but he had roaches, so I backed.
When the +2 timing hit at 10:30 - 11:00, he was close to starting the Stephano roach max out (around 130 food for him, he was delayed because of the 20 initial lings) and basically, I got crushed while taking my 3rd.
So... dunno what to think. I'll still continue a bit with it (90% winrate for me still!)
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