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[H] PvZ - Beating Roach/Hydra - Page 2

Forum Index > StarCraft 2 Strategy
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etherealfall
Profile Joined December 2011
Australia476 Posts
June 29 2012 05:32 GMT
#21
I feel in the first game, by opening GFE, you put yourself behind. The z took 3 bases at 4:00 despite a delayed natural, but production kicked in while you put yourself behind in the mid game tech with stargates.

In the second game, I feel by your sim city in your third, you put yourself in a bad engagement position. You fought on the ramp, not above the ramp, increasing his attack SA. I feel you should have placed cannons behind gateways in a wall. I generally have about 10 gateways by that time. I think you start stalker production a bit too early as well. You could definitely have teched earlier if you had your robo up earlier. My general PvZ progressing is FFE into robo, into 6:30ish third into mass gateways and twilight + colossus tech after scouting no spire. I think on Ohana, your observer was WAY too late to see what he was doing and was as a result too late in getting colossus tech.
Crow!
Profile Joined September 2011
United States150 Posts
June 29 2012 05:47 GMT
#22
These games look like the bleak situation of PvZ immediately after the Stephano build became so popular, only the Zerg went with slightly more varied units than the usual "all roach, all the time" of the famous build. The basic issue here is that Zergs can, in a variety of ways (such as the one developed by Stephano) shrug off any form of committal pressure, while if Protoss plays "safe", Zerg takes a humongous economic lead with which lets them win in any way they see fit.

Protosses have responded to this by being more exteme - you either do some shenanigans to get away with a technically unsafe early third, or you go more all-in with your two base attacks, because if you don't either keep close economically or deal big damage, you lose the game one way or the other. Look at the various threads discussing Stephano's build from the protoss perspective, and take a look at PvZ tournament games from the past month.


Hydralisks themselves were a much more minor issue in those games. What they do is they let Zerg partially ignore the Sentry problem, and you do seem to be leaning on good forcefield control quite heavily; your specifically anti-Roach force may well be doing better against the typical pure roach attacks than your economy should allow, but you will die to mutas and hydras and infestors and probably drop play that way.

You deal with the glass cannons that are Hydralisks by getting to them. Extended range thermal lance is the usual solution since it can shoot straight over the Roach meat shield, but storms and chargelots are just as good if you can get the proper positioning for your engagement.
webby01
Profile Joined October 2011
Czech Republic22 Posts
June 29 2012 06:38 GMT
#23
The Corhal game
you made sort of a standart opening and yuu accomplished 5-6 less drones i give you that, but he had 3 bases when you moved back and you didnt know, bad bad bad. The stargate was a bit too late for the party becasue you left the zerg so alone for him to be able to have 3 fully saturated bases for so long.

There is a descision at 7 minutes, becasue a macro zerg wont have speed you need to force a round of units at that timeelse hes gonna roll over you. Or you need to expand to your 3rd no later than 7:30... Guess what the zerg wont be able to punish you no speed lings no speed roaches. Some zerg would try tu push you...slow lings a 2-3 slow roaches, and you just defend that with eaze with gateway mixture...i suggest strong on sentries saving energy and not loosing them.

Also at 14:00 you made 2nd round of FFielsd bad, well they were ok but you needed better since your descision before was to sit a let zerg macro.

Ohana

Very standart opening for protoss. I have to ask why didnt you try cannon rushing his 2nd hatch at 3rd, you had a super big window and you would force him to make units.

A very big game loosing mistake is to not have cybernetics sooner. You basically hit anti timing with your zealots. if you produce the dont attack rocks attack him ! ! ! 4zlts attack and throw down cyber and tech hard. Then at 13:00 your concave was just bad and immortals were in the back partying and dancing. I suggest you make only 2 cannons and 2 gytes in front of them. Yes you rish loosing them but you make a nice choce for your units.... and one thing dont engage while your units are in the choce always pick engagement when you have units behind the choce so that he has to have the bad angle a concave, YEAH baby all mathematics .

Overall mistakes
no constant probe production - not a bad mistake but something to improve (missed a couple in every game, but i do too )
maybe train the engagements more as protoss we have the luxury we can pick them and eve modyfi them with ffilds (golden rule dont loose the sentries)
play some sim city games and make simsicy with your buldings more
gg
“The only real failure in life is the failure to try.”
trolldrew
Profile Joined June 2012
Afghanistan16 Posts
June 29 2012 06:44 GMT
#24
you should play zerg on ladder and go roach hydra vs protoss players.

then when you lose just do what they did vs you.

B(
etherealfall
Profile Joined December 2011
Australia476 Posts
June 29 2012 08:08 GMT
#25
On June 29 2012 15:44 trolldrew wrote:
you should play zerg on ladder and go roach hydra vs protoss players.

then when you lose just do what they did vs you.



that only works if his z is on the same level as his p
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