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[H] Roach/Queen nydus all in on Daybreak (TvZ) - Page 2

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Stingart
Profile Joined July 2011
122 Posts
Last Edited: 2012-09-25 13:39:43
September 25 2012 13:39 GMT
#21
Masters EU Terran here.

1) You didn't scout him, any of his timings.
1a) With that you couldn't know anything and you didn't put any kind of pressure on him / wasting his apm.
1b) If you see a roach warren, get a bunker in the front. Thats what i do, saved me tons of times.
2) Your macro was not optimal while the attack was happening, your rax should make marines.
3) You mis micro'd.
3a) Losing your second banshee almost instantly because you didn't cloack it.
3b) Losing your first banshee because you pulled it 2 yards back but then did nothing with it.
3c) Let your hellions do SPLASH damage, you let your hellions fight 1 on 1 with the roaches. Micro them.
3d) 2 marines afk, the damage they could've been doing adds up.
4) The moment he attacks you, he's behind economicly. Don't be afraid to use a couple of SCV"s. To either fight or repair your units.

In short, you lose because you just didn't do a very good job. I'm a jerk here but it looked like a 1A battle with minimal micro from your part. I say, go play better.
DontNerfInfestors
Profile Joined August 2012
Spain280 Posts
September 25 2012 13:43 GMT
#22
My only counter I would have available would be early stim/medivacs/marauders,siege tanks,extra bunkers in the nat or scouting the nydus.
Please dont nerf them.Infestors are fine.
`dunedain
Profile Blog Joined April 2011
657 Posts
September 25 2012 13:48 GMT
#23
If you watched Maru vs Effort game 2 in todays Code A, you'd see the same thing.

Really hard to hold off if you go Hellion Banshee, since Zerg gets Roaches with Queen support. + Show Spoiler +
Maru got crushed


I really think the better way to hold this off would have been an infantry heavy build with a lot of bunkers. But like someone mentioned earlier in this thread, if you hold it off without losing much, you'll be miles ahead. Roach/Queen Nydus is a pretty big investment, especially if you get to kill off a couple Nydus worms.
Here's hoping that Blizz ups the price of Nydus... 100/100 is too damn cheap.
"In order to be created, a work of art must first make use of the dark forces of the soul." ~Albert Camus
Morphs
Profile Joined July 2010
Netherlands645 Posts
September 25 2012 14:14 GMT
#24
On September 25 2012 22:48 `dunedain wrote:
Here's hoping that Blizz ups the price of Nydus... 100/100 is too damn cheap.


So the least-used Zerg structure/strategy has to be nerfed based on one or two succesful games?

Nydus strats are extreme gambles. They rely completely on remaining undetected because the worm has pathetically low HP.

Also remember that the Nydus network itself costs 200/200. So building and losing one worm already costs at least 300/300 and then you're screwed since your strat isn't working at all, your opponent is aware of your shenanigans and you're miles behind economically.
TheLunatic
Profile Joined February 2011
309 Posts
September 25 2012 15:45 GMT
#25
More nydus usage the better, adds complexity, movement choices, and enjoyments of games, dont know why Z isn't using nydus wroms as soon as financialy viable
sCCrooked
Profile Blog Joined April 2010
Korea (South)1306 Posts
September 25 2012 17:08 GMT
#26
On September 26 2012 00:45 TheLunatic wrote:
More nydus usage the better, adds complexity, movement choices, and enjoyments of games, dont know why Z isn't using nydus wroms as soon as financialy viable


Then its obvious you are not familiar with how Zerg works at a higher level. Zerg is limited mostly by gas, not by minerals. Whatever tech choice we make for tier 1.5 or 2 is a very big one and MUST deal some sort of damage either to his army when he pushes or by harassment damage (keeping him in his base + worker damage). The nydus canal is insanely expensive for what it does. Its extraordinarily easy to counter and its extremely hard to pull off effectively. Its a huge investment for Zerg and basically if he doesn't do a massive amount of damage, its auto-lose.

If anything, I'm glad to see some very "tough-to-deal-with" nydus builds emerging in the future since up until now they literally have gone unused.
Enlightened in an age of anti-intellectualism and quotidian repetitiveness of asinine assumptive thinking. Best lycan guide evar --> "Fixing solo queue all pick one game at a time." ~KwarK-
usNEUX
Profile Joined March 2012
United States76 Posts
September 25 2012 18:37 GMT
#27
Just wondering, what's the standard terran scan timing if they see a zerg buddy staying on 2 base? I'm currently working on refining this build for myself (the liquipedia version has you taking 4 gas which you just don't need and frankly can't afford). I'm not sure if I like taking the third before the attack because you can't really afford to produce off 3 hatches anyway, so instead I drop it after making my 10 or so roaches and my 6 total queens. I can either rally more roaches to my nydus or just drone up depending on how things are going.

I've had great luck so far even without keeping my macro super tight especially when getting a nydus up in their main.

Couple of tips based on what I've learned so far:
1. Overseer @100% lair to scout terran base for suitable nydus spots/check tech. This will give away your early lair but probably not set off any alarm bells in his head to watch for a nydus. You can still do major damage with this build even against bio-based terran, many of whom go for a greedy 3rd cc/2 engi style in the current meta game that you will absolutely crush. Also note that in the linked replay in this thread, the zerg player only morphs an overseer after already taking damage from cloaked banshees, IIRC he loses a queen at least. This overseer negates cloak completely right off the bat.
2. Maneuver your overseer to drop more nydus worms (you can probably get one up in his main while at his natural with your roaches. All of a sudden his bunkers are useless. Most terran at this point in the game have the majority of their buildings either walling off their natural or near their in their main, leaving many vulnerable spots for nydus worms (either the initial one or followups). They generally don't want their tech easily scouted so they put a lot of it farther back (like hiding starports near the mineral line opposite the gas on cloud kingdom) and leave half their base empty. If they are patrolling a marine to spot OVs then in my experience that is a good indication that he's going for some cheesy tech play that you will destroy with your attack regardless of where you place your nydus.
3. Remember to wall off your own natural with good simcity and your 2 home queens and send back a roach or two if you need to deal with run-bys.
4. Don't skip ling speed like the replay because you will likely need them to deal with marauders/tanks; you can gas before pool then pull a drone @100 gas. Put him back in after you start lair. Drop 2 more gas around 6 mins or so (I'm still working out the time hacks!) and put 2 drones in each.
5. Macro behind this and deal damage or else you're screwed!

I'm still running into some points where I'm heavily mineral starved and it just doesn't "feel" quite smooth yet but I'll have it worked out in a day or two.
Unter allem Diebesgesindel sind die Narren die schlimmsten. Sie rauben euch beides, Zeit und Stimmung. - Goethe. NEVER GIVE UP NEVER SURRENDER.
darkscream
Profile Blog Joined December 2010
Canada2310 Posts
September 25 2012 19:38 GMT
#28
I think an earlier poster really hit it on the head - this is an anti-MKP build. And since "MKP builds" have been the backbone of the terran metagame for a while, I can see this posing a lot of trouble. It works of course because you have not much that's good against roach/queen when it hits, and it sort of makes the map control/vision from hellions irrelevant by going around them entirely.

One thing is, you can stop a nydus with SCVs if you have to. If you have good vision of your front(and you did, you saw it), you could kill it and the zerg has to try again from further back or transition. You're gonna lose the SCVs in that scenario anyway, so I think it would be ok to risk them if you really had 0 units in position. Even if you let a couple units out but kill it, I think you're ahead because of the time you get. Consider this with the same urgency you'd consider a bunker/cannon rush in the early game because its essentially the same scenario: a proxy attack and you've got very few/no units.

As for scouting it, seems like the ~7:00 roach warren is the key piece of info. In your game it was part of his wall; easy to scout. Even if its not a nydus build, you'd still probably want to know roaches are coming (especially if you're going banshee/hellion). Could just as easily be roach/baneling, some sort of overlord drop build, etc.

If you only find out when the nydus pops and roaches stream out, its probably too late. This sort of build you have to scout and change your plans accordingly.
usNEUX
Profile Joined March 2012
United States76 Posts
September 25 2012 19:46 GMT
#29
On September 26 2012 04:38 darkscream wrote:

As for scouting it, seems like the ~7:00 roach warren is the key piece of info. In your game it was part of his wall; easy to scout. Even if its not a nydus build, you'd still probably want to know roaches are coming (especially if you're going banshee/hellion). Could just as easily be roach/baneling, some sort of overlord drop build, etc.

If you only find out when the nydus pops and roaches stream out, its probably too late. This sort of build you have to scout and change your plans accordingly.


Part of the reason this build is so deadly is that the standard MVP-style meching player's response to roaches is banshees, which normally can shut down roach/bling/ling pressure but are now useless because of the queens! Most players will think "GREAT! Free roach kills!" and then die when the queens show up.
Unter allem Diebesgesindel sind die Narren die schlimmsten. Sie rauben euch beides, Zeit und Stimmung. - Goethe. NEVER GIVE UP NEVER SURRENDER.
renaissanceMAN
Profile Joined March 2011
United States1840 Posts
Last Edited: 2012-09-25 20:02:41
September 25 2012 20:02 GMT
#30
I'm pretty terrified of this build and I haven't even faced it yet. Seems like this counters any Mech/Fast Tech strategies terran have. Can't think of a solution other than bunkering up and taking a hard hit, and still at that point they'll be on three bases or maybe four.
On August 15 2013 03:43 Waxangel wrote: no amount of money can replace the enjoyment of being mean to people on the internet
Ahelvin
Profile Blog Joined September 2010
France1866 Posts
Last Edited: 2012-09-25 20:38:28
September 25 2012 20:29 GMT
#31
Hi guys,

I studied this build a lot, and helped writing the guide for this 2 Base Nydus Build on the Liquipedia.
While I'm not a good player by any mean, I tried to come up with a way to counter this build. Here are my thoughts and assumptions.
1°) You have been able to scout a Speedling Expand, with Drones taken off gas after 100.
2°) You went for the usual MVP Mech Build: CC First (or 1 Rax Expand) -> Reactor Hellion -> Banshee -> Third Base
3°) At 6:45, you have scouted the absence of Third base from the Zerg with your first two Hellions, and you only see one Queen at the Natural.

In my opinion, the combination of no Third + low number of Queens (i.e. less than 4) should be a tell that some kind of Tech build is up. From there, what should you do? Immediately scan the Main to confirm the Lair, and sacrifice an Hellion in the Natural to see the number of gas and a possible Roach Warren behind the mineral line.

Once you have seen the Lair and the Roach Warren, you know what is coming (7:00). At the earliest, the Nydus Worm will pop outside your Natural at 7:50 (Maru VS Effort, GSL Code A Game). You have therefore 50 seconds to:
1°) Swap the Techlab on the Barracks and start producing Marauders
2°) Produce a Viking on your naked Starport to kill the overlord that is certainly hanging above your main
3°) Make a Techlab on your Factory and start Siege Tank production ASAP.
4°) Build several bunkers in front of your natural.

Assuming you did things quickly enough, you will have bunkers at your natural, two marines, two marauders, siege tanks in production, 4 hellions, a banshee and a viking. This should be enough to deflect the push (and should not be afraid to lose SCVs since you have three Orbitals up and running).

What do you think of this reaction? Of course, this is 100% hindsight mode, but I have the feeling that this is a good way to deflect the push and still be ahead. In fact, this should be treated as a super dangerous Roach/Baneling attack: you need to see it coming and rely on good simcity/micro to defeat it.

EDIT : Liquipedia Link to MVP's Mech Guide.
Join the Liquipedia Zerg Project ! PM me for more information :).
Doubting
Profile Joined August 2012
Canada981 Posts
September 25 2012 20:34 GMT
#32
On September 26 2012 00:45 TheLunatic wrote:
More nydus usage the better, adds complexity, movement choices, and enjoyments of games, dont know why Z isn't using nydus wroms as soon as financialy viable

Extremely all in for the Zerg. If the Terran holds taking minimal loses then he is way behind. Just look at Alive vs HerO game 2 in Code A this morning.
Life: The New Champion!!
bmoneyAK
Profile Joined September 2010
81 Posts
Last Edited: 2012-09-25 22:21:37
September 25 2012 22:14 GMT
#33
Ahelvin's response seems like the best one. My observations:

*The timings are very tight to infer that anything is going on. I'm in Diamond, and no third by 6:45 does not bring alarm bells in my head. I get more concerned around 7:30, and that's too late. You had better be very in tune to the timings to not get killed here.

I need to buy a GSL pass.
IPA
Profile Joined August 2010
United States3206 Posts
September 25 2012 23:12 GMT
#34
On September 26 2012 00:45 TheLunatic wrote:
More nydus usage the better, adds complexity, movement choices, and enjoyments of games, dont know why Z isn't using nydus wroms as soon as financialy viable


Because in general, it's a terrible idea that will put the Zerg vastly far behind if it fails to do damage. It isn't really "financially viable" until 4 or 5 base. In any other situation, you're better off putting your gas into infestor count and hive tech.

This looks pretty interesting. Is it primarily only used on Daybreak? Or have you experienced on additional maps? Will try this out tonight.
Time held me green and dying though I sang in my chains like the sea.
Kaz_Coaching
Profile Joined October 2010
United States83 Posts
Last Edited: 2012-10-06 10:43:54
October 06 2012 10:34 GMT
#35
I watched the replay and there saw a lot of things that could be exploited against this zerg player. For the most part, you didn't scout.

Zerg had a very vulnerable 3rd base and walled with a roach warren.

The first thing I'd say, keep making marines. A quick bunker push to the 3rd base can be done off 1 barracks, at the very least you can threaten the overlord sitting over their 3rd (which this zerg didn't have). At best you force a cancel on the 3rd or a lot of non-drones produced.

Constant marine production would also have gone a long ways to defending your base. The key here is the roach warren wall. More then 3 queens and a roach warren is redundant in terms of defense for hellions. The queens will suffice and zerg is better off with another queen then the roach warren early on. More queens = more creep = more map control. Zerg may potentially go for roach warren if they suspect mass hellion (double reactor hellion+), or if they are planning some sort of offensive bust.

As you didn't show a large amount of hellions it's safe to assume a bust is coming and go up to 3 bunkers in defense. Get your 2nd armory later and go for tank production. The key factor is that you didn't have enough marines to fill bunkers. Your 1 bunker was also very poorly positioned for roaches. It should have been salvaged when you started your new wall.

In the event your wall is overrun by roaches, the proper response is not to fight on the low ground. Instead grab everything you can and get to the high ground, don't leave SCV's below. Getting past your wall before zerg can sit on it is really important. Lift your CC and anything else you can. Swap your barracks to tech lab, start marauder production and double up your wall by making barracks behind the depos. Mass repair and stall as long as possible. If you were actually able to get a tank or two out you may not need the tech lab on the barracks.

You cannot afford to lose your banshees so be very careful with them. If your hellions are still at home, you can use them with the ramp going to your natural, the choke there makes a nice funnel and hellions can actually do decent damage to roaches.

If your hellions aren't at home, your best bet is to counter attack. Roast a few drones and all you have to do is stabilize at home to take the lead. Plus it should slow the flow of reinforcements.

Edit - Ahelvin's response is the correct way to handle this build under normal circumstances.
virtu
Profile Joined November 2010
United Kingdom147 Posts
October 06 2012 11:50 GMT
#36
Looking at a modification to the hellion/banshee opening that utilises the rax to make marauders consistently whilst delaying the +1, advantages are obviously taking less damage to the now extremely common roach/ling counter timings (and coincidentally builds like this). Hoping to get a guide up in the next few days.
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