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[H] ZvT : Helion and Hellbat

Forum Index > StarCraft 2 Strategy
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Magus.421
Profile Joined November 2011
France159 Posts
January 27 2016 11:38 GMT
#1
At the moment i'm top diamond. I encounter some masters players but most of time they are diamond.

My ZvT are fines but i have one big problem : i can't handle helions pressure and this is far worse when i have to handle a hellbat all-in.

I have some replays for you :

http://ggtracker.com/matches/6430902

In this game, the terran will first build his third CC, and then he will drop 8 hellbats in my main. I lose to many drones to do anything after that so i'll just lose on a big push coming later.

http://ggtracker.com/matches/6430906

I win this game because the terran has a really bad macro, but the problem is not here. Just look at when the terran go with 6 helions in my natural.

http://ggtracker.com/matches/6430901

I lose against a non-scouted hellbat all in on two bases

http://ggtracker.com/matches/6430904

In this game, the terran just enter in my bases and burn too many drones

--------------------

By looking at replays, you can guess (or maybe i'm really too bad) that i'm trying to do this style : http://www.teamliquid.net/forum/sc2-strategy/500342-lotv-rule-of-1-gas-zvt-mlb-pigs-guide

I really love this style for the mid game play but as you can see, i have some problem for the early game.

So i have specifics questions :

* How do you scout a hellbat all-in ? I know how to counter it (roach + queen works fine) but i can't see it coming ... I just see a starport which can produce liberators too. If you look at replays, i spawn spores but they are useless.

* PiG guide says to create 3 queens @45 supply. And a spine at 4:00. But i feel it's too late to handle helions run by. Do i misunderstand the guide ? Should i change my queens + spine timings ?
No whine, just play.
wjat
Profile Joined August 2015
385 Posts
January 27 2016 13:32 GMT
#2
well if you scoot the facto is still on reactor, after the 2 first hellions, you can expect an hellbat push.
Grizvok
Profile Joined August 2014
United States711 Posts
January 27 2016 14:18 GMT
#3
On January 27 2016 22:32 wjat wrote:
well if you scoot the facto is still on reactor, after the 2 first hellions, you can expect an hellbat push.


Huh? Some people are still building 6'ish hellions if the Zerg opens with speed without committing to a hellbat push. I don't think this is a good assumption at all.
HellHound
Profile Joined September 2014
Bulgaria5962 Posts
January 27 2016 14:47 GMT
#4
Keep queens at front and around 10 lings at behind them if hellions try to run by intercept with lings, if you don't kill the hellions replace the lings after the failed run by.
Classic GosoO |sOs| Everyone has to give in, let Life win | Zest Is The Best | Roach Cultist | I recognize the might and wisdom of my Otherworldly overlord | Air vs Air 200/200 SC2 is best SC2 | PRIME has been robbed | Fuck prime go ST | ROACH ROACH ROACH
blade55555
Profile Blog Joined March 2009
United States17423 Posts
January 27 2016 15:40 GMT
#5
Hey there! So essentially to scout a hellbat all in, one of the biggest indicators are these:

I ovie sacrifice at 3:30, once my overlord makes it in and I see a starport (no reactor/tech lab), factory and rax, most of the time this is going to be a hellbat push. If you see this type of opening expect hellbats (of course if you see the armory you know 100% it's a hellbat push, typically you won't see the armory)

For hellion runbys, typically you should have some lings to prevent this (8-10 at least).
When I think of something else, something will go here
Magus.421
Profile Joined November 2011
France159 Posts
January 27 2016 20:09 GMT
#6
Thanks for the tips, i'll try the 10 speedlings to block helions run by. And thanks blade for the scouting tip.
No whine, just play.
jpg06051992
Profile Joined July 2015
United States580 Posts
January 27 2016 20:51 GMT
#7
I've really been appreciating playing a low gas/high queen/high drone count ZvT specifically for dealing with these exact scenarios, it's kind of like Pigs "rule of 1 gas" style but I tailored it to be a "rule of 2 gas" because I like being able to still get a 4 minute lair and 1/1.

Get 4 Queens, drone heavy, if he's being super passive with his hellions and you scout a Starport with a higher then usual number of marines then I drop a spine and a safety banes nest and try to scout the move out. With 4 Queens a spine and reactionary speedlings you should be able to crush most of these pushes.

I'm just low masters, I didn't see that blade posted, disregard my post and listen to him, he's the man with the master plan.
"SO MANY BANELINGS!"
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