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PvZ fast expo as toss

Forum Index > Brood War Strategy
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phexac
Profile Joined March 2004
United States186 Posts
May 15 2005 01:41 GMT
#1
I have problems doing fast expo as toss against zerg. I have gotten to C on PGT, and can do well PvZ when I do starts off 1 base. However, when I fast exp I can't even beat D level zergs. I am doing something really wrong. My tech and units just come out so slow that zerg is able to expand and mass easily against me because of lack of offense from me. When I play the same person using traditional build, I usually win easily, so it's definitely not that I am getting outplayed by a better opponent--just that whatever I do is completely off. So can anyone offer general tips on builds and what to do when going fast expo?

Unfortunately I can't find any reps of me doing that recently, so can't post those.
sundance
Profile Blog Joined May 2004
Slovakia3201 Posts
May 15 2005 01:58 GMT
#2
I have opposite problem.If i go standard i lose to every newbie but with fast exp i'm able to beat really good zergs.

Just don't go fast exp if you suck with it.
Nick Cave & the Bad Seeds
MaTRiX[SiN]
Profile Joined September 2003
Sweden1282 Posts
May 15 2005 02:35 GMT
#3
what's important when fast expanding is that you HAVE TO KNOW what the zerg is doing. since ur tech will be later than with a 1 base build it's an absolute must to know and then counter it hard.
after ur first 1-3 cannons go 2 gate, attack once u got 4 zealots and try to see what tech he's got (walk past defence line with zealot or w/e).
if he's double expanding and it's a map that's not like temple (where u only have to defend 1 place for 2 expands) keep making units from ur 2 gates while teching up to archives+robo. and pressure him try to slow him down etc.
if he's going fast hydra stop probes and add more gates (so that u have 5~6) and get zeal speed asap. u should be able to outmacro him with that and then get citadel storm etc
if muta get cannons at both ur nexuses and get 1 port to get some sairs for defence untill u got archons.
if lurk just make sure u got enough cannons in front so he cant lurk/ling push attack u. also u want to watch out for slow drops on cliffs or in main etc. get robo+archives and add more gates etc...should be able to outmacro him unless he does alot of damage early. (not alot of people open lurk vs fe tho)

make sure to get ur macro up in time and u do most of the time want to get 1 port(about same time u build citadel) and build some corsairs for scout & harrass.
dont make alot of cannons unless u know it's 100% necessary. it'll slow u down alot to make many cannons early on. ideally u only make 1 cannon to hold off lings at the start..
aka StormtoSS
LastWish
Profile Blog Joined September 2004
2015 Posts
Last Edited: 2005-05-15 02:53:09
May 15 2005 02:52 GMT
#4
possible openings and early counters :
1. mutas - cannons, corsairs
2. low eco hydras (one base) - cannons at natural
3. mass hydras into drop - storm, revear, some cannons
4. 1 base fastlings - hold probe production, more cannons, more zealots, building placement
5. mass expand usually to mass ling with mutas - many zealots, +1 asap
- It's all just treason - They bring me down with their lies - Don't know the reason - My life is fire and ice -
MaTRiX[SiN]
Profile Joined September 2003
Sweden1282 Posts
Last Edited: 2005-05-15 03:00:12
May 15 2005 02:59 GMT
#5
On May 15 2005 11:52 LastWish wrote:
possible openings and early counters :
1. mutas - cannons, corsairs
2. low eco hydras (one base) - cannons at natural
3. mass hydras into drop - storm, revear, some cannons
4. 1 base fastlings - hold probe production, more cannons, more zealots, building placement
5. mass expand usually to mass ling with mutas - many zealots, +1 asap

cannons at natural isnt good vs hydra..if he just holds his attack a bit he'll have enough hydra to break it...cannons arent very strong vs hydralisks at all..better to go zealots imo

edit: also even if u hold with cannons u cant counter attack him and ur macro will be very slow..
aka StormtoSS
Regentropfen
Profile Joined July 2004
Germany277 Posts
May 15 2005 03:39 GMT
#6
On May 15 2005 11:59 MaTRiX[SiN] wrote:
Show nested quote +
On May 15 2005 11:52 LastWish wrote:
possible openings and early counters :
1. mutas - cannons, corsairs
2. low eco hydras (one base) - cannons at natural
3. mass hydras into drop - storm, revear, some cannons
4. 1 base fastlings - hold probe production, more cannons, more zealots, building placement
5. mass expand usually to mass ling with mutas - many zealots, +1 asap

cannons at natural isnt good vs hydra..if he just holds his attack a bit he'll have enough hydra to break it...cannons arent very strong vs hydralisks at all..better to go zealots imo

edit: also even if u hold with cannons u cant counter attack him and ur macro will be very slow..


if z goes 1 base hydra and u dont have speedzeals, u have to build cannons or u'll die if zerg has a little bit of micro.....
War is not about whos right, its about whos left
EchoOfRain
Profile Joined November 2004
United States516 Posts
May 19 2005 05:17 GMT
#7
I like fast expo forge canon canon pylon gate gas add 2 more gates then +1, pump zealots early. Apply pressure if they are trying to macro too hard but if they make at least some defense then wait until you have +1. While youre doing this you should be teching and cannoning around your nexus (your gates should be built pretty close to your nexus so a cannon grid can cover everything). You should mass about 8 gates then move out with obs goons zs temps as normal while you take your 2nd natural. In between you shouldve made a few dts to try and slow expansion attempts. The key in this match up is knowing if they are going to attempt to kill you fast before your eco advantage kicks in or if they are going to try to out macro you based on your lack of early harass.
quote
FroST(TE)
Profile Joined September 2004
United States909 Posts
May 19 2005 07:27 GMT
#8
can somebody actually write down the forge first expo pvz? (at least one of them) i dont know it
PoorUser on LP
pfff
Profile Joined May 2004
Belgium1352 Posts
May 19 2005 08:27 GMT
#9
umm, this build is a lot better on min only nat maps then on gas nats (dont ask for an explanation, i dont really think about strats, i just know its better on min only then on gas maps).
build: 8 pylon at nat, 10 or 11 forge at nat (good building placement is needed), scout with the pylon probe and the forge probe, the build diverges a lot from here.
options are, (you will scout him pretty early with 2 probe scouts) if he hatches first at nat, cannon rush him, this doesnt even have to work, max you will lose is 1 pylon, he either has to use a lot of drones (depending on how late he scouted youre rush) or he has to get a shitload of lings (useless vs youre cannoned expo and every 2 lings = 1 drone less). on some positions, like the bottom left on nost, you have pretty much impossible to stop cannon placements, with a pylon blocking of his lings and a cannon behind the mins.
the goal of this rush isnt to kill anything (if you do stop his nat and kill his hatch, then dont go FE, just play 1 base toss vs 1 base zerg, should be a really easy win) its to keep him up his toes and to make him unable to constantly power his econ, he needs to either use his drones to attack, use drones to get sunks or get lings, all this harms his econ.
other possibility, he hatches at main, just go 13 or 14 nexus, you can even gate (block off cannons with this) and maybe even gas before youre first cannon, then just go into midgame.
always send out youre first zeal in this situation, some zergs are dumb enough to pump pure drones and not get lings at all.
12 pool into hatch at expo, this depends, some positions you can nexus first and then cannon, others you have to cannon first.
then midgame, basically (im still pretty much talking about min only nat maps, this build is different (not a lot different, but zerg has more tech options so you have to play more carefully)), its you going +1 speedzeals. do not lose those speedzeals, i just try to keep the zerg busy (vs lurk ling, kill lings, then run when lurks burrow, vs mass hydras, run until you can get off a good surround), kill any expands if they get greedy and just keep him busy until you can get a gas expo up with lots off cannons,...
this strat really needs more timing then it needs micro/macro.
It ain’t no sin to be glad you’re alive
pfff
Profile Joined May 2004
Belgium1352 Posts
May 19 2005 08:30 GMT
#10
umm, dont know if that made sense, maybe ill edit it when i wake up.
It ain’t no sin to be glad you’re alive
DuSkie
Profile Joined November 2004
Czech Republic451 Posts
May 27 2005 01:59 GMT
#11
if he ll go fast hydras, u wont able to get speed lots soon and u ll die, so u have to make cannons ~_~
learning88
Profile Joined April 2005
United States160 Posts
June 13 2005 06:13 GMT
#12
In what positions is this fast expand safe? And what build order from the Zerg can really mess up the Protoss?

pfff, in your post you said that if you stop the Zerg's nat expo and kill his hatch, you should go one base. However, wouldn't it be better to still fast expand so that you have an immense lead in economy?
sundance
Profile Blog Joined May 2004
Slovakia3201 Posts
June 13 2005 06:36 GMT
#13
On June 13 2005 15:13 learning88 wrote:
In what positions is this fast expand safe? And what build order from the Zerg can really mess up the Protoss?

pfff, in your post you said that if you stop the Zerg's nat expo and kill his hatch, you should go one base. However, wouldn't it be better to still fast expand so that you have an immense lead in economy?

What map?
If LT then best position is 9.It's Decent far away from other mains and has sexi cliff for this build
Nick Cave & the Bad Seeds
pfff
Profile Joined May 2004
Belgium1352 Posts
June 13 2005 07:13 GMT
#14
On June 13 2005 15:13 learning88 wrote:
In what positions is this fast expand safe? And what build order from the Zerg can really mess up the Protoss?

pfff, in your post you said that if you stop the Zerg's nat expo and kill his hatch, you should go one base. However, wouldn't it be better to still fast expand so that you have an immense lead in economy?

well, if youre cannon rush succeeded, there is basically no way at all youre going to lose in this situation, except if you get caught off guard by either lings before you get cannons up at youre main, or if you get caught off guard by his one base tech.
vs both these options not going early expo is safer.
if you go still expo, you'll probably still win, but it is a little bit unsafer.
It ain’t no sin to be glad you’re alive
GunnRun
Profile Joined March 2005
United States20 Posts
June 13 2005 07:14 GMT
#15
watch pp 2004 pppp's master web slinging, he implements the fast expo perfectly
but then agn, he's a pro ._.
Never Give Up..No Matter the Limit
sTrAtO
Profile Blog Joined April 2005
Mexico1084 Posts
June 13 2005 10:06 GMT
#16
just download some LG)sTrAtO's replays if u want to know how to make a good fast exp :DD
http://strato.liquidpoker.net/
Resonate
Profile Joined October 2002
United Kingdom8402 Posts
June 13 2005 17:11 GMT
#17
If you FE and zerg goes 1-base hydra just make many cannons while teching to reaver drops cos he's 1-base and you're 2-base so WHO CARES HOW MUCH U WASTE ON CANNONS!
Memory lane in nice
BigBalls
Profile Blog Joined May 2003
United States5354 Posts
June 13 2005 20:12 GMT
#18
havent read any of the previous posts, but here is my input!



When I used to fast expo, I would do a dual probe scout. I'd make a pylon outside, then scout, then make a forge outside, scout the opposite way. If I found my opponent and he wasnt linging, I'd make a nexus, then a gate, then a photon. If he was linging, i would use my judgment on when to make photons (either before or after nexus).

After the expo is up, you have to make units, while simultaneously teching and upgrading. The key is not letting him get more than 3 bases. If you do, you're in for some trouble. You need +1 and zealot speed to allow yourself to be able to control the ground for a few minutes and grab an expo or two. Smart zergs will go mainly lings with +1 armor, have 2-3 gas, go muta into hive tech, and go ultra/ling, while stopping your expansion attempts.

Keys to winning:
1. You need to sneak a probe an establish another gas expo (if there is no gas at your natural, i.e. nostalgia). If you get another base running with good photon protection, you can get about 12 gates working and have a ton of archons/temps to neutralize his forces.

2. You need to be very aware of what your opponent is doing. Keep your probe alive in his base as long as possible, try and figure out if hes going to ling for a while then tech, if he's going to hydra, lurker, muta, whatever. If he hydras and you go sair youre in trouble. If there is a cliff above your expo on the map and you dont have a robo or sair, youre screwed. If he goes muta and you go 3 gate zeal then tech and youre low on photons, youre dead. You need to be very precise and if it looks like he is doing something particular, guard against it.

3. Scout with dts. It might prevent a few expos and save you the game. If he manages to take a natural expansion and fortify it, the only way you can get through is with carriers or recalling into the main base. You must control the ground as long as possible. You do want carriers or arbiters late game, as they are so powerful against zerg. Having backup sairs with your air units is a great idea to kill off scourge.


The best replay I had of pvz expo toss was trek v day on nostalgia. Let me find it, post it somewhere then put it up here.
if you guys could use google and post direct links to the maphacks here it would be greatly appreciated. - Nazgul
BigBalls
Profile Blog Joined May 2003
United States5354 Posts
June 13 2005 20:19 GMT
#19
http://www.battlereports.com/viewreplays.php?replaynum=28431

its not the most recent patch, so you might have to get a converter
if you guys could use google and post direct links to the maphacks here it would be greatly appreciated. - Nazgul
NonYold
Profile Joined April 2004
United States2814 Posts
June 13 2005 20:22 GMT
#20
yes, the most important thing is knowing what the zerg is doing, just like without fast expo. keep probe alive, suicide-scout with zealots, get a fast corsair (better cannon up your choke if you do this). the more easily you can scout the better off you will be, with corsair being the worst.
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