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ZvP, templar immo+stalker army

Forum Index > StarCraft 2 Strategy
Post a Reply
1 2 Next All
Crescend1
Profile Joined November 2010
Poland108 Posts
Last Edited: 2011-02-03 15:56:39
February 03 2011 15:56 GMT
#1
Hello guys, i have been playing a master lvl protoss, game ended in 45 minute race for bases income and tech

After we had all techs developed, after he used collosus and got countered by my corrptors, he started switching to hts. Then i went into roaches with tunneling claws (+3 attack +0 carapace) then he massed immortals out of 3 robos and made some stalkers. I tried many ways, but i felt that his unit combo is quite superior to anything i could get, especially when he mixed in a few voidrays for broodlords. i was thinking that infestor broodlord corruptor could work, we both had about 2-4 mining bases all time, so gas wasnt a big problem. i know i could not go lings (storm), hydras (storm), roaches, ultras (immortals and stalkers) or enough broodlords+corruptors (stalker and even a bit storming for extra damage on broodlord corruptor), mutas also would be too easy to storm.

My question is, what are your ideas guys to be as cost efficient as possible to this combination, and please dont say things like (omg, u cant let him get so much gas!) because we both expandedaggresively while i was attacking him in many bases at once, dropping, moving through backdoors etc. It just evolved into typical very lategame

So basically, what can you do vs ht/immortal/stalker/voidray army? I'm open not only on army compositions, but also general strategy to win some1 using this army mix. (but i must say i made alot of drops, sniped nexus quite few times, etc)
Finite
Profile Joined November 2010
Canada20 Posts
February 03 2011 16:03 GMT
#2
If you ever watch Destiny aka (Steven Bonnell ii) play ZvP he plays it a lot like ZvT and goes muta, ling. The mobility of muta, ling and the harassment based play makes it very hard for the protoss to expand to a third with out dropping LOTS of cannons in his main, nat, and 3rd if he ever wanted to push out.

The job of muta ling is to NOT let the protoss expand to a third, if a protoss does get a third running with gas' its pretty much GG.

I'm not a zerg player myself but you should check out his stream when he does practice matches against rootMinigun.
We must accept finite disappointment, but never lose infinite hope.
Xeken
Profile Joined May 2010
United States77 Posts
February 03 2011 16:06 GMT
#3
I think your assumption of not going ling and hydra is the problem here. While storm does damage to them very well, you should have really good creep spread at that point in the game (You can also make additional OL and bring them to battle). If he foregoes colossi entirely, then you have the range advantage with brood lords. Attack from multiple angles with ling, roach, hydra, and brood lords (throw in a few corrupters if you want for voids, but correct positioning with hydra should be sufficient) should provide a very advantagous situation.
aka_star
Profile Blog Joined July 2007
United Kingdom1546 Posts
Last Edited: 2011-02-03 16:10:09
February 03 2011 16:09 GMT
#4
cost effective tatics to use are +2 baneling drop to slow down his advantages and keep him on his toes and paranoid about watching his econ. making mid game pushes and drops to slow down his gas rate is another area to look at since he is so reliant on gas. Attempting to slow down the 3rd too.
Late game is very difficult so any cost effective advantages made in the mid can stack up and let you overwhelm him.
FlashDave.999 aka Star
VoirDire
Profile Joined February 2009
Sweden1923 Posts
February 03 2011 16:10 GMT
#5
Z can't really fight cost efficiently vs any protoss 200/200 ball. Split the ball by attacking two places at once and use your quicker reinforcements to overrun him.
Omni17
Profile Joined January 2011
United States141 Posts
February 03 2011 16:12 GMT
#6
Zerglings are great against this unit composition, but the problem are the psi-storms.

What I do is I send in my roaches to fight while my speedlings run around the back. Once his high templar have wasted all of their storms on my roaches, I send my lings to flank him in the back.
"To Drone or not to Drone, that is the question."
ckolev
Profile Joined September 2009
51 Posts
Last Edited: 2011-02-03 16:26:44
February 03 2011 16:18 GMT
#7
WOW this is actually breath-taking ...
1.Zerglings - NO. A few archons will melt them, no matter how many lings you can get.
2.Roachs/Ultras, basically any armor based - NO. Obviously.
3.Hydras - NO. Storm
4.Infestors - not enough DMG
5.Broods - NO, cuz of voids.

Only reasonable solution seems massive amounts of Mutas (30-40+). Also mix in a lot of zerglings to absorb stalker DMG for a short time, so you can get a few extra shots. Maybe even some banelings (20-30) to wipe out the HT and damage the stalkers.

Haven't tried it. so I have no idea how it works.

Edit: I just noticed your comment about storming the mutas, but with a good muta control, you can dodge the storms pretty effectively, still hard though.
ckolev
Profile Joined September 2009
51 Posts
Last Edited: 2011-02-03 16:24:49
February 03 2011 16:20 GMT
#8
On February 04 2011 01:12 Omni17 wrote:
Zerglings are great against this unit composition, but the problem are the psi-storms.

What I do is I send in my roaches to fight while my speedlings run around the back. Once his high templar have wasted all of their storms on my roaches, I send my lings to flank him in the back.


I don't see why he will waste his storms on the roachs, when he has Voids, Immortals and Stalkers - the ultimate combo VS any roach based army.

+3 attack +0 carapace


I hope these were not your upgrades late game, just for the mentioned battle Otherwise, this is one of your main problems. Can you imaging immortal with +3 attack (65 DMG), what can it do ... its f*** awesome

BTW people, he is asking how to stop the army late game, not how to prevent it in midgame, or some other aspect of the game. Please read before writing.
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
February 03 2011 16:27 GMT
#9
HT/immortal/stalker/void ray is very gas-intensive, therefore it is a lategame army. Because of that, what you do in the early-game & mid-game affects how well you can do in the late-game.

Make sure to pressure them taking their 3rd. If protoss gets a free 3rd they can max out on almost any army they want.

Generally upgraded roaches keeps protoss from just doing whatever they want in the mid-game, and forces some kind of response. A mass of +1 tunneling speedroaches will stop almost any gateway army, thus protoss has to get immortals or void rays to deal with it. If they get immortals with not a lot of sentries, roach/ling is good. If they do get a lot of sentries, roach/hydra is good.

Late-game it obviously depends on how many of each units he has. For one, don't get hydras, they aren't good against any army that has psionic storm. Corruptors are probably the best unit to fight void rays that are with an army of stalkers and/or sentries. If he has a ton of immortals, you probably want to go mutas. If he has a ton of void rays, you want to make lots of corruptors. If it's mostly stalker with just a few of the other tech units, then roach/ling + enough corruptors to take down void rays is a good army to have. If he skimps on the stalkers and/or , broodlords are good.

You should really show a replay, a lot of mistakes can happen in a 45-minute game.
next week on Everybody Loves HypnoToad:
Jayrod
Profile Joined August 2010
1820 Posts
February 03 2011 16:48 GMT
#10
On February 04 2011 00:56 Crescend1 wrote:
Hello guys, i have been playing a master lvl protoss, game ended in 45 minute race for bases income and tech

After we had all techs developed, after he used collosus and got countered by my corrptors, he started switching to hts. Then i went into roaches with tunneling claws (+3 attack +0 carapace) then he massed immortals out of 3 robos and made some stalkers. I tried many ways, but i felt that his unit combo is quite superior to anything i could get, especially when he mixed in a few voidrays for broodlords. i was thinking that infestor broodlord corruptor could work, we both had about 2-4 mining bases all time, so gas wasnt a big problem. i know i could not go lings (storm), hydras (storm), roaches, ultras (immortals and stalkers) or enough broodlords+corruptors (stalker and even a bit storming for extra damage on broodlord corruptor), mutas also would be too easy to storm.

My question is, what are your ideas guys to be as cost efficient as possible to this combination, and please dont say things like (omg, u cant let him get so much gas!) because we both expandedaggresively while i was attacking him in many bases at once, dropping, moving through backdoors etc. It just evolved into typical very lategame

So basically, what can you do vs ht/immortal/stalker/voidray army? I'm open not only on army compositions, but also general strategy to win some1 using this army mix. (but i must say i made alot of drops, sniped nexus quite few times, etc)


Speedlings are actually fine vs storm as when storm hits friendly targets it does extra damage to them and lings are literally on top of your units so you arent exactly going to storm them. Your best bet short of broodlords and just fighting in good positions is to use roach/ling/hydra with your first army and reinforce with all roaches, your goal is to kill their immortals in the first attack. When you reinforce you can do it with just roach/ling. Void rays are almost negligible unless they really have a fuckton.

As far as overall strategy... besides not letting them get to that army in the first place... you have the option of abusing that armies immobility. There are no speedrays anymore, HTs are slow, immortals are slow. Hitting with medium size forces or even just multiple speedling groups in a co uple places at once would work well and you should be able to find holes especially when you guys are on so many bases.
Jayrod
Profile Joined August 2010
1820 Posts
February 03 2011 16:50 GMT
#11
On February 04 2011 01:03 Finite wrote:
If you ever watch Destiny aka (Steven Bonnell ii) play ZvP he plays it a lot like ZvT and goes muta, ling.

Wait wait explain... so you're saying the zerg player gets mutas... AND lings? I don't know if I've ever seen a zerg do this, do you have any replays to share?
Xeken
Profile Joined May 2010
United States77 Posts
February 03 2011 16:52 GMT
#12
I should also mention that you must get armor against void rays. It makes a huge difference.

And to add to above poster's point, you should also be able to dictate how you engage his army, because of his immobility. When you finally decide to engage, you should always have him out of formation relative to how your army is positioned (brood lords would make this even more lop-sided).
Crescend1
Profile Joined November 2010
Poland108 Posts
February 03 2011 17:11 GMT
#13
About destiny, yes, he goes muta ling vs toss most of time. But although it has advantages, i dont feel its really good army when u engage his death ball. It might be viable, but i just think it wont be good enough, especially vs storms (when its lategame, toss has quite much energy on templars, so even while avoiding storms u will fast have only red hp mutas that u cant really use). In midgame it might work if toss lets u get it of course.

Thx about all posts, i agree on most of them, liked alot baneling idea (i too thought it might be good option). I made mistake that i let get his 3rd, cause i thought he will take another base, and next moment he started walling center of map with some gates+army, so it was my first big mistake, but its just one time, i always try to deny 3rd. Also i love idea of going hydra roach, and sniping immortals, and then reinforce with roaches.

I'm aware i made other key mistakes, but it was quite chaotic game and not everything was going as perfect as i would wish
Penatronic
Profile Joined October 2010
150 Posts
February 03 2011 19:34 GMT
#14
Why is everybody recomending corruptors vs void? Corruptors lose that fight hard. Corruptors > Phoenix , carrier, colossus... Muta is your best air to air option vs voids, since they take no bonus damage from voids. Broodlord+muta should Beat that army as long as you get your mutas ontop of the voids and ht asaP to negate storm
Silkk
Profile Joined June 2010
United States41 Posts
February 03 2011 19:47 GMT
#15
Ive had crazy difficulty with these combos too. I will post replays when I get home.
iS.Axslav
Profile Blog Joined December 2008
United States248 Posts
February 03 2011 19:54 GMT
#16
fungal+baneling drops vs this army is the key late game.
bearjuice
Profile Joined November 2010
United States98 Posts
February 03 2011 19:56 GMT
#17
I think baneling drops would really help. too bad i can't for the life of me do them.
"Tis a good day to die!"
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
February 03 2011 20:04 GMT
#18
Master Protoss here, I played a 45 minute game against zerg and won it yesterday with a slightly different composition. At the start I knew I wanted to macro, so I opened with 2gate stargate with 4 phoenixes at around 7:30 to harass while I expanded. This gives me the stargate for later use, and after expansion I put down double forge and was able to do gateway army + VR while I tech to high templar.

The latest thing I got, after VR and HT were the Immortals without ever getting colossus. This unit mix has to be done on at least 2 mining bases with 3 base gas, but it is really really strong. The opponent had hydra/roach with a few lings, but at no point were they able to really attack because of forcefield and storm with VR chase. Once the storm hits, you move your units or they die, but VRs latch on and you end up losing them anyway because you are low on health and if you stop, more storms hit. I had thought about this unit comp for a while and was able to execute it fairly well. The composition is just so powerful that Zerg needs to match it with a comp of their own that is more than just 2-3 types of units. If zerg doesn't go on the offensive before I do, they have to react to drops and the deathball and are unable to be proactively doing damage to income, like speedling runbys or flanking, and this eventually leads to a loss because of multiple prong attacks with upgraded zealots and a roving deathball of VR/Immortal/HT. At the end of the game I ended up with HT/Immortal/Stalker, because after a point the VRs were too gas heavy and were becoming redundant, doing the same job that the HT/Immortal were doing. I realized that the composition, without the VRs, was less mobile and less threatening (has to follow ground attack paths) without them but was able to do the job just as well.

My suggestions against this would be:
-go on the offensive before this gets rolling, and don't be put in a reactive position.
-hydra/roach are bad alone against this because 1 storm allows stalkers to 1 shot hydras and immortals to 1 shot roaches, and if VRs are there, they clean up anything with their .6 attack speed. If you were to add muta, you would put yourself out of a reactionary stance and be able to take advantage of the lulls in the protoss's play with the mutas. You would probably force phoenix as well since muta can snipe high templars, unless they are willing to storm themselves to get the muta ball that is on top of them
-Ling/Roach/Muta would handle this composition. It requires big macro, but you are countering this kind of deathball well: ling for immortal, roach for zeal/stalker/0 shield immortal, and muta for HT and leftovers. Even if you lose the ground fight, as long as you kill all the stalkers your mutas force another stalemate, and can pick off high templars that flee. The HTs are the target because their AOE makes your numbers irrelevant: 1 storm and a single hit from the front line zealots finish the zerglings (20 + 16-22 dmg (depends on ground upgrades) per second) leaving the stalkers to finish the mutas if you go pure muta/ling. That is why you need roaches as well.

It's a strong unit combo, but only because it is rarely faced. I'm sure Master Zerg players can come up with better counters than the ones I've described, so I will leave that to them for now. In closing, here is what the combo you faced does:
-Kills muta/ling
-Kills roach/hydra
-Kills zerg before mass tier3

So you see it counters the popular Zerg unit compositions of today. That is why it is powerful!
Knowing is half the battle... the other half is lasers.
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
Last Edited: 2011-02-03 21:23:13
February 03 2011 21:06 GMT
#19
On February 04 2011 04:34 Penatronic wrote:
Why is everybody recomending corruptors vs void? Corruptors lose that fight hard. Corruptors > Phoenix , carrier, colossus... Muta is your best air to air option vs voids, since they take no bonus damage from voids. Broodlord+muta should Beat that army as long as you get your mutas ontop of the voids and ht asaP to negate storm


Against pure voids, yes mutas are better. However, against a mixed army that includes sentries for GS, and colossus, corruptors are all-around better, they also don't require insane amounts of gas to be effective, unlike mutas. Roach/Hydra -> corruptor transition is much easier than roach/hydra -> muta transition, this is why most zerg who use muta use it as their first tech choice and build up a giant cloud of 20-30 muta throughout the mid-game.

Another thing to take into consideration is that a protoss who has void rays can easily start producing phoenix if they see mutas. Muta are good against void rays, but corruptors are good against both phoenix AND void rays

Getting corruptors allows you to make roaches + roach upgrades during the mid-game, this is important when playing against protoss.

edit: now if by chance protoss skimps on stalker/sentries and goes heavy on immortal/colossus, then yes I could see roach/muta being very effective, however this rarely happens, at least in my experience and also in the tournament replays I see.
next week on Everybody Loves HypnoToad:
Hawk2
Profile Joined August 2010
United States229 Posts
February 03 2011 21:20 GMT
#20
Hi, Hawk here (#15 NA server)

Hydra roach hard counters this play style, the immortal gateway unit ball really excels at defending but is piss poor when trying to take the offensive as zerg won't get trapped by forcefields (if he's defending) and can burrow to regenerate stormed roaches.

When we take this into account the proper counter for Zerg in fighting this unit composition by protoss is to take a quick 3rd and 4th then just defend until you can max to remax a fight with the protoss army it works quite well and is a hard counter to this style of play.

Here is one of my replays highlighting play designed to beat this unit composition by Protoss

http://www.sc2replayed.com/replays/134474-1v1-protoss-zerg-xelnaga-caverns

Hope you guys enjoy, Zerg players good luck out there.
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