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Take notes guys. High Masters/GM (kicked out for inactivity) player and I have gone 15-0 with this build (Only works on maps with ramps that could be blocked off by a single forcefield):
Build Order. + Show Spoiler + Opens just like the 3gate expo build which will greatly confuse your opponent. 9 pylon 12 gateway 14 gas 16 pylon 17 core (obviously research warp-gate tech immediately after completion) 18 zealot to Complete wall-off 21 gas 25 pylon 25 gate/gate
Make a sentry then add your robo and another gateway and from here on out just keep making sentries with the excess Gas you will have as the cost of warp prisms Only depletes minerals.
When you have 2 sentries and your zealot out, make a pylon outside of your base partially blocking off the ramp to trick your opponent into thinking you're just 3gate expoing. At the same time spam chronoboost on the building of 2 warp prisms and load up all the sentries you have made in the time being (should be around 6). Block off your walloff with a pylon just in case the zerg player decides to counterattack you while you completely stomp his base.
The Attack + Show Spoiler +Here is the most important part of the strategy which will probably deviate lower level players from higher level players. Obviously some positions work better than others as you may not have to pass xel-naga towers controlled by your opponent, but this build is so commanding that it should not result in your defeat. Anyways, as your two warp prisms approach the zerg base, there are several things you can do depending on how the zerg reacts: 1.) If all of his units (or spine crawlers) are at the natural, drop a quick sentry outside of the main, forcefield the ramp, and then deploy all of your units inside. 2.) If all of his units are inside the main, then vice versa you forcefield the ramp and deploy your units outside of his main. 3.) If for some reason your opponent knows to split up his army, forcefield the ramp and deploy your army outside of the natural and then attack normally with everything grouped together (you do not want to just drop your units one by one). ![[image loading]](http://i53.tinypic.com/qph1lt.jpg) ![[image loading]](http://i52.tinypic.com/2wdseth.jpg) ![[image loading]](http://i56.tinypic.com/ixf3gx.jpg) In all 3 options make sure to KEEP THE RAMPS FORCEFIELDED. Forcefields last 15 seconds so count the in-game timer if needed to maximize efficiency. Even if you get rather antsy and drop your forcefields every 8 seconds, 6 sentries with full energy will be able to hold the ramp indefinitely. After your army is on the field, reinforce it by phasing your prisms and then abuse the power of your 4 warpgates (Remember to chronoboost them). Note that if you attack the natural first, after clearing everything, go right for the main just in case your opponent is researching burrow tech but do not forget positioning when ascending the ramp! Don't forget to reposition your warp prisms.
Replays: + Show Spoiler +
This strategy is insanely powerful as zerg has almost no means of anti-air early game besides the queen and the seldomly used spore crawler. Oh and if for some reason you don't win, just throw down a robotics bay and get colossus to kill all of the zerglings or just expo.
I dub this the Cookie Cutter build!!
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Looks rather interesting and effective, will be doing some practicing of the build and possibly trying it out on ladder.
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it looks effective however it seems the zerg could counter it by putting half of his army above and below the ramp the moment he spots early prisms
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interesting, ill have an in depth look into it.
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interesting. seems fairly powerful and deadly, but also gimmicky and pretty all-in, as 4 gates tend to be. i'll first give this a try on the PTR where my ranking doesn't matter
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This looks interesting, but is an extreme investment in gas in terms of sentries. If a warp prism gets picked off or even if they just split their army, you could be at a clear disadvantage.
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thats just another tricky all in that will fail badly when you know how to deal with it. Any competent zerg will start pumping units if he does not see an expansion going down at 6 min mark and if he splits his army he will demolish your attack without a problem which basically means the game is over for you.
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Wow, this is a very nice strategy, burrowed roaches would be a nice reaction, but i don't think there is enough time.
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seems really cool gonna try this out!
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This is definitely one of those builds that will force every single Zerg player out there to adapt their style just a tad in order to deal with this if it happens to hit them. I love that aspect of this. Little things like this are what help the game evolve. Very, very impressive. Good use of Sentries and Warp Prisms.
Hats off!
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On July 15 2011 07:48 syriuszonito wrote: thats just another tricky all in that will fail badly when you know how to deal with it. Any competent zerg will start pumping units if he does not see an expansion going down at 6 min mark and if he splits his army he will demolish your attack without a problem which basically means the game is over for you.
As the op stated and shown in replays, they build works at high master level, don't pull this "any competent zerg will demolish you crap". Of course if a strategy is scouted you can prepare for it. If you are not going to contribute, don't post. Do you really enjoy dismissing someone's good work like that? Think about how you feel when people to that to you.
Excellent guide btw. Looks pretty scary.
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was used in beta against terran fast expansions quiet successful, though that attack looks quiet interesting as well. Getting the prism is standard for me in pvz, as mutas are so unpopular now, can always pick up something that is in danger of getting killed and before that it grants nice amounts of drone kills. And you could just use one prism, and do the cliff shuttle trick (works on most maps). Splitting army won't work if you defend with lings only, (popular by most zerg and a great mistake if they have to attack the zealots near walls). Prism only delays your expansion by a tiny bit, most of the time it will grant you a nice eco advantage with harassment. But you will probably end up having to defend against alot of zerg stuff, the usual reaction if a zerg has lots of army and lost workers. And zergs are generally in a bad position if they let you forcefield the ramp and there is a shuttle out as well. No real need to get 2 prisms really one is enough as you can shuttle your army over quiet instantly with one prism
edit: lil thing i always did was get a spine in the main as well, though warp prims play was quiet rare and it just moved to the 3rd once enough army was out hehe.
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On July 15 2011 07:52 Synystyr wrote:This is definitely one of those builds that will force every single Zerg player out there to adapt their style just a tad in order to deal with this if it happens to hit them. I love that aspect of this. Little things like this are what help the game evolve. Very, very impressive. Good use of Sentries and Warp Prisms. Hats off! 
I hope stuff like this finally gets Blizzard to address the force field and Zergs utter lack of anything to deal with it.
Until then, I have been going to a standard hydraling composition to help me secure my 3rd in ZvP fairly regularly lately, it can handle this quite well.
Against anybody who isn't blindly making those types of units and waiting around though, this should prove highly effective.
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Jesus that's cheesy. What would be the best zerg response to this, split units?
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On July 15 2011 07:48 syriuszonito wrote: thats just another tricky all in that will fail badly when you know how to deal with it. Any competent zerg will start pumping units if he does not see an expansion going down at 6 min mark and if he splits his army he will demolish your attack without a problem which basically means the game is over for you.
If you have really good control, you can drop a sentry or two near the ramp, get a forcefield out, and then pick them up in the prisms again. Then you can drop your guys / warp in in a bundle in a safer nearby area and then keep the forcefield on the ramp. If you have to go too far away to get your army on the ground, keep one sentry in a prism to go back and put down a 2nd forcefield while you deploy the main army and attack the natural (or main I suppose if that's how it went down).
I'm not saying this is unbeatable with good control, I just think you can make life for the zerg real hell if you are gosu with drop / sentry control.
Pro tip: you can engage warp mode, then d-click your prism to have it drop guys while you're using it to warp in!
I've been waiting for this sort of attack to get popular because forcefield on the ramp is mega-powerful and is barely used to its full potential.
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I like this strategy, but this could easily go into a base trade scenario if the Zerg got his speedlings at his natural and chooses to go for a counterattack. So to be extra safe, i think warping in a sentry in your main by the time you go for the attack would be a good decision.
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what? zerg splits army and gg?
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Nice strategy, I'll give it a try. Can't really say much more before I try it. Wouldn't it be more effective to attack from the front to draw all the units out, then FF the ramp, load up all your sentries and go in the main ?
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so the whitera 4gate with sentries against zerg? aside from it being 2 warp prisms and hitting later. lol.
awesome. try this out sometime
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@w3jjjj You quote my post but it seems you didnt take time to read it. I did not say any good zerg will demolish his crap. I said that once you know how to defend it, the build fails and puts you in a very bad situation which is why i wouldnt call this build a revolutionary pvz. Thats a tricky all in that can win you some games on ladder but once ppl learn their lesson its gonna be useless. I'd say my post brings more to the discussion than your "Excellent guide btw. Looks pretty scary".
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