updated build order - http://drop.sc/209615
The midgame strategy and composition was given a go in the ProLeague. Nice find! :D :D
On May 21 2012 01:37 TheSilverfox wrote:
Here's M18M (StarDust) using a variation of this strat in ProLeague :D
He had a really nice composition with a lot of VRs, some Carriers, othership as well as 3-4 HTs to Feedback the Infestors.
Here's M18M (StarDust) using a variation of this strat in ProLeague :D
He had a really nice composition with a lot of VRs, some Carriers, othership as well as 3-4 HTs to Feedback the Infestors.
Results, 85%+ Ladder winrate over current sample (small,) but similar results over very very large samplesize (1 year-ish)
+ Show Spoiler +
I just installed SC2 gears (cool program!) Here is an analysis of all of my Ladder games for all the replays I have, as you can see my PvZ is pretty dominant. Also, most of the 5 losses are from getting all-inned or whathaveyou. I still need to work on my defense of the various all-ins. While this will become less powerful (like every strategy) at higher levels, I think it's still at least certainly viable. I wish I had my replays saved all year, but the results are not really different, just the sample size. I really need to learn PvP, or I'll just end up switching to Terran for good ![](/mirror/smilies/frown.gif)
![[image loading]](http://i.imgur.com/trubg.jpg)
![](/mirror/smilies/frown.gif)
![[image loading]](http://i.imgur.com/trubg.jpg)
Hi Guys, I'm a bit of a Lurker and recreational player. This is my first post so go easy on the flaming, please.
I'm pretty obsessive when it comes to gametheory. I like to understand why I'm winning and losing, and usually it's pretty clear to me, as I watch tons of pro games, pro streams, and feel like I have a really good understanding of the game. However, in PvZ it is absolutely not clear to me, why more people don't use this strategy.
Void Rays, Void Rays!
![[image loading]](http://i432.photobucket.com/albums/qq47/andrewmboccia/Screenshot2012-05-0105_45_33.jpg)
Before you LOL at the composition and how this looks like a silver league 4v4 please actually give this post some thought.
If a top protoss were to try this style, and work on it, I just can't see how it would lose. I would really love to see this strategy either become extremely powerful, and very viable at any level, or get exploited.
Most top protoss who try double stargate treat it as too much of a 2 base all-in imho.
Here are some other replays:
http://www.twitch.tv/bocciagaming/b/322237829
+ Show Spoiler +
On May 31 2012 22:01 Adonminus wrote:
I tried this style out, started with some practice games with my teammates, and now here's my first time trying it on ladder against NrSuStar rank ~80 grandmaster on eu. I won the game quite easily actually, great strategy imo. Check the replay:
http://sc2rep.com/replays/(P)NOMAdonminus_vs_(Z)NrSuStar/19912
I tried this style out, started with some practice games with my teammates, and now here's my first time trying it on ladder against NrSuStar rank ~80 grandmaster on eu. I won the game quite easily actually, great strategy imo. Check the replay:
http://sc2rep.com/replays/(P)NOMAdonminus_vs_(Z)NrSuStar/19912
http://drop.sc/171090
http://drop.sc/171670 - 1st Ballot BM Hall of Famer xDDD - I go for a +1 zealot+VoidRay timing off 2 base to try and interrupt his drone count, this delays my third but I think its worth it. I also make a scouting Phoenix which is really helpful in identifying the threats.
http://drop.sc/171539 - worked in a scouting Phoenix to check for Muta, then transitioned into Colossus off 4 base
http://drop.sc/170081 - versus roach bust
http://drop.sc/169551
http://drop.sc/169902
http://drop.sc/170611
http://drop.sc/169478
http://drop.sc/170686
http://drop.sc/170666
Losing versus better player - http://drop.sc/171097 - This game makes me feel that mixing in 1 or 2 scouting phoenix is important! he was active with harass and just a little too fast, there are many things the protoss can improve upon, however. It's possible that pulling probes and making reactive Phoenix versus Mutas is a bit too slow.
http://drop.sc/171539 - tried a light 2 base pressure, and then worked in a scouting Phoenix to check for Muta, then transitioned into Colossus off 4 base.
+ Show Spoiler +
On May 06 2012 17:30 piroko139 wrote:
Alright, I was toying around with this the past coupe of days and I noted a few things. I am mid Masters on NA in case anyone is wondering.
1. Games last LONG. All the games that I didn't die to early aggression, they lasted at least 20 minutes, commonly around 30.
2. As a result of games lasting long, focus on upgrades is paramount. I have to definitely attribute a lot, if not all, of my wins to being up in reasonable upgrades. Carriers hit hard as hell when they're at 3 attack. I'm sure you guys already knew that.
3. Defensive Mothership is pretty amazing. It bolsters your defense tremendously, and gives more mobility to an honestly slow army. Recall is apparently awesome. That in mind, It has forced me to get used to using the Mothership on a completely different hotkey.
4. Corrupters are not that great against this composition, UNLESS they're upgraded. I do not see many zerg going double Spire though. Hydras are also not that great against this composition. But then again, I haven't gone up against 3/3 Hydras yet (I see a lot of zerg skipping Carapace for some reason).
5. There is no efficient mineral dump against this composition. Spore Crawlers fail against Carriers, Lings can't hit air (or get past a cannon wall), and I haven't seen a queen heavy composition yet (Although I have to assume Carrier dps will negate Transfuse anyways). Forcing the zerg into a gas heavy composition is something that seems to make them uncomfortable. In other words, I have made several zerg lose purely because they ran out of gas to reinforce.
6. A lot of games seem to catch the zerg completely off guard, simply by putting the Stargates 2 opposite ends of the base. By showing a single Stargate, the zerg seem to assume that that's all you have, and it commonly leaves them unprepared if they attempt to engage with no antiair.
Replays:
In the following replays, I opened up Forge Expand every single time, along with Double Stargate. In almost all of the games, I went for pure air, the composition consisting of 1 Mothership, Void Rays and Carriers, going Phoenix for Mutas (obviously). I opted for more heavy Carriers in most games, although I have yet to differentiate when it is appropriate to do one or the other.
http://drop.sc/173180
Daybreak
Muta Ling play. Although he was able to wreck my economy, the infrastructure for a Phoenix switch kept the muta numbers down, in addition to having not touched the primary army. As such, the final engagement was more or less a walkover, since he was unable to maintain a 4th (or his main). Also, 3 attack Carriers wreck 0 armor Hydras.
http://drop.sc/173183
Korhal Compound LE
I was really bad in scouting this game, he took every base that wasn't on my side of the map, and I completely missed it. Still, I felt as if his 4th was too late, and he found out first hand why you shouldn't bunch up your overseers. Again, 3 attack Carriers really smash things with no armor.
http://drop.sc/173185
Cloud Kingdom LE
Hydra Infestor composition. I believe what killed him is that he made too many infestors and it cut deep into his gas. As such, he was unable to reinforce with either Hydras or more Corrupters. Also, his 4th was really late, which allowed it to get sniped almost immediately.
http://drop.sc/173186
Antiga Shipyard
I believe he tried Stephano style roaches, assuming that it was only 1 Stargate. As such, I found out how effective Void Rays + Cannons are against Roach Ling. It seems like the rest of it was him losing too much and being unable to rebuild his economy effectively (or even get a composition that can hit air).
http://drop.sc/173221
Cloud Kingdom LE
44 Corrupters < 15 Void Rays, 6 Carriers. To be fair, the toss is at 3/2/1 and the Corrupters were at 1/1, in addition to half the Corrupter army didn't engage immediately. Although he was able to get good ling runbys, I was able to keep my army. Also, even though he hit 6k minerals, I reiterate that there is no efficient mineral dump against mass air.
http://drop.sc/173224
Korhal Compound LE
This game is a loss. It showcases early aggression destroying enough of the economy that it becomes too taxing to recover. He also significantly delayed my 3rd, forcing my army to grow too slowly. It also involves the use of double spire to equate the upgrades that the air toss had. Since I haven't tried double Core yet, I fell behind in upgrades and 3/2 Corrupters overran me in the end.
In the end, I feel it's at least a refreshing look at PvZ, and I will certainly be trying out mass air more. I'll post more replays as they come along.
Alright, I was toying around with this the past coupe of days and I noted a few things. I am mid Masters on NA in case anyone is wondering.
1. Games last LONG. All the games that I didn't die to early aggression, they lasted at least 20 minutes, commonly around 30.
2. As a result of games lasting long, focus on upgrades is paramount. I have to definitely attribute a lot, if not all, of my wins to being up in reasonable upgrades. Carriers hit hard as hell when they're at 3 attack. I'm sure you guys already knew that.
3. Defensive Mothership is pretty amazing. It bolsters your defense tremendously, and gives more mobility to an honestly slow army. Recall is apparently awesome. That in mind, It has forced me to get used to using the Mothership on a completely different hotkey.
4. Corrupters are not that great against this composition, UNLESS they're upgraded. I do not see many zerg going double Spire though. Hydras are also not that great against this composition. But then again, I haven't gone up against 3/3 Hydras yet (I see a lot of zerg skipping Carapace for some reason).
5. There is no efficient mineral dump against this composition. Spore Crawlers fail against Carriers, Lings can't hit air (or get past a cannon wall), and I haven't seen a queen heavy composition yet (Although I have to assume Carrier dps will negate Transfuse anyways). Forcing the zerg into a gas heavy composition is something that seems to make them uncomfortable. In other words, I have made several zerg lose purely because they ran out of gas to reinforce.
6. A lot of games seem to catch the zerg completely off guard, simply by putting the Stargates 2 opposite ends of the base. By showing a single Stargate, the zerg seem to assume that that's all you have, and it commonly leaves them unprepared if they attempt to engage with no antiair.
Replays:
In the following replays, I opened up Forge Expand every single time, along with Double Stargate. In almost all of the games, I went for pure air, the composition consisting of 1 Mothership, Void Rays and Carriers, going Phoenix for Mutas (obviously). I opted for more heavy Carriers in most games, although I have yet to differentiate when it is appropriate to do one or the other.
http://drop.sc/173180
Daybreak
Muta Ling play. Although he was able to wreck my economy, the infrastructure for a Phoenix switch kept the muta numbers down, in addition to having not touched the primary army. As such, the final engagement was more or less a walkover, since he was unable to maintain a 4th (or his main). Also, 3 attack Carriers wreck 0 armor Hydras.
http://drop.sc/173183
Korhal Compound LE
I was really bad in scouting this game, he took every base that wasn't on my side of the map, and I completely missed it. Still, I felt as if his 4th was too late, and he found out first hand why you shouldn't bunch up your overseers. Again, 3 attack Carriers really smash things with no armor.
http://drop.sc/173185
Cloud Kingdom LE
Hydra Infestor composition. I believe what killed him is that he made too many infestors and it cut deep into his gas. As such, he was unable to reinforce with either Hydras or more Corrupters. Also, his 4th was really late, which allowed it to get sniped almost immediately.
http://drop.sc/173186
Antiga Shipyard
I believe he tried Stephano style roaches, assuming that it was only 1 Stargate. As such, I found out how effective Void Rays + Cannons are against Roach Ling. It seems like the rest of it was him losing too much and being unable to rebuild his economy effectively (or even get a composition that can hit air).
http://drop.sc/173221
Cloud Kingdom LE
44 Corrupters < 15 Void Rays, 6 Carriers. To be fair, the toss is at 3/2/1 and the Corrupters were at 1/1, in addition to half the Corrupter army didn't engage immediately. Although he was able to get good ling runbys, I was able to keep my army. Also, even though he hit 6k minerals, I reiterate that there is no efficient mineral dump against mass air.
http://drop.sc/173224
Korhal Compound LE
This game is a loss. It showcases early aggression destroying enough of the economy that it becomes too taxing to recover. He also significantly delayed my 3rd, forcing my army to grow too slowly. It also involves the use of double spire to equate the upgrades that the air toss had. Since I haven't tried double Core yet, I fell behind in upgrades and 3/2 Corrupters overran me in the end.
In the end, I feel it's at least a refreshing look at PvZ, and I will certainly be trying out mass air more. I'll post more replays as they come along.
Disrespectful poster getting owned!
+ Show Spoiler +
![[image loading]](http://i.imgur.com/pE2PH.jpg)
On May 04 2012 00:22 oOOoOphidian wrote:
You realize I had 6 bases and 7k/2k banked with 25 full energy infestors, right? You were mining one base ...
You realize I had 6 bases and 7k/2k banked with 25 full energy infestors, right? You were mining one base ...
![[image loading]](http://i432.photobucket.com/albums/qq47/andrewmboccia/lol.jpg)
http://drop.sc/171090
Thanks for reading my post!
Andrew