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That is true cloud- but with range mines and mine fields are no problem. As you can see from those replays- when i am in Attack move, not a single mine hits the hydras. In this situation- wouldn't the range be better? Not only do you nullify the early game mind mine games, but now terrans can do nothing to stop you. Vultures melt against hydra. With this Zerg can finally stop terran wall in mech builds, and mech fast expand builds. There is simply no way for terran to do these greedy builds if you simply use this counter stratagy for zerg.
The only way that terran would be able to fast FE now is to either FD or get enough marines to fill 2-3 bunkers. At the very least, this is going to slow down their mid game push- and easily allow zerg to obtain map control, and to not have to worry about vulture harass.
Also about wall in- think of the ramifications this build could have on maps like Colosseum, Blue Storm, Troy, ext. With 5 range and that high Rate of Fire that hydra can bring to bear- you can simply cut down any wall terran can think of building. Any map that the terran cannot wall from a ramp, zerg will now be able to simply cut it down. I think that with the implement of this strategy, zerg can finally turn the tables when playing a mech based, fantasy, or 2 port wraith terran. No more guesswork, no more suicide lords, and no more false information. Our scouting will be clear.
As for the bio SK type- If you scout that the terran is going bio you can always transition to standard play. Just send your scout drone out when your nat is being built. If you see more than one rax just play standard.
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With slow hydras, if your 3rd is far from your main, speed vultures will give you hell, even slow vultures with a dropship will give you hell, and mines can delay that far expansion a lot.
I dont know how would you be going against minefields so early in the game :/
And FE attempts are only stopped with some serious low econ 2 hatch hydra attempt (or mass speedlings), for which range may be good yeah, but for one, you need to dedicate your whole early game to it, like clever ovie placement, cutting drones and there can be no mistake that he is opening with mech, but if you just build standard, hes gonna have gols before your hydra arrive + possibly a bunker and youre unlikely to break that with slow reinforcements.
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Cloud please watch the three replays in the OP of my blog. Perhaps that could shine some light on what i am trying to do? I would be interested in hearing your thoughts on my build- because i will be the first to admit that you are by far a better SC player than me.
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On April 01 2009 07:48 Misrah wrote: Vultures melt against hydra.
Since when does vultures melt :O Sorry just had to
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Well on game 1, the terran build order was awful and he should always be able to place mines right outside your nat, since you werent rushing for hydras.
Second game, his build was bad as well but the ranged hydras didnt win you the game or even made a significant difference, there werent even mines outside the terrans base.
Third game, he was completely clueless as to what to do after placing the cc (your 3rd hatch should have been at an expo btw). He should have had at least about 6 gols by the time you attacked (notice that you attacked at about 8:30, way later that a muta build would have given you mutas)
I see nothing really special about your build other that being rather standard except that you get range instead of speed (and ovie speed), and you make a bit too many hydras for that timing. You should try molding this into a rush, which would probably work vs better opponents.
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And yes, as the other guy said, you take too much for granted after just seeing a wall, only one of those guys in the reps sent an early vulture, and you were lucky they werent any aggressive soon after that. Not everyone goes mech after walling.
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Ohh i see. I guess that i have to do more work. Thanks for your time and critique cloud. I will try and turn this into a rush of some sort possibly. Thanks again for your time cloud!
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On April 01 2009 10:03 Misrah wrote: Ohh i see. I guess that i have to do more work. Thanks for your time and critique cloud. I will try and turn this into a rush of some sort possibly. Thanks again for your time cloud! If range hydras can actually clear a significant minefield without an overlord you may actually be on to something here. For sure you'd have to leave a few hydra behind to defend vs vulture backstabs.
I'll try this if I get the oppurtunity.
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On April 01 2009 06:25 Equaoh wrote: Oh, oh, zerglings have legs, too! What were we talking about again?
Goons have more legs than anything!
Cept maybe lurkers...hmm
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Valhalla18444 Posts
OH HEY WOW YEAH I DIDNT REALIZE THAT IF U MAKE SOMETHING WITH A BIGGER RANGE THAN MINES TRIGGER FROM THAT THEY COULD KILL THE MINES WITHOUT DYING
OH WAIT EVERY FUCKING ZERG EVER USES RANGED HYDRAS TO CLEAR MINEFIELDS
OH WAIT RANGED HYDRAS GET CUT THE FUCK DOWN BY TANKS AND GOLIATHS
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Valhalla18444 Posts
GUYS I JUST FOUND A BRILLIANT COUNTER TO EVERYTHING
ITS CALLED "BUILD MORE STUFF" CHECK IT OUT
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Valhalla18444 Posts
OH WAIT EVERYONE ALREADY DOES THAT WITH VARYING DEGREES OF SUCCESS
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On April 01 2009 07:48 Misrah wrote: If you see more than one rax just play standard. That's the thing I questioned in the first place.
In either of those 3 games, all you saw was - nothing, a blocked entrance.
If I met you on ICC, I'd put an SCV on my ramp and go bio on your ass.
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