[G] CODRAAaaa!!!!!! - Page 3
Forum Index > Brood War Strategy |
HiHiByeBye
Canada365 Posts
| ||
TheAntZ
Israel6248 Posts
| ||
ProoM
Lithuania1741 Posts
Oh wait lol, my +1 speedlot counter build, counters this one perfectly too!! Awsome! | ||
SuperJongMan
Jamaica11586 Posts
On December 20 2009 01:45 Knickknack wrote: 8p-scout, 11forge, 14cc, 16nexus, 16gate, 16p, 17assim, 19z, 21core, 22z, 28stargate, goon, 32p, 2ndgas, 34goon, sair, then 2xgate+range asap as soon as scout is out of range @7:15 assuming 2gate asap: 2zealot/9goon/4sair ~70psi. *you could delay deciding to go for range or citadel until sair scouts, but that would add on a good 30seconds, then range would complete a bit after you arrived at zerg base. *can also go core asap with only 1zealot for bit faster goon. The timing looks good to me...well its the best that can be expected. Main thing I see is this is a timing attack, but does not have to deal with the nasty simcity+lings+sunk+drone like zealots due to range. The second thing is that zerg cant really scout that you are doing this...well they can scout that you have no citadel/robo which is suspicious of course, but many zerg don't stay around so long and sacrifice ovie. Still, I'm not sure if its worth it. By 7:15 a well done 5hat spire build should have (go look at mondragon reps for instance) 12speedling, 2sunk, 2creep. and by the time you arrive 2sunk at each base and 24speedlings. And how fast they have tech just depends on how much they emphasize it over drones. Thx for srs thought!! Those 2 sunkens have to be placed for dragoons. Oftentimes it will be two sunkens that don't support each other optimally to fight dragoons. Usually they involve evos and dens in front for sim city, easy targets for ranged goons, especially if he has to engage into us running with lings. Have sairs keep vigil over flanks and goon movement smooth, if nothing else, we can force more lings from him before retreating, and that is never bad. The lings are fightable and if we can trim it down and force him to make more, corsairs only get stronger. If nothing else, it's still flexible enough to apply pressure and get 3 gas without falling behind, not to mention half of your hanbang is already with you. And I would never slow down the rush playing mind games with the cyber. Just let it spin. He doesn't know if its +1 air or range, how is he gonna know? On December 20 2009 07:58 ProoM wrote: Looks like ZvP is getting even more imbalanced ;// (seriously, ZvP is so fucking hard >.> ). Oh wait lol, my +1 speedlot counter build, counters this one perfectly too!! Awsome! How? The two builds have timings over a minute apart... and both require different unit composition.... ... ...or maybe that's why ZvP is hard... ~_~ | ||
0mgVitaminE
United States1278 Posts
Always ready to try out new builds, even if I'm not great. Things like this keep me playing ^_^ | ||
SuperJongMan
Jamaica11586 Posts
Hi Haji | ||
DreaM)XeRO
Korea (South)4667 Posts
i love you so much superjongman i will try this on iccup asap | ||
El Resplandor
United States187 Posts
i raped him so badly with speedlings and scourges into drop play... he was just d+ tho btw if i haven't had read this thread before i would have probably got owned | ||
SuperJongMan
Jamaica11586 Posts
| ||
da_head
Canada3350 Posts
| ||
hyst.eric.al
United States2332 Posts
| ||
Shikyo
Finland33997 Posts
I think that this might work for a while until the Zergs become familiar with this, but it shouldn't be that difficult to stop with just the normal, standard build as long as you don't drone like crazy early on. After you crush their 9 goon army with ~18 Hydras, you can actually drone at least 2 if not 3 rounds and most likely take a fourth base if it's not too far away. Well, need to see how it works out in practice but this doesn't seem like a completely standard build that will work even if the opponent sees it coming(which is the case with the Z's 3h spire 5h hydra for instance). | ||
SuperJongMan
Jamaica11586 Posts
If you played vs it, you would know it's pretty flexible. Actually, plz just watch the rep and vods included in OP. Cuz yeah, I'm gonna teach everyone a 9 goon rush into 18 hydras... fuckn plz. No respect, seriously. | ||
Salv
Canada3083 Posts
SuperJongMan, if a Protoss is having success with the other build, would you suggest switching to this one instead? Is it simply a better/more flexible timing attack? Does this make the previous speed-zeal timing ineffective in comparison? Thanks. | ||
daz
Canada643 Posts
| ||
Shikyo
Finland33997 Posts
Oh and just for the record, at about 9:30 Zerg will have 48-54 hydras with mutas hatching or lurker researching so it should have been obvious it was a typo. =P | ||
SuperJongMan
Jamaica11586 Posts
Use build orders. | ||
Shikyo
Finland33997 Posts
In the case of 9pool it's like 15 secs later, in the case of 12hatch it's about that amount earlier. Z really can't be late with sending most of his drones mining though. In the game with Kal vs Saint Saint made mutas, which is horribad vs this. Checking other vods. EDIT number billion: The build has a lot of Dragoons and corsairs. Templar tech, Reavers and Zealot speed are all going to be extremely late. This is why I believe that the correct response by Zerg would be to go for Hydras and some Zerglings to hold off the first push while making scourge with the extra gas he is bound to have. So mainly hydraling-scourge. This actually should completely crush a Dragoon-heavy army composition with no Templars. Too much theory though :/ I still believe Hydraling with a large emphasis on macro and upgrades and out-expanding the P to be immensely strong against this. | ||
ghermination
United States2851 Posts
| ||
SuperJongMan
Jamaica11586 Posts
Hydra speed, Hydra range, 18 hydras.. no not affordable. Not to mention the lack of scourges. And are you cutting probes? Most of you guys are probably attacking too late. Also this shouldn't be scouted by zerg since it's pretty easy to prevent this from being scouted. By 7:30 with Kal, he had more or less "finished" his initial attack and he even bothered getting +1 first. Although the +1 was probably a mind game to force Saint to make sunkens in sim city for +1 zealots. Or an anti ling measure but i dunno, it was a slight variation but it's not like Saint was gonna do well with hydras when those sunkens were in the back. | ||
| ||