[H] PvX in SC2b, lack of game plans
Blogs > 10or10 |
10or10
Sweden517 Posts
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beef42
Denmark1037 Posts
Basically you do a normal 1gate core opening, add a robo, add 2 more gates. Then you push your enemy with zealot/sentry/stalker, an observer and possibly an immortal depending on your timing. You also usually expand as you are pushing, depending on what your observer sees: Make the observer first, it will save you many stupid losses to cloaked unit and sudden tech switches. It'll also allow you to check out what's in the enemy base before you commit your army to an attack. If you judge there's no way to inflict damage with your midgame push, then pull back and use your forces to defend your expansion. As for the lategame, it entirely depends what your opponent is doing. Against MMM terrans I like high templars, against hydralisks I like colossus, against air units I like mass stalker with blink. Keep using your observer(s) and adapt to your opponents build. | ||
Pawsom
United States928 Posts
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faction123
Australia949 Posts
I'd say aim to go 1 gate > core > 2nd gate > robo > obs in pretty much every matchup, for a good starting point. From there you will play completely reactionary. If you scout a mass rax no gas marine allin or 2/3 gate no gas in PvP you need to match the gateway count before core or you'll probably die. There are some other situations where you can't stick to gate > core but those are the 2 most striking ones. | ||
Trap
United States395 Posts
I don't use 1 base pushes much anymore PvZ because a lot of better zergs know how to stop them cold. | ||
beef42
Denmark1037 Posts
The early zealot pressure from the 2gate will punish a zerg going hat first, and force a lot of zerglings otherwise. This lets you get your own expo up in good time and you'll have a solid economic lead. Here's a pretty textbook demonstration. Zerg shoulda' gg'ed a tad earlier. | ||
10or10
Sweden517 Posts
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