I will try your ideas on ICCup! - Page 24
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3FFA
United States3931 Posts
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Metalwing
Turkey1038 Posts
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XsebT
Denmark2980 Posts
On May 18 2010 22:41 Metalwing wrote: Proxy Gateway Zealot All in rush vs Z or T ? U may build your first pylon as a proxy one, build 2-3 gateways there, do mass zealots and rush zerg for all in ? That's quite a standard build on icc D-C anyway...Fucking borring! | ||
reincremate
China2210 Posts
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noname_
454 Posts
After 2-3 (if the map is flat obviuosly more) rine+1 tank+mine upgrade on way, get your exp, then pump vults. (e-bay in case you scouted SP`s or possible Wraith action/ wasn`t able to scout SP`s) Make up to 4 facts, Gain mapcontrol with mines and vultures (when he will have scans, all the energy will probably be used to scout mines), research siege only if it`s necesarry. After 4 facts go for the nukes, and a dropship, 2-3 silos (really fast 3rd cc if you can afford it). Destroy mineral lines and supply depots with Nukes, then finish up with 4 fac tank. | ||
Metalwing
Turkey1038 Posts
EDIT: Combined with nukes, longGG | ||
noname_
454 Posts
On May 20 2010 02:08 Metalwing wrote: TvP Ghost+BCruiser, Lockdown+Yamata takes care of business :D EDIT: Combined with nukes, longGG That sounds quite impossilbe considering the heavy amount of gas needed to work. (4-5 gas bases..) facts, sps, 2 sci facs, addons, upgrades, the bcs and ghosts themselfs lots of gas, not considering the units needed in order just for survival. | ||
thestool91
672 Posts
Please try this build against higher C levels or B levels. It works against players C- and below. 4 pool (hopefully they go FE) make hatchery inside base but outside of scout range while hatchery is making, get gas and upgrade ling speed 100% hatchery, make sunkens and kill his base with them | ||
Metalwing
Turkey1038 Posts
On May 27 2010 05:56 thestool91 wrote: ZvP Please try this build against higher C levels or B levels. It works against players C- and below. 4 pool (hopefully they go FE) make hatchery inside base but outside of scout range while hatchery is making, get gas and upgrade ling speed 100% hatchery, make sunkens and kill his base with them I didn't see this trick get any D or D+ player down. | ||
RebirthOfLeGenD
USA5860 Posts
On May 27 2010 05:56 thestool91 wrote: ZvP Please try this build against higher C levels or B levels. It works against players C- and below. 4 pool (hopefully they go FE) make hatchery inside base but outside of scout range while hatchery is making, get gas and upgrade ling speed 100% hatchery, make sunkens and kill his base with them I am sorry, but why would you open 4pool? The exact order of this isn't specific, you should just 9hatch in their base then 9pool 9 overlord and begin sunken pushing. With that build hatch/pool finish at the same time, so you can start immediately. 4 drones can't support a sunken push the way you said, or at least in an effective manner. | ||
jolenar
United States23 Posts
Open standard 3 hatch muta ZvT style but put third hatchery at third base. Get a fourth hatch at your nat after spire when minerals allow. Put down third gas somewhere after this. Get a sunken at your nat and third. Get 8 mutas and 1 pair of scourge. Make 2 more mutas and a pair of scourge. Put down 5th hatch at your third, wall your nat and third with hydra den and evo to defend against zealot counterattacks. Add one more sunken at each if he has a lot of them, which means less cannons so if you survive his speedlots he's screwed. At this point I like to rally my main hatchery over and just make scourge while the rest of my hatches make drones/hydras and upgrade. Push out when overspeed finishes with hydras. Also I like to take my 4th at this time while I attack his nat. | ||
imperfect
Canada1652 Posts
On May 29 2010 09:06 jolenar wrote: Mmm I'd like to see 3 hatch muta ZvP tried at higher levels; I've only played against C- protosses. I've never seen a pro gamer do this for some reason but it works so well, much better than a hydra opening, so I'm wondering if there's some weakness I'm missing. In small numbers muta/scourge rape corsair/cannons, and archons get stuck on the mineral line so often that they're rather useless if you micro around them. probably because of this.. or this or.. this? | ||
JieXian
Malaysia4677 Posts
On April 23 2010 08:30 GHOSTCLAW wrote: one of my friends pointed project 32 out to me. Pretty cool to see this build - I think it's sc2 bringing out non-optimal play innovations in sc1. A few koreans on BrainClan used it. One used it in almost all of his zvz games with me (about 5), 2 hatch, +1 melee and spores. And that was back when we were allowed to play there, about a year plus ago. | ||
Decker247
United States44 Posts
go 1 rax into expand followed up with fast academy 3 raxes get dropships drop firebats in main/natural /wherever is not defended transition into 6 rax pump with fast battlecruisers put pressure on him and take third with bunkers if push dies your bunekrs should be enough to hold third and your antural mghit need more if it doesnt have tanks defending it already should be really strong on map with island expansions gl hf | ||
avaTar[
Mexico301 Posts
On May 30 2010 04:29 Decker247 wrote: idea TvP: go 1 rax into expand followed up with fast academy 3 raxes get dropships drop firebats in main/natural /wherever is not defended transition into 6 rax pump with fast battlecruisers put pressure on him and take third with bunkers if push dies your bunekrs should be enough to hold third and your antural mghit need more if it doesnt have tanks defending it already should be really strong on map with island expansions gl hf Storm. | ||
k.taeyang
Peru145 Posts
1) You apply a proxy 2 starport build. 2) You harass him so badly, that your opponent won't be able to recover from the damage. 3) Whatever you do from here on, you will have HUGE advantage. 4) But try this: Take your natural command center, and if you want double expand in a hidden expo. Go Bio, +1 upgrade (I don't care which you choose) and with the remaining wraiths clean up the vultures and tanks And later you keep humiliating him with dropping M&M in your opponent's main. You sure gotta save your opponent's ranting. GG :D | ||
Twilexia
United States62 Posts
Here's my recommendation: PvZ Only use higher-tech Gateway units (meaning, no zealots/dragoons, only use HT's, DT's, Archons and Dark Archons). Must use Maelstrom at least once, and also hallucination at least once. You can use zealots/goons until you get to Templar tech, but after that you cannot make anymore zealots/goons | ||
Frigo
Hungary1023 Posts
Lots of bases and hatches and hive tech killed it*. http://www.iccup.com/replays/177241.html *: My main is not zerg, adjust your "LOLNOOB" exclamations accordingly. | ||
airtown
United States410 Posts
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shinjin
United States398 Posts
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