Anyone run into much archon play with this and the recent patch? I saw a few posts talkign about dts-> archons, but what about the HT-->Archon. Just curious if this composition still as good when archons are mixed in with the deathball doing their splash
[G] 9 pool opening ZvP. Zergling/baneling/Infest - Page 13
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thurst0n
United States611 Posts
Anyone run into much archon play with this and the recent patch? I saw a few posts talkign about dts-> archons, but what about the HT-->Archon. Just curious if this composition still as good when archons are mixed in with the deathball doing their splash | ||
warblob004
United States198 Posts
I'm fine against any 2base build or 1base stargate/4gate, buuuuut After scouting my 9pool, a toss I know will often go 3gate robo after my lings hit their front He'll rush for 2 colossus as fast as possible, then push out and micro colossus until victory - the colossus push comes pretty much right as my lair completes, assuming I go 21gas, 100-speed 100-+1attack 100 lair If I try a baneling bust, his 3gateways have enough time to stall untill his colossus come out, in which he will just seal the wall, and hit/run micro my lings till death, while transitioning into a 4gate It seems that lings alone cannot combat any sort of army that has 1-2 colossus, for if I try to surround the colossus, he can step over my lings, and get a really nice splash hit I can post replays soon, but do you have any suggestions against this type of play? | ||
wattabeast
United States957 Posts
this is my go to build ATM, minus the 9 pool, except for the rare occasion | ||
IReason
United States92 Posts
However, I do prefer roaches in ZvP so I just used a different follow up to get a 2nd hatch then work towards +1 roaches and crushed his late 4 gate push. Regardless, the opening scared him onto one base. Thanks for the guide, it is very useful. | ||
Xanbatou
United States805 Posts
Antiga Shipyard 43s (close) For comparison, here are some older maps: Shattered Temple 24s (close) I didn't include searing crater because that map is terrible and zergs should have it veto'd. Anyway, as you can see, AS has pretty long rush distances. I played a game the other day (which prompted me to look at rush distances for the new maps) where he was able to FE and get a cannon up and I was only able to get it down to like a quarter life with my zerglings. He spawned cross position. I am confident that the unusually long rush distance is what allowed him to emerge unscathed from my opening. Thanks to Butter's post for the ramp-to-ramp information. EDIT: Also, abyssal caverns has a relatively long rush distance in cross positions too, so it might be a gamble to try it on that map. | ||
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