Simple Questions, Simple Answers - Page 356
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splunge2
22 Posts
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aegisabcde
United States145 Posts
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Liquid`Drone
Norway28256 Posts
If you fail to find the third before he has it secured with lurkers, then you are significantly disadvantaged. Tbh, taking a hidden third gas early is a pretty powerful zerg 'cheese'. | ||
kidcrash
United States616 Posts
What's the game plan? Whats the ideal army composition? Forge + cannon and mass zealot or should I mix zealot with goon and skip the cannons? | ||
Dead9
United States4725 Posts
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ajmbek
Italy459 Posts
On October 17 2017 01:24 kidcrash wrote: 3v3 BGH you are protoss playing against at least one T and One Z. Terran is going mech, heavy on the vultures and Z is going heavy mass ling with an eventual transition to mutas. Slightly delayed lair in favor of mass lings. What's the game plan? Whats the ideal army composition? Forge + cannon and mass zealot or should I mix zealot with goon and skip the cannons? It depends really much on your partners. If you have a zerg going mass ling you can skip zealots and go goons. If you have someone that will take care of mines (example, some lings running and overlord for vision), you can mass zealots get speed, arcons and some cannons. | ||
Luddite
United States2315 Posts
Related question... how do I stop that as a Zerg, assuming they do a decent job of protecting their reavers from sniping. | ||
AcMilan91
105 Posts
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craz3d
Bulgaria856 Posts
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Oystein
Norway1602 Posts
On October 19 2017 03:04 craz3d wrote: What's the best response to 12 nex in TvP? Let's say I've opened with the intention of going FD. Pull 8-12 scvs and go bunker the natural with scvs+3-4 marines, fact with 1-2 vults before addon, expo behind it and contain him with mines. | ||
Oystein
Norway1602 Posts
On October 18 2017 17:14 AcMilan91 wrote: Build order for crazy zerg and what good against is that build? Similar to a normal 3hatch muta build, except you add an evo while lair is morphing and start +1 armor asap. Build queens nest and Spire when lair completes, with some luck he will only scan the spire and dont adjust his play. Start +2 armor asap +1 finishes. Once hive finishes, get ultra cave and start researching +2 ultra armor asap. Get out ultras and sit back and enjoy marines trying to kill +4 ultras. You will need a lot of sunks with this build and its very hard to get a 3rd up before you are out on the map with the ultras. Also make 1 muta to scout with. | ||
jello_biafra
United Kingdom6631 Posts
On October 19 2017 03:04 craz3d wrote: What's the best response to 12 nex in TvP? Let's say I've opened with the intention of going FD. In addition to what Oystein said, the other option is going 1 fac vult + mine into very quick double expo (third CC @~30 supply), mining up the path between your base and theirs heavily, making sure to use vultures to quickly kill any zeals that try to drag the mines then play on from there. | ||
Cryoc
Germany909 Posts
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sheaRZerg
United States613 Posts
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Alpha-NP-
United States1242 Posts
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ajmbek
Italy459 Posts
On October 19 2017 03:28 Oystein wrote: Pull 8-12 scvs and go bunker the natural with scvs+3-4 marines, fact with 1-2 vults before addon, expo behind it and contain him with mines. Plz, do that vs me going 12 nexus hahahah | ||
kogeT
Poland2000 Posts
- map, for example FS has got closer spawns than CB - how late you scouted the nexus (the later you scouted, the more scvs). Usually you don't want to do that push on cross spawns - timing of gas you played (the earlier the timing, less SCVs) - build order of protoss (it's not always best to check that, but if P plays 2 gate before gas you should take a lot of SCVs, if he is rushing to dragoons skipping the zealot even you need less) I'd say it's between 4 and 7 (+ scouting SCV) | ||
jrkirby
United States1510 Posts
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Highgamer
1346 Posts
Just did that, took 2-3 minutes to give me an idea. It's all relative to how much damage you can afford in a certain game anyways and to how good your control is. If you have 12 unupgraded mutalisks, you can kill the spore with one muta getting deep in the red without moving the targeted one away. You might do it with 11 and really good micro, too (all full volleys hitting). Any number less should lose you a muta unless you move the targeted one away. With 6-7 mutas you will have 2 deep in the red, with 5 rather 3 deep in the red. | ||
AcMilan91
105 Posts
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