Time and time again i keep losing to this style of protoss. Any ideas/tips would be very helpful. Also i hope im posting this in the right place.
ZvP how to deal with forge 2 gate opening.
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HerbMon
United States456 Posts
Time and time again i keep losing to this style of protoss. Any ideas/tips would be very helpful. Also i hope im posting this in the right place. | ||
B-royal
Belgium1330 Posts
You go 4 hatch hydra den with only 1 drone on gas? 1. Scout, which you did. At 4.30 (slightly before your lair would finish), he should be taking his 2nd assimilator.. You actually got a nice scout on him seeing the 2nd gateway. 2. A lot of zergs go for a close-by third in case of cross-positions. 3. Just make a ton of lings or even invest in a sunken at your third (if you took another natural). 4. Be prepared for a double stargate follow-up. You actually scout he's going for a citadel of adun first so going for mutalisks together with enough sunkens at both your bases would have been a great follow-up. | ||
FyRe_DragOn
Canada2049 Posts
Your mistake(s) were in the way you played 4hatch hydra, not really the 2gate response at all #1 dont 4hatch with a far away natural as your 3rd. 4hatch delays lair tech in order to get more hydras out faster, compared to standard 3hatch spire. Hydras dont work well when you have 2 separate groups across the map, you need them to fight as one against various zlot timings, such as you experienced in your game. #2 dont mass sunken while going 4hatch to defend zlot timings. When you put down 4sunkens because you dont have enough hydras, thats pretty much saying "I will never be able to regain map control until I switch techs now". But since you didnt even have lair started during that game, youre saying "I will never be able to regain map control ever, gg". Now, you could also say, "well toss will probably just attack into me and lose most of his army if I defend well", but that is a terrible game plan to have, in which you can only win if your opponent makes a big mistake. If you have adequate defenses in sunkens and toss gains nothing by attacking, he should not attack. Therefore you should plan to be able to continue in an even or advantageous situation given that he either attacks or doesnt attack, and here you can only continue that way if he does attack and suicides a lot of units. The proper response here is to mass hydras with zero sunkens so that you have enough of them to defend his speedzlot timings, and have expanded to the close 3rd so that you can engage with all your army quickly to defend any of your bases. Then be able to put counter pressure on w/ the hydras and take map control so that you are able to drone again afterwards. | ||
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