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So today I was laddering on shattered temple when i saw what i thought was a 1 gas barracks expand. Turns out I read the info wrong adn it was actually a reactor hellion expand, something I only found out as 6 hellions killed my ling at the xelnaga.
With just moments to spare, I frantically threw down an evo and a spine at the bottom of my ramp and Inadvertently broke the ladder. to my surprised, my drone army (and it was my whole army) was able to escape up the ramp while my opponents hellions got hit by spinecrawlers and queens.
ladies and gents, I present: the hellion filter
This works on a variety of maps, I have only tested it out on 4 but it seems that any map with a standard sized ramp will work with this
Metalopolis:
Xelnaga*:
Slag Pits* :
For bigger Maps:
Taldarim. (if you are planning to go for destiny style fast double upgrades then you can do this anywhere lol)
(creds to nicke10)
More Variations http://www.teamliquid.net/forum/viewmessage.php?topic_id=246215¤tpage=3#41 Scrap station (creds to catgroove)
So pretty much its the same idea as the terran low ground wall off, except that because you are using a spine crawler, it creates enough of a space for drones/ ings to get through but not a big enough one for hellions to do so.
I hope that with this post we can make this strategy more widespread and go back to the days of terrans crying about how underpowered hellions are.
* There are many maps where the creep from your expo won't naturally cover your ramp. In these cases you need to lay down a creep tumor within the first 75 queen energy if you hope to have it up in time for reactor hellion pushes
But what if i get dropped in the main??
same idea, hellions cant get out any more easily than they can get in, so as long as you keep all your drones on the opposite side of the wall as the hellions you are A-OK.
But Nickbot, what if they drop hellions at my main AND the expansion AT THE SAME TIME???
ok well your pretty much screwed, but if you manage to deal with one group of hellions with queens and lings while simultaneously moving your drones to the side of your base with the now deceased hellions without losing too many drones, youll be A-OK
Creds to Banchan for being a bro and helping me test this out on various maps
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Seems like the best idea would be to put the spine there and place an emergency evo chamber when hellions come rolling in. Hellions shouldn't be able to kill a mutating evo chamber. I'm assuming that roaches and any other unit other than drones and lings can't pass through the wall?
Would be easy enough to move the spine and cancel the evo once you either get roaches out or clear out the hellions and are somehow safe from them. Pretty interesting, especially if you are able to read the hellion opening early on. Then you can use your one queen (since the main queen probably can't make it through the wall) to pick off the hellions or at least scare them away.
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The big problem with zerg wall ins is that if terran sieges near your natural, it becomes very difficult for the zerg army to break that tank line unless you have broodlords with lots of corrupters.
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It actually works quite well if you leave room for a queen on hold position to complete the block.
The drones can ghost through, and then you can get both lings and roaches out without any problem or having to mvoe the spine crawler.
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fml, oh well containing the zerg to one base till muta/roach is good enough for me i suppose.
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This is really cool. I want to reiterate what Emporio said, it's probably best to build a spine there and throw down the evo if you see/highly expect hellions.
I love seeing more importance put into building placement as part of strategy <3
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If you really have to you can just kill the evo chamber... and the spine uproots..
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On July 22 2011 06:49 babyToSS wrote: The big problem with zerg wall ins is that if terran sieges near your natural, it becomes very difficult for the zerg army to break that tank line unless you have broodlords with lots of corrupters.
If the terran seiging outside your base, you are probably in a lot of trouble already lol. Of course this wall can be made pretty fast. Considering that evo chamber and spine are created at an insanely fast rate. If you scout hellion, you probably have enough time to set this up.
Oh this is cute
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I like this new innovation into the world of sim-city :D
This works if you can move your drones in time, but if the hellions catch you as the drones are running away (meaning they may be stacked and will be in a single file line), it'll be super painful ><
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I see this more as a way to cut corners in the early mid game when you are still droning up and relying on speedlings for defense, rather than an actual simcity for the later game stages.
So to talk about tanks is a bit moot.
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On July 22 2011 06:49 babyToSS wrote: The big problem with zerg wall ins is that if terran sieges near your natural, it becomes very difficult for the zerg army to break that tank line unless you have broodlords with lots of corrupters.
well the thing is if your opponent is opening hellions you aren't going to be sieged any time soon. if this is a problem by the time you get sieged, then you'll lose an evo chamber (oh no), but even then the biggest victim there is your creep spread because if you are engaging where terran is inches to your natural then you have much bigger problems than losing an evo chamber.
This works if you can move your drones in time, but if the hellions catch you as the drones are running away (meaning they may be stacked and will be in a single file line), it'll be super painful ><
yeah i was thinking that and it would really suck, esp with blue flames. the best answer i have to that is to have enough map control to see the hellions before they arrive at your base and move your drones preemptively
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If Zerg's successfully deny all harassment. They just kinda win.
Here's hoping you guys never defend drops!
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can't you already block hellions with a single queen on the ramp?
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If your already moving your drones up three ramp, you can select the last one, and, build an evo chamber beside the other two, soaking up the damage and, protecting the rest of your drones. Can cancel after threats over
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On July 22 2011 07:06 pt wrote: can't you already block hellions with a single queen on the ramp? Nah but with 2.
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You can block hellions with 1 queen at ramp, you dont need 2 Used it very often, and it's good way to shut down runbies, you always have 1 queen. Great post from OP, fun thing is only hellions are blocked, really pro filter. Keep up good work!
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Best thing about this is you can make the wall after spotting hellions. You most likely already have a spine crawler. Just move the spine and make a evo.
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This is super cool.
I think it might be worth it to build your evo in that position then have the spine out of the way and just move it into place if hellions are coming, it's not like its going to die to hellions while rooting.
That might block ultras later but until then you'd be fine... seems safer to just use that as your evo placement as its not unrealistic to have the building area blocked by a unit before you can get the building down...
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On July 22 2011 07:10 aebriol wrote:Show nested quote +On July 22 2011 07:06 pt wrote: can't you already block hellions with a single queen on the ramp? Nah but with 2.
Rhetorical question. I was implying that you can block ramps with 1 queen so this is probably useless.
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On July 22 2011 07:39 pt wrote:Show nested quote +On July 22 2011 07:10 aebriol wrote:On July 22 2011 07:06 pt wrote: can't you already block hellions with a single queen on the ramp? Nah but with 2. Rhetorical question. I was implying that you can block ramps with 1 queen so this is probably useless. even tho this is true i REALLY think this is a great tool for zerg yea you can block with 1 queen, but it's ridiculous how many hellions i can get out with a reactor and if i'm going double reactor then it's even more insane
if he just has 1 queen i can kill it with a couple volleys and take minimal damage, whereas if he has a spine i cant do shit
so yea, i think this is a really sweet find
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