I have question that has been bugging me since the beginning of time (1v1 SC2 time that is).
What are good followups to a 6 pool by a zerg in PvZ?
Ok before you say anything, there are a few scenarios :
Case 1
FFE : Small chokes e.g. Neo Planet S (or any map that can be walled off easily to protect natural)
This I consider generally fine because you can easily block it off.
Case 2
FFE : Wide impossible to wall chokes e.g. Akilon Wastes
So if I manage to get a cannon or 2 to protect my nexus... what to do next?
If I 1 base pressure into expand later, he might be prepared (if he isn't I win but that's rarely the case unless he's bad; then it either goes one sided after OR a long game with me feeling frustrated that I cant do as much)
Bearing in mind, he probs want to 1 base roaches into expand or expand into roaches, turtling, most probably getting mutas some time or banes to kill my poor probes etc etc
Case 3
Gate Expand : Why because he was random and turns out to be Zerg (How I hate when this happens)
Same as before if I counter, he might be prepared. I know it hurts his eco to make units but I cant break and again, it might turn out to be one sided OR a long game that frustrates me esp when I am likely to lose (base trade or no base trade). OR he might go banes and try to kill my poor probes.
Thanks.
___________________________________ player in
"and we'll invest more on Bots, as our first Trial bot, the 'NemBotElie' was a huge success, organising tournaments and being part of the Council of mGG. But there are a few bugs in which the bot cannot go past the skill level of a Platinum Protoss." - PaRAnorMaL
another thing is, 2base timings don't actually work guys. I know everyone is recommending them, but i disagree.
Firstly, zerg isn't actually behind that much economically, they get an automatic forge + pylon at the natural and they drone up behind it real fast while denying a nexus for a good few minutes and getting a much earlier expansion of their own. Secondly, 2base timings will be so ridiculously unrefined that they just have very little chance of working. Thirdly, 2base tech is the most common followup for zerg. Meaning they will have a fast overseer to scout with, will identify your 2base timing and promptly throw down spines while getting their tech of choice. Good luck pushing through spines before muta or infestor or swarm hosts come out. And good luck defending muta with no blink or stargates or any tech of your own once they come out.
2 stargate might not actually be bad, it will beat muta transitions obviously and do well against anything else really.
When u mention Stargate, are you referring to 1 SG with nixes? or 2 SG with nixes? or voids?
Am really glad to hear from your experiences and advice... I believe many tosses will be interested to know more as well. ^_^
___________________________________ player in
"and we'll invest more on Bots, as our first Trial bot, the 'NemBotElie' was a huge success, organising tournaments and being part of the Council of mGG. But there are a few bugs in which the bot cannot go past the skill level of a Platinum Protoss." - PaRAnorMaL
1sg phoenix is the safest way to play. 2sg with phoenix into voids could be good, but i haven't played it enough to know for sure. Key thing is that it shouldnt be all in though, it should be done with a third coming up behind it before gates etc.
+2 blink allin is a good followup as an allin if u really wants to allin. Good vs mutas/roaches/everything else.
Normally if i get 6 pooled and i went FFE, i will make 2 zealots and chase the lings away and make nexus immediately, then i would wall my nat off with 1 forge and gates. Send 1 probe scout right after u chase the lings away and check for expo/gas. According to what the probe scouts, make 1-3 cannons to be safe against followup allins and chrono sentries if u suspect some roach allins or bane bust
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