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Unread Mon, 30th-May-2011, 12:36 PM Who's Who:   Race: Clan: iRL  Location: Singapore  Total Posts Made: 1,494 # 1
crAzerk
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Zerg Scouting Miniguide

Zerg Scouting Miniguide - written and editted by crAzerk (vetted by PiG)
+ [Updates] +

- Added Chronoboost section
- Expanded Protoss FE section
- Added colors



Dear Zerg players,

You can rattle off the proper defence for a 4gate - "oh, get spines, roaches, lings easy!" You know in theory that 3 queens will hold off a VR, and banelings hold a marine/scv all in.

But do you have trouble even IDENTIFYING the rush that's coming? Not sure how to interpret a 2 gas opening by Terran? How about a 10 pool with gas by Zerg? 10 pool without gas?

This miniguide is for you then, when I will provide a flowchart to guide you in your thought process regarding your scouting information. Asterisks (*) indicate additional notes. (There will be additional notes under the flowcharts nonetheless, even if there are no asterisks )

Everything has been vetted by a top SEA zerg (aLtPiG!) so quality of information is guaranteed. (if you don't trust me, that is. -sniff sniff- )

This guide does not tell you HOW to counter what is coming though, it just tells you WHAT can be coming based on scouting information. Thus, scouting is still (as always) very important, especially so for a reactionary race like Zerg.

IMPORTANT NOTE
- I need to add a disclaimer - These are just MOST PROBABLE OUTCOMES, it does not factor in players who try to play mindgames on you , like Terran taking an early gas then suddenly killing you with proxy 2 rax or something. It also does not include non-typical builds like 7 rax all-ins, mothership rush, etc.

Another note - I am aware that there are other more comprehensive guides out there. This provides a simpler, more compact summary.

Zerg vs Terran
You'll typically scout with your 10 Drone, though often you may want to go with 9 Drone because Terran may try to do a fast wall-off, or on bigger maps you may scout the wrong way, etc. and reach late.
What your drone scout sees:
Click the image to open in full size.


2 Barracks * - If you scout a Barracks/depot on the low ground (below his ramp) (i.e. Maka Rax), it’s likely to be some sort of 2 Barracks or even 4-7 Barracks cheese (if it’s walled off to prevent scouting). Of course, it is possible it’s just standard 2 Barracks and he’s just playing mind games with you. In this case, it’s VERY likely followed up with an expansion.
You will want to take a peek with an Overlord to confirm this.

Marine/SCV all-in * - If no bunker rush/marine pressure comes off a 2 Barracks, something is fishy. Either your opponent is bad, or he is preparing some sort of cheese. Try to obtain whatever scouting information you can, such as with lings poking up his ramp to check Marine count, earlier OL sacrifice, etc.
This is quite important as another strategy is to skip the bunker rush and do a small push of 10-20 marines, which is quite devastating if you're not prepared for it.
- To clarify, if you DON'T see a bunker rush/marine pressure after 2 rax, it is LIKELY that a marine/scv all in/semi-allin is coming
- Of course, a marine/scv rush CAN still come after a bunker rush, so you still need your good scouting habits like leaving a ling near his ramp, control watchtowers etc

1/1/1 tech tree * – There are too many options to list here, you need to go in again with a sacrificial Overlord or Overseer later on to know what he’s up to, though you can almost always expect Hellions to come harass in the early game assuming he didn’t go for a Barracks heavy build.

- One dangerous variation is an early push with 1-2 Hellions with a pack of Marines which hits very early - If you have been droning up with nothing you could be in trouble.
That's why it's important to be very active with your scouting lings to know what's coming from a Terran.

What your sacrificial Overlord sees
Click the image to open in full size.

Mech play * - This can range from Marine/Tanks (likely if he has multiple Barracks too), Tank/Hellions, Mass Thors, etc etc. The best way to know is to send in Changelings / zerglings to catch a glimpse of his army composition.
Blue Flame Hellions* - can come off a 2 Fact, Tech Lab / No add-on too.

Starport* - Do remember that a Banshee harass is usually preceded by a Hellion harass. Thus if it's not a reactor Hellion harass and just a 1/1/1 with initial Hellions, do be prepared for Banshees after.

Zero Scouting Information*
- So you're playing with a top-notch Terran who denies all your scouting OL attempts. The best you can do in this situation is to constantly poke up his ramp with your lings to check out his addons -
As if a Terran aims to hit a good timing with harasses/pushes, he needs to use a streamlined build which involves using as few structures as possible and swapping addons whenever they can. Thus this poking up the ramp should spot this and give you a hint at what is to come.

Additional Tips from PiG

- If your opponent has for instance gone heavy 2rax pressure/5marine +hellion harass and is sharking around your base relentlessly then THAT would be a good time to send in that overlord because chances are all his units are rallying down to your base and theres no marines denying it!

- This also works if your opponent keeps his marines on his ramp, seemingly intent to not give you a look up it with your zergling. Chances are there's something you will see right up the ramp so if you sac an ovie in its direction you should see what you want to!

- Some Terran are aware of Zergs placing a ling outside his ramp, so they move down with a few marines and clears that ling and may even move forward to clear towers.
At this opportune moment, bring in another ling from behind their armies path to your base and chances are you'll get a glimpse of the important tech units they're trying to hide!

- If none of the above works you are forced to take a gamble and just prepare for what you think is likely, or just always play ZvT expecting
your scouting to be denied like PiG does!
So as not get thrown off by scouting being denied he uses a safe build that protects most forms of harass, though obviously it does have some weaknesses; See his thread on losira style ZvT for his thoughts on the matter: http://www.sc2sea.com/showthread.php?t=1314 (he forced me to plug his thread LOL. Ok fine he didn't)

Zerg vs Protoss
Against Toss in most cases you can send out a 10 Drone scout or even later, since the wall-in doesn't get done so early. However, if you're going for Hatch first you may want to scout earlier to spot a Forge so you know whether to be wary of cannons at your expo.

Remember that for Protoss, unlike Terran, you can keep your scouting Drone alive for much longer (until their Sentry/Stalker) so you should try your best to do that to get as much information as possible.


What your Drone scout sees
Click the image to open in full size.




4 Gate * - One thing to note - Check if he is putting up a quick 2nd Gateway with his Cyber Core even if there's no 2nd Gas. If he does this, he could be going for a Stalker/zealot harass so be prepared. Watch what he chronoboosts!

Forge * - Be wary of cannon rushes in these situations, have an OL at your expo and a Drone follow his scouting Probe around. If his forge is on the high ground, he's bad. You better not lose.

No buildings * - If it's a singular pylon without gateway/forge, it could be a Nexus first (e.g. ST_Ace's favourite build in the recent GSL) If there are no buildings at all, it's definitely a proxy of some sort.

Standard Gas Timing * - The Standard gas timing is shortly after the Gateway has begun. In most situations, by the time you reach their base the gas should be building already.

2nd Gas * - The standard gas timing is shortly after the Cybernetics Core is down. An earlier 2nd gas may not mean anything; he may just be preventing a gas steal. Also, obviously if you steal his 2nd gas, it does not mean that he is definitely going for a 4gate. Just that if he HAS the option to get a 2nd gas and DOES NOT get it, it's most likely that he's going for a 4gate.

- There are so many things that the Toss can go for from here that it warrants a 2nd flowchart. Also, you should probably do an OL scout at 5+ minutes to get more information.


NOTE : At this point you should have a zergling constantly running up his ramp to check what units he has (just poke at his gateway and he’ll probably reveal his ranged unit to come shoot you). You should try to keep an eye out for what he is using Chronoboost on too. *(Covered in NEXT flowchart)


What units your zergling spots
Click the image to open in full size.

Sentries* -
- It could also be a 5gate or late 4 gate where the toss actually does get up to 5 sentries and just hits much later with a much scarier force, however the timing delay really makes this only scary if they've tricked you: for instance with building a nexus till 95% and then cancelling it, using the money to warp in another round of units and surprising you.

- Constant zergling poke-ins to check the Nexus may be a good idea, as well as keeping stray lings in his path to your base to see his army count moving out.
IMPT NOTE: - If there's only 1 Sentry then it COULD still be tech, however if the sentry was the first unit after the initial zealot then its much less likely for it to be tech as the 100 gas on that sentry would mean not enough for a stargate or twilight council right after the cyber finishes.


Stalkers * - Yes, even if you see Stalkers he may still be going for DTs or Stargate and the Stalkers are just to deny Overlord scouts.
4 Gate * - Yes, he may have got the 2nd gas to fake you out, and just stopped mining from it after he killed your scouting Drone.
If he had just got Zealots, it's a telltale sign of a gas heavy build, so try to sac an OL to confirm it.

All 3 Gateway Units* - If you see all 3 types of units, it is typically an expansion next, or an oddly timed 4gate which isn't very strong.
It is probably an expansion though, which defends fairly well against the Roach/Speedling all in (apart from SimCity - perfect FFs)

Do note that Stargate rushes are typically 1 base builds, while DT rushes CAN be disguised as an expansion off zealot/stalker.
Alarm bells should always go off when you see Zealot/Stalker!

Chronoboost
Watching what your opponent uses Chronoboost on is a good indicator of what he's doing. However, do use common sense in interpreting what this following flowchart says. For example, if he goes Forge first and saves up Chronoboost it doesn't mean a 4gate/gateway harass - he could just be bad LOL.

And please do remember, these are just INDICATIVE of what may follow, NOT a confirmation of his build. I cannot stress this enough.
Click the image to open in full size.

Chronoboosts on CC entirely* - Often, you won't be able to keep your Drone alive long enough to keep monitoring these Chronoboosts - running Lings up his ramp to check it may help.
- Of course Chronoboosting CC doesn't necessarily mean a 4Gate FOR SURE, but if coupled with all the other tell-tale signs (e.g. 1 gas, zealot/stalker), it's a pretty good indication of it coming.

Chronoboosts on CC and Gateway* - This Stalker Zealot pressure is commonly followed up by 4 Gate.

Chronoboosts on Nexus * - This is absolutely not indicative of any particular build, but merely partially rules out a 4 Gate (if he doesn't Chrono Warp Gate). You shouldn't be able to see much more after this as his Sentry/Stalker would have popped, so just sac an OL later if you want to see what tech he has.

Zealot Pressure * - Commonly done in close positions and when the Zerg Fast Expands. May be followed up by 4 Gate too.


When Toss goes for a Fast Expand build (either Forge-FE or Nexus first), you need to send in an OL scout to check what he is following up with, Stargate or 6gate and/or Blink, etc. There's not much you can derive just by staring at their wall-in.
However, if his wall-in includes his Cybernetics Core, you CAN obtain some information by constantly peeking at it.
Chronoboosts on CC - Gateway rush (6 gate, blink stalkers, +1, all of the above, etc)
Chronoboosts on CC and Forge - Very highly indicative of a +1 timing push
No Chronoboosts on CC - Possibly Stargate rush


I hope you've understood a key point of scouting from what I've said in this section - Scouting does not just entail one aspect, but it's about combining different bits of information like when he chronoboosts what, his gas timings, etc.
Combining all these information gives you a much more accurate picture of what may come.


Zerg vs Zerg


There are basically 2 stages of 'initial' scouting you need to do in ZvZ.
Stage 1 - To scout for your opponent's Opening Build
Stage 2 - To scout for your opponent's follow-up


Some Zergs don't even Drone scout in ZvZs, and can react with just their OL information. But I like to 9 scout just in case of any cheese and such.
Regardless whether you do Drone scout, what I urge you to do is this - with your 1st OL, position it such that you can see both the ramp and his expo.


Then there are also maps like Metalopolis and Shattered Temple where you can just scout sideways with OL and don't need a Drone scout to see everything your opponent is doing.

Stage 1 - What is your opponent opening with?
Click the image to open in full size.


Early Pool * - There are a large variety of early lings harass builds : from 6-7-8-10 pool , and they can have different styles - e.g. with 1 or 2 spines, with drones, etc. Just remember that if you see an early pool, keep an eye on your ENTIRE base (including parts of your creep in Fog of war) THROUGHOUT the early stages of the game to look out for spines

Fast Banelings * - 10 pool banelings is a popular early pool build because it simply WILL do damage whatever you do (assuming you went standard pool or hatch opening) Just remember that your opponent sacrificed alot of economy just to do this, so don't be too worried if you lose some Drones to this
- Early pool with gas could also mean fast speedlings, though I've rarely seen that.


Speedling/Bling * - This either ends up in a sling/bling war, or they may do a speedling-expand build too. That's why you need your OL to be watching his ramp and expo, and why you need to scout Stage 2.


After Hatch first* - If he goes gas first, he's probably going slings/blings/spines for defence, if it's pool first it's probably lings/roaches/spines for defence.




Stage 2 - Scout for opponent's follow-up
This is as important, if not, more important than Stage 1. For example, seeing a pool before gas INDICATES a Roach opening, but it is very likely he may expand, or just simply be getting delayed speed, and if you assumed roaches you may react in a manner that's totally off.


In other matchups, whatever you see only INDICATES something but you can't really know for sure because you will be denied further scouting info, in ZvZ you can CONFIRM it, and this is done in Stage 2.


You will need to scout some time after the opponent's pool is done.
The best way to do this is to sneak a pair of zerglings into his base and run a round around to spot for tech.

SPECIAL TIP: There IS a tell-tale sign of what your opponent is doing even without entering his base. Remember that Overlord I told you to position at his ramp/expo? If more than 6 lings come out of his base, it's more likely than not to be a mass speedlings (maybe with +1) or a sling/bling attack.
But of course, it's best is if you can confirm it, as this is by no means a confirmation, just HINTING at that.


The outcomes are obvious according to what buildings you see, so I won't have a flowchart for this bit.
Roach Warren = Roaches, Bling Nest = Banelings, Evo Chamber = +1 Lings (or fast +1 Roaches, if he has a Roach Warren with this. Check for Zergling count if you are denied further access to his base - many lings would lean towards +1 lings)
Lair = Mutas / Burrowed Roach Speed tech (any form of fast tech is normally accompanied with 129387 Spine Crawlers)

If you are denied scouting (e.g. ling/queen ramp block), it is probably +1 lings or lair tech. Your scouting lings -should- be able to get in before he blocks it off anyway, so keep that running around inside for as long as you can.

~~~~

I hope this miniguide was helpful for you to develop your thought process for scouting well. Remember, it is absolutely necessary to constantly scout your opponent so you don't make a round of Drones when you need units, and vice-versa.

Feel free to leave feedback and suggestions and corrections if you find anything wrong!

+ [Thanks for reading! Click me!] +

If you liked this, + positive rep pls! Hahaha. Click the heart icon on the left <<<<<<<<<



FAQ
+ Show +

1) But but but, you've only told us what to expect... how do I know how to react to and handle those situations??
For a detailed analysis of how to deal with the numerous builds your opponents can throw at you, together with replays and tips from top SEA Zerg player mOOnGLaDe, you should check out The Grandmaster Manual here!

2) Grandmaster Manual? Is it only for Zergs? Is this more awesome than it?
No and no. TGM is written for ALL races, with detailed analysis for every race and every match-up, coupled with tips for your general gameplay that is guaranteed to help you improve your game! And it is MORE awesome than this because it is written and compiled by the TOP SEA players and helped me in writing this!



Quick Comments
 DM.MCZ.Shondy:  
(Y)
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Great constructive easy to read guide :)
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Excellent write-up bro :P
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 Aean(::  
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Excellent!
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Incredibly well written.
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Will help lots.
 Snx.FigJig:  
Great guide! Just reading it boosts my confidence on my Zerg play.
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nice guide!
 rezyn8:  
Excellent guide - gives me an insight as to what my Zerg opponent thinks!
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OMG AMAZING !!
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Thank you! This is the sort of thing we need in TGM for all races!
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Your sir, are a gentleman and a scholar...
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This is awesome! Thanks for putting in the effort!!
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'Gets sniped before seeing anything... Your f*cked'
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Perfect, this is exactly what I've been looking for
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Thank you! I really needed this!
 idiotech:  
Thanks! :D

Last edited by crAzerk; Tue, 31st-May-2011 at 11:42 AM.
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Unread Mon, 30th-May-2011, 1:29 PM Who's Who:   BnetId: xGKingBenji.281  Race: Location: Sydney  Total Posts Made: 1,457 # 2
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Very good, Love how you've laid it out quite simply. One of the hurdles in playing Zerg is learning how to make it to the midgame safely and consistantly, and the chart helps out new players.

I am curious with the ZvZ section, +1 speedlings, is that a viable build? I've hardly ever seen it used, and i've never seen it work.
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Unread Mon, 30th-May-2011, 1:38 PM BnetId: NextRim.158  BattleTag: NextRim#2260  Race: Clan: Team MN8  Location: Russia  Total Posts Made: 560 # 3
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Nice write-up, although I would like to offer comments on 4-gate reading (from the protoss side).

First of all, there are 3 types of 4-gate. You can tell if it's a 13 or 10 4wpgt just by looking at gateway build completion and counting probes with scouting drone.

a) 10-gate - the cheesiest of all. COUNT PYLONS. This is a must-have proxy pylon, and protoss will stop putting pylons at his base at 34 supply. No gas mined after 18 supply. One gas only needed. Warp finished at 5:15-ihs. Chronoboost is on cyber only. Gas at 12 supply.
b) 12-gate - kind of mediocre. IMPERATIVE to have fast 2-nd gate. Can be both 2-gas and 1-gas. 2-gas is sentry/zealot, 1-gas is stalker/zealot. Might have early proxy pylon, but can live without. SUPPOSED to push with a handful of units. Involves putting very early pressure off of fast 2-nd gate (getting map control, clearing xel'naga, securing proxy pylon). Chronobust is on gateways and cyber, with focus on gateways. Involves cutting probes after 30 supply. 12-gate is ALSO a standard timing for 3-gate standard opener, so I guess it's the most confusing type.
c) 13-gate (econ). Chrono is spent on PROBES. 2-gas, warp research finished 5:45. Comes late, but P end up with fully saturated one mining base, has stronger reinforcements. Army composition at wall tells nothing about this push, since protoss is econ and can afford whatever he deems necessary.

A little more insight on forge-FE tech just by looking at wall:

1) Count sentries. Low sentry count = stargate play.
2) Look at cybercore. Spinning core = warpgate research = gateway play. No spin suggest stargate play. You don't need to research wpgt early for stargate pressure, so you cut it, and squeeze stargates a bit earlier.
3) Count cannons. 2 cannons = fast tech, 1 cannon = gateway play. Also, recall protoss scouting. If he scouted you 6:30. If he saw any signs of aggression (low queen count, no 2nd evo chamber, larva banked, low drone count), he may put 2nd cannon just in case. Poke at wall and look if he did. Means no aggression coming anytime soon, which means you can drone
4) Illusion scouting = gateway play. At this point in time, P has gateway tech only, and is scouting to check out your build. If he sees spire, he will add stargates, if he sees roach/hydra, he will add colossi. If he sees droning, it means 3rd will be up, with a 14-15 min push following, which either forces a 3rd for P, or 6-gateway push.
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Unread Mon, 30th-May-2011, 1:55 PM Who's Who:   Race: Clan: iRL  Location: Singapore  Total Posts Made: 1,494 # 4
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Quote:
Originally Posted by Benji
I am curious with the ZvZ section, +1 speedlings, is that a viable build? I've hardly ever seen it used, and i've never seen it work.
Probably not at your levels Benji I see this quite abit among plat/diam/BSG players .

The reasoning for this is that +1 speedlings do quite well against a roach ball, especially if they get surrounded. Of course it gets raped by any kind of baneling build, but it beats roaches if they're not well positioned.
I even remember losing a game when I had 3 spines and some roaches (probably not enough) at my expo and he flooded in with like 50 +1 lings (hidden in his base so I had no idea, my bad for not getting a better scout but that was quite some time ago)

It's like how a macro hatch mass lings shouldn't work, but still kills BSGPD players at times

Thanks for the comments though!


@next_rim
Thanks for the input! After reading it I think I will include a small section on interpreting Chronoboosts because that is quite important too.

Regarding FFE - Counting Sentries? I thought a FFE is most commonly followed up by some kind of Stalker play (e.g. blink / +1 timing) or the Stargate rush as you said. And it's pretty hard to scout Sentries hiding behind a cannon wall too. :/
Of course there's the 5/6 gate with obs to counter roach burrow which will include sentries too so I suppose that's one indication. Will probably expand that section of FFE follow-up

EDIT: oh dear I'm at post count 99, one more post and i'm going to morph into something else

Last edited by crAzerk; Mon, 30th-May-2011 at 2:16 PM.
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Unread Mon, 30th-May-2011, 2:50 PM BnetId: sKyAU.570  Race: Location: Sydney, Australia  Total Posts Made: 461 # 5
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l0l 6 min OL scout > gets sniped before seeing anything > your f**ked
enjoyed the read, even though i dont play Z. gw
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Unread Mon, 30th-May-2011, 3:07 PM BnetId: NextRim.158  BattleTag: NextRim#2260  Race: Clan: Team MN8  Location: Russia  Total Posts Made: 560 # 6
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Quote:
I thought a FFE is most commonly followed up by some kind of Stalker play (e.g. blink / +1 timing)
I refer to stalker play as gateway play. Can go 6-8 warpgates, with tech added based on scouting information.
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Unread Mon, 30th-May-2011, 3:20 PM BnetId: NextRim.158  BattleTag: NextRim#2260  Race: Clan: Team MN8  Location: Russia  Total Posts Made: 560 # 7
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Btw, there is also an 11-gate 4wpgt, but it's only used in PvP afair. You get 2x 11-gateways before core and chrono 5 zealots, then transition to 4wpgt/DT. Don't think it would ever work against anything, but a standard 4-gating protoss in pvp.
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Unread Mon, 30th-May-2011, 3:20 PM Who's Who:   Race: Clan: iRL  Location: Singapore  Total Posts Made: 1,494 # 8
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Oh I was referring to this point of yours:
Quote:
Originally Posted by Next_rim
1) Count sentries. Low sentry count = stargate play.
When low sentry count =/= stargate play, and can be anything from blink stalkers to DTs


EDIT: o hai, i'm a phoenix
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Unread Mon, 30th-May-2011, 3:36 PM BnetId: NextRim.158  BattleTag: NextRim#2260  Race: Clan: Team MN8  Location: Russia  Total Posts Made: 560 # 9
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When low sentry count =/= stargate play, and can be anything from blink stalkers to DTs
Why would you ever go DT after FFE? It makes it such a terribly delayed DT (9 min), that you can't effectively counterpush. Voidrays are just as effective at fighting 8:30 min all-ins, cost less gas, can clear map of badly placed OL, and can put pressure even with spores and queens out. DT's are good either very early (lack of detection), or really late (when you can snipe OS)

As for gateway play with low sentry count, there are other signs that can tell you. Attempt to scout 6:30, illusion, spinning core, spinning forge (100% wall will include a forge, and protoss has no reason to NOT start weapon upgrade early, if he is going ground play).
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Unread Mon, 30th-May-2011, 4:47 PM Who's Who:   Race: Clan: iRL  Location: Singapore  Total Posts Made: 1,494 # 10
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No idea, I was just thinking like if you go for a Blink Stalker timing push, throwing in the odd DTs will totally devastate your opponent if he doesn't have an Overseer with his army, and chances are, he won't.

But yea the bottom line is I'm just saying that low sentry count is absolutely not indicative of Stargate play.
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Unread Mon, 30th-May-2011, 5:25 PM BnetId: NextRim.158  BattleTag: NextRim#2260  Race: Clan: Team MN8  Location: Russia  Total Posts Made: 560 # 11
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I'm speaking off my own experience. I used to play 6 gate robo, and would mass 4-5 sentries to have more ffs when I push. Now I play stargate, and can only afford 2-3 sentries gas-wise. I would assume some people might opt to delay tech in favor of more sentries, if they feel threatened by 11:30 hydra push or something.

Blink push is somewhat gas heavy, adding 2 DT's cuts 10 stalkers gas-wise. You COULD go DT after, which is ok, but this already is end of midgame (15 min), and you can't read so far ahead from a 5 min scout
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Unread Mon, 30th-May-2011, 5:30 PM Who's Who:   Race: Clan: iRL  Location: Singapore  Total Posts Made: 1,494 # 12
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Is 11:30 hydra push the Hydra drop that JulyZerg used? Or the overlord creep highway hydra push?

I don't memorize timings
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Unread Mon, 30th-May-2011, 5:45 PM BnetId: NextRim.158  BattleTag: NextRim#2260  Race: Clan: Team MN8  Location: Russia  Total Posts Made: 560 # 13
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The creep highway one. It is a 2-base hydra-only by zerg, with 17-20 hydra ready at 10:00-10:30 min mark. Very standard against FFE-stargate openings. Another common timing push against FFE is burrowed roaches at 11:30, which is more devastating, but easier to counter, since voidrays wreck free kills from above.

OL drops can be very different, ranging from 8 min ling drop to 10, 11 and 12 min hydra/roach, roach/ling, hydra/ling, ling/baneling drops. OL drops are not usually played against stargate openings, because P has air map control with phoenix and voidray, and can easily intercept the OL blob.
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Unread Mon, 30th-May-2011, 5:48 PM Who's Who:   Race: Clan: iRL  Location: Singapore  Total Posts Made: 1,494 # 14
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OL drops are not usually played against stargate openings, because P has air map control with phoenix and voidray, and can easily intercept the OL blob.
Actually the hydra drop is precisely used to counter a stargate play, because if the Toss goes Stargate he won't have enough ground to handle the Hydras. That's exactly what JulyZerg used to totally demolish a Stargate 2 base from Toss.
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Unread Mon, 30th-May-2011, 5:51 PM BnetId: sKyAU.570  Race: Location: Sydney, Australia  Total Posts Made: 461 # 15
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pig deserves some rep too!! D:
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Unread Mon, 30th-May-2011, 6:32 PM BnetId: NextRim.158  BattleTag: NextRim#2260  Race: Clan: Team MN8  Location: Russia  Total Posts Made: 560 # 16
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Actually the hydra drop is precisely used to counter a stargate play, because if the Toss goes Stargate he won't have enough ground to handle the Hydras. That's exactly what JulyZerg used to totally demolish a Stargate 2 base from Toss.
I haven't seen JulyZerg games, but I assume it has to be a very specific timed drop with drone cutting and stuff. Normal hydra drop comes 11:30, at the same time as hydra push, and can be scouted fairly easily just by looking at hydra and ling count. OL drop has 4-7 less hydra, than hydra ground push, but sports loads of lings.
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Unread Tue, 31st-May-2011, 4:37 AM Race: Location: Adelaide, Australia  Total Posts Made: 351 # 17
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those charts are fantastic, mad props to u and pig

im sure the lower level zergs are creaming their pants right now

job well done
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Unread Tue, 31st-May-2011, 9:09 AM BnetId: TAhackdZ.379  Race: Clan: TA  Location: Brisbane, Australia  Total Posts Made: 241 # 18
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Originally Posted by Champi View Post
those charts are fantastic, mad props to u and pig

im sure the lower level zergs are creaming their pants right now

job well done
I need new pants....

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Unread Tue, 31st-May-2011, 9:48 AM BnetId: PapaBigBelly.588  Race: Location: Kuala Lumpur,Malaysia  Total Posts Made: 167 # 19
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Hope to see more guides like THIS!
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Unread Tue, 31st-May-2011, 10:01 AM Who's Who:   Race: Clan: iRL  Location: Singapore  Total Posts Made: 1,494 # 20
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LOL champi hahah Thanks for all the positive feedback guys, keep the +rep coming HAHA. jk

@ArousalPerMinute - i WOULD do a toss/terran guide if i actually had the knowledge to haha. I could prob do a half done Protoss guide and get some pro to fill in the blanks, but I definitely don't know enough about Terran v X matchups to do one haha.
We'll see
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