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Unread Mon, 22nd-Aug-2011, 12:23 AM BnetId: Estancia, 280  Race: Location: Singapore  Total Posts Made: 33 # 1
Estancia
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FE > Mutaling?

So far my PvZ is my worst match up.
I rarely lose against aggressive zerg, because I can just go 3gate robo and take advantage of his larvae count and shitty economy and pressure him to death.
The problem is those fast expanding. Back in silver (1 month ago) I've 4gated them everytime, and it usually works because they don't get enough defensive structures/units.
But now that they are decent enough in gold, they'll just mass lings or spines. I can't just damage him, or even apply pressure with those 4 spines and plenty of lings.
The second problem is the mutaling. I've tried pheonix zealot, but zealots get obilerated without any support (pheonix are engaged in vs muta) and having 20 pheonix against 40 lings isn't a good situation.
When I try archons zealot, the mutas makes use of archon's shitty speed and harrass me to death. Any cannon I put down gets taken out easily.
Any tips?
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Unread Mon, 22nd-Aug-2011, 12:34 AM Who's Who:   Race: Location: Adelaide, Australia  Total Posts Made: 1,638 # 2
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I would like to start helping you by asking for a replay as an example It'll be easier to analyse what went wrong or right for you that way. It may not be unit composition related, although just from that it does sound like you're over making phoenix.
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Unread Mon, 22nd-Aug-2011, 12:39 AM BnetId: NextRim.158  BattleTag: NextRim#2260  Race: Clan: Team MN8  Location: Russia  Total Posts Made: 560 # 3
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Yeah, post replay, your problem is likely to be mechanical, not unit composition. If you have good macro and sim city, mutaling can't really do any significant damage.
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Unread Mon, 22nd-Aug-2011, 10:11 AM BnetId: TAXanT.665  Race: Clan: TA  Location: Melbourne  Total Posts Made: 230 # 4
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I know exactly what you mean. Back when I was in silver I'd just 4gate and constantly warp in zealots to pressure my opponent and eventually overwhelm him but once I moved up to gold they see it coming and throw down a bunch of spines and lings.

Posting a replay will definitely help shed some light on your problem, I'm kind of the opposite also because - I do horrible 3-gate expanding and the zerg gets too far ahead but do very well when I forge first expand because I can keep up with them due to my very fast second base.
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Unread Mon, 22nd-Aug-2011, 1:39 PM BnetId: IrisFlaunt.148  Race: Clan: Iris  Location: Christchurch, New Zealand  Total Posts Made: 100 # 5
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don't be afraid of spines!
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Unread Mon, 22nd-Aug-2011, 2:17 PM BnetId: Djvillian.5??  Race: Clan: ToR  Location: Canberra, Australia  Total Posts Made: 647 # 6
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Try a forge fast expand + sim city. Zergs need the economic advantage and for you to be equal in economy you should be able to overpower his forces.
Get stalkeres for mutas if he tries to rush it and watch out for nydus.
^^^
the above should probably be approves by a protoss player.
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Unread Mon, 22nd-Aug-2011, 2:29 PM Who's Who:   BnetId: iMyang.427  Race: Clan: TA  Location: Victoria, Australia  Total Posts Made: 633 # 7
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Against muta ling you need a third base pretty early on while teching to blink. You basically need to scout him going muta by either getting hallucinate or obs.
It is important to see whether he is keeping up his muta production or he is going for a tech switch. If he is going for a massive muta ball you NEED storm, otherwise you can't deal with massive muta numbers. Otherwise archons/stalkers are fine to deal with the mutas and you can invest in other tech like colossi.
You need to split your stalkers up before you have blink so you can defend your bases, adding on cannons to spend your minerals. Have your sentrys/zealots at your third defending it while there's sim city at your nat protecting your main/nat from ling.
You can basically attack once you're maxed with a tonne of storms + archons if he is still on muta/ling/bane because you will DESTROY him. (make sure all your stalkers don't die to storm/banes)

A warp prism flying around warping zealots in to deny expansions is always useful.
To stop a base trade you basically need 10000 cannons everywhere, as he will have the same amount of spines.. >_>

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 TAXanT:  
Cheers for ze tips :)
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Unread Mon, 22nd-Aug-2011, 7:02 PM BnetId: Estancia, 280  Race: Location: Singapore  Total Posts Made: 33 # 8
Estancia
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Thanks
Btw what is sim city?

Edit : I got another problem, broodlords. 4 broodlords in their army seems to completely screw mine up.
Void rays get obilerated by hydras, and blinking right into a hydra ball is a suicide.

Last edited by Estancia; Mon, 22nd-Aug-2011 at 7:06 PM.
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Unread Tue, 23rd-Aug-2011, 3:15 AM Who's Who:   BnetId: TtPiG.473  Race: Location: Sydney, Australia  Total Posts Made: 1,221 # 9
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Quote:
Originally Posted by Estancia View Post
Thanks
Btw what is sim city?

Edit : I got another problem, broodlords. 4 broodlords in their army seems to completely screw mine up.
Void rays get obilerated by hydras, and blinking right into a hydra ball is a suicide.
Hey Estancia,

Plz upload a replay using the feature on the right hand side of any sc2sea.com window where it says 'Replays'. This game is so complicated that many factors affect wins and losses. Whilst there are 'standard' counters to certain compositions at the highest level of play, these vary at lower levels.

Yang's advice is spot-on however small mistakes with the execution of what he advised will still result in a loss. These small mistakes will often stem from something you don't even realise you're doing wrong. Uploading a rep is simple and helps us tell you about these small mistakes you're making!

'Sim City' refers to when you build your buildings to walloff your mineral lines and production areas so that melee units like zerglings have a hard time getting in to do damage with run-by attacks"

If you're keen to improve faster I recommend signing up for a coaching session with Yang our new and promising protoss coach.
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