going to do QEDSchnitzel's first game. will edit this post soon
PvZ on metalopolis
Game Summary
You 4gate. He holds it off, and takes the high yield expansion while you take your natural. You push out and force a cancel, so he takes his natural third. You go for collosus on two base, while he goes muta ling with some banelings. He doesnt do substantial damage with muta harass. You take your third, he tries to deny it but does 0 damage and loses a lot of his ground forces. You move out immediately to counter attack, but your force is mainly comprised of zealots, and your only anti air are sentries and a 7 stalkers without blink. You lose your entire army. 20 minutes in. The game goes on for 10 more minutes, but I'm going to stop here.
Game Analysis and Tips
Okay, you lost this one purely because of your unit composition. Simple as that. If you scout mutas, throw down twilight council straight away and start getting a decent amount of blink stalkers. Archons also help a lot as well. Pretty much all the top protoss players will suggest high templar as well. for storm, although I personally don't get them.
So yeah. That's pretty much it, I'll analyse the way you played and give you some more tips, but you ultimately lost because of your lack of anti air.
1)You guys have a bit of a chat at the start, and he seems like a nice player, which he is. Unfortunately, you tell him that you aren't going FFE, and that you hate mutas. That's pretty much scouting for him, and telling him how to win!
2)At 14 supply you plant a pylon in his base, for the 4gate which you will be doing later. I don't suggest doing this. Zergs usually check in and around their base with their first set of lings. His first lings came out at 3:45, and your warpgate tech finished at 6:20. He had plenty of time to find that pylon, which he did.
A side note: you can get warp tech a lot faster than 6:20 for your 4gate, if you plan to continue doing this. You had the build order right, but you were late to build your buildings. At 1:50 you had 150 minerals, but you had no probe waiting at the ramp to build the gateway. You build it at 1:55. Your gateway finishes at 3:00, but you build your cybernetics core at 3:22. That means that your warp tech is already 27 seconds slower, so your 4gate timing is 27 seconds slower. Which is a lot of time. Zerglings take 24 seconds to build. Spine crawlers take 50.
Unfortunately, it's not easy to transition out of a failed 4gate. Because you commited to the 4gate, you were playing from behind. Keep that in mind. You weren't necessarily playing bad, it's just that he started out with an advantage.
3)After this, your unit composition is zealot sentry. I strongly advise against this in almost any PvZ game. Most zergs go for roaches, which are very effective against zealot-sentry armies. While some zealots are good to have to deal with zerglings, you want to focus more on having stalkers. You can still protect your army from zerglings with forcefields.
4)Next issue is scouting. With your observer, you want to look around the zergs entire base so you know exactly what tech he has (and doesn't have). Your observer sees that his lair isn't done. But you don't scout behind the mineral line. Granted, there was nothing behind the mineral line. But that's still intel that you need. If you look behind the mineral line and see no roach warren there, or anywhere else, you know for sure that he isn't going to have any roaches, and that he's commited to ling/baneling. The most common followup for mass speedling against protoss is mutas. So you could have prepared for the mutas right then, if you had that information. This is at 11:57.
Your observer goes back and camps over his army for a while. Be active with the observer. By now, his lair has to be done. You should have went back into the main, to see what lair tech your opponent has added on. He builds his spire at 12:25. You check in his main again at 13:15. If you spotted it straight away, that's 50 more seconds you would have to prepare for mutas. However, you don't actually end up spotting it. You don't check behind the mineral line. Make sure you do.
You end up checking behind his mineral line at 14:16, but by now his spire is complete (it finished at 14:05), and he has 4 mutas in production. If you scouted it earlier, you would have had plenty of time to warp in a good amount of stalkers and to begin researching blink.
Thankfully, this game, he only killed 5 probes with those mutas. Good cannon placement
5)Army management and positioning.
You have your army running as a stream of units. Try to avoid this, otherwise the fight might begin before the majority of your army arrives.
As you can see here
Try to keep your army together. All of your sentries and stalkers fight the mutas (and die, you really need a less zealot-focused army composition). You needed those forcefields against the banelings. His banelings were doing 43 damage to your zealots. Almost 3 hit kill. You clean up the ground army anyway, but you have no answer for his 17 mutas, and your army dies anyway.
But in reality, even with perfect micro, you couldn't have won that fight. Since you didnt have enough stalkers, those mutas alone would have killed your entire army.
In Summary
There are a lot of little things that I pointed out above, but it all came down to your unit composition. Make sure you build the right composition against what you scout. Zealot immortal collosus sentry would absolutely decimate a ling/roach army, but he went for ling/bane/muta. Against that you need archons, (high templar), blink stalkers, and sentries.
So yes. It looks like you don't know the proper response to mutalisks. There are a lot of things you need to know against mutas, but that takes a long time to explain and read, I'm sure there are many threads on the SC2SEA and the rest of the internet about them (I made one myself!). But for now, just remember that you need blink stalkers, archons, and high templar for storm.
Last edited by xGKingdelete; Fri, 13th-Jan-2012 at 12:07 AM.
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