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SC2SEA.com - Starcraft 2 SEA eSports Community Site > Starcraft 2 Discussion > Strategy & Improvement > [ZvP] Need Help With Void Ray/Zealot
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Unread Fri, 9th-Dec-2011, 9:57 PM BnetId: Aequitas.737  Race: Location: Melbourne, Australia  Total Posts Made: 404 # 1
mGGAequitas
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note: i didnt watch the replay
imo when u scout a ffe from toss its not a good idea to take ur third straight away if i were in this situation i would immediatly build double stargate build 4 voids then continous phix and smash ur natural then move onto ur main. its very difficult to defend if you are being too greedy.

anyway one stargate is a common follow up to a ffe because ffe leaves the toss playing very defensive so the stargate is for map control also since they have a forge they might as well get +1 weapons which is what im assuming ur opponent did and and a bunch of extra gates.

in regards to stopping it; queens rape the shit out of voidrays (so do mutas but that seems to be too late for this push) especially if you save energy for transfuse. A spine crawler or 2 to help ur roaches/lings/blings with the zealots. also you said you killed all the zealots so make sure that ur queens dont charge head first into the zealots and voids, keeep them back and make sure they survive (they have massive air range)

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Unread Fri, 9th-Dec-2011, 10:17 PM BnetId: Daedalus.523  BattleTag: Joshboy#1763  Race: Clan: mGG  Location: Brisbane, Australia  Total Posts Made: 468 # 2
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Originally Posted by Aequitas View Post
note: i didnt watch the replay
imo when u scout a ffe from toss its not a good idea to take ur third straight away if i were in this situation i would immediatly build double stargate build 4 voids then continous phix and smash ur natural then move onto ur main. its very difficult to defend if you are being too greedy.
It depends on the map (and whether you wanna play macro or do some sort of all in/cheese), but generally you DO want your 3rd up against ffe stargate. In fact you want it up early enough so that it's finished and you have a queen and any necessary spore crawlers to defend by the time the void rays get there. If the hatch is not already up by the time void rays get out (especially if your 3rd is not connected by creep to your nat), it actually puts zerg in a really bad spot.
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