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Unread Thu, 30th-Dec-2010, 2:05 PM Who's Who:   Race: Clan: eCKo  Location: Adelaide, Australia  Total Posts Made: 750 # 41
Satu
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Im not on the right computer to look at replays or whatever, but as a zerg, I can tell you what annoys the heck outta me in a PvZ.

- As a protoss, if you move out, you will notice a single zergling near your base. Simply moving out and attacking that will force a zerg player to react. Do it often enough and you can make the zerg player react enough to make his economy a bit slower. The economy is what you really have to fear, not the units. The units are only a result of the economy.

- If the zerg player is not reacting heavily, move your army over to their base, then back off. They will DEFINITELY react, if not overreact. They will be making army units and not drones, which really does hurt their offense in the later stages of the game.

- Harrass as much as you possibly can if you get voidrays, just dont lose them. Keep them in your main army once defences are up to stop harrassment that you are trying. Yet again, this is to combat the zerg economy.

- Dont try going 1base, unless the zerg is crap at reacting to your army. Most will be beyond this stage of early zerg play though.

- Since the zerg will typically have a larger army, you have to work with chokes as much as possible. If you have a scarier looking army vs a decent zerg army in an open space, dont risk it. Logic like that should help you more than practicing trying to micro in such an area. If you DO get caught out, spread your forces to attempt to get a concave of some sort. Zerg concaves are super deadly and very easy to get for zerg players. For this reason, dont sit your army outside their base either... Be active with it.

- Phoenix vs overlords is pretty much all you really want to use them for. Zerg will react and get defense for it, but you should be able to stop most of their scouting this way. Just dont go phoenix heavy, I havent ever seen it work, and it will take away from you main army. On top of that, I'd say phoenix are the most likely units for protoss to lose, apart from probes.

- Cannons on your worker lines, even if only one on each, will benefit you a fair bit. Even if the zerg focuses them down with their mutas, it'll give a few more seconds for you to get over there with stalkers/phoenix/voidrays which means less probes loss. Taking into consideration the fact that you'll need a forge for upgrades and the cannon will do damage to the mutas, it should work out nicely. Although, I'd probably reccomend two cannons just for extra area covered.

I know some of that stuff is kind of basic, but everyone can always polish their basics up some more without it hurting much. Unless maybe you broke both your hands the day before. Then you probably wouldn't be able to type in this website and get to this thread anyway. But its as if someone like me would break your hands. Yet.

Note: Zergtastic does not endorse violence in any way, shape or form, unless it is starcraft related.
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Unread Thu, 30th-Dec-2010, 3:16 PM BnetId: divinesage.193  Race: Location: Singapore  Total Posts Made: 68 # 42
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Quote:
Originally Posted by dennistoo View Post
okay guys. i've managed to save some replays from the 3 matches against zerg. I tried the normal standard build order for the first game but ultimately, i've to cheese so hard to win my remaining 2 games.

it would be great if you could advice on what went wrong on my 1st game because it seems like phx still can't contain the mass mutalisk, lings & roaches!

G1
http://www.sc2replayed.com/replays/9...delta-quadrant
Basically what Apth has said. You cannot afford to play reactive against a muta ling zerg army. Muta lings are very fragile and will crack to aggression if done correctly. Phoenixes hard counter Mutalisks but building them as a reaction to mass mutas will not work as the mutalisks will have reached a critical mass by then making your phoenixes very much less effective. Also a few other things to point out as I watched the game.

1. Seems like you like to clump your buildings at the ramp, but it's not a good idea. Basically during the first engage with the zerg's roaches you lost out because the clutter in front of the ramp gave roaches the chance to take potshots at your zealots. So building just two buildings and a pylon or two for the ramp is pretty much sufficient. Keep the rest of your structures away from the ramp (and have more stalkers instead of zealots).

2. Never ever place a nexus that far from the mineral line, especially when you have the luxury of it being protected in your base.

3.I believe that you should have expanded earlier since if you realised, the zerg sunk 375 minerals (and the potential of mining with 3 drones) into spines. That means that he has effectively contained himself in the base for the time being. That being said this is not very much of a concern yet, you need to focus on more probe production.

Quote:
Originally Posted by dennistoo View Post
G2
http://www.sc2replayed.com/replays/9...delta-quadrant

G3
http://www.sc2replayed.com/replays/9...g-jungle-basin
Nothing much to comment here besides the pylon block. Normally you put the pylon in front of the wall and not the cannon. Pylons have higher health and the cannons don't immediately shut down the moment one wall gets destroyed. Also, no idea why did you do that on jungle basin when the zerg has a second base he can take almost immediately and play a macro game.
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Unread Sat, 1st-Jan-2011, 7:35 AM BnetId: wTMillionair.430  Race: Clan: wng  Location: Malaysia  Total Posts Made: 15 # 43
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I believe that blink stalkers are extremely good against Zerg.If you want to play a macro game, you need to harass the Zerg.I've tried so many times to camp in 2-3 bases and get a doom army. Doesn't work against Zergs at my level
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Unread Sun, 2nd-Jan-2011, 10:16 PM BnetId: Dethrag.396  Race: Location: Singapore  Total Posts Made: 3 # 44
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@dennistoo have you tried blink stalkers and colossi (plus a few sentries if necessary)?
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