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Unread Tue, 13th-Sep-2011, 4:37 PM BnetId: Hybrid 397  Race: Location: Molong  Total Posts Made: 53 # 1
Hybrid
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defending against early banshee as zerg

Just wondering what all you fellow zergs are doing to defend against an early banshee attack? I have come across it several times, killed me 2/3 times. i beat it on a 2 player map xel'naga caverns, but on a 4 player map such as tal'darim it is hard because the scout drone is not there in time to see it because of the wall off, and by time OL is there to sac it is too late, or they have hidden the tech.

i have thought about the defence of this, but i am not sure how effective it is as i have not seen any replays or topics on this yet. Is building 4 queens at the start useful or overkill? or should i just build an evo chamber and 4 spore crawlers 2 in each mineral line and 2 at the front? this of course would be useless if they just go tanks and rines.

They keep pumping the banshees out, even the one where i beat it. Out of interest who started this strat?

Any input would be helpful!

Hybrid
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Unread Tue, 13th-Sep-2011, 4:48 PM Who's Who:   Race: Location: Adelaide, Australia  Total Posts Made: 1,638 # 2
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Hey man, try to drone scout and see if you can see the double gas going down for Terran. This is usually an indicator of Banshee rush. If not, an early evo chamber with 1 spore in each mineral line (mainly for detection) and 3 queens with creep between main and natural should be enough to hold in my experience. If you make extra queens, don't stress! Spread the creep As long as they're doing something they're not too much of a waste.
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Unread Tue, 13th-Sep-2011, 4:52 PM BnetId: iRLStitcH.598  Race: Clan: iRL  Location: Singapore  Total Posts Made: 51 # 3
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Actually to add in what Maynarde said; play Terran and do a banshee build against a Zerg, so that you'll know what are the weaknesses for this build.
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Unread Tue, 13th-Sep-2011, 5:04 PM BnetId: sKyAU.570  Race: Location: Sydney, Australia  Total Posts Made: 461 # 4
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Okay to start off - lets say you failed to get your drone scout in and you have no information.
Expand - make 2-4 lings. Take the xelnaga towers and leave one ling outside his ramp near the natural.
From here on you should sac your overlord at about ~4:00. You should a get a good indication of whether he is going for tech or bio.
Poke a ling up his ramp. If he has SEVERELY low marine count = gas first. Start preparing for banshees.
*Continuing from if he has a low marine count*
Send the overlord in a direction where if you don't get to see any tech buildings, you'll atleast see the gas. 2 Gas = Tech. 1 Gas = Still possible bio timing (stim).
Now if he hasnt moved out to take an expansion at 5-6minutes, poke a ling or two again up the ramp to see his composition.
High marine count = bio timing push. Low marine count = most likely banshee (or some thor rush or something. i dont know, its rare). You should be preparing for defenses for banshees now if he has a low marine count.
Get an extra queen or two, 1-2 spores at each base. A 12rax 13gas build will get a cloaked banshee arriving at ~8:00. So gather all your information and prepare at around 6:30.

ofcourse if he is doing some mixed comp then you screwed. just gg. -_- Jokes. but you should be able to tell from the scout information you gained. You shouldnt follow what i said word for word, there will always be adjustments and differences in Starcraft.

Now go pwn some nobscrobs
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Last edited by Aean(:; Tue, 13th-Sep-2011 at 5:21 PM.
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Unread Tue, 13th-Sep-2011, 5:05 PM BnetId: SuperHero 816  Race: Location: Perth, Australia  Total Posts Made: 67 # 5
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To get a banshee out and across the map to your base before you can get an overlord in to scout or a drone would mean that these players are rushing incredibly fast to banshee, cutting marines and scv's in the process.

poke your drone in the front door and see how many marines are firing at you. 1 or 2 something is up and if that number doesnt increase then there is definantly something dodgy going on.

4-5 or more and you are generally safe from a super early banshee (but there is still potential for standard banshee)

if you see another unit (tank, marauder, hellion) then you can consider yourself save. however get that overlord in there ASAP and spread your creep between main and natural.

if you are feeling uneasy and even suspect a banshee get an evo chamber and 1 spore at each base. you will need the evo anyway for upgrades later on in the game and the spores can come in handy for stopping drops later on or detection.
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Unread Tue, 13th-Sep-2011, 5:20 PM BnetId: Hybrid 397  Race: Location: Molong  Total Posts Made: 53 # 6
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Hey guys thanks for the quick replys, on the 4 player maps i haven't often seen a starport, In the last game they had 4 rines in a bunker, sent out 1 hellion for harrass or maybe to hide their build and had built 2 starports on other side of map where they wouldn't be scouted, and banshee got to my base at 7 min 50 sec. and my OL gets to his base by 6mins 30 sec.

Anyway i will try what maynard said and go an early evo chamber and 3-4 queens plus a few spores!

Cheers for the replys.

Anyone know who started this build and when?
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Unread Tue, 13th-Sep-2011, 5:53 PM BnetId: FaDenArd.107  Race: Location: Singapore  Total Posts Made: 308 # 7
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Bunker would indicate tech as they wouldn't have enough troops out to defend... Hellion would indicate that he already has a factory out and u might want to prepare for banshees...
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Unread Thu, 20th-Oct-2011, 5:16 PM BnetId: [KR] kAelle.524  Race: Total Posts Made: 48 # 8
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if you're going muta/ling/bane, banshees wont do anything.

i always drop an evo in all matchups around 6-7mins, just to be safe from shennanigans like fast dt, fast banshee, fast muta, fast void ray, etc.
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