I have been developing a new build versus zerg which works in the lower leagues, but im not so sure in the higher legues, diamond and masters. Could someone give some insight into this build?
1: Do regular 3 gate stargate build
2: Build 4 voids while macroing gateway army and killing scouting overlords
3: Push in with combined armies
4: WIN!
I think this build works in the lower leagues as most people go 2 base spire with lings, maybe occasionally roach hydra, but with 4 fully charged voids you can rip through those hydras and queens and let the gateway void army destroy them. You can also expand behind this push and mass up a gate robo army as a great transition.
What do you think? This is just a vague build but it has been working for me in high level gold play.
I can tell you that I've beaten that many times now with mutaling. No banes since I just went stupid crazy mutas in the late game to kill off all voids, sac them, transition into 3/3 lings. Defending against 4 voids early game just required 6 queens and some spores since my micro isn't that fantastic.
hihi i do a 2 gate stargate opening build were i build 1 void to stop early all ins and have a safe expand from there i go up to 5 gate robo and go into colos. get hallucination from extra scouting and scout if they go hydra or infestor i got double robo if not more gates and tech towards templar.
Original post sounds like an allin ... Mass queen ling and 3-4 spines and you lose. Use the stargate as light pressure / scouting and for map control - 4 voids off 1 base is too much and delays your expo too long. In answer to your question, at higher levels there is no specific "build" you can go that will "work". If you want to improve, I would suggest learning to macro!
What you described is a PvT 1-base cheesy timing, that is designed to break 1-base bunkered ramps. You basically use your voidray to outrange the bunker and kill stuff, so your 3-gate stalker ball can storm in. Also has some use vs 1-rax expands, if microed right.
For PvZ, make it a regular zealot+sentry 4-gate into 1 proxy stargate on small maps only, and you get a legitimate all-in. Otherwise, you lose to 9 min 2-base. And you can't expand behind it, either you win right there, or you don't win. Might also pull probes after voidray for better chances.
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Quote:
Originally Posted by souljah
Upgrade : Give roaches invulnerability to nukes, as their namesake on Earth have.
Last edited by Next_rim; Tue, 20th-Sep-2011 at 12:52 PM.
With this build its very easy for the zerg to scout just seeing voids with the overlords is an indicator and if the zerg scout no expo then there's another telltale of what your going to do so as a zerg player myself i would start getting static defense and slowly work my muta count up n get few more queens roach and ling to kill the smaller ground army.
So to help with this build i suggest getting an expo or a fake expo which can be cancelled later on if you feel like your going to all in~
but also be vigilante with your voids go around and keep the zerg in their base without losing any voids and you should be able to cause a lot of damage
I've seen Socke doing double Stargate -> Get 4 Voids then keep reinforcing with Phoenixes. This is pretty much allin but would totally destroy any unprepared Zerg. He also fakes a +1 Ground Attack pretty early to trick Zerg into thinking Blinkstalkers/6gate coming.
With this build its very easy for the zerg to scout just seeing voids with the overlords is an indicator and if the zerg scout no expo then there's another telltale of what your going to do so as a zerg player myself i would start getting static defense and slowly work my muta count up n get few more queens roach and ling to kill the smaller ground army.
So to help with this build i suggest getting an expo or a fake expo which can be cancelled later on if you feel like your going to all in~
but also be vigilante with your voids go around and keep the zerg in their base without losing any voids and you should be able to cause a lot of damage
Agreed. Mutaling would also be my build of choice here.
I've seen Socke doing double Stargate -> Get 4 Voids then keep reinforcing with Phoenixes.
That's the offensive style, which I sometimes do, when I see 2-base zerg gearing for no-hydra roach push. Carriers are of no haste, mommaship+voids do better. It's very good for zerg 2-base contain, because zerg has very hard time building up enough hydra to really clear the way for 3rd. Smart zerg gets infestors though, and there is the end of voidray-phoenix contain. Ofcourse, with pro micro voidray-phoenix play can be deadly, but I don't perceive it as such. 4-base carriers are much more deadlier
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Quote:
Originally Posted by souljah
Upgrade : Give roaches invulnerability to nukes, as their namesake on Earth have.
As a zerg its very annoying having phoenix destroy overlords or queens if they catch me off guard, it brings me close to supply block in most cases it does, making myself build more overlords that I dont want to have to make lol, but as stated before hand, keeping to this could be bad if they decide to get more queens spores, or spines for the ground army, the early push might be a bad move if it were against dudes that can react better too it, but I dont see why using it as a harrass or trying to tweak it to work against defense or finding a timing to strive towards. I probably have no idea what i am talking about though xD
I do though, since I've explored stargate tech in PvZ in great detail. In short, you can't kill a 2-base zerg with 1-base stargate. To add, you can't kill 2-base zerg with 2-base stargate either.
OP,
If you really want to play stargate, optimal base ratio is 3vs3 bases or 4+ vs 4+. So the only truely reliable way to play stargate vs zerg is very defensive up to min 14, then 3-base contain with smart use of harass and recall. Splitting between ground and stargate army is a general disadvantage, because weak ground army gets owned by slings. And yeah, infestors -.-
When you play stargate, you play econ game. Goal #1 is to keep up with zerg econ. It is better to deny zerg expansions than to expand on your own for obvious reasons. 6-gas zerg is fine, 10-gas zerg is unstoppable. Timings are only important up to min 11, when all mid-game timings are repelled or never happened, and game evolves into econ race.
Don't be afraid to FE, slings only do so much when faced by cannon wall or mommaship. He invests into lings, you invest into cannons. Even in terms of mins there.
___________________________________
Quote:
Originally Posted by souljah
Upgrade : Give roaches invulnerability to nukes, as their namesake on Earth have.
Yeah, I dont argue about killing them with stargates, but doing harrassing with phoenix and stuff early game might pull you into an early lead if you can catch stuff off guard, again this might only work on lower leagues, sorry if I made it out to be that way man
If I was to go stargate I would do it on a map where i could forge fast expand into 7 gates + stargate. Push out with 2 voids. This strat has a more success rate if the zerg has gone for the fast 3rd.
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