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Killing Off Early 'Toss Pushes

This guide assumes a speedling opening. It's your funeral if you try this crap with slowlings

Firstly: what you're scouting for. Just remember that if you're sending that scout for no reason it's not serving much more purpose than gimping your economy.

These sorts of pushes come off 2/3 gateways with a cyber core up (i.e. completely average opening, no info to gather =/). So basically your drone is looking for proxies and a confirmation that the toss isn't 2 gating. So the biggest piece of info that you're looking for is that there's a cyber core being warped in.

After that you need to confirm whether or not he's still 1-basing around the time that your second hatch pops. If so, you're gonna be forced to make some lings. The amount I'm unsure of, although I'm sure I could minimize it with more practice.

Situation A: Oh Goddamn Fuck He's Actually Gonna Do It

This is a bit of subtlety here, and really the reason that I made the thread. I was noticing that stalkers tended to die WELL before ZLots when beseiged by zerglings, and you're gonna wanna kill them first for a very good mathematical reason:

Stalkers take a very similar number of hits to kill as compared to a zealot (36 as opposed to 35 as posted by the kind gentleman below), but they have a lot more room to be surrounded by zerglings. Which saves more zerglings to take on the zealots after you cream the stalkers.

Additionally, stalkers tend to de-sync with zealots naturally on account of their movespeed, especially upon engagement. If you take advantage of isolated stalkers, these pushes become far more manageable.

It makes a BIG difference. For some reason, the idiot that did this against me last manufactured two identical pushes to pressure me in hopes that I'm a moron. The second time I had fewer zerglings than the first (it was bloody close I'll tell you), but I killed his crap a lot faster with the extra zerglings that killing the stalkers saved me.


Situation B: That Mother Bitch Is Messing With Me


Well, don't worry. If the protoss is playing this mind game (that is to say, he either delayed his expansion or he's genuinely 1 basing), calmly use the zerglings you made to keep tabs on his status. If he expanded, cool, chill back and drone. If he's one basing, (and I note the parallels to shooting drugs here) shoot up your lair with some larvae and pump lings/drones like a mad cunt if he's 4-gating or void rushing, respectively. 

(void rushing needs your lair timing to be on schedule, so amusingly enough at this point I'll note that you're pretty much fucked if he 2-gated at that earlier juncture and killed your expo)

(Oh, and good queen timing/ a third queen helps considerably on hitting that deadline for getting hydras in time for voids; do that too )


Finally, and the guide is actually over but this was goddamn hilarious so I'm putting it in italics, the guy I alluded to earlier tried a 1-base chargelot timing against hydras. Then teched to HTs. All off 1-base. Suffice it to say that I was chortling by the time I was hitting 1-A into his base, ignoring storms, and still winning.

Source:  
http://www.teamliquid.net/forum/viewmessage.php?topic_id=137093

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