Strategies Thread, Zerg wall-in in Starcraft 2 : Wings of Liberty; replay
So, i wanted to test out a new sort of defensive strat that I heard about. Its called the ...
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Sarakin
Zerg wall-in
replay
So, i wanted to test out a new sort of defensive strat that I heard about. Its called the zerg wall-in.
the idea is this: use your second hatchery to form a choke at your ramp. use 1 or 2 spine crawlers to help wall-in... and presto! a zerg wall-in!
the optimal situation to use this is against a protoss that is giving you some early harassment, be it zealots/sentries/stalkers, or whatever. This can be done on any map. I'm not saying you can't do it against any other race, in fact the replay above is against another Z player, it works pretty well squandering his early push.
the problem is you don't fast expand, but still lay out 3-500 minerals for your wall-in. that's ok... Once you secure a nice foothold, with a large enough army, you can freely expand... and since you already have 2 spine crawlers, move them out to your expansion as well.
I'm still experimenting with Queen timings with this build, but so far I would normally do a 14 pool > 18 Hatch. Then wait a minute or 2 and expand. All the while, i'm building my economy, making it more of a Terran expand where you expand then transfer like 10-15 drones to saturate the new minerals.
I still have alot of testing to do with this build. but be on the lookout for it, give it a try.
If at the very least use it for the extra creep and larva.
Also feel free to apply to Cybernetic Punks Starcraft 2 division here
Last edited by Rukgo; 10-07-2011 at 05:25 AM.
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Sarakin
i just tried this strategy out against a good protoss player, and once he saw this he immediately expanded, and basically overwhelmed me by the time I expanded.
^^ in the circumstance he went 2 gate cybercore, making me think he was going to rush. once he saw the misplaced hatchery the game was over for me. he kept me confined in my base till he had enough stalkers to just overrun anything i had (plus blink...).
i don't think i'll be doing this against someone who was able to scout it. I also have to make sure its a 2-4 gate rush, not a 2 gate > cybercore (that's not a real rush)
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Administrator
well regardless of him scouting it or not you should have been able to build units to fight him back no?
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Sarakin
not with the pressure he kept up, pressure keeps you in your base, remember i had invested in spine crawlers at my choke, not at my expansion. I would've been behind in army had i tried to push out earlier.
the build is good against early agression, not early contain
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Just a punk
zerg isnt suppose to wall, cause their buildings arent* heavy duty like Protoss and Terran :P. even if they did, investing a hatchery and spine crawlers is pretty useless cause you cant salvage like bunkers and you cant lift.
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Bosozuko
zerg hatch at ramp w 1-2 sunks was standard z play in SC1 if they didnt fast expand. I'm hearing for sc2 z can get away with the fast xp against t but w/ p its much harder.
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Just a punk
Re: Zerg wall-in
Only problem with this build is a lot of drones are being cut, military will be weak and your only real option is to go one base muta to help break out of contain to expand. Also on maps like blistering sands and jungle basin, that build would hurt just because of the secondary entrance to your base via a rock break.
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