Topic ZvP in particular 2 base immortal sentry.
sovietsong #957
sovietsong
Ok if people really cry out for replays i'll post them. But in my opinion it usually degrades into your macro could be better or your lair is 30 seconds late.
I'm not looking for a critique of individual games i'm looking for a general principle.

How do you deal with a 6-8 gate 3-4 immortal 4-5 sentry push around the 11 - 13 minute mark.
3 hatch? macro hatch? infestor ling? hydra? mass spines? upgrades?
links to replays would be nice but like i said i'm looking for a general principle rather than specifics.
Lazy #646
Lazy
Edited by KaNwA on 27/07/12 20:49 (BST)
Since I don't have any recent replays, all of my current replays are all really badly executed ie. Have terrible sentry counts, control, have bad stalker count, bad zealot count. That sort of stuff adds up.
If you're going for a 3 base, 4 hatch roach opening and planning to go for the lategame with it, you will have to scout his immortal count and robo production as often as possible past 8 minutes. Use overseers for this.
If he has constant immortal production and you've gone for a fast fourth with fast infestors, you should also have started some spine crawler production. Just 4-6 spines at any main choke point as soon as you start teching. From there you slowly add spines until you see him push. At this point you'll have two choices depending on what tech is available at that point. Infestors take precedence. If you have the ability to make fungal level energy infestors, do that. If not, mass roachling. Focus on having a lot of lings and a lot less roaches.
Send the units around for a flank attack while the toss attacks your spines. Re-arrange spines as necessary.
Should you not severely mess up your control or macro, it should be a walk in the park.
Lazar #864
Lazar
Hi Sovietsong

- If you scout the "all in"-Immortal-Sentry push fairly early in the game and knows it's coming: Your best choice is to go pyre Hydralisk. However if you don't scout it, you need mass Roaches supported with Speedlings (most likely 1+ ranged) together with a surround. The surround is crucial if not the position favors you.

Regards,
Lazar
Irony #602
Irony
Edited by VIPIrony on 28/07/12 21:50 (BST)
You usually spot absurd amounts of sentries, or a robo around 7min when you send in your 2 overlords to check for tech. See it, get 3base saturation, a macro hatch, +1ranged(get armor after), ling speed, roach speed then just mass roaches, when he moves out make almost pure lings. Roaches alone SUCK against immortal sentry, lings support SO well. Engage well, don't miss injections, creep spread helps too, try not to let the protoss get a good position for forcefield abuse.

Works for me, EVERY time. (against 1200pts+ players)
This also works against my 1400pts Protoss practice partner.

I don't have much experience with infestor styles in that regard, but I usually find myself getting them too late as the protoss will move out slightly earlier if he sees you're teching infestors.
Lazy #646
Lazy
28/07/2012 21:48Posted by VIPIrony
I don't have much experience with infestor styles in that regard, but I usually find myself getting them too late as the protoss will move out slightly earlier if he sees you're teching infestors.
I've been taking the fast 4th base and infestation pit at 9 minutes, spining like hell, and making a ton of drones. If I see, what I think is an allin, I will spam spine crawlers earlier and use some ling feints to bait forcefields and delay for infestors. Then I send lings around any non protoss blocked path, and flank them while using infestor spine to kill the stalkers and sentries. It's very hard for toss to keep sentries spread out, so fungal kills toss immortal allins really easily below MC level play assuming you get your spines up.
Kinon #188
Kinon
Actually, a good Immortal/sentry/stalker push hits a bit before 11 minutes. I know this because it's my main tactic for PvZ. The only things that can beat my push are spine crawler walls and infestors to kill the sentries. Without sentries, you can surround the army and finish the game.
Lazy #646
Lazy
A good immortal push hits with 3 immortals and at least 20 stalkers along with 10 sentries and the rest is just zealot spine fodder.
The timing is usually between 11 and 13 minutes but spines should beat it assuming infestor control is amazingly good or the ff control is terrible.

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