Chaosvuistje Profile Joined April 2010 Netherlands 2579 Posts Last Edited: 2011-07-21 15:09:08 #1 Zerg vs Protoss : Upgrade centric style.



A style of ZvP that lets you comfortably get into +2 baneling drops.



Flowchart below, credits and thanks go to Funkomatic

+ Show Spoiler [Flowchart of the guide] +

Link to the image, if it doesnt resize





A style of ZvP that lets you comfortably get into +2 baneling drops.Flowchart below, credits and thanks go to Funkomatic Introduction

The philosophy behind this style is that if you entered the lategame in ZvP, you have probably already lost. A good protoss on 4 bases has litterally everything on his fingertips. From massive amount of gateways, to a collosus voidray ball, or to a big immortal sentry high templar ball. Meanwhile, the zerg options in this phase dwindle. Roaches aren't as effective anymore, hydra's die sooner than banelings do, zerglings get their legs set on fire and mutalisks get blunk.



So with this mindset in mind, we focus on the mid and early game strength. Believe it or not, earlygame and midgame protoss and zerg are very similar in strength. The protoss has the advantage of strength in quality, a shorter reinforcement path and a variety of ways to zone armies. While the zerg has the advantage in sheer numbers of units, vision, unit speed and quickly rebuilt armies.



The build I use is getting a quick evolution chamber after expanding. Then getting a quick +1 melee upgrade for your zerglings. This clears the way for the +2 melee upgrade, which will help in the baneling bomb transition.



That wraps up this introduction. Onto the content.



The philosophy behind this style is that if you entered the lategame in ZvP, you have probably already lost. A good protoss on 4 bases has litterally everything on his fingertips. From massive amount of gateways, to a collosus voidray ball, or to a big immortal sentry high templar ball. Meanwhile, the zerg options in this phase dwindle. Roaches aren't as effective anymore, hydra's die sooner than banelings do, zerglings get their legs set on fire and mutalisks get blunk.So with this mindset in mind, we focus on the mid and early game strength. Believe it or not, earlygame and midgame protoss and zerg are very similar in strength. The protoss has the advantage of strength in quality, a shorter reinforcement path and a variety of ways to zone armies. While the zerg has the advantage in sheer numbers of units, vision, unit speed and quickly rebuilt armies.The build I use is getting a quick evolution chamber after expanding. Then getting a quick +1 melee upgrade for your zerglings. This clears the way for the +2 melee upgrade, which will help in the baneling bomb transition.That wraps up this introduction. Onto the content. -------------------------------------------Build-------------------------------------------

The build starts off with a 14 gas, 14 pool.

Once your pool finishes, build one set of zerglings, then get the queen and metabolic boost.

Send the zerglings to your natural to attack the possible probe hanging out there, then expand.

After you expanded successfully, put down an evolution chamber and make drones until 26 supply. Once the evolution chamber finishes, get the +1 melee attack.



For those who like the numbers:



9 Overlord

( optional, but advised dronescout on 12 )

14 gas

14 pool

Around 70 gas, take one drone off of gas.

16 overlord

1 set of zerglings , rally to natural

Zergling speed

Queen

19 drone , rally to natural

20 Expand.

19 Evolution chamber

Drones until 22

22 overlord

@Evolution chamber finishing, +1 melee

Drones until 26

Lings until you're relatively sure what the protoss is up to

Lair when you feel safe

@+1 melee finishing, +1 range and roachwarren





The build starts off with a 14 gas, 14 pool.Once your pool finishes, build one set of zerglings, then get the queen and metabolic boost.Send the zerglings to your natural to attack the possible probe hanging out there, then expand.After you expanded successfully, put down an evolution chamber and make drones until 26 supply. Once the evolution chamber finishes, get the +1 melee attack.For those who like the numbers: ---------------------------------------Earlygame ( Holding vs one base )---------------------------------------



The ZvP early game hinges on scouting. Everything you do rests on your knowledge and the read on your opponent. For this reason I love drone scouting. Knowing where your opponent has spawned while seeing if he is going for a forge first or a gateway first is so critical and helpful. So I don't mind losing whatever minerals of mining time if I can scout a cannon rush or a proxy gate in time.



If you scout a onebaser ( aka no fast expand w/ forge ) we will get +1 melee for our zerglings no matter what. And since we want to get zergling speed AND that upgrade fast, we will go for a 14 gas 14 pool build. Taking a drone off of gas will ensure that you won't have a massive surplus of gas when the evolution chamber finishes.



If you love going 15 hatch or 14 pool 16 hatch, ditch that if you want to go for this build. If you don't get the gas this 'early' the +1 upgrade will miss its timing against most 1base protoss pushes.



One set of zerglings to kill the probe that blocks our expansion and expand right after. Build the evolution chamber after expanding.

If he pylon blocks your expansion, get a round of drones and your evolution chamber up. Once the pylon dies you'll have enough minerals to build the hatchery again.







Scout the front of the base with the lings, make sure they don't get sniped before you have some good intel. Knowing what unit comes out second is one of the single most important thing to scout in ZvP.



These are the things to look out for in descending order of importance:

1. Energy on the nexus

2. Second unit from the gateway

3. Gas

4. Chrono on warpgate research



Below are the builds that are most common and the responses to them. Including the things to look for in scouting.



The ZvP early game hinges on scouting. Everything you do rests on your knowledge and the read on your opponent. For this reason I love drone scouting. Knowing where your opponent has spawned while seeing if he is going for a forge first or a gateway first is so critical and helpful. So I don't mind losing whatever minerals of mining time if I can scout a cannon rush or a proxy gate in time.If you scout a onebaser ( aka no fast expand w/ forge ) we will get +1 melee for our zerglings no matter what. And since we want to get zergling speed AND that upgrade fast, we will go for a 14 gas 14 pool build. Taking a drone off of gas will ensure that you won't have a massive surplus of gas when the evolution chamber finishes.If you love going 15 hatch or 14 pool 16 hatch, ditch that if you want to go for this build. If you don't get the gas this 'early' the +1 upgrade will miss its timing against most 1base protoss pushes.One set of zerglings to kill the probe that blocks our expansion and expand right after. Build the evolution chamber after expanding.If he pylon blocks your expansion, get a round of drones and your evolution chamber up. Once the pylon dies you'll have enough minerals to build the hatchery again.Scout the front of the base with the lings, make sure they don't get sniped before you have some good intel. Knowing what unit comes out second is one of the single most important thing to scout in ZvP.These are the things to look out for in descending order of importance:1. Energy on the nexus2. Second unit from the gateway3. Gas4. Chrono on warpgate researchBelow are the builds that are most common and the responses to them. Including the things to look for in scouting. Onebase plays



Stalker/zealot 'mongoloid' 4gate. + Show Spoiler +

All Chrono saved – one gas – Chronoing cyber core



Once you scout this, or feel like it is coming, scout using your lings all throughout your main base and natural. Look at all the hiding places! There is a pylon somewhere and if you don't find it soon enough he will have a reinforcing point.



Meanwhile, when you're absolutely certain that you're facing the stalker zealot 4gate. Put down a baneling nest. Build nothing but zerglings and put max drones back on gas. The +1 will help both your zerglings and your banelings if it has enough time to finish. Which won't be in time for the first warp in round.



Let him attack the natural if neccesairy, poke in and out occasionally but don't engage until you have banelings up or your +1 has finished. Move the banelings in while attacking with the zerglings. If your zerglings get hit by the zealots, retreat and let the banelings blow up on the zealots. After the zealots are badly hurt/dead, surround the ball as much as you can and crush through. Kill the warp in pylon and now, you can delay his natural as long as possible.







The game is pretty much over for him then, the only way to come back is some techswitch to something cheesy, so prepare for voids/DTs/onebase collosus (lol) and you'll be perfectly fine. All Chrono saved – one gas – Chronoing cyber coreOnce you scout this, or feel like it is coming, scout using your lings all throughout your main base and natural. Look at all the hiding places! There is a pylon somewhere and if you don't find it soon enough he will have a reinforcing point.Meanwhile, when you're absolutely certain that you're facing the stalker zealot 4gate. Put down a baneling nest. Build nothing but zerglings and put max drones back on gas. The +1 will help both your zerglings and your banelings if it has enough time to finish. Which won't be in time for the first warp in round.Let him attack the natural if neccesairy, poke in and out occasionally but don't engage until you have banelings up or your +1 has finished. Move the banelings in while attacking with the zerglings. If your zerglings get hit by the zealots, retreat and let the banelings blow up on the zealots. After the zealots are badly hurt/dead, surround the ball as much as you can and crush through. Kill the warp in pylon and now, you can delay his natural as long as possible.The game is pretty much over for him then, the only way to come back is some techswitch to something cheesy, so prepare for voids/DTs/onebase collosus (lol) and you'll be perfectly fine.

Regular 4gate. + Show Spoiler +

Some chrono saved – Second unit stalker – Chronoing cyber core – one gas.



With this build, your lings will have a good advantage over his units due to the upgrade. Since you will want mostly speedlings, all of your units will basically be 20% more effective. To put this in perspective, its basically like you can surround a zealot with 6 lings instead of 5.



Actively scout for pylons, keep a ling at each watchtower and keep some lings at his ramp to catch leaving probes. The pylon is the lifeline for his build. If you can't find it in time, keep your lings back a bit, but NEVER in your main. Keep a queen at the natural instead of the main. Because having ramps forcefielded means you'll die, regardless of what build you went, if most of your forces are in your main/come from your main.



Try to catch his army in the open. Your speedlings need a surround to do good damage. Don't engage with a lot of forcefields up, no matter how small his army is. He WILL be more cost effective in the engagement, and you want to keep his effeciency as low as possible with every engagement in ZvP.







If he hangs around in his base, or he is building up forces for a long time, build some spinecrawlers. His sentries will build up a large amount of energy, which isn't good for your zerglings or queens. In this case, spinecrawlers will make it easier for you to stay alive. Because unlike roaches, banelings, zerglings and queens, spinecrawlers cannot be forced away from the protoss or get put in a position where a stalker outranges it.



Make roaches once the tech goes online and if you have the gas and minerals to support it. And make sure you don't lose most of your lings to forcefields ( which is easy to do, don't let them catch you ).



Once you fended off the 4gate, macro up and continiue your normal game. You can usually get +2 range attack and go for a roach or roach hydra bust to punish his weaker tech and economy. Some chrono saved – Second unit stalker – Chronoing cyber core – one gas.With this build, your lings will have a good advantage over his units due to the upgrade. Since you will want mostly speedlings, all of your units will basically be 20% more effective. To put this in perspective, its basically like you can surround a zealot with 6 lings instead of 5.Actively scout for pylons, keep a ling at each watchtower and keep some lings at his ramp to catch leaving probes. The pylon is the lifeline for his build. If you can't find it in time, keep your lings back a bit, but NEVER in your main. Keep a queen at the natural instead of the main. Because having ramps forcefielded means you'll die, regardless of what build you went, if most of your forces are in your main/come from your main.Try to catch his army in the open. Your speedlings need a surround to do good damage. Don't engage with a lot of forcefields up, no matter how small his army is. He WILL be more cost effective in the engagement, and you want to keep his effeciency as low as possible with every engagement in ZvP.If he hangs around in his base, or he is building up forces for a long time, build some spinecrawlers. His sentries will build up a large amount of energy, which isn't good for your zerglings or queens. In this case, spinecrawlers will make it easier for you to stay alive. Because unlike roaches, banelings, zerglings and queens, spinecrawlers cannot be forced away from the protoss or get put in a position where a stalker outranges it.Make roaches once the tech goes online and if you have the gas and minerals to support it. And make sure you don't lose most of your lings to forcefields ( which is easy to do, don't let them catch you ).Once you fended off the 4gate, macro up and continiue your normal game. You can usually get +2 range attack and go for a roach or roach hydra bust to punish his weaker tech and economy.

3gate 1stargate voidray push + Show Spoiler +

Some chrono saved – two gas – stalker as second unit – No constant chrono on warpgate



You play this out like a regular 4 gate, except you constantly make queens from both of your hatcheries. Having 4 or 5 will do the trick easily. Also, put down a sporecrawler at your natural choke.



His ground army will be more flimsy than usual, less sentries because the voidrays gobble up the gas, so a much easier surround for you. Make sure the queens attack the voidrays and when you engage, select all your queens and transfuse the weakened ones as needed. The lings should be enough to overpower the smaller gateway army with added support of queens, and the voidrays will simply die to the queens range and health.



Carry on after you crushed his force. Get +2 range attack and go for a roach or roach hydra bust.

Dark templar into 4 gate + Show Spoiler +

No chrono saved – two gas – Stalker as second unit – Next to no chrono on warpgate.



These are telltale signs of a darktemplar rush in the making. Since the protoss can't chrono buildings to make them build faster, and the only thing that you wouldn't want to chrono out as fast as possible is dark templar. Since you can't speed up the tech, nor would it matter if he got the warpgate done a minute earlier than he could warp in DT's.



Scout your whole main for proxy pylons, make sure there isn't ANY in your main since your lair is so delayed. Put down a sporecrawler at your natural ramp and keep most of your lings near your ramp ready to hold position. You don't want the templar to go out of sight range. Once you spot the templar, build an additional spore in your main just in case he does manage to slip by. You really don't want to lose to one unit sniping your lair and your evo chamber.







Any further tech he is planning will be way behind, even a 4gate after this would be super lackluster, and you can easily crush it with lots of lings. Keep mapcontroll and drone up. No chrono saved – two gas – Stalker as second unit – Next to no chrono on warpgate.These are telltale signs of a darktemplar rush in the making. Since the protoss can't chrono buildings to make them build faster, and the only thing that you wouldn't want to chrono out as fast as possible is dark templar. Since you can't speed up the tech, nor would it matter if he got the warpgate done a minute earlier than he could warp in DT's.Scout your whole main for proxy pylons, make sure there isn't ANY in your main since your lair is so delayed. Put down a sporecrawler at your natural ramp and keep most of your lings near your ramp ready to hold position. You don't want the templar to go out of sight range. Once you spot the templar, build an additional spore in your main just in case he does manage to slip by. You really don't want to lose to one unit sniping your lair and your evo chamber.Any further tech he is planning will be way behind, even a 4gate after this would be super lackluster, and you can easily crush it with lots of lings. Keep mapcontroll and drone up.

Uncertain one base tech



This is the toughest one to prepare for. Since you can't really go all out in one direction.

Continiue as normal, build up a good amount of lings and drone very very little. Put a sporecrawler at your natural ramp and make sure you have 3 queens.



Actively scout his ramp for his unit composition, if you can see clues or even specific units you can go all out on one counter-path.



Make sure you stay alive, you will have more income than your protoss opponent on one base. Droning isn't as important now. You can drone later after you fended off his push.



This is the toughest one to prepare for. Since you can't really go all out in one direction.Continiue as normal, build up a good amount of lings and drone very very little. Put a sporecrawler at your natural ramp and make sure you have 3 queens.Actively scout his ramp for his unit composition, if you can see clues or even specific units you can go all out on one counter-path.Make sure you stay alive, you will have more income than your protoss opponent on one base. Droning isn't as important now. You can drone later after you fended off his push. Expand builds

Forge fast-expand + Show Spoiler +



Keep an eye out for his probe. You don't want his expand to turn into a cannon rush. Keep one drone following his scouting probe at all times and if you're uncertain, scout your main and natural for a proxy pylon.



If he gets a cannon building, attack it with 4 drones. It won't get up in time to get a shot off on those drones and you're minimizing mining time lost.



Once you kill of the scouting probe, you will want to get the gas in your main up asap and drone up. Tech to lair while not researching +1 melee just yet. When your natural finishes, build one extractor and fill it up with drones.



Once lair finishes, build a spire. Since he went forge first, his warpgate tech WILL be delayed. This means that the usual 6gate timing that kills mutalisks is delayed by a ton. Giving you time to build up muta's ( around 8 ) and then attack his flimsy army head on, focussing on the sentries. If that is too strong for the while focus on killing pylons that power gateways or the cybercore.

If he decided to get a quick stargate after expanding, get a couple of corruptors ( 2 or 3 ) to tank for the phoenixes.







Meanwhile, take the last gas at your natural and get +1 range for your roaches. Take a quick third and build up drones at your natural. Make sure you build sufficient amounts of roaches while you macro and harrass with your mutalisks.

He will want to make a counter attack, since the muta's are pinning him to 2 bases. So prepare for that. Get +1 melee once the range upgrade finishes and build a second evo chamber to get +2 range sooner should you want that. Keep an eye out for his probe. You don't want his expand to turn into a cannon rush. Keep one drone following his scouting probe at all times and if you're uncertain, scout your main and natural for a proxy pylon.If he gets a cannon building, attack it with 4 drones. It won't get up in time to get a shot off on those drones and you're minimizing mining time lost.Once you kill of the scouting probe, you will want to get the gas in your main up asap and drone up. Tech to lair while not researching +1 melee just yet. When your natural finishes, build one extractor and fill it up with drones.Once lair finishes, build a spire. Since he went forge first, his warpgate tech WILL be delayed. This means that the usual 6gate timing that kills mutalisks is delayed by a ton. Giving you time to build up muta's ( around 8 ) and then attack his flimsy army head on, focussing on the sentries. If that is too strong for the while focus on killing pylons that power gateways or the cybercore.If he decided to get a quick stargate after expanding, get a couple of corruptors ( 2 or 3 ) to tank for the phoenixes.Meanwhile, take the last gas at your natural and get +1 range for your roaches. Take a quick third and build up drones at your natural. Make sure you build sufficient amounts of roaches while you macro and harrass with your mutalisks.He will want to make a counter attack, since the muta's are pinning him to 2 bases. So prepare for that. Get +1 melee once the range upgrade finishes and build a second evo chamber to get +2 range sooner should you want that.

3gate expand + Show Spoiler +

Two gas – Chrono saved up/used on warpgates – Second and third unit sentry







Your lings can't break his front, but they can pressure the nexus. Attack the nexus occasionally on the opposite side from his ramp. But DON'T overcommit. You don't want to have the nexus at 50 hp with all your lings dead. You need them as ensurrance.



Drone up your natural and tech as normal. Two gas – Chrono saved up/used on warpgates – Second and third unit sentryYour lings can't break his front, but they can pressure the nexus. Attack the nexus occasionally on the opposite side from his ramp. But DON'T overcommit. You don't want to have the nexus at 50 hp with all your lings dead. You need them as ensurrance.Drone up your natural and tech as normal.



------------------------Midgame ( Post-lair tech, 2 bases up for the protoss )------------------------



Now that you've safely entered the midgame, we've entered the strongest period for this build.

The goal in this period is to get overlord speed and scout what he is doing. Meanwhile, you have two options regarding upgrades.



The hydra/roach path ( + 2 range attack )

The banelingdrop route ( + 2 melee attack )



There are specific situations in which you would want a hydra/roach army, or a mainly roach/ling/baneling army. Lets look at the hydra/roach one first.



Hydralisk / Roach



Once you scout that you can beat the protoss head on, you can start getting the +2 range attack and a hydra den. Make sure your creepspread is optimal for this to have good chances of working. A couple of textbook signs that you can engage the protoss.

A robo facility, but no bay. Aka, no collosus for some time

Stargate/gateway composition

Just gateway composition without templar



These armies aren't strong against the hydra/roach ball. They aren't backed up by a big splash unit like the high templar or the collosus, so if you keep the hydras behind the tanking roaches, your army will have a field day on him. When you engage, keep reinforcing. Inject your hatches during the fight since there isn't much to micro besides the occasional focusfire. Reinforce with roaches, they will arrive at the battle more quickly and if things do turn out to be sour, you can retreat and fall back to the +2 melee option.



Roach / Speedling / Banelingdrop



So you've scouted that your protoss opponent turned out to be a jackass. Instead of GG-ing when he saw you in the openingscreen, he decided to macro up and get collosus ( where does this kid get the nerve to stay in this game? Lets complain about it on TL ). While grabbing your list of profanties that you probably want to type in all caps to him, do the following.



Since we already got +1 melee, we can start +2 melee. Get a third, get overlord drop and a banelingsnest. Make a couple of overlords while rallying lings underneath them. We are going baneling-bombing t'night.

“Well gee, couldn't I have just saved me the trouble and just gone straight for baneling drops? Why would I get the melee upgrades, they don't even upgrade my roaches!”



The thing about baneling drops is, they are a one time blow. You can't counter attack with baneling drops. You can't pick off retreating units with baneling drops. You want to blow them up on their army or their probe line. And THAT is where the +2 melee comes in.



You see, +2 melee banelings 1 shot probes, and 2shot sentries. You can harrass with baneling drops if the protoss is turtling way too much, forcing a counter attack on him.







When you see the protoss ball moving in, position your overlords near your roaches. Engage with the roaches and force some forcefields out, meanwhile, drop the banelings onto the sentries and gateway units. The gateway army will die pretty brutally if you drop enough banelings onto the sentries. And since overlords are quicker than sentries, they won't be able to escape the aciddic death from above.



Now that the main protoss ball is withered down, your chances of survival have pretty much skyrocketed. It takes a long time for protoss to build up their deathball. Meanwhile, since they are on 3 bases now, you can actually start to abuse drops and multi pronged attacks to wither the protoss down. Get the carapace upgrades and +2 range upgrade when your +2 melee finishes.



If you let the protoss sit on 4 bases comfortably without harrass or multi pronged engagements, you are the one that is killing yourself. Get those actions up and show him some real pain.



If you want to know more about baneling drops, I suggest glancing over my previous guide:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=185099



Now that you've safely entered the midgame, we've entered the strongest period for this build.The goal in this period is to get overlord speed and scout what he is doing. Meanwhile, you have two options regarding upgrades.The hydra/roach path ( + 2 range attack )The banelingdrop route ( + 2 melee attack )There are specific situations in which you would want a hydra/roach army, or a mainly roach/ling/baneling army. Lets look at the hydra/roach one first.Once you scout that you can beat the protoss head on, you can start getting the +2 range attack and a hydra den. Make sure your creepspread is optimal for this to have good chances of working. A couple of textbook signs that you can engage the protoss.A robo facility, but no bay. Aka, no collosus for some timeStargate/gateway compositionJust gateway composition without templarThese armies aren't strong against the hydra/roach ball. They aren't backed up by a big splash unit like the high templar or the collosus, so if you keep the hydras behind the tanking roaches, your army will have a field day on him. When you engage, keep reinforcing. Inject your hatches during the fight since there isn't much to micro besides the occasional focusfire. Reinforce with roaches, they will arrive at the battle more quickly and if things do turn out to be sour, you can retreat and fall back to the +2 melee option.So you've scouted that your protoss opponent turned out to be a jackass. Instead of GG-ing when he saw you in the openingscreen, he decided to macro up and get collosus ( where does this kid get the nerve to stay in this game? Lets complain about it on TL ). While grabbing your list of profanties that you probably want to type in all caps to him, do the following.Since we already got +1 melee, we can start +2 melee. Get a third, get overlord drop and a banelingsnest. Make a couple of overlords while rallying lings underneath them. We are going baneling-bombing t'night.“Well gee, couldn't I have just saved me the trouble and just gone straight for baneling drops? Why would I get the melee upgrades, they don't even upgrade my roaches!”The thing about baneling drops is, they are a one time blow. You can't counter attack with baneling drops. You can't pick off retreating units with baneling drops. You want to blow them up on their army or their probe line. And THAT is where the +2 melee comes in.You see, +2 melee banelings 1 shot probes, and 2shot sentries. You can harrass with baneling drops if the protoss is turtling way too much, forcing a counter attack on him.When you see the protoss ball moving in, position your overlords near your roaches. Engage with the roaches and force some forcefields out, meanwhile, drop the banelings onto the sentries and gateway units. The gateway army will die pretty brutally if you drop enough banelings onto the sentries. And since overlords are quicker than sentries, they won't be able to escape the aciddic death from above.Now that the main protoss ball is withered down, your chances of survival have pretty much skyrocketed. It takes a long time for protoss to build up their deathball. Meanwhile, since they are on 3 bases now, you can actually start to abuse drops and multi pronged attacks to wither the protoss down. Get the carapace upgrades and +2 range upgrade when your +2 melee finishes.If you let the protoss sit on 4 bases comfortably without harrass or multi pronged engagements, you are the one that is killing yourself. Get those actions up and show him some real pain.If you want to know more about baneling drops, I suggest glancing over my previous guide: Specific reactions:

6gate – 5gate robo + Show Spoiler +



When you see this build, its better to build some spinecrawlers at your natural. The forcefields will be a thorn in your feet for your roaches and lings. You have to keep your roaches and lings outside of your natural. Just so that the protoss cannot forcefield you out.



Even though by this point in time, the protoss forcefields that are saved could stop the moon from spinning, they will run out after 2 or 3 engagements. So you have to attack twice before the protoss hits your natural. Trade some roaches or lings for sentry energy.





Image added because it looked cool



Commit to the engagement as soon as the protoss attacks into your natural spinecrawlers. Just keep on reinforcing and focus the sentries/immortals.



If you spot a bunch of stalkers just hanging around near your main, keep your roachball inside your main. There is a possibility that he has blink. Be sure not to wander too far from the ramp though, you don't want to be forcefielded in. +1 roaches will be pretty costeffective versus stalkers, much more so than un-upgraded roaches.



If he retreats with a large army, don't hunt him down. He wants to pull you out of position while he is retreating, so he can kill off a large amount of roaches. Just let him get away and saturate your third, or prepare for the baneling bombs.



If he retreats with a small army, well, who am I to tell you to stop killing it? If you're at his doorstep, make sure you do economical damage. Either by sniping his third, or by killing off probes. This will ensure your survival. When you see this build, its better to build some spinecrawlers at your natural. The forcefields will be a thorn in your feet for your roaches and lings. You have to keep your roaches and lings outside of your natural. Just so that the protoss cannot forcefield you out.Even though by this point in time, the protoss forcefields that are saved could stop the moon from spinning, they will run out after 2 or 3 engagements. So you have to attack twice before the protoss hits your natural. Trade some roaches or lings for sentry energy.Commit to the engagement as soon as the protoss attacks into your natural spinecrawlers. Just keep on reinforcing and focus the sentries/immortals.If you spot a bunch of stalkers just hanging around near your main, keep your roachball inside your main. There is a possibility that he has blink. Be sure not to wander too far from the ramp though, you don't want to be forcefielded in. +1 roaches will be pretty costeffective versus stalkers, much more so than un-upgraded roaches.If he retreats with a large army, don't hunt him down. He wants to pull you out of position while he is retreating, so he can kill off a large amount of roaches. Just let him get away and saturate your third, or prepare for the baneling bombs.If he retreats with a small army, well, who am I to tell you to stop killing it? If you're at his doorstep, make sure you do economical damage. Either by sniping his third, or by killing off probes. This will ensure your survival.



-------------------------------------------Replays-------------------------------------------



All of these replays are of me winning. This is to show how to do it, not to show you how to die to a timing attack. I will try to index them as much as possible, but no garrentees.



Forge first ( or any combination with a forge before cybernetics core ).

http://www.sc2replayed.com/replays/144470-1v1-protoss-zerg-scrap-station http://www.sc2replayed.com/replays/145893-1v1-protoss-zerg-gutterhulk



Onebase plays

http://www.sc2replayed.com/replays/144466-1v1-protoss-zerg-xelnaga-caverns

http://www.sc2replayed.com/replays/145942-1v1-protoss-zerg-xelnaga-caverns

All of these replays are of me winning. This is to show how to do it, not to show you how to die to a timing attack. I will try to index them as much as possible, but no garrentees.Forge first ( or any combination with a forge before cybernetics core ).Onebase plays new-> http://www.sc2replayed.com/replays/155303-1v1-protoss-zerg-backwater-gulch

new-> http://www.sc2replayed.com/replays/155305-1v1-protoss-zerg-metalopolis

new-> http://www.sc2replayed.com/replays/155307-1v1-protoss-zerg-metalopolis





Onebase stargates ( there are some stargate replays above too ).

Onebase stargates ( there are some stargate replays above too ). new-> http://www.sc2replayed.com/replays/155309-1v1-protoss-zerg-gutterhulk

new-> http://www.sc2replayed.com/replays/155310-1v1-protoss-zerg-scrap-station



Twobase plays

http://www.sc2replayed.com/replays/144480-1v1-protoss-zerg-shakuras-plateau

http://www.sc2replayed.com/replays/146596-1v1-protoss-zerg-gutterhulk

Twobase plays new-> http://www.sc2replayed.com/replays/155300-1v1-protoss-zerg-metalopolis

new-> http://www.sc2replayed.com/replays/155302-1v1-protoss-zerg-xelnaga-caverns



Lategame situations

http://www.sc2replayed.com/replays/144468-1v1-protoss-zerg-metalopolis

http://www.sc2replayed.com/replays/144472-1v1-protoss-zerg-shakuras-plateau

http://www.sc2replayed.com/replays/144474-1v1-protoss-zerg-metalopolis

http://www.sc2replayed.com/replays/144476-1v1-protoss-zerg-metalopolis

http://www.sc2replayed.com/replays/144478-1v1-protoss-zerg-xelnaga-caverns

http://www.sc2replayed.com/replays/144482-1v1-protoss-zerg-lost-temple

http://www.sc2replayed.com/replays/144483-1v1-protoss-zerg-lost-temple

http://www.sc2replayed.com/replays/145941-1v1-protoss-zerg-gutterhulk







Collosus-voidray 2base deathball

http://www.sc2replayed.com/replays/144471-1v1-protoss-zerg-lost-temple



Lategame situationsCollosus-voidray 2base deathball Closing words and poll



Thank you for those who took the time to read this. I've been developping my style all the time in ZvP and this is where I'm currently at. My winrate has been steadily increasing ( although its not near as high as I want it to be, then again, I'm quite ambitious on that ).



I hope you take the time to practice this style once. Get a practice partner and have some fun, maybe you like it and it will enrich you experience, or maybe you won't and you can PM me that I suck and all that. I just want you to experience the raw strength and fun that +2 banelings give in ZvP, even if you do not post, just try it out.



Now for the readers poll ( this is just for my own interrest I want to see where people win the most )



Poll: In ZvP, when do you most often win?



Winning....versus... protoss? (123)

53%



After the onebase push ( 4gate, DT rush ) (33)

14%



Lategame ( I can take the deathball, bring it! ) (23)

10%



Early game before his push ( 7 pool , roach rush ) (20)

9%



After the two base push (19)

8%



versus Forge first expands (9)

4%



During the protoss 3gate sentry expanding (6)

3%



233 total votes (123)53%(33)14%(23)10%(20)9%(19)8%(9)4%(6)3%233 total votes Your vote: In ZvP, when do you most often win? (Vote): Early game before his push ( 7 pool , roach rush )

(Vote): After the onebase push ( 4gate, DT rush )

(Vote): During the protoss 3gate sentry expanding

(Vote): versus Forge first expands

(Vote): After the two base push

(Vote): Lategame ( I can take the deathball, bring it! )

(Vote): Winning....versus... protoss?

Thank you for those who took the time to read this. I've been developping my style all the time in ZvP and this is where I'm currently at. My winrate has been steadily increasing ( although its not near as high as I want it to be, then again, I'm quite ambitious on that ).I hope you take the time to practice this style once. Get a practice partner and have some fun, maybe you like it and it will enrich you experience, or maybe you won't and you can PM me that I suck and all that. I just want you to experience the raw strength and fun that +2 banelings give in ZvP, even if you do not post, just try it out.Now for the readers poll ( this is just for my own interrestI want to see where people win the most )