Diamond level Zerg requiring a radical adjustment in his ZvP
Hey guys, I'm like high plat low diamond (don't play too much ladder 1v1, mostly against my friends for practice/fun in customs).
I'm not really inclined to post a replay, because I do a lot of things wrong (pretty rusty still), but the problem is I lose even when my friend/opponent does a lot of things wrong as well.
If someone goes forge first outside his natural (e.g., on shattered temple) and walls off with gateways, cyber core, forge, and does a fast expo, how should I play it? He told me his collosus come out at about 12 minutes or so doing that build, so should I aim for some sort of massive roach ling pressure at 11 minutes and try to win the game before that point? If so, what's a good build for that? If not, what should I do instead?
What should my lategame composition be? "Roach hydra corrupter" in what amounts? This is assuming a deathball with maybe 5-6 collosus, 5-6 voids, lots of stalkers and zealots.
How do I harass him when he makes a tight wall in at his front, and has 1 cannon in front / in each of his mineral lines to stop any infestor burrowed or nydus stuff? He basically gets on 2-3 base and sits there with his whole army and warps in 5-6 stalkers wherever I try to harass or put a nydus or anything.
Then he moves out and a-moves and wins handily.
Thanks for any help. (Also not sure if this subreddit is the best place for this instead of SC2 class, but I figure anything about Starcraft should be able to go on the Starcraft subreddit).
EDIT: Thanks for the help so far guys, there's some great info in your responses. I have a couple follow-up questions if you don't mind - what are good timings for certain tech/units in this matchup, assuming I'm facing a passive Protoss trying to get the deathball? You guys said get your third ASAP, so I'm thinking 7-9 minutes. What about the other 3 gases? Spire? Infestors? Broodlords? My problem is I seem to get stuck in the mid-game, until I'm almost maxed on roaches and I realize "oh crap, I need a spire/hive/greater spire" and by then it's too late.
Posted May 22, 2011, 7:05 PM UTC · edited
Replays would really help. I know you don't want to hear "just macro better lol" or whatever, that's fine, but a replay gives us so much more information. There may be strategical elements of your play which you just take for granted or have not noticed. If we don't have that then we can only offer vague suggestions. Anyways here's my take on how the pros are playing ZvP
If you're trying to win in the late game, denying the third base will greatly delay the deathball push and provide you with enough time to build the army that can beat the protoss army. Scout when protoss take their third base by leaving a ling/overlord/whatever at the location. Usually their army won't be strong enough to hold off a strong midgame zerg army. Tunneling claws will probably be necessary to circumvent forcefields. If you can delay the third long enough, you should be able to find time to tech up to the broodlords and infestors which are necessary to hold of the zerg lategame army. You could also try the multi-pronged drop harassment which IdrA likes to do, but it is significantly harder to control while maintaining your macro. As for your army composition, you probably roach/hydra/infestor/broodlord. Fungal growth will do heavy damage to the protoss ball as the colossi/stalkers/voidrays will be stacked on top of one another. Broodlords are just good in any zerg lategame army.