Right now I’m in Bronze League and #4 in my division (39 wins/34 losses). I play Protoss and have been messing around with a DT rush kinda build today.
Here are my last five matches. Please look over a few of these replays and critique them if you have the time.
lol, im at #3 haha
I doubt we are in the same division though.
Also I tried 5 pool rush a couple times. Its pretty cheesey and probably only works in bronze league. Now i just stick with the 12 drone rule depending on what my opponents build is. I just hate the VR battles sometimes. They wall themselves up with cannons so you have to starve them and then the match lasts over 30 minutes.
That is unless you can harras with mutas early before they tripple up on cannons.
I can’t go over every replay but I did watch 3. I’m not trying to be overly negative but there’s a few things you should DEFINITELY work on.
A) Scouting…you basically don’t do it. In the last replay I watched you were in you only took scouting as far as finding out where your opponent’s base was without actually looking at it. You need to change this…figuring out how early your opponent’s military is coming is crucial and what they’re doing is insanely important to be in the know about.
B) You don’t expand ever. Your starting mineral line and 2 geysers are not the only resources on the map. If you just let your opponents get away with them then they will continue to beat you.
C) Rally move is not attack move.
D) Learn a build besides 4 gate because while it might be the most reliable toss build it isn’t the only one. You should learn to adapt your play depending on what you scout.
They really aren’t. Marines handle them in a very cost effective manner, I believe Stalkers do as well. Zerg is a reactionary race and should be in the know about everything all the time anyways and when things get bad 2 queens > 1 void ray. Hydra den developing while the rush occurs will insure that it will cease and decist while you get to go rock their base for investing in such a money sink.
Thanks, I’ll definitely work on those things. The thing is, I’m so new that even if I saw the other person’s base, I wouldn’t know what he’s doing or what he’s going for. I just look at what units he’s building and if he’s teching or not, but I won’t know what he’s teching for.
When should I be expanding?
I had no idea that I was just doing Rally Move. What’s the difference between Rally Move and Attack Move?
Do you have any builds you’d recommend? I know of these:
Expand when you can afford to. This means not only mineral wise but also if you can defend it. This is why scouting is crucial. It’s a bad idea to expand if you see your opponent massing a force, but if they only have units for defending you should go for it.
Attack Move: Move to point while attacking everything on the way
Rally Move: Move to point while ignoring everything on the way
Think about what teching entails. If you did nothing but tech as toss to templar archives you’d be going gateway -> cyber core -> twilight council -> templar archives…while running off of two gas. If your opponent was able to watch all this and had simply built 3 barracks pumping out marines/marauders, he could just walk into your base and win. I’m not saying you should never play a tech build, but understanding what it entails is important. By nature you’re sacrificing the early game to make up for it late game. If you walk into someone’s base early game and they’re on 2 gas with not much in terms of military/military production buildings, you could assume the same of them. Your response is quite similar, start pumping stalkers/zealots out of two gateway and walk into their base and win.
A really good time to expand is A) when you can afford it and B) when you’re controlling the map a little bit. If you’re harassing your opponent/making him pay attention to specific parts of the map it can be a lot easier to get that second nexus up. You should also either attack/expand if you realize your opponent is trying to out-macro you instead of sticking to one base themselves.
Rally move is just regular move command directly out of a building. Attack move is done by pressing a and left clicking on an area. Attack move makes your units start firing automatically whereas regular move is useful to just get your guys somwhere while ignoring enemy fire. Both are useful but you need to know the difference.
I know a few builds but I’d recommend learning them from someone who actually mains toss. However I can tell you the pro/cons of your 4 gate real quick if you’d like. 4 gate is great because it’s almost like a representation of getting away with everything at once. You’re a little slow to get your military rolling but when you do you have the option of building a pylon in the middle of the map for quick support, you can use sentries w/ force field to keep super early forces at bay, and you can transition out of all this in a very smooth manner. When your gateway mixture starts serving you poorly you’re already in a situation to get a robo facility/stargate/twilight council. You can very quickly get to colossus to counter their bio ball if they have one or get out immortals to deal with those marauders. 4 gate is like the bread and butter of protoss players right now. If they aren’t going 9 pylon/12 gate/13 assilimilator/15 core or whatever it is the commentators will freak out.
No problem.
One last tip…use command groups. By double tapping what you’ve set your # to you can immediately pan to that part of the map. Try putting your scout in a command group and looking at the mini map more. You’ll find your play speeding up.
Reapers are more for hit and runs. If you’re looking to engage in a big battle then get marauders. In serious play you only see them attack your mineral workers or maybe even your commandcenter/nexus/hatchery.