What to do against turtling toss massing void rays

Discussion in 'StarCraft 2 Strategy Discussion' started by domanz, Jul 19, 2010.

What to do against turtling toss massing void rays

Discussion in 'StarCraft 2 Strategy Discussion' started by domanz, Jul 19, 2010.

  1. domanz

    domanz New Member

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    Hi guys,

    I just played against a toss, surrounding his base with photon cannons and gateways, building stargates at his back, where one can't possible fly by without getting shot by the cannons.

    I doubt that I could have stopped him even if I had teched up right away to send a changeling in for intel I couldn't achieve any other way. What to do against that? Mass banelings and send them in, or mass mutas and take air control? What to do against such a build?
     
  2. Aurora

    Aurora The Defiant

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    If you are sure he will be massing VR's, go with Corruptors and Hydras. When he pushes out, send in Banelinhs to destroy his base.

    You shouldn't be able to loose against a turtle at any point anyways, since you can use the whole map to severely outproduce him. :/

    If you think you have the time, build units at all expos, and transport them to right in front of his base with a Nydus network. No turtle can last long against such a constant stream of units.
     
  3. domanz

    domanz New Member

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    Thanks for your reply! Can I be fast enough to produce enough mutas in time? Guess I need luck at scouting, since he attacked with 4 vr, going straight for my spire, my 4 mutas had no change against charged vr. I would have to spot the stargates very quickly to be able to respond in time.
     
  4. Aurora

    Aurora The Defiant

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    Try going with Hydras for early defense, since Mutas are more costly and take longer to get. You can always make Mutas later if you want them so badly. ^^
     
  5. domanz

    domanz New Member

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    Oh yeah, I love mutas ^^ Ok, so hydras for quick counter it is, thanks :)
     
  6. Aurora

    Aurora The Defiant

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    Well, it won't be quick. You won't be able to play anytime soon. ;)
     
  7. Gforce

    Gforce New Member

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    Only 8 more days till you can try it out.
     
  8. Ares

    Ares Guest

    scout him early, if he has 2 vasp by 120 secs and a core hes probably going rays or turtling. if that's the case, get your queen out and get gils on lings and 1 attk upgrade and just eviscerate him before he can get more than 2 rays up.

    OR as someone said before, corruptors & hydras are extremely effective against these kinds of players. just burrow a unit underneath all of the expos you arent monitoring with ovies or havent taken and contain him without a problem at all.
     
  9. domanz

    domanz New Member

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    What do you mean by gils on lings?
     
  10. cHowziLLa

    cHowziLLa New Member

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    just expand and build a **** tone of whatever you can like
     
  11. toochaos

    toochaos New Member

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    well microed muta, and hydra dominate voids as they are slow and you can force them to lose their charge, the key to beating them is having something mobile so just nydus the map and creep. then wait for his money to run out should happen the same time your main does maybe faster and laugh.
     
  12. Payzant

    Payzant Guest

    If he's turtling, take the gold and another early expo and pump out corruptors and mutas. Turtling with an expo is hard to defend with only cannons, so I'll guess that your opponent has not expanded at all? When he comes out with his HUUUUGE void ray fleet, tear it apart.
     
  13. ZergFerguson

    ZergFerguson New Member

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    If you see a toss start to turtle--you can be sure he is going VR. This is especially true if he cannons off an exp, since VRs need a lot of gas.

    I play toss, not Zerg, so I don't know how the timing works, but I know that Hydras, Mutas, and Corruptors own VRs. Once you see the cannons, you don't have to waste any money on armies because the cannons can't move to attack you. You can go straight to muta/corruptor. Once your spire is building, expand (unless he early expands, then you early expand too, to match him).

    Make sure you put your spire near your lair, and if you're worried, put a few spore colonies (I cant remember the SC2 name for them) within range of both. VRs are only deadly once they're charged. If he comes into your base uncharged, he's looking for a spire or a lair to charge up on. If you have the spore colony within range of both, he can't charge up on either without taking damage from the spore colony. This cripples the effectiveness of the VR, and will probably convince him to withdraw and rethink his strategy. But, by then, you will be massing muta/corruptor, and he won't have time.

    Once you have mutas and corruptors, you are okay against the VRs. VRs are deadliest when they catch you off guard, especially in large numbers. But since you KNOW a turtling toss is going VR, you won't be surprised. Just beware, if he has VR he can switch to Phoenix with no extra buildings. You need to mix Corruptors in there to beat the Phoenixes.
     
  14. alung2k3

    alung2k3 New Member

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    This happened to me last night, It was TvP. I sent a lonely marine to his base to see what he was going on and found he had gone straight for VR.

    I stopped producing Mauraders and pumped ton's of marines with all upgrades. I just kept up a constant stream of marines with a few Valkrie's for AA. He tried to switch to Carriers and Zealot's but the constant pressure forced him to gg.

    The key thing here was scouting him and then countering him quickly.
     
  15. Worm Shoes

    Worm Shoes New Member

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    Hey dude....

    Ok big difference between massing VR and having 4 VR ;)

    An extra queen would helped you loads if you knew he was going to rush with VR.

    If he was able to MASS VR then you should have MASSED a unit of some kind aswell to help deal with it..personally i like hydras ;)

    But yeah if he has turtled himself in then make sure he cant expand...his resources will run out very quickly...but make sure you expand so you always have the numbers!

    Going Air is a big risk,,,expensive too BUT can win you the game...so go anti-air first.
     
  16. WIMAAC

    WIMAAC Guest

    Hey 1 question, whats the best counter against carriers as zerg?
     
  17. alung2k3

    alung2k3 New Member

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    I would say Corrupters & Hydra's.
     
  18. domanz

    domanz New Member

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    Yeah well, I call it massing if he builds nothing but 1 type of units. Maybe that's not the definition of massing. He would have had a mass of VRs if I didn't gg the game.

    Thanks for the replys, I hope I can use this the next time.
     
  19. Prawn108

    Prawn108 New Member

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    well, a zerg player should try to keep him away from expanding with early speedlings(which I don't use, but I've seen used) or roaches. Then, if he's wasting money on cannons and turtling up, you can tech to corruptors straight off and without any defense to worry about, you can do it faster. Then you get a few brood lords to slowly pick away, and defend them with your corruptors. and don't forget map control. if you confine him to his base, take a handful of expansions.
     
  20. domanz

    domanz New Member

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    Gnah, I just got owned again, I f-ing hate protoss, I tell you. I win maybe 1 out of 4 games against toss.

    As soon as I realized he turtles, I teched and expanded. I built 2 queens on main and expo and 1 spore crawler on each. Then I pumped hydras, which fended off the initial VRs, but I had to split the hydras, because else, he could charge up at my expo. So, he attacked again, and the half of my hydras was no challange, and at that point it was gg already (I tried nonetheless). Next time I'll try air units, I'm so sick of this.