Seeking feedback on a style i thought of when remembering some old Brood War openings.
There was a all-in build in BW where you would open with good economy then mass as many gateways as you could afford and simply swarm your opponent with mass zealots. The name "spirit protoss" came from the spirit animation of zealots dying. I was thinking about some variations on this idea for either PvT, PvZ or PvP and wanted to start a discussion on it.
My current idea revolves for pvz revolves around opening FFE and getting double forge upgrades with chargelots and 3-4 warp prisms warping in 2/2 zealots in a similar fashion to the MMA dropship style in TvZ.
There is allot of merit to it but roaches are the biggest problem.
Last season I would rush ffe and pump 4 zealots as fast as I could cronoing +1, often I would snipe the Zergs 3rd with that and it was GG. My current 7 gate all in sounds allot like this strat.
I often hit with 1 1 as well off 1 forge but it can really support 8 gates if I go more zealot heavy due to the roaches being late or 2 few in numbers.
I would love to play around with it as I know immortals are great vs roach but I would prefer to stay on Gateway to get 3 base if I could.
Spines can shut it down though and roaches are just to much of a hard counter to zealots. I'll send you some replays often I can overwhelm with my 7 gate and or split my zealots to take out enough drones to make it gg.
Well from what I've read I think you are referring to drop playing. I think it confused twoezy by saying that it was similar to "spirit protoss" since the main tactic of spirit protoss is to swarm the !@#$ out of the opponent with mass zealots instead of drop gameplay you are referring to.
My own opinion, what you're currently doing is easily countered by what the zerg is best at - splitting up units. Attacking different locations WILL cause the zerg to panic and cause the lower league people to lose, but against those who are more calm, with the insane speed of speedlings and the zerg's cost efficiency when fighting against split up units, your harrassment isn't going to do much unless you can snipe off an important tech structure.
Plus isn't it too late to push out if you want to deal economic damage with charge? Charge takes 160 in game seconds, same as blinkstalker timing, and earliest it can hit is 9 minutes mark if I'm not wrong. By then the zerg would have plenty of roaches to deal with your chargelots, whether its drop play or massive all-in play.
But if you are NOT getting charge, MC has shown a similar build in Red Bull LAN (If I'm not wrong), the 7 gate all-in timing where he only takes 1 gas, has 2 sentries and few stalkers, and swarms the zerg with massive amount of zealots.
I'm not really sure what it can do against terran, but charging up the ramp spirit toss style definitely isn't a good idea.
My advice would be to work out how much minerals you can get if you only mine exactly enough gas for 1 robo, 1 twilight and the 5 upgrades... Charge, 2/2, cutting probes at 32 and do the maths on remaining minerals and how many gates you can support. Not forgetting you need 200 for the prisms... Which I suggest you get 2.
Also remember pylons and also proxy pylons around the zergs front... You can attack from 3 angles as your gate count will be massive.
Zealots do fine against roach/spines however it becomes harder and harder as roach and spine numbers increase, which may be worth looking into a 1/1 attack before the zerg has time to hit with mass roach...
The stephano roach build at the moment is popular and you can max supply roaches in 11 mins 20 seconds or something like that...... If you wait for 2/2 you're potentially attacking into a massive wall of roach with a unit which isn't really designed to be used in that manner.
Also think of transition builds... While you are attacking if you come to realise you're not winning with the push it may be worth chronoing out a third +attack and throwing down a robo bay and another robo facility... With chargelots at 2/2 and 2 robo bays you could have 6 colossus in no time.. behind a zealot meatshield against roaches thats pretty win.
was thinkin about this, and if you did it on 1base it might be pretty hectic..
Think about it, instead of chronoing warp tech, you could chrono +1 attack, make it look like an FFE then just 5gate zealots and walk to the base...
FFE wall off like normal, proxy 2 or 3 gates and chrono your +1
You can only really support 5 gates on pure zealots while still making enough pylons for the supply..
Edited by Rockstar on 8/16/2012 6:33 AM PDT
2 builds I do come to mind when reading this.
my 1st is my double immortal drop. ffe 1 gate 2 robos crono out 2 immortals and a warp prism. Your warp prism should be leaving ur base just as ur wg tech finishes researching. as ur warp prism is making (or just before) start adding on a ton of gates. think i usually get to 5 or 6 gates. Fly into the zergs base and get into warp mode THEN drop immortals at the same time as warping in a ton of zealots.
Continue to reinforce with zealots and use the chokes that the zergs buildings create against him. eventually you will want to warp in stalkers (in case of muta) and add 2 more gas at ur natural (u have been on only 2 gas so far). the pure numbers of the zealots in the choke + the power of the immortals tears every thing up.
my 2nd build is abit more of what you are talking about with mass zealot + upgrades, in PvT. how ever I use it defensively. most likly my most greedy build but still works for me most of the time. A 1 gate double expand into double forge. mass charge lots with huge upgrades and a couple sentries and couple stalkers to help with guardian sheild and hurt kiting.
really fun style cause you can fully saturate those 3 bases soo quickly and get a sick ecom. Some tricky control at times to make it work but yeah it works often enough for me and more importantly i find it really fun
Just hit me up if you want me to show you either of these builds (or any of my other ones)
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