Quote:
Originally Posted by AKSpartan
What's a safe toss strategy vs. ling/bling? I played against it for the first time in yesterday's WNF against the Karaker on XNC and was a bit lost. I played the game far from perfectly, supply blocking myself at 58 food and getting my FFs off really late in the first engagement (which basically ended the game in itself). I went 3 gate and tried expanding around the 7 minute mark but was no match for a boatload of lings, which again was partially due to my lack of units and bad sentry control. I think making more than one stalker was a mistake.
If I had to play it again I'd go heavy sentry zealot, expand maybe a bit later than I did (allowing for a few more sentries/zeals to defend) and FF my ass off until I could get some nice walling around my expo to make it safer to ling/bling runbys and try to get colossus tech, I guess.
Way TL;DR but here goes.
I havent played a good version of the build but Im pretty solid on my PvZ ordering in general:
So you prepare your 3 gate expo, assuming zerg has not hatched first (I cannon rush all hatch first builds) often you havent been able to scout after you checked for an expo with a hidden probe which probably died. Typically around 31 food you are preparing to drop your pylon outside the ramp warp in sentries 2 or 3 through 6 then expand. So now as you go to drop this pylon there a rofl a lot of lings.
OK. So thats huge information with a ton of implications. A lot of lings at that point means zerg doesnt have a lot of drones so theres no rush to get your expansion down. So slowly start building your sim city out with your sentries safely on your ramp and expand when you have enough to do it safely. Warp in sentries not zealots IMO, zealots are almost exclusively for a push at this point in the game and when zerg has gone with a lot of lings he will counter attack and thus you should not be pushing out. Sentry zealot is used to punish a zerg who is droning up at this point in the game almost exclusively. If it takes a long time to drop your expo re-order a bit and drop the forge/hallucination before expo.
OK so now lets assume you got your expo safely up. Hallucination is critical at this point. A lot lings generally means either roach/ling or muta both which need to be prepared for. If you happen to see roaches somehow at this point you could skip hallu. So you have a really easy way to choose your build from here:
-Spire drop 2-3 more gates then either attack or twilight council
-Roach ling drop cannons + 4th gate and robo when safe
-Ling hydra robo + cannons
-Ling/bling probably 4th gate + robo
So ok basically you have seen ling/bling basically the idea is to get tons of FF (at least 9 sentries) and colossi and play super defensively, slowly a take third once you have 1-2 colossi. With drops when you are sitting in your 2 bases its the same as PvT dont let them drop your back *no matter what*. I imagine you could put the huge majority of you stalkers in the back of your base quite safely because of FF + cannons.
As for specific techniques and tricks to help deal with the specific build:
-Split your army appropriately, spend some serious time and APM thinking about what units you want where and what control groups they are in.
-Sentries + cannon in front and colossi + stalkers available for drop defense in back. Colossi can walk cliffs use that mobility.
-On maps that have air choke points, cannon the edges of your main so its hard to float OL's through there without major damage and your main army can quickly defend the exposed portions.
-Consider a post colossus stargate + 2-3 phoenix simply to scout and kill drops after colossi production has started so you can move out with your army comfortably.
-If they are launching two pronged attacks use your sentries at the front front to simply stall with FFs. A good sim city should have 2 main entrances that can be closed via FF. This allows your to multitask more effectively.
-Use all your pylons to your advantage, give yourself vision of your entire main base, create a fortress around your main base probes. Do not create obstacles for you main army with your buildings. Consider killing your ramp gateway to allow your army to move between bases more efficiently.
-Invest in extra obs, obs speed, pylons around the map when safe, or even just sit a probe in a blind spot. Mobile army vs immobile army is all about vision. I often will just patrol a second obs around my vulnerable air positions so I will have plenty of warning to move my army.
-Prioritize a third base that is close to your main base army rather than far from your opponent (for example do not take the "smiley face expo" or second natural on shakuras take the low ground third.
-Mobile armies take a lot of APM, get DTs late-mid game to drain their multitasking and aid yourself in moving out.