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Thread: Karune explains how T or P counter 1hatch queen.

  1. #1

    Exclamation Karune explains how T or P counter 1hatch queen.

    Source: How does T or P counter 1hatch queen?
    Hi Karune!

    Teamliquid recently release a article that claims that 1 hatch queen is almost impossible to beat do to the economic advantage and denying scouting.
    http://www.teamliquid.net/forum/view...opic_id=101195

    We were curious how Terran or Protoss should deal with a zerg 1hatch queen build.
    There is also an article here which states a few of my thoughts:
    http://www.teamliquid.net/forum/view...opic_id=101510

    Additionally, the 1hatch queen build is strong, but relatively easy to stop if you know this is a potential strategy on the field.

    These are just a few strategies I use and by no means the only strategies I've seen used:

    With Terran, you will naturally want to block your choke point. This in itself will easily stop fast Zerglings, as you can use Marines to fire upon enemies from a cliff (since they don't have LoS, just make sure you keep those pesky Overlords at bay, which is relatively easy as well). SCVs do an excellent job of repairing much faster than Zerglings can do damage at this early of a stage. Hydralisks on the other hand pose a bit more problems, but can still be handled by a group of Marines behind supply depots or even a bunker if it is needed. Terran choke points are quite difficult to break at the moment and while your enemy expends resources determined to break it, I would hope you would be teching either to Banshees or Reapers for harassment, then putting them into the defensive and taking you into the mid-game, where arguably at the moment Zerg is forced to be at a defensive if they did do the 1hatch queen strategy (key point being the 1 hatch or late expand).

    With Protoss, the proposed Zerg strategy is a bit more viable and it takes a little more skill to defend against it. For me, I often block my choke point with 2 gateways or 1 gateway/1 cybernetics core (if I am teching), leaving one cell open for an easy single Zealot block. Breaking that choke point for a single Zergling hitting that Zealot at a time, is an easy block, and quite cost effective for the Protoss player. For a determined Zerg player, they would either start attacking the gateways or tech to Banelings to take out the Zealot(s).

    Timing-wise, you will be able to get your second Zealot out in time well before the Gateway is even at half health, which is usually enough to push off those initial Zerglings. When your Cybernetics Core is up, this opens up Nullifiers, which is a must used unit in my opinion against Zerg. At this time if the Zerg player has converted to Hydralisks (or even straight teched to Hydralisks), you should have at least one Nullifier up, which are excellent at both killing Hydralisks (with even 1 Zealot tanking) or even better, cutting a Zerg force in half while they push up the ramp, easily allowing your Zealot to hold the choke while your ranged units like Nullifiers and Stalkers annihilate half the force with ease, putting the Zerg on the defensive now, and opening up mid-game options.

    Of course both strategies require micro, which is intentional - with an Overlord scouting and giving LoS, Hydralisks can be very potent. The 1 hatch queen strategy is quite capable, but not overpowering.

    Hope this was useful - though you can expect lots of things to still change and be changed throughout beta.

    Zerg's were mentioned as the 'weaker' race in a developer interview not because of their early game, but their mid game. In current builds, it is much more balanced with recent changes to make Zerg a bit more threatening in mid-game, such as Roaches moving while burrowed as one example.
    You can thank ArcherofAiur for that post


    .
    Last edited by n00bonicPlague; 09-10-2009 at 01:02 PM.

  2. #2

    Default Re: Karune explains how T or P counter 1hatch queen.

    Really, did you need to make 4 separate threads? They could all have gone into one post.

    In current builds, it is much more balanced with recent changes to make Zerg a bit more threatening in mid-game, such as Roaches moving while burrowed as one example.
    I guess Roaches aren't tank units anymore.
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  3. #3

    Default Re: Karune explains how T or P counter 1hatch queen.

    Quote Originally Posted by Nicol Bolas View Post
    Really, did you need to make 4 separate threads? They could all have gone into one post.
    Normally I would have, but I decided that it's better to keep different topics separated, since it's very awkward to talk about four totally different things in one thread. Also, it allows me to be more specific about the topic in the title.


    .
    Last edited by n00bonicPlague; 09-10-2009 at 01:10 PM.

  4. #4

    Default Re: Karune explains how T or P counter 1hatch queen.

    Quote Originally Posted by n00bonicPlague View Post
    Normally I would have, but I decided that it's better to keep different topic separated, since it's very awkward to talk about four totally different things in one thread. Also, it allows me to be more specific about the topic in the title.
    Id combine at least some of them.

    But yah that was such an incredible Karune responce. Its easy to start thinking that the developers arnt paying attention to things like BO or the macro mechanics. But posts like that really restore my confidence.

  5. #5

    Default Re: Karune explains how T or P counter 1hatch queen.

    I can't wait to see what the folks over at TL have to say about this.


    X
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    hooty-hoo, lady.

  6. #6

    Default Re: Karune explains how T or P counter 1hatch queen.

    Quote Originally Posted by ArcherofAiur View Post
    Id combine at least some of them.

    But yah that was such an incredible Karune responce. Its easy to start thinking that the developers arnt paying attention to things like BO or the macro mechanics. But posts like that really restore my confidence.
    While you're busy walling-in, the Zerg player can fast expand, and macro like crazy. Didn't that destroyed your confidence?

  7. #7

    Default Re: Karune explains how T or P counter 1hatch queen.

    Quote Originally Posted by XSOLDIER View Post
    I can't wait to see what the folks over at TL have to say about this.


    X
    Wait no more:

    http://www.teamliquid.net/forum/view...opic_id=101716

  8. #8
    Crota's Avatar Junior Member
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    Default Re: Karune explains how T or P counter 1hatch queen.

    This will really limit the amount of maps in play though if you are counting on LOS to help fend off the zerg. I remember the Inverse Lost Temple map where you started on low ground and needed to expand to higher ground. If LOS is required to defend this, I'm not sure I really like how this is going. Maps with Large Choke points or starting on lower terrain may not be viable.

  9. #9

    Default Re: Karune explains how T or P counter 1hatch queen.

    I do hate the sound of limited map templates.

  10. #10

    Default Re: Karune explains how T or P counter 1hatch queen.

    Quote Originally Posted by Crota View Post
    This will really limit the amount of maps in play though if you are counting on LOS to help fend off the zerg. I remember the Inverse Lost Temple map where you started on low ground and needed to expand to higher ground. If LOS is required to defend this, I'm not sure I really like how this is going. Maps with Large Choke points or starting on lower terrain may not be viable.
    I hear ya, that is a bit concerning how eary rush countermeasures are contingent on choke points being exploited. That means against Zerg, Terran players will habitually block their chokes for fears of an early rush, while Zerg players will constantly be playing against choke blockades. Frankly this will get very irritating over time and I'd hope that the variety of maps would alleviate these cookie-cutter builds/strategies.

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