View Full Version : 12/3 ZvP/T
PowderBB3D
04-27-2005, 4:14 AM
12/3 base set, you are zerg, enemy is t or p.
What would you do in this situation?
Edit: Talking about LT by the way.
start with a pool, then hatchery or something. If you first make an hatch, it will be too easy to rush you down cause the way is so short
Tal3nt
04-27-2005, 3:58 PM
start with a pool, then hatchery or something. If you first make an hatch, it will be too easy to rush you down cause the way is so short
Hatch is always best start off. HatchSpawnGas.
ZvZ Mutaling rush. Mutas rape ground D like Sunks and lings clean up.
ZvT 12Hatch@expo, 11 pool, sunk up expo.
ZvP Fast expo, Sunk up, Mass Hydraling, or Muta harrass with Lurker contain.
PowderBB3D
04-27-2005, 4:02 PM
Hatch is always best start off. HatchSpawnGas.
ZvZ Mutaling rush. Mutas rape ground D like Sunks and lings clean up.
ZvT 12Hatch@expo, 11 pool, sunk up expo.
ZvP Fast expo, Sunk up, Mass Hydraling, or Muta harrass with Lurker contain.
12hatch would besuicide against any decent t or p on12/3, esp. considering you won't even have a pool yet. No way you'd have enough time to 12hatch at nat, get a pool, get creeps at nat, and morph sunken.
This goes doubly for the ZvP (even with fast hatch [9hatch]) you won't have time to stop the zeals from wasting it.
Cpt.Chronic
04-27-2005, 5:12 PM
Haha, I just cannon rushed the zerg's expo 12/3. I felt kinda bad afterwards though. No satisfaction.
btw 12 and 3 refer to positions on a clock, which are used to describe starting locations.
Thought so...I've only ever heard it used on LT.
PowderBB3D
04-27-2005, 8:08 PM
It's used on nearly every map.
And cannon rushing is a tactic for the wrong side - we're talking about how the Zerg should play his cards :)
tal3nt, shuddup if you dont know how to play!
ZvZ:belive me, With Zerg I'll rush down you. 12 pool kills kills 12 hatch 11 pool, well maybe not KILL but slow down so its easy win for me...
Zvt: Basic, but well done bunker rush. Easy kill, you die. No, dont say it works only for noobs. I (with my lousy TvZ, main race is Z) Bunker rushed an very good Zerg player from my countrys B team. Easily. You will have 2 marines at your expo when your pool finishes. If you don't belive me, lets play sometime. I'll own you -.-.
ZvP: Zealot rush kills you. 1 zealot at your main killing drones, zealot at your expo and more coming. Need godly micro and weak opponent to survive this without losing game afterwards. Also, as cpt. chronic said, cannon rush. 2-3 cannons done when you JUST get your spawning pool done.
Your strategy advice might work otherwise, but as you heard, its 12/3 positions :/
Cpt.Chronic
04-28-2005, 1:32 PM
It's used on nearly every map.
And cannon rushing is a tactic for the wrong side - we're talking about how the Zerg should play his cards :)
Yeah, I know, but I was bored and don't play zerg so...
MidnightGladius
04-28-2005, 10:13 PM
Zerg at 12 is naturally in a bad spot because you have to expand way later using a hatch at the ramp for survival purposes.
ZvZ, Ahzz that actually happened to me once. He even tried to offensive sunken me while attacking with lings. In the end I just used my natural drones and my lings to kill him (he was a lot worse than I was) and teched to mutas.
ZvT, quick M&M rush will own zerg like mad so you need to have lurkers if you see M&M. Of course, if they Marine and SCV rush you and you're going for lurkers, good game to you. Basically, you just have to survive long enough to either do a hydra/lurk/ling drop, get cracklings/ultras under swarm, or mutas.
ZvP, there really is no way to stop a good cannon rush without screwing your economy, and a zlot rush is almost as deadly. Then you have to worry about storm drops and dts...
In short, 12 is a really unhealthy spot to be Zerg at.
nah. It's fine. You just need to practise the strategies that work in 12/3 or 3/12. The play style is a bit different...
mr.nuke
04-30-2005, 10:43 AM
srry cant help i suk with zerg........
Sambo83
05-01-2005, 1:56 AM
Then there was no need for you to post, was there? Don't spam.
ZvT, quick M&M rush will own zerg like mad so you need to have lurkers if you see M&M.
I still open muta 12v3, unless they M and M drop, in which case I go right to lurk/ling and use my spire just for scourge, but still spire first.
Basically, 12v3, you should always 3 hatch, and if you're playing defensively/economically then 12 pool, 12 hatch below ramp, 16 hatch at nat. Alternatively you can 9 pool and play aggressively from the get go, but you have to do some damage, otherwise you'll be behind.
yes... An Zerg from my countrys A team did 9 pool on me in those positions, I mean, I was Terran. I only was lucky enough to place barracks near my command center, otherwise I would have lost the game. It was clear :P. But if you make barracks near choke/ramp, 9 pool may be extremely efficient. If done correctly. The thing is, the zerg overlord has 1 more "block" sight range than command center, which allows you to know where the terran is without him seeing your overlord. And caught off guard by 9 pool :o. Remember, this prolly wont work well without speed lings
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