Protoss Counter to 3 Hatchery Zerglings
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This article discusses possible counters to the Three Hatchery Zerglings opening. For the article about performing this opening build see Three Hatchery Spawning Pool
Overview[edit]
The Zerg opening can be used against any Protoss opening and is thus a powerful, yet risky tool to decide games early on. Due to the focus on Zerglings Zerg is usually in a bad position if his pressure doesn't work out effectively. The build is the easiest aggressive Build to hard counter if scouted early on or anticipated.
Scouting[edit]
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The Extractor timing, as well as the Drone count, are only weak indicators for a Zergling aggression. In case of an Extractor before a second Hatchery was built, an early Zergling runby can be anticipated on four player maps, or maps with long walking distances between the starting positions. A low Drone count is a sure sign for aggression as well, especially if it there are no workers being built on the Zerg's expansions. However, a higher Drone count and ordinary Gas mining can be observed. It is therefore pivotal for early game scouting to constantly check the Natural (or third) Expansion's Drone saturation.
In the case of a somewhat level mid game, Protoss should pay attention to changing army compositions. If he can contain Zerg in his base(s), the next units are important for decision making. If Hydralisks are scouted, Lurkers are a likely follow up; in rare scenarios the initial Overlord might be used to elevate units into the main base of Protoss. If no higher tier units can be seen, a Mutalisk follow up is in the range of possibilites. Protoss needs to adapt accordingly to any of the threats.
Defense[edit]
The defensive ideas depend strongly on the own chosen opening. A fast Tech Build and 2 Gateway Zealot rushes are similar, reactions fater opening with a Fast Expansion differ.
1 Base Openings[edit]
Regardless of the one base strategy, Protoss must block the choke point leading to his own Natural Expansion.
In case of a Rush strategy, Protoss needs to factor in the strength and number of Zerg's Zerglings. The main idea of Zerg is to not force entry to the Protoss base, but try to trick Protoss into attacking. Once the Zealots are out, Zerg might be able to find a suiting battle ground, for instance large open areas or high ground. If he can't match the Zealots, he can try to sneak behind the army and attack the unprotected Protoss base. Hence, it is key for Protoss to keep his base defended at all time, and only attack if he can safely rely on re-inforcements defending the main base.
In case of a Tech strategy, the Protoss attack has to happen with a delay. The same logic for an attack applies.
Fast Expansions[edit]
In case of a Fast Expansion opening Sim City is key to surviving against Zerglings. Usually any player can defend the first wave of Zerglings with a decent wall-in and rely on his Photon Cannons. However, the most common mistake is to counter attack after the first volley of Zerg. Zerg will be in a position in which he can easily replace his losses in a very short time frame and counter the counter attack himself. Hence building up a larger Zealot force is key. Potentially damaged Photon Cannons should be replaced or new Cannons should be built.