The All-In Academy is currently running a recruitment drive to gear up for Legacy of the Void, and we’re looking for new coaches of all races.
Click the link above to download the full job description. To apply, please send an email and cover letter (with the title All-In Academy Coach) to Tang @ Tim_Clark44@hotmail.com. Please list your qualifications.
I played about 9 hours of LotV today, and I want to give you guys some advanced warning: disruptor drops are a major problem.
The combination of warp prism and disruptor is actually really sick. Not only can 2 disruptors instantly kill 16+ drones, but they can kill countless roach/ravager in one fell swoop, then escape into the warp prism to be used again. It can be absolutely devastating, and if you aren’t extremely careful a single disruptor can kill 7-8 Ravagers. From what I have seen, there is no damage cap, which makes them extremely powerful for economic harassment and large engagements.
I’m hoping to spur some discussion on ways to better deal with these types of Toss tactics. I’m thinking that…
1) Pushing more slowly (with preemptive splitting) is necessary when you’re engaging with roach/ravager.
2) Spire for mutalisks may be the only way to reliably shut down disruptor drops by killing the warp prism.
3) Static defense will not be particularly helpful.
4) Zergs everywhere will need to split their mineral lines/armies on a dime’s notice, or risk facial palm prints.
5) Overlord drop upgrade may be used to save units from disruptor.
6) Overlord vision is essential for seeing warp prisms early, splitting workers, and mitigating damage.
Below are a few highlights of games where disruptors did absolutely insane damage (partly because of my own mismicro and partly because they’re extremely powerful in conjunction with warp prisms).
Vs WhiteRa: http://www.twitch.tv/tangsc/c/6510073 (6min disruptor drop)
Vs Bones1 http://www.twitch.tv/tangsc/c/6510079
Vs Bones2: http://www.twitch.tv/tangsc/c/6510079
Vs Solace: http://www.twitch.tv/tangsc/c/6509912
Fun facts: Disruptors can kill burrowed units, and cannot be fungal’d or neural’d while their doom spell is active.
GL HF and SPLIT FOR YOUR LIFE,
Good day ladies and gentlemen!
My name is Tim “Tang” Clark, and I’d like to welcome you to a guide featuring an aggressive approach to Zerg versus Zerg. The One-Two Punch is a cheesy name for a 2-stage timing attack. It’s fitting, because it’s kind of a cheesy build.
Punch One: 12 Speedlings arrive ~5:45
Punch Two: 20 Roaches and 36 Speedlings arrive ~10:00
This is a style of sequenced aggression: the aim is to open with “light” Speedling pressure (Punch 1), and follow it up with a massive mid-game Roach-Ling attack (Punch 2). There is also the potential for subsequent “punches”, but the primary intention is to win with the second attack.
There is also room for different variations of Punch 1 and 2, but for simplicity’s sake, this guide will focus on a single build. Keep in mind, though, that this is absolutely the kind of style that you should customize once you’re familiar with it, and I look forward to seeing what some of you come up with 😉
Click here to view Tutorial 1: Opening Build and Punch One
Click here to view Tutorial 2: Follow-Up and Punch Two
Click here to view Tutorial 3: Early Defense
Click here to view Tutorial 4: Transitioning