Day looks at two unorthodox ZvP's. In the first, Check and HongUn
demonstrate the importance of understanding how to play to the map
rather than using the same strategy regardless of the map. Day then
uses his extra time to look at a ridiculous game between ChiTa and
Mystic to show the importance of avoiding a one-of-everything type
Q&A With Day
-Is there anything other than 4-gate for Protoss to win? IT seems every game I play in against a Toss player is 4-gate, and my only strategy follows that. Is there anything else worth it?
-We saw Protoss using all his units in one control groups would he have won if he had spread them out and controlled the Nydus Worms?
-I feel like CheckPrime wasted too many resources on Roaches and Corrupters, which might have bought him some time, but lost him the game overall. How do you feel about making a few more Lings and a couple Spine Crawlers and then getting a quick Hydra army instead?
-How can a Zerg player scout well enough to respond correctly during that dead period where you can't poke in and your OL speed is not finished. This is a big problem with Zerg fast expand builds.