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My Zerg Understanding

Forum Index > Blogs
 
 ChristianS   United States. June 10 2012 15:28. Posts 371
Profile Blog # 
TvZ has been a struggle for me basically since release, in varying degrees. The main issue was that because of the versatility of the Zerg race, it seemed like my opponent could be doing anything or attacking from anywhere at once. His units are faster, so scouting is difficult because he should be able to shut down small numbers of units. And if he sees my attack coming, he can prepare to have what it takes to shut it down easily. This means that every attack feels like a coin flip, since I'm just hoping he didn't prepare adequately for my arrival. Note that I am not complaining of imbalance in the matchup; I am just highlighting the particular issues that I have had in the matchup.

Since one of my biggest problems is feeling as though I am playing the matchup blind, it would be valuable to figure out what his range of possibility actually is. At ten minutes I may not have seen anything, but at least I can reliably know that he doesn't have 5 bases, hive tech, and 3-3. So I thought I would write down my best understanding of the economic possibilities of the zerg race. This is largely for my own benefit, to identify gaps in my knowledge that I could fill to have a better understanding of the matchup.

One-base possibilities:
+ Show Spoiler +
Two-base possibilities:
+ Show Spoiler +
Three-base possibilities:
+ Show Spoiler +
Hive Tech Possibilities:
+ Show Spoiler +

Having typed all this out, I think my weakest area is against the three-base zerg. Often I just try to make sure the third base doesn't come up very quickly. If it does, I tend to slip on my macro and lose a lot of bio to the infestors virtually for free. If anyone has better analysis of three-base zerg, I welcome your input.

If this is too long for you to bother with it, and you don't feel like reading my bricks of text and spoilers within spoilers, that's fine. This was more for my benefit than to teach anyone else, since most of this is fairly basic information, I think.

*
"Never attribute to malice that which is adequately explained by stupidity." -Robert J. Hanlon
Old Post

 
 iTzSnypah   United States. June 10 2012 16:37. Posts 1220
Profile Blog # 
One thing that made my TvZ winrate skyrocket (from 25 to like 45%) was to delay tanks as long as possible. It seems early game is severely gas limited.
Team Liquid needs more Terrans.
Old Post

 
 Th1rdEye   United States. June 10 2012 20:14. Posts 809
Profile Blog # 
Just go marine tank ... it stops every one of those possibilities
high masters (NA,EU,KR) zerg stream: http://www.twitch.tv/galaxyzerg !
Old Post

 
 Vivax   Italy. June 10 2012 23:08. Posts 3828
Profile Blog # 

On June 10 2012 20:14 Th1rdEye wrote:
Just go marine tank ... it stops every one of those possibilities


Marine tank is so standard and immobile that it looks like you're trying to suggest bad strats for your terran opponents. Opening hellion in TvZ is pretty much the terran standard nowadays.

I've seen pretty sick banshee hellion squads denying TLO's and some other pro's third bases after the zerg switched to roach to deal with the hellions. That was on antiga.

The trick should be to recognize when the Z commits to roach play or goes spire. If he goes spire then he's at very high risk of losing the third and drones to hellions before having mutas out.

You on the other hand are at high risk of losing your natural to the roach push, this probably requires a strong build order from you and good micro and bunker placement during the defense. If you lose too much stuff the Z will have a safe third cause you have to keep ur units @ base and maybe he'll even have mutas.

The banshee hellion squad should hit before infestor unless he played super gas heavy, that also means less lings and drones for him. You can use one banshee to pull his queens to the other side of where you're gonna hit.

I'm rather noobish so take this with a grain of salt:

If he switched to muta you can proceed with marine tank medivac and thors for inbase defense while having hellions and banshees to harass and cover your push.
If you denied his third, scout for the moment he manages to finish it, then instago. He should have just built drones to saturate it unless he already built them before and now maynards. You should know about that by checking his other bases' mineral lines.
Auctoritas non veritas facit legem 81
Old Post

 
 Andromedan   June 10 2012 23:40. Posts 61
Profile # 
only diamond, take advice with a grain of salt.
first, in the OP, i'm not particularly sure what you are asking about three basing play, so i'm just going to mope around what I know and try and provide advice.
If you went for a CC first or 1 rax expo and zerg opened gasless, it's likely the third base will be going down around 6:30 (or earlier).
the real trick is to hit zerg before the 10:00-10:30 mark with some kind of pressure/timing attack. That's because on 2 base, lair tech like mutas/infestors can only come out EARLIEST at 10 min. On 3 bases, 12 min. Anything before that is either hatch tech (roach/ling/bane) pressure or an attempt to stall for that time to get lair. You see a TON of pros do some kind of timing on this- and that's because it's so important.
Here, it's possible to have strong marine tank pushes, marauder/marine hellion medivac +1 pushes out, all sorts of good stuff. Day9 did a recent daily on Illussion's aggro TvZ style that's worth looking at. http://blip.tv/day9tv/day-9-daily-466-p1-quanticillusion-s-aggressive-unorthodox-play-6158083
Obviously, it's possible to mess zerg up with banshee/bf hellion, denying creep/etc before that.
If denying the third doesn't work, at least you'll know what tech he's going (he either held it off with hatch tech or the engagement lasted long enough to get lair tech out and now he's using it). If not, a scan in the main/natural around 13:00 will let you know if he's going fast hive/delaying tech for whatever reason, etc. It also lets you see his defenses for another form of aggression -drops.
If you can drop him a lot after your big push, it's good to pick off drones/tech/etc.

Don't lose your bio needlessly, take your third sometime/during your timing attack, remember that unsieged tanks are dead siege tanks, it's always useful to scan ahead, and macro.
master level zerg looking for practice partners. AndromedaOD.460
Old Post

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