Our last game:
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Our last game:
2) your third was late. it started hatching when his 9min push was at your nat.
3) you should've had 3 ctrl groups of lings + twice as many lurkers with all that cash, and flanked his 9min push from behind.
4) you had no (zero) sunkens at your nat to delay his 9 min push.
-Build order execution
-Losing army in small skirmishes
1. Build order execution
For a properly executed 3 hatch muta, mutas hatch at about 6:30. However, here the mutas hatched at 7:15.
Small mistakes ended up putting the zerg's build behind by a whole 45 seconds. Overall, this means the zerg's tech and macro kicks in more slowly than it should have. If the zerg's build was executed optimally, then the zerg would have a larger army to work with when the terran push arrives.
-First overlord built at 200 minerals instead of 100
-Spawning pool built at 300 minerals instead of 200
-Getting ling speed first instead of lair
2. Losing army in small skirmishes
There were about 3-4 questionable engagements that caused the zerg to lose a decent chunk of units before the terran started to siege the natural.
@8:10- Lost 12 lings attempting a ling-muta attack on bunker
@10:00 - Lost and damaged some mutas by forcing muta harass
@10:10 - Lost 6 lings by leaving them in front of terran natural and not retreating them as terran pushes out
@11:10 - Lost mutas engaging the terran army alone at natural
These mistakes seem to hint at not understanding 3 Hatch Muta in a strategical sense, so I'll go over it.
The goal of 3 hatch muta in ZvT is to:
-First, force the terran to stay turtled in his base with mutalisks
-Second, defend mid-game pushes using lurkers & lings & mutas
-Third, reach hive tech on 3 bases.
So when mutalisks come out, they force the terran to stay back with his marines because turrets alone are not enough to stop mutalisk harass. It's important to emphasize that the role of mutalisks is not to do damage, but to keep the terran in his base. So if you are mutalisk harassing and not doing much damage, it is fine as long as you are not losing too many mutalisks and you are locking the terran's marine ball within his base.
The attack at @8:10 is especially dubious because it contradicts the purpose of the build itself. Zerg attacked the terran's natural with ling-muta, while the terran's army and bunker was there. As Zerg here, you should be content with the terran staying in his base with a bunker, and shouldn't force any attacks. The only time you really want to attack as Zerg at this stage in the game is when Terran is out on the map - either you get a good flank of a small group of marines, or he left little to no marines in his base and his front is completely exposed.
Similar issue with the mutalisk harass @10:00. Zerg ends up going too deep with mutalisks into the base and taking fire from a lot of marines. This weakens the mutalisks a lot for very little compensation. The mutalisks are necessary for defending midgame pushes and picking off enemy reinforcements. You should only lose mutalisks if it means trading them for a significant amount of marines.
If the zerg had not lost those units, and macroed a bit better, he would have enough units to flank and collapse his whole army onto the terran push at the natural. Instead, by the time the terran push arrived, zerg only had a couple of lurkers and mutas left.
My advice for the zerg player:
-Practice executing the build order such that he can execute it on time, and under pressure.
-Watch pro players use 3 hatch muta and question their decisions. This will help get a better sense of how to play it strategically correct.
Small issues to work on
-Use rally points for drones in the early game, and point them to your natural in the midgame to gather your army in one place.
-Zerg had no sunken colonies at natural. Usually you get atleast one 'safety' sunken by about ~27 supply. Upon seeing the terran army move out, you should add as many sunkens as needed.
-When a terran pushes out, you should start making as many lings as possible. You shouldn't have idle larva or excess minerals in this situation.
-Unsafe overlord positions. The overlords on the map could have been sniped by marines; they need to be at places where marines can't reach, such as behind the naturals on Fighting Spirit.
-When the terran is turtling on 2 bases and you have lings in front of his base, you should scout with 1 or 2 lings to find hidden bases.
in order to stop the tank/vessel push you need defilers but at 11 minutes into the game you hadn't even built your defiler's den yet. in a game like this one where terran left you alone you can take your third immediately as mutas come out.
make sure your timings are crisp and that you place your hydra den as soon as you're done making mutas, hotkey it and the second it's finished start lurker upgrade. make three hydras and send them to your third ramp and morph them as soon as the upgrade is finished. as they are morphing you should be putting down the queen's nest and grabbing hive + defilers as soon as you can
think of zvt as a race to defilers and the more terran leaves you alone the faster you should get there. for example, you definitely didn't need 6 lurkers this game before you started hive tech. each lurker is effectively 125 gas which is significant when you think of the cost of queen's nest, hive, defiler den, a defiler and consume upgrade
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