[G] Zerg vs Terran Guide - Page 7
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mango_destroyer
Canada3914 Posts
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blade55555
United States17423 Posts
On August 09 2011 11:30 mango_destroyer wrote: do u stop at around 6 roaches? And is it worth getting roach speed if you arent going to make much more after that? Well all very situational. If he is not doing reactor hellions, I only make 4 and do a little pressure to see if I can see his tech, force him to show more units then he wants. No there really isn't a point in getting roach speed for me as I am not making very many. If I see he's going mech I would get it as then I would be going a primarily roach based unit composition. On August 09 2011 09:50 jumjum wrote: I had to make an account here at TL, just to thank you! I was having a really hard time vs Terran, probably a 90% loss ratio against them. For the first time in months i feel good about my terran MU's and its all thanks to this guide. I did not believe how much of a difference flanking made, it is unbelievable. I started positioning my army in 3 groups and as soon as he moves out to attack i come at him from all 3 sides. The terran army just melts, it is an awesome feeling Thanks!! ^_^, glad it helped! I feel, even at pro level play zergs do not flank enough in zvt. I can understand zvp because of forcefields for the most part, but in zvt I feel its very underused and well one day become normal for zergs to be flanking. I don't see it very much but so powerful ^_^. | ||
perfectchaoss
United States30 Posts
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blade55555
United States17423 Posts
On August 09 2011 13:05 perfectchaoss wrote: thanks for the guide! I think finding a way to punish Terran for getting too greedy, is much needed for the metagame... I watched the three on the korean server, do you have any new ones of T that goes 1 or 2 base mech push and just falls back with hellions they see your roaches? I feel like once Thor's pop out any resources in roaches have been wasted. nah roach/ling/bane with infestors will crush it, just flank it that is what you want to do to beat it. I might have here we go: http://www.mediafire.com/?i2z7mml2xfexfpt | ||
crocodile
United States615 Posts
In the ~5 games I played with this style, I was able to manhandle Terrans who opened with Hellions, keeping them in their base while I drone hard and then crushing their first push with Roach/Baneling. I personally like to get a Lair a little earlier and a 3rd a little later than Blade prescribes here so that I can get Roach and Baneling speed. I also ran into a Terran on close positions Shattered Temple today, similar deal. Roach opener destroyed Hellion harass, Marine-(3)Tank follow up push was mowed down and I had enough units left over to just go kill him. The only game I lost using this opener was against a Terran on Antiga Shipyard. I destroyed a big mid game push of his, only to have him turtle on 3 bases till he was maxed. I foolishly tried to attack into his third, got mauled, and couldn't reinforce in time to stop the gigantic Marine/Tank/Thor biomech army before it killed all my bases. Either way, this guide has iimproved my ZvT a ton. Will continue to experiment with this style. Thanks Blade! | ||
Chutoro
New Zealand95 Posts
Question on flanking, since you are such a fan in ZvT (I am too): Suppose you are playing ZvT on Tal'darim cross position, and you see Terran pushing out with a medium sized army of MMM/tank off 2 bases. If you have lots of advance warning and all the time you need to set up any kind of flank you want, how would you split your army, and how/where would you choose to engage? This happened to me a while back when I had a macro lead (I think I was on 3-4 bases to 2) and was near maxed on supply with a larger army - ling/bane/muta with no roaches. I had a ling at the front and held all four towers so I could see it coming the whole way, but wasn't sure how best to engage. What I did at the time was move lings, banes, mutas all to different hotkeys, sent the lings and mutas off to different parts of the map, then engaged from three different directions. I got my timings wrong and all the lings arrived first, followed by all the mutas, with the banelings last. It wasn't pretty (and the result was predictable). In hindsight I would make the following changes: - Two groups rather than three (three just means more things that can go wrong for not much gain) - Mutas together with banes (for chasing marines away) I am not sure whether the flanking group should be just lings or a ling/bane mix (I have also started mixing in roaches after watching Losira's replays). Do you normally just split your ground army down the middle, or do your main/flank groups have different unit composition? | ||
blade55555
United States17423 Posts
I use control group 1 for ling/bane, and control group 2 for another set of ling/bane, then 3 for muta's, 4 for spellcasters or other units that will be used for counter attacks, defend against drops, etc. | ||
PandaMonk
United States300 Posts
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Icekommander
Canada483 Posts
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blade55555
United States17423 Posts
On August 11 2011 12:52 PandaMonk wrote: I cant really access the replays, but just some questions from a player with some bad zvt, why are roaches incorporated? Are they a tank, a damage dealer? what is their purpose, can this strategy be executed without flanking? Since its not focused on mutas, should i be going hive faster then usual? ty for feed back if i get it, and thanks for the guide! I go heavy muta's just not early early muta's like some zergs. The flanking part is just what i recommend, its not that hard to do and really strong, a lot stronger then attacking in one position! | ||
PandaMonk
United States300 Posts
So what is the point of the roaches? To stop hellions right, if the opponent stops hellion productions should i stop roach production or do the roaches serve as a sort of a tank for the, well TANKS, thanks for all the guide. | ||
blade55555
United States17423 Posts
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Chutoro
New Zealand95 Posts
On August 11 2011 12:31 blade55555 wrote: I use 2 hotkeys to hit the terran from 2 sides. I would try to engage him in the middle while he isn't sieged if possible. That way even if you lose the fight you have more time to get reinforcements. I am normally pretty good about my flanks and making sure they hit at the right time. I use control group 1 for ling/bane, and control group 2 for another set of ling/bane, then 3 for muta's, 4 for spellcasters or other units that will be used for counter attacks, defend against drops, etc. Thanks for the reply - always appreciate you taking the time on this stuff. That's pretty much my normal hotkey setup too except for the ling/bane split across 1 and 2 for the flank, so it should be a fairly easy adjustment - I will give it a try. | ||
Jaxtyk
United States600 Posts
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Quang
Norway3 Posts
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Flexx
United States87 Posts
I greatly look forward to your new and updated versions of the 3 Guide OP's. My own play has been influenced beyond words due to your guidance. You definitely have a knack for breaking it down for us all. | ||
blade55555
United States17423 Posts
On August 19 2011 04:43 Flexx wrote: Blade, I just want to take a moment to recognize the enormously generous contribution you have made to the community, through all 3 of your excellent and well written guides, and through your incredibly helpful answering of any and all intelligent questions in these threads. I can say without question that your continued input and helpfulness on these forums will raise the level of discussion and influence all of us in the best way possible. I greatly look forward to your new and updated versions of the 3 Guide OP's. My own play has been influenced beyond words due to your guidance. You definitely have a knack for breaking it down for us all. Why thank you <3. This guide is up to date for the most part but do need to make slight adjustments to the third timing. After having played on korea a lot past month I saw a lot of weaknesses in my third timing, and other things with my build that have become a lot more refined so as I don't die to a 10 minute push or something ^^. I believe my zvz guide is updated with roach/infestor but well be more in depth in that soon and the zvp guide just needs a little editing as well haven't messed with it to much as I have been changing styles alot but found a style I like (nestea/losira style :D). Thanks again for the kind words ^_^ | ||
sgtjimmy
Canada107 Posts
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blade55555
United States17423 Posts
On August 19 2011 22:50 sgtjimmy wrote: Great guide, really helped my zvt a lot, but I do have one question. You say you build roaches for defense (6) then 4 pressure and 2 stay behind to defend, I find that those 2 roaches won't do much if he decides to rerun his 4 helions back into your base, do you build spinecrawlers along with these roaches or do you rely on the roaches alone. no I don't build a spine. If he does a run around with his 4 hellions, have queens block ramp and put the drones to your main, or spread your drones out and just have your 2 roaches kill them. He should not do much damage at all if he does this and you react properly in what I just said ^^. | ||
RedDragon571
United States633 Posts
edit: You already have a mech section but can you expand a bit on it. and what happens when they emp your infestors... your strat seems heavily dependent on neural parasite, although i guess its similar to a storm vs feedback situation. | ||
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