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This build is rather absurd in gold - even works against Zergs assuming they dont have a baneling nest (surprisingly, this is most of the time xD). Most Terrans cant withstand the first wave, the rest fall to the second. The only problem is I cant practice the third barrel since they are all dead by that stage!
Defiantly recommend to any low level players. As tang said its a great build to get better at mechanics.
Murders lowbies/10
EDIT: Ofc if you manage to miss zergs Banelings, just camp your lings outside and try to detonate them. Works most of the time and results in a free win.
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On June 13 2013 10:33 rikter wrote: to the people saying you cant do anything about barrel one, its easy. 2 marines in a bunker plus your hellions easily hold this with no damage and no wall.
You can undercut barrel two with hellbat drops, which start at 715 or so. A hellbat marauder medi midgame into marine production at the end gives you enough to hold barrel two, even without tanks or mines.
Doesnt seem productive to open pool first to me, especially to power an initial attack that shouldnt do damage. Tang's first barrel comes well before standard hellion timing, unless opponent hasn't started his CC, in which case you don't need to do damage to be even. Just use speedlings to deny hellions ala Life.
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On June 22 2013 00:31 TangSC wrote:
I've never gotten into a base trade situation with the second bust. You're making Zerglings behind this until you feel safe to Drone your third, so drops really can't kill you if you're attacking at the correct time. You should just play a really safe/aggressive mid-game style. I'd look at the replay, and see if the steps leading up to the bust were timed right. Also see if you continued Zergling production after the bust, you may have switched to Drones too early.
So basically you say you keep producing units while you push out, rallied at home and set to a different control group? Yea, that might work...
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On June 24 2013 00:16 Mahtasooma wrote:Show nested quote +On June 22 2013 00:31 TangSC wrote:
I've never gotten into a base trade situation with the second bust. You're making Zerglings behind this until you feel safe to Drone your third, so drops really can't kill you if you're attacking at the correct time. You should just play a really safe/aggressive mid-game style. I'd look at the replay, and see if the steps leading up to the bust were timed right. Also see if you continued Zergling production after the bust, you may have switched to Drones too early. So basically you say you keep producing units while you push out, rallied at home and set to a different control group? Yea, that might work... Always, at least 16 lings. In fact if he dropped anytime before/during the roach/ling/bane timing, I would continue producing lings. The lings clean up his drops, the push does extra damage because he has less units. And you have the option, after defending the drops, of going for another ling/baneling bust.
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As per usual Tang, the content here is looking pretty solid my good man. I'm really eager to start practicing this build and using it as a means towards being able to play Zerg with a very aggressive style. Shoot, I'm looking to just start playing more Zerg period, let alone with any kind of discernible style. Thanks for all the time and effort
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After watching homestory finals of snute against taeja in my opinion it may not be bad idea to just make 10 roaches and start 2/2 and spire/pit instead of going barrel 2. This seems easy enough to make as reactionary choice to tanks or later 3th.
In one game i think snute opened in way that he could have done the tangs second barrel, but went for 2/2 instead. There was most likely some metagameing, responding to game state behind this, but i think learning when this is good idea to do may make the style lot more solid.
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Looks like fun! One question though- I watched your recent game vs. Diord, so maybe you covered this in some other replays- but your army doesn't have any AA. What happens if banshees and ravens show up? Would you throw hydras in the mix since they benefit from your roach Evo upgrades?
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On June 25 2013 01:58 echodrain wrote: Looks like fun! One question though- I watched your recent game vs. Diord, so maybe you covered this in some other replays- but your army doesn't have any AA. What happens if banshees and ravens show up? Would you throw hydras in the mix since they benefit from your roach Evo upgrades? Lord scout or pray.
If you're higher level you should be able to determine with high certainty whether he will have a serious air commitment with the first attack as you get so much scouting info.
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On June 25 2013 01:58 echodrain wrote: Looks like fun! One question though- I watched your recent game vs. Diord, so maybe you covered this in some other replays- but your army doesn't have any AA. What happens if banshees and ravens show up? Would you throw hydras in the mix since they benefit from your roach Evo upgrades? Well I usually prefer the Melee/Carapace upgrades because I go Ultralisk/ling/bling, so Hydras wouldn't benefit from the attack upgrade (though you could mix some into the composition). In all honesty, if Terran invests in air before your second barrel, he should die to it.
In the later stages, since you're going infestation pit anyway, I would recommend Infestor/Queen defence against air. Some players also get a Spire with the Infestation pit after the second barrel, and any combination of Mutalisks/Corruptors/Infestors/static defences make it easier to deal with Banshees/Drops/Ravens.
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I just played a game when terran went mech between the second and third barrels and I wasn't sure what to do. I would have wanted to get roach/hydra/viper, but I didn't have any range upgrades. My actual response of rolling tons of banelings into thors was pretty disastrous. As a related question, do you press on with the 2nd barrel if they have tanks?
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On June 25 2013 23:11 schwza wrote: I just played a game when terran went mech between the second and third barrels and I wasn't sure what to do. I would have wanted to get roach/hydra/viper, but I didn't have any range upgrades. My actual response of rolling tons of banelings into thors was pretty disastrous. As a related question, do you press on with the 2nd barrel if they have tanks? You can still go Roach/Hydra/Viper even though you got +1 Melee, just get +2 Carapace/+1 Range as your second round of upgrades. You can usually take a 4th and Drone harder (past 70) against Mech as well.
As for whether you should go through with the 2nd barrel against tanks, it's situational but I would say most times yes, because most times you'll still do equalizing damage assuming the attack arrives on time. If you're a bit late and see tanks and you're a bit unsure, you can always pull back and Drone up.
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this is the slickest guide ever! gonna try it out so hard!
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On June 23 2013 03:56 bypLy wrote: your cheeses are amazing tang, keep it on what the hell is your definition of cheese? cuz mine sure doesn't include 2-base tier-2 frontal aggression...
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How do you deal with hatch block and mech play?
On June 27 2013 09:19 DaemonX wrote:what the hell is your definition of cheese? cuz mine sure doesn't include 2-base tier-2 frontal aggression...
probably a build where you have to do a ton of dmg to stay in the game which is what this is
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What if terran builds a banshee? Press on? He had a banshee and 4-6 hellions outside of my base so he saw everything coming and was able to pick off some units as I walked across the map.
Also, I was looking at one of your old guides on DRG's slow roach / slow bane / speed ling bust here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=344272
Is that still viable?
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On June 28 2013 05:25 Steel wrote:How do you deal with hatch block and mech play? Show nested quote +On June 27 2013 09:19 DaemonX wrote:On June 23 2013 03:56 bypLy wrote: your cheeses are amazing tang, keep it on what the hell is your definition of cheese? cuz mine sure doesn't include 2-base tier-2 frontal aggression... probably a build where you have to do a ton of dmg to stay in the game which is what this is
Which is essentially every TvZ for Terran. If Terran doesn't do a ton of damage in he form of mid game pressure, any decent Zerg will win the game. Is every Terran build that relies on massive 3CC mid game prssure a cheese then?
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If a terran hellbat drops and forces 1 spore per base and 6 roaches hees ahead
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On June 28 2013 08:58 Steel wrote: If a terran hellbat drops and forces 1 spore per base and 6 roaches hees ahead
If a Zerg goes Mutas and forces turrets from Terran then he's ahead.
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On June 28 2013 10:47 HanSomPa wrote:Show nested quote +On June 28 2013 08:58 Steel wrote: If a terran hellbat drops and forces 1 spore per base and 6 roaches hees ahead If a Zerg goes Mutas and forces turrets from Terran then he's ahead.
If only that was the case mutalisk harass might actually be a thing in sc2 not just antidrop defense.
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On June 28 2013 10:49 Iksf wrote:Show nested quote +On June 28 2013 10:47 HanSomPa wrote:On June 28 2013 08:58 Steel wrote: If a terran hellbat drops and forces 1 spore per base and 6 roaches hees ahead If a Zerg goes Mutas and forces turrets from Terran then he's ahead. If only that was the case mutalisk harass might actually be a thing in sc2 not just antidrop defense.
Im sorry but if you think that's mutas primary role in standard fast 3CC vs Fast 3 Hatch muta/ling/bling, then I don't think yu have a very good understanding of the matchup. Game 7 GSL Korea Finals Innovation vs Soulkey. Did Innovation build zero turrets? Of course not. He realizes the harass potential of mutalisks, hence the forced turrets. Mutas don't even clean up drops. They secure map control over Terran. Mutas simply have an added bonus of killing the medivac very fast, they don't actually do the killing of the dropped units.
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