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| Jimmy Raynor January 31 2012 18:15. Posts 843 | Profile Blog # |
Introduction
First and foremost i don't claim that this style is better or more efficient than going biomech or pure mech. I simply started playing that style because I wanted to play more agressive and put more pressure on the zerg. If you are tired of losing because of unsieging at the wrong time or moving out on the map, getting surrounded and getting defeated because of one mistake after macroing for 15 minutes maybe you should try going pure bio in TvZ and see if you like it. Also be aware that this style may be a bit more APM demanding.
The goals of the build
Pressure. Simply put it will be very hard for the zerg to drone comfortably or tech fast to hive. The most important tasks when playing bio in TvZ is constantly moving your army around the map, dropping his bases and denying expansions. Often times playing that style it seems like it forces the zerg player to all in, and if you hold that you have basically won the game. Of course there is also the possibility that the zerg gets to hive and goes ultras or broodlords but more on that later
The basic build order
Important: The build order assumes that you constantly produce SCVs and supply depots. I have only put the depots up to 16/17 supply
+ Show Spoiler + 10 supply depot 12 rax 13 gas 15 orbital instant tech lab on rax and constantly produce reapers until you have 3 unless you spot a roach warren. Then start producing marauders after the first reaper 16/17 supply depot @400 minerals drop a CC @150 minerals 2nd barracks (reactor as soon as it finishes) @150 minerals 3rd barracks (reactor as soon as it finishes) stim/combat shield. This is a personal preference. I am still unsure which to go first. But both seem viable at the moment Bunker at your natural marauder, and constant marine production from reactors
Playing out the build, and the early push This is probably one of the most important parts of the build.
The 3 reapers Your goal is to keep the alive for your first push Deny creep/kill zerglins and drones/control xel naga towers/scout around his base but try to not lose more than 1 reaper. If you see he has overproduced zerglings and has speed just go back to your base or put the reapers somewhere on a high ground where they can't be reached.
The one marauder Why do you get that one marauder? To tank queen damage/kill spine crawler faster
The push The push should come around the 8 minute mark. If you have been constantly producing your units should have 2-3 reapers (if you kept them alive), 1-2 marauders, and around 10 marines. There are 2 main reasons why this push almost always does damage. 1) Most zergs feel safe after they produce an extra queen and spine crawler in response to the reapers 2) They start droning up and are unprepared for the push since you will most likely be controlling the xel naga towers with your reapers
Your main targets with this first push are to see if he has a 3rd base and deny it/creep denying (so save a scan), queens and drones. As soon as you go up the zerg's ramp (the marauder(s) should be in front) target fire the spine crawler. If there are any zerglings the reapers that you kept alive will kill them really fast, and marines are just good support dps. At this point most zergs will pull the drones from their natural and all their queens so do as much damage as you can. It is important to note that this push will most likely not kill the zerg but it will inflict nice economic damage and put you ahead.
During the push you should be taking your second gas, making an engineering bay as well as a factory with reactor, and a starport to swap.
The follow up After your push is done there are 2 ways you can go.
- Throw down 2 more barracks (personally I prefer this way) and produce 3rd CC later - Throw down 3rd CC and produce 2 barracks later
Why I don't like throwing another CC? Because many zergs would feel the need to all in you after you have done the damage with the first push. It is a good idea to throw in a scan at his base between 9 and 10 minute mark. If you see he has baneling nest and/or roach warren with no lair it is most likely going to be an all in. Also there may be a 3rd hatch in his base which would be another good indicator for going all in. If you see a lair it is good idea to throw some turret in your base and natural, because even if he is not going mutas they are always good for spotting infestors.
If you spot an all (especially with a third hatch) you should throw down at least 4 to 5 bunkers and some supply depots around them. Also focusing on more marauders is a good idea since they tank incredibly much baneling damage as well as dealing with roaches.
Mid/late game and some notes
So you have your 3rd CC, 5 barracks, medivacs, you got your upgrades going and by now you probably should have taken your 3rd and 4th gas. There is really no need for more gas at this stage because you will be spending it mainly on upgrades and medivacs. It is a good idea to move out with your army as soon as you get your first 2 medivacs. Try to deny his third and his creep spread. If you see he has too many lings just pick up and start flying around with your medivacs, threaten to drop his main or 3rd while taking your own third base. Going orbital or planetary is up to you but if you feel comfortable against counterattacks going orbital will give you a great boost to your economy.
What if it goes to late game?
If it gets to late game ghosts and marauders will be your most valuable units for fighting against infestor/broodlords/ultralisks. Getting cloak is very important.
Fighting against broodlords.
If you are going up against broodlords I suggest that you don't fight him and actually counterattack while dropping his expansions. If you constantly counter attack and deny him bases he will be forced to retreat which gives you a great chance to try and snipe/emp infestors and kill the slower broodlords. A lot of zergs also make the mistake of leaving their broodlords shooting at a planetary while they go back home to stop your army. This is perfect opportunity to just go beneath them with marines or kill them with cloaked ghosts.
Fighting against ultralisks
This is actually what you should prefer to fight against. You should go more marauder heavy but still get ghosts since he will most likely have infestors. Dropping his bases is still essential and it is not a bad idea to load 2 medivacs with marauders and just snipe his tech and hive.
Some important notes
Make 2 tech labs for every 3 reactors on your barracks. I feel like this is a solid ratio against banelings because most of don't have marine king micro. You don't know how good marauders are against banelings until you see how 10 of them tank incredible amounts of damage while you run your marines behind them. It is also good to have tech labs ready for late game.
What if the zerg goes muta? In my experience the zerg will rarely get a big amount of mutas mostly because your main dps unit will be the marine. Also since you are moving constantly on the map he will be forced to fight with them which won't allow him to comfortably mass a big flock.
A difference you might notice with going pure bio is that you will some times have a good amount of excess money since you will be mainly producing marines. Don't hesitate to throw down barracks, reaching 8-10 on 3 bases is a good amount
Don't forget upgrades. Make a second engineering bay and constantly upgrade your infantry
Fighting against earlier infestors This is a bit tough. You should be getting your 5th and 6th gas earlier and producing a lot of ghosts. Also marauders are somehow good versus infestors since they don't die as easy as the marines. Try to catch his infestors alone on the map or after a battle that you have won. Have a scan ready since most people going fast infestors get burrow as well to protect them. Spread your army as much as you can, and don't stop dropping. Actually dropping a lot of marauders and spreading them is a great way to combat infestors since the zerg will most either have to use a lot of fungals to protect his expansions or just plain let them die.
Well this is basically it. Hope you enjoy the guide, and I am looking forward to seeing your opinion on bio in TvZ
Last edit: 2012-01-31 18:17:59 |
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Belial88 United States. January 31 2012 18:51. Posts 5217 | Profile Blog # |
No replays.
What level of play are you at?
I can't imagine pure bio ever working against Zerg. Despite all the QQ out there, speedlings just rape marines so hard. If you don't have siege tanks, all zerg has to do is make a shitton of lings and banelings and roll you. Mutas do very well against pure bio, I don't know you say they don't, as you basically can't micro anymore against banes or lings once mutas are out, and the mutas will just tear your bio apart with them having to run everywhere to deal with them.
Basically just advocating 2 base stim all-ins, so I'm surprised you talk about late game at all.
A lot of zergs also make the mistake of leaving their broodlords shooting at a planetary while they go back home to stop your army. This is perfect opportunity to just go beneath them with marines or kill them with cloaked ghosts.
Basing your anti-BL strategy on zergs who a-move to retreat doesn't make me have a lot of confidence in this guide.
If you are going up against broodlords I suggest that you don't fight him and actually counterattack while dropping his expansions. I
It's no secret that broodlords are slow as shit and zerg has a ridiculously hard time dealing with drops when they go into hive tech and are designed poorly as a race in this respect (burrow move banes should go a long way to solve this), but at the higher level zergs start to put banes+spines at expos to deal with drops, and have overlords spread, not to mention mutas will probably be out and start to close the game before zerg needs to go to hive. But saying "do drops" isn't really a quality explanation or guide, I think it's something every terran knows and strives for, but execution is obviously the hard part. I don't think you are saying anything new here.
Aside from that, you just seem to be saying "Ghosts are good units"Last edit: 2012-01-31 18:54:45 |
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| Sated England. January 31 2012 18:57. Posts 3389 | Profile Blog # |
On January 31 2012 18:51 Belial88 wrote:No replays. What level of play are you at? I can't imagine pure bio ever working against Zerg. Despite all the QQ out there, speedlings just rape marines so hard. If you don't have siege tanks, all zerg has to do is make a shitton of lings and banelings and roll you. Mutas do very well against pure bio, I don't know you say they don't, as you basically can't micro anymore against banes or lings once mutas are out, and the mutas will just tear your bio apart with them having to run everywhere to deal with them. Basically just advocating 2 base stim all-ins, so I'm surprised you talk about late game at all. Show nested quote +A lot of zergs also make the mistake of leaving their broodlords shooting at a planetary while they go back home to stop your army. This is perfect opportunity to just go beneath them with marines or kill them with cloaked ghosts.
Basing your anti-BL strategy on zergs who a-move to retreat doesn't make me have a lot of confidence in this guide. Aside from that, you just seem to be saying "Ghosts are good units"
I've seen DeMusliM play pure MMM against Zerg on his stream, so I wouldn't discount it. You just need a lot of APM, because controlling lots of drops all over the map for a whole game is obviously difficult. "Do drops" might not be the most solid advice since OP isn't giving any guidelines on what you should be trying to kill when you drop, but it's definitely the right mindset with this type of style - aside from a few units back home in bunkers, everything else should be being dropped behind a mineral line or on top of a vital tech structure. The main strength of this style is that stimmed Marine/Marauder kill buildings and Drones so quickly that it is hard for the Zerg to not take damage unless their control is much better than the Terran.
EDIT:
OP doesn't really mention it, but I think that going really upgrade heavy is the best idea with this style. You have a lot of spare resources lying around using a resource-light style like this, and 3/3 Bio is just so strong and cost effective against Zerglings and Mutalisks.Last edit: 2012-01-31 19:04:01 |
| | EU Masters Protoss Playing For Team SC2Improve ~ www.sc2improve.org ~ "I'd rather play a strategy that is worse but that I feel confident in than play the better strategy not really feeling it and not being 100% behind it" - Grubby | |
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| Tobberoth Sweden. January 31 2012 18:57. Posts 4523 | Profile # |
Sounds to me like 3 reapers, 1-2 marauders and 10 marines are very weak for 8 minutes... the Z should have at least 3 queens and 2 spines, possibly a few speedlings as well. Another round of speedlings should be out long before the push can get through that.
I mean, what zerg doesn't get a group of speedlings after seeing 3 reapers early?Last edit: 2012-01-31 18:58:15 |
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| xNomax Canada. January 31 2012 19:27. Posts 24 | Profile # |
Not to discourage trying pure bio in TvZ, but there is a unit called the infestor...which without tanks to keep them away pretty much ruin a bio ball.
All things considered, opening with a stimmed marine drop(after hellions) or doing a marauder/hellion push all work very well against zerg early on if unprepared.
Keep in mind that if you are going bio, upgrades and constant dropping are essential. Infestors are going to be what your opponent will most likely go for once he knows your composition, so drop play becomes a necessity for keeping the zerg from getting out of control.
The nice thing is that while spines usually deter drops for a bit when a zerg goes infestors, marauders eat them for luch so that should make your drops that much more effective.
Make sure your upgrading as much as possible, drop constantly, and expand like a crazy person. |
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| C[h]ili Germany. January 31 2012 20:40. Posts 84 | Profile # |
Pure bio can actually work, but to me, it seems to be something one may try for fun rather than as a serious way of winning the game. With pure bio you will have little chance against a Zerg with lings/blings as well as mutas or infestors backed by a strong economy.
So, your objective will be to constantly drop and trade armies with the Zerg. You cannot allow the Zerg to get solid defenses or whatsoever, but rather need to constantly keep his army small and keep him from macroing. Remember, as soon as Zerg has enough time to switch into macro mode, you probably loose the game.
Yeah, well, I have lost to that style on ladder - although I honestly think terran has stronger strategic options.
I am not really confident with your opening push. With your build, there will be no helions, so I will be really suspicious what you are doing. In many cases I may be able to scout your base at the 5 minute mark with an overlord and in case I see to many marines (killing my overlord too quickly) or even no fac/three rax with reactor, I know what is coming.Besides, once I have speedlings, I can recover mapcontrol vs your slow reapers easily.
Maybe other options such as two medivac, 16 marines drop may be better to start the aggression.
Besides, (roach)/ling/bling allins are probably great against your style!Last edit: 2012-01-31 20:43:09 |
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Belial88 United States. January 31 2012 20:51. Posts 5217 | Profile Blog # |
I've seen DeMusliM play pure MMM against Zerg on his stream, so I wouldn't discount it. You just need a lot of APM, because controlling lots of drops all over the map for a whole game is obviously difficult. "Do drops" might not be the most solid advice since OP isn't giving any guidelines on what you should be trying to kill when you drop, but it's definitely the right mindset with this type of style - aside from a few units back home in bunkers, everything else should be being dropped behind a mineral line or on top of a vital tech structure. The main strength of this style is that stimmed Marine/Marauder kill buildings and Drones so quickly that it is hard for the Zerg to not take damage unless their control is much better than the Terran.
Demuslim could do anything and beat people on ladder. I don't think that's a fair way to talk about a gamestyle. Unless a pro is willing to say "Yea, pure bio is good in TvZ at the highest level of play", then I'm pretty sure that Demuslim was just playing around. I could go pure zerglings against diamond terrans and win all day too.
There's no reason you can't do lots of drops with rine/tank. If you watch MVP play, or stream, or watch from his POV basically, you'll see all game long he is always loading up a medivac and sending it out at all times. He has a drop going on at every point of the game.
Not to discourage trying pure bio in TvZ, but there is a unit called the infestor...which without tanks to keep them away pretty much ruin a bio ball.
Banelings, as well as speedlings, are extremely good too.
I don't know why everyone says infestors are so good against bio. When I see bio, I actually prefer ling/bane/muta (although I think ling/bane/muta is best except against mech that opens with thors anyways). Marauders are half decent against infestors.
Speedlings, as well as banelings, just absolutely rape marines. Medivacs are what owns speedlings, but even then, having just a handful of banes and you take care of that quite quickly.
Without tanks, zerg can basically go pure infestor, or pure bane, and win though.
Yea, the OP's build order sounds pretty shitty too, by the way. It doesn't sound any better than a normal 1 reaper expand or CC first. Why would you build 3 reapers, or marauders for that matter.
All this build is is a low level stim timing push, that the OP probably just wins in the lower levels with all the time. It doesn't sound like this is a long term game plan at all, I think he just stim timing pushes for the win and gets away with it. |
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| Sated England. February 01 2012 01:14. Posts 3389 | Profile Blog # |
On January 31 2012 20:51 Belial88 wrote: Show nested quote +I've seen DeMusliM play pure MMM against Zerg on his stream, so I wouldn't discount it. You just need a lot of APM, because controlling lots of drops all over the map for a whole game is obviously difficult. "Do drops" might not be the most solid advice since OP isn't giving any guidelines on what you should be trying to kill when you drop, but it's definitely the right mindset with this type of style - aside from a few units back home in bunkers, everything else should be being dropped behind a mineral line or on top of a vital tech structure. The main strength of this style is that stimmed Marine/Marauder kill buildings and Drones so quickly that it is hard for the Zerg to not take damage unless their control is much better than the Terran.
Demuslim could do anything and beat people on ladder. I don't think that's a fair way to talk about a gamestyle. Unless a pro is willing to say "Yea, pure bio is good in TvZ at the highest level of play", then I'm pretty sure that Demuslim was just playing around. I could go pure zerglings against diamond terrans and win all day too. There's no reason you can't do lots of drops with rine/tank. If you watch MVP play, or stream, or watch from his POV basically, you'll see all game long he is always loading up a medivac and sending it out at all times. He has a drop going on at every point of the game.
It's a bit of a stretch to say that the people DeMusliM plays on ladder are Diamond level. The people he plays on ladder are going to be near the top of the GM league, so they're hardly going to be slouches.
I agree with the second point, Terrans should always be dropping in pretty much every match-up. The fact that Terran drop play is so effective is what sometimes makes Terran seem imbalanced at a high level of play, even though it isn't. But since I don't play Terran, I have no idea whether or not a Marine/Marauder drop can be more effective than a similarly controlled Marine drop. I just wanted to say that I've seen pro players go Bio against Zerg and seen it be incredibly effective. |
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Belial88 United States. February 01 2012 01:18. Posts 5217 | Profile Blog # |
People like CombatEx and just about most of the people in the 50-200 range of GM are to Demuslim as a diamond is to a masters, or a bronze is to a diamond. Diamonds are kings in their own right, but they still will always lose to a 'better' player, even if they do goofy things.
I believe it was Tyler who got a new account, and streamed himself doing ridiculous stuff like DT/Phoenix in PvP and all sorts of troll stuff against masters. |
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| SoKHo Korea (South). February 01 2012 01:35. Posts 1053 | Profile # |
On January 31 2012 20:51 Belial88 wrote: Show nested quote +I've seen DeMusliM play pure MMM against Zerg on his stream, so I wouldn't discount it. You just need a lot of APM, because controlling lots of drops all over the map for a whole game is obviously difficult. "Do drops" might not be the most solid advice since OP isn't giving any guidelines on what you should be trying to kill when you drop, but it's definitely the right mindset with this type of style - aside from a few units back home in bunkers, everything else should be being dropped behind a mineral line or on top of a vital tech structure. The main strength of this style is that stimmed Marine/Marauder kill buildings and Drones so quickly that it is hard for the Zerg to not take damage unless their control is much better than the Terran.
Demuslim could do anything and beat people on ladder. I don't think that's a fair way to talk about a gamestyle. Unless a pro is willing to say "Yea, pure bio is good in TvZ at the highest level of play", then I'm pretty sure that Demuslim was just playing around. I could go pure zerglings against diamond terrans and win all day too. There's no reason you can't do lots of drops with rine/tank. If you watch MVP play, or stream, or watch from his POV basically, you'll see all game long he is always loading up a medivac and sending it out at all times. He has a drop going on at every point of the game. Show nested quote + Not to discourage trying pure bio in TvZ, but there is a unit called the infestor...which without tanks to keep them away pretty much ruin a bio ball.
Banelings, as well as speedlings, are extremely good too. I don't know why everyone says infestors are so good against bio. When I see bio, I actually prefer ling/bane/muta (although I think ling/bane/muta is best except against mech that opens with thors anyways). Marauders are half decent against infestors. Speedlings, as well as banelings, just absolutely rape marines. Medivacs are what owns speedlings, but even then, having just a handful of banes and you take care of that quite quickly. Without tanks, zerg can basically go pure infestor, or pure bane, and win though. Yea, the OP's build order sounds pretty shitty too, by the way. It doesn't sound any better than a normal 1 reaper expand or CC first. Why would you build 3 reapers, or marauders for that matter. All this build is is a low level stim timing push, that the OP probably just wins in the lower levels with all the time. It doesn't sound like this is a long term game plan at all, I think he just stim timing pushes for the win and gets away with it.
MKP did it in GSL (I think GSL November, someone correct me if I'm wrong), where he played MMM on Antiga and TDA and won. With good APM and multitasking, it is effectrive.
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| Dark.EX United States. February 01 2012 01:46. Posts 1504 | Profile Blog # |
| I personally think that with constant aggression, a good mix of Marine/Marauder/Medivac with late-game ghosts, and amazing splits, it could work. It would be hard, but it could work. |
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| jakek95 United Kingdom. February 01 2012 02:04. Posts 351 | Profile # |
On January 31 2012 18:57 Sated wrote: [ I've seen DeMusliM play pure MMM against Zerg on his stream, so I wouldn't discount it. You just need a lot of APM,
Thats a bit misleading, vs Roach openers is the only time he EVER goes pure bio t v z, he just gets placed vs roachs a lot  |
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| rustypipe Canada. February 01 2012 02:17. Posts 188 | Profile # |
Speaking from a low-mid masters zerg player I have run into this the odd time on ladder and when done "well" it can be hard to deal with, however when miss managed or if the zerg responds properly its game over.
When I have lost to this it was becuase the terrans APM / Micro was VERY good and he constantly put pressure on me with stutter stepping marines, drops, sniping evo chambers before upgrades can finish, sniping my pool ect. The build heavily requires the terran to do constant damage to the zerg to force larva to be spent on lings instead of drones, while the terran slowly pulls head as he can make scv's, expanstions, and marines all at the same time.
Eventually in the games I did lose to this was games when they usally dried me out and prevent my 4th while sniping drones and tech buildings when possible. One game I had 9 infestors all out of energy and still had a steady stream of marines hitting places. However other games once you know this is the plan you just play deffensive till you get your tier 3 up and then go smash.
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| | The beatings will continue until moral improves! |
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| Servius_Fulvius United States. February 01 2012 02:27. Posts 947 | Profile # |
On January 31 2012 18:15 Jimmy Raynor wrote: The push The push should come around the 8 minute mark. If you have been constantly producing your units should have 2-3 reapers (if you kept them alive), 1-2 marauders, and around 10 marines. There are 2 main reasons why this push almost always does damage. 1) Most zergs feel safe after they produce an extra queen and spine crawler in response to the reapers 2) They start droning up and are unprepared for the push since you will most likely be controlling the xel naga towers with your reapers
Most GOOD zergs will constantly scout and poke at your front to see the unit composition.
What if the zerg goes muta? In my experience the zerg will rarely get a big amount of mutas mostly because your main dps unit will be the marine. Also since you are moving constantly on the map he will be forced to fight with them which won't allow him to comfortably mass a big flock.
This depends. The whole point of using muta is to gain map control, so the zerg should be pressuring your main instead of your army. Sounds like you're forcing the zerg to do a lot of multitasking and potentially make a huge mistake.
Fighting against earlier infestors This is a bit tough. You should be getting your 5th and 6th gas earlier and producing a lot of ghosts. Also marauders are somehow good versus infestors since they don't die as easy as the marines. Try to catch his infestors alone on the map or after a battle that you have won. Have a scan ready since most people going fast infestors get burrow as well to protect them. Spread your army as much as you can, and don't stop dropping. Actually dropping a lot of marauders and spreading them is a great way to combat infestors since the zerg will most either have to use a lot of fungals to protect his expansions or just plain let them die. [/i]
I play an infestor-based style and drops are always a huge pain. Zerglings far very well against marauders and you always need to have some at expansions due to drops. As Belial mentioned, a lot of zergs, especially lower level, will try and play the counter game and get lots of infestors versus pure bio. This isn't necessarily a good idea. Even platinum level terrans know how to split their army to decrease the infestor's effectiveness, so unless your opponent is playing bad then just throwing fungals everywhere isn't going to win you the game. Stephano did a lot to repopularize the strategy (though it wasn't REALLY popular when Mrbitter sang its praises last January) and more and more terrans are finding little tips and tricks to beat players just making a composition without knowing the correct strategy. I'm shifting more towards an infestor/ling/bling composition seen on Sheth's stream since it seems more cost-effective against better terrans, especially since a lot of terrans I play go very tank heavy.
I think you should be getting ghosts in response to a late game strategy instead of the midgame. Infestors shouldn't kill a good terran; they're a tool to fight the midgame armies and secure late game expansions. Their effectiveness drops the longer the game goes on, especially in the presence of tanks and ghosts. A lot of zergs will go for either broodlords or ultras, both of which are countered by mass snipe. If mass ghosts are absent from the field THEN keeping those infestors around becomes a great gain.
You also seem to think that zergs ONLY use infestors for fungals. Chucking a bunch of infested terrans gives terrans more things to shoot at and opens up great harassment opportunities (burrowing and sniping expansions probably won't work, but dropping them sure will!).
In conclusion, you give an interesting guide for a style that will no doubt work at all levels of play if not scouted properly or a wrong composition used. I feel as though it's effectiveness will decrease the more someone plays against it, but in the mean time it should positively win rate and ladder rank. Last edit: 2012-02-01 02:39:44 |
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| mouzIllusion United States. February 01 2012 02:29. Posts 1028 | Profile Blog # | |
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| Jimmy Raynor February 01 2012 02:49. Posts 843 | Profile Blog # |
| I feel like a lot of people haven't read the first paragraph. I am not saying that this style is better or more efficient than biomech. Also one of its strengths is when the opponent is not expecting it which makes it good for ladder. It is simply an alternative to standard play. As for the level of play (EU server, rank 11 in my masters division) I may not be in the highest tiers of play but I think the guide can give some useful info on the people who are interested in going bio in TvZ. Last edit: 2012-02-01 02:54:04 |
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| KAmaKAsa Finland. February 01 2012 03:04. Posts 209 | Profile # |
| The pressure push just seems very weak..a hellion marauder push is far better... 8-10 hellions and 4-7 marauders depending if 2 rax or not... and just seems like infestor ling would rape this so hard, fungals arent like storm you cant actually dodge those once youre hit and you cant really send like two marauders to kill infestors since theres nothing stopping them from just killing the marauders with lings whereas with marine tank you have tanks covering them a bit... |
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| padfoota Taiwan. March 23 2012 10:13. Posts 1053 | Profile Blog # |
| wouldnt the reapers delay upgrades a lot - which you need against lings? |
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| TangSC Canada. March 23 2012 21:24. Posts 1611 | Profile Blog # |
| I feel like bio is a composition that would catch a lot of zerg players off-guard with unorthodox timings, but if they go for a safe 2 spine ling/bane or even a mass-ling midgame style, you're going to be hard pressed to do any damage with your timing attack - and may be vulnerable to a counter without tanks. Mass muta becomes increasingly strong, too, since you're not in a position to go thors. |
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| Kasha_Not_Kesha United States. March 24 2012 00:15. Posts 71 | Profile Blog # |
Bio pushes vs. Zerg really aren't very good. If it's a super rushed bio push, simply massing a decent number of Zerglings will handle it and keep my expansion safe. If it's a bio push that hits once the Terran has enough units to deal with Zerglings, I'll have a Baneling Nest completed in time to hold the push.
All I have to do is make 4-6 banelings, which I can easly scrounge together by 8 minutes if I see reapers or the lack of a factory. It's just really easy to shut down. You might be winning with this push, but that's not because the push itself is strong, that's because you're playing against people that don't know what they're doing and just blindly macro up. |
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