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TvZ Late Game MnM Vessel Tank vs Ultraling/Defiler

Forum Index > Brood War Strategy
Post a Reply
gaiabulbanix
Profile Blog Joined November 2009
Thailand76 Posts
Last Edited: 2010-03-04 11:27:37
March 04 2010 11:23 GMT
#1
Ok, so basically how do you play bio vs late game ultra ling with defilers? I've gone through a couple of games where I defend the muta harass quite well, but I still kinda fall short. Is there a hard counter to it or something? I know my timing is kinda off I guess, and my macro is horrible. I guess one thing I should ask is how exactly do you "do" the mid-game push against zerg before defilers.

[image loading]


p.s. sorry i forgot to put [H] at the topic, kinda forgot T.T
FortuneSyn
Profile Blog Joined July 2008
1826 Posts
March 04 2010 11:42 GMT
#2
When zerg transitions from defiler cute shit to ultra mass shit, you need to have massed a strong vessel count, got/getting a third base, and started making many tanks. Constantly soften up ultras you scan around the map.
besiger
Profile Blog Joined July 2006
Croatia2452 Posts
Last Edited: 2010-03-04 11:58:29
March 04 2010 11:57 GMT
#3
well if the zerg is solid you are gonna have a tough time winning before defilers are out, most of the time you will come to their base and maybe siege up before swarm is out and you have to back off. On fighting spirit try to take a 3rd away from his base at the same time you push out and put 2-3 bunkers there, with your main army keep moving between their main and their 3/4 gas, force them to keep nydusing their army back and forth, while you do that keep amassing vessels and get mines, mine the shit out of the map, and take another main, send some troops to protect that too and make a factory or two at that new base, then after you mined up the map start making tanks at both your main and your 4th (the other main you took) and rally them on the cliffs of those bases, that will make it very hard for a z to crack. At this point you just try to irradiate him, maybe drop him, and wait for his gases to deplete, then you can go out with 20 tanks (upgraded to 3-0 atleast).

Its a bit campy. but it should work, heres a rep of me doing it yesterday if you wanna see, its sloppy since im still trying to get used to it.

http://repdepot.net/replay.php?id=32431
A weak will coupled with delusions of grandeur
Nub4ever
Profile Blog Joined October 2009
Canada1981 Posts
March 04 2010 12:50 GMT
#4
lategame you have to use lots of irradiate on the ultras/defilers or basically anything that costs gas in the order defiler ultra lurker so on, also if you always have extra irradiates a good eraser does quite some damage. Also you can mass some tanks lategame and 3/0 tanks eat up ultras.
Dota 3hard5me
konadora *
Profile Blog Joined February 2009
Singapore66159 Posts
Last Edited: 2010-03-04 13:00:51
March 04 2010 12:54 GMT
#5
Once Zerg starts getting 4th gas and beyond, it's time for you to secure your own 3rd/4th gas and mass tanks (and vessels, if gas permits).

I've done this a lot of times on Fighting Spirit (excellent map to carry this out), here are some of my replays.

http://repdepot.net/replay.php?id=32438
http://repdepot.net/replay.php?id=32439
http://repdepot.net/replay.php?id=32440

Hope they help :p
POGGERS
YPang
Profile Blog Joined April 2007
United States4024 Posts
March 04 2010 13:46 GMT
#6
Late game is all mechanics, in order to win you must confine them to only 4 gas, and remember as games go on their gysers deplete.
sMi.Gladstone | BW: B high| SC2: gold T_T
Espers
Profile Joined August 2009
United Kingdom606 Posts
Last Edited: 2010-03-04 16:03:26
March 04 2010 16:02 GMT
#7
Most common thing to do after pushing with your 1st vessel + 3 tanks is to put down another Starport and start researching mines and switch to SK Terran, using mines to defend your 3rd + 4th base. Generally you want to be being aggressive on the other side of the map to keep your expo safe.

Once you get the extra gas you should add a 2nd Factory and switch to mass Tank to accompany your MnM/Vessels because you really need the muscle at this point. Be sure to replenish vultures, mines will fucking eviscerate anything that goes near your bases.

Of course during all of this don't give Zerg a second to breath, constant pressure is key

YPang
Profile Blog Joined April 2007
United States4024 Posts
March 04 2010 16:08 GMT
#8
you can't fully switch to tanks, with 3 bases, you'll need to be on your 4th, because your main would run out by that time, and your nat will be almost gone as well.
sMi.Gladstone | BW: B high| SC2: gold T_T
saritenite
Profile Blog Joined May 2009
Singapore1680 Posts
March 06 2010 12:33 GMT
#9
On March 04 2010 21:54 konadora wrote:
Once Zerg starts getting 4th gas and beyond, it's time for you to secure your own 3rd/4th gas and mass tanks (and vessels, if gas permits).

I've done this a lot of times on Fighting Spirit (excellent map to carry this out), here are some of my replays.

http://repdepot.net/replay.php?id=32438
http://repdepot.net/replay.php?id=32439
http://repdepot.net/replay.php?id=32440

Hope they help :p


You DIDN'T! lololol

@ OP: Learn from these replays, they are helluva good.
Ver
Profile Joined October 2008
United States2186 Posts
March 06 2010 16:39 GMT
#10
It's abundantly clear from watching this that you need to work on understanding TvZ theory in general, which means watching lots and lots of Flash games. You seem to have wrong perceptions on things (such as building bunkers and trying to leapfrog forward while sustaining 1 fact tank production instead of keeping a mobile SK bio/vessel army and continuing to expand) and oftentimes focused on the wrong priorities to the neglect of very important factors (like taking your 3rd). Just watching Flash games (study from progamers, not foreigners) will teach you a lot of things; most notably to not put your turrets at the nat like that or you will auto lose to anyone remotely competent, or to keep your army mobile and threatening to gain map control, not just camping in one place.

Before even jumping to lategame you need to go through and read this liquipedia article and watch some of the recommended games to get your build down, because what you did was horribly inefficient.

http://wiki.teamliquid.net/starcraft/1_Rax_FE_(vs._Zerg)

Basically your opponent overexpanded (Zerg can only take 1 gas after mutas are out before teching to hive, he took 2, thus dies to a timing push). Example of how this plays out is Flash vs GGPlay. If you had your build down pat you would have been able to basically kill either of his expansions before lurkers were out or at the very least force sunkens, and you most definitely would have killed him with the timing attack.

As for lategame, you are going to want to see two games to understand it:

http://www.teamliquid.net/tlpd/games/34969_Calm_vs_Flash
Zero vs Flash

Essentially here is your game plan/transitions for a defensive setup:

-Pressure before mutas to force sunkens and possibly delay 3rd hatch
-Pressure after mutas are no longer a threat to interfere with drone transfers/possibly invade their 3rd if they mess up
-Do heavy damage/kill their natural with the timing attack while expanding to your 3rd (timing attack favors Terran on this map). Once defilers are out quit making tanks (don't worry about vultures they aren't necessary vs normal Zerg builds and you have more important things to worry about) and keep on 2 port vessel while trying to delay 4th/wear him down.
-Once 3rd is up start securing 4th (at other main) immediately. Keep your army moving in between his expansions to irradiate safely and try to catch him off guard. If he is turtling and just trying to get his 4th up make sure you deny any expansions beyond his 4th at this point for certain by preemptively placing marines in such spots.
-Once 4th is running his ultras will be out soon so play safer with your bio group while starting tank production at your nat/4th and take the 5th
-If you already have enough of a lead you can run him over with a big attack (flash/zero), but if not you are going to have to starve him and defend well (flash/calm).

Offensive approach means that you are going to get 2 dropships once you switch to two ports instead of just massing vessels and try for combined attacks in 2-3 areas at once in order to cripple them before ultras can be started. Otherwise it has a mostly normal transition following that.
Liquipedia
20_E.Reed
Profile Joined December 2009
United States50 Posts
March 06 2010 17:04 GMT
#11
Get some vultures with mines, they eat up ultraling
leejas
Profile Blog Joined August 2007
United States440 Posts
March 06 2010 17:28 GMT
#12
If he has a lot of ultraling, use the SV's that you have and/or dropships if you have to move around and snipe at his drones and expos. you could even do this w/vultures and spidermines to be even more annoying.

Read in recommended threads "Logic of larva" if you can.

Basically, if you attack his drones, he has to remake those drones to a)get resources and power his army and b)those drones are larva that dont' turn into ultras. If he counters he'll probably use scourge or defiler/plague, both of which are gas heavy. Meanwhile you should strive also for more gas to power your tech (SVs and/or tanks).
Ilikestarcraft
Profile Blog Joined November 2004
Korea (South)17726 Posts
March 06 2010 17:56 GMT
#13
+ Show Spoiler +
On March 07 2010 01:39 Ver wrote:
It's abundantly clear from watching this that you need to work on understanding TvZ theory in general, which means watching lots and lots of Flash games. You seem to have wrong perceptions on things (such as building bunkers and trying to leapfrog forward while sustaining 1 fact tank production instead of keeping a mobile SK bio/vessel army and continuing to expand) and oftentimes focused on the wrong priorities to the neglect of very important factors (like taking your 3rd). Just watching Flash games (study from progamers, not foreigners) will teach you a lot of things; most notably to not put your turrets at the nat like that or you will auto lose to anyone remotely competent, or to keep your army mobile and threatening to gain map control, not just camping in one place.

Before even jumping to lategame you need to go through and read this liquipedia article and watch some of the recommended games to get your build down, because what you did was horribly inefficient.

http://wiki.teamliquid.net/starcraft/1_Rax_FE_(vs._Zerg)

Basically your opponent overexpanded (Zerg can only take 1 gas after mutas are out before teching to hive, he took 2, thus dies to a timing push). Example of how this plays out is Flash vs GGPlay. If you had your build down pat you would have been able to basically kill either of his expansions before lurkers were out or at the very least force sunkens, and you most definitely would have killed him with the timing attack.

As for lategame, you are going to want to see two games to understand it:

http://www.teamliquid.net/tlpd/games/34969_Calm_vs_Flash
Zero vs Flash

Essentially here is your game plan/transitions for a defensive setup:

-Pressure before mutas to force sunkens and possibly delay 3rd hatch
-Pressure after mutas are no longer a threat to interfere with drone transfers/possibly invade their 3rd if they mess up
-Do heavy damage/kill their natural with the timing attack while expanding to your 3rd (timing attack favors Terran on this map). Once defilers are out quit making tanks (don't worry about vultures they aren't necessary vs normal Zerg builds and you have more important things to worry about) and keep on 2 port vessel while trying to delay 4th/wear him down.
-Once 3rd is up start securing 4th (at other main) immediately. Keep your army moving in between his expansions to irradiate safely and try to catch him off guard. If he is turtling and just trying to get his 4th up make sure you deny any expansions beyond his 4th at this point for certain by preemptively placing marines in such spots.
-Once 4th is running his ultras will be out soon so play safer with your bio group while starting tank production at your nat/4th and take the 5th
-If you already have enough of a lead you can run him over with a big attack (flash/zero), but if not you are going to have to starve him and defend well (flash/calm).

Offensive approach means that you are going to get 2 dropships once you switch to two ports instead of just massing vessels and try for combined attacks in 2-3 areas at once in order to cripple them before ultras can be started. Otherwise it has a mostly normal transition following that.

mandatory quote ver post so i can go search for it later

"Nana is a goddess. Or at very least, Nana is my goddess." - KazeHydra
Nub4ever
Profile Blog Joined October 2009
Canada1981 Posts
March 06 2010 17:56 GMT
#14
Also a great game recently is flash vs kwanro, flash did play a wierd way with fast mines everywhere but Zerg armies have almost nothing vs mines.
Dota 3hard5me
Dreadwave
Profile Joined January 2008
Netherlands254 Posts
March 06 2010 20:34 GMT
#15
On March 07 2010 02:56 Ilikestarcraft wrote:
+ Show Spoiler +
On March 07 2010 01:39 Ver wrote:
It's abundantly clear from watching this that you need to work on understanding TvZ theory in general, which means watching lots and lots of Flash games. You seem to have wrong perceptions on things (such as building bunkers and trying to leapfrog forward while sustaining 1 fact tank production instead of keeping a mobile SK bio/vessel army and continuing to expand) and oftentimes focused on the wrong priorities to the neglect of very important factors (like taking your 3rd). Just watching Flash games (study from progamers, not foreigners) will teach you a lot of things; most notably to not put your turrets at the nat like that or you will auto lose to anyone remotely competent, or to keep your army mobile and threatening to gain map control, not just camping in one place.

Before even jumping to lategame you need to go through and read this liquipedia article and watch some of the recommended games to get your build down, because what you did was horribly inefficient.

http://wiki.teamliquid.net/starcraft/1_Rax_FE_(vs._Zerg)

Basically your opponent overexpanded (Zerg can only take 1 gas after mutas are out before teching to hive, he took 2, thus dies to a timing push). Example of how this plays out is Flash vs GGPlay. If you had your build down pat you would have been able to basically kill either of his expansions before lurkers were out or at the very least force sunkens, and you most definitely would have killed him with the timing attack.

As for lategame, you are going to want to see two games to understand it:

http://www.teamliquid.net/tlpd/games/34969_Calm_vs_Flash
Zero vs Flash

Essentially here is your game plan/transitions for a defensive setup:

-Pressure before mutas to force sunkens and possibly delay 3rd hatch
-Pressure after mutas are no longer a threat to interfere with drone transfers/possibly invade their 3rd if they mess up
-Do heavy damage/kill their natural with the timing attack while expanding to your 3rd (timing attack favors Terran on this map). Once defilers are out quit making tanks (don't worry about vultures they aren't necessary vs normal Zerg builds and you have more important things to worry about) and keep on 2 port vessel while trying to delay 4th/wear him down.
-Once 3rd is up start securing 4th (at other main) immediately. Keep your army moving in between his expansions to irradiate safely and try to catch him off guard. If he is turtling and just trying to get his 4th up make sure you deny any expansions beyond his 4th at this point for certain by preemptively placing marines in such spots.
-Once 4th is running his ultras will be out soon so play safer with your bio group while starting tank production at your nat/4th and take the 5th
-If you already have enough of a lead you can run him over with a big attack (flash/zero), but if not you are going to have to starve him and defend well (flash/calm).

Offensive approach means that you are going to get 2 dropships once you switch to two ports instead of just massing vessels and try for combined attacks in 2-3 areas at once in order to cripple them before ultras can be started. Otherwise it has a mostly normal transition following that.

mandatory quote ver post so i can go search for it later


Haha, you're not the only one who does this. Pretty much every Ver strategy post is bookmark worthy.
alphafuzard
Profile Blog Joined June 2007
United States1610 Posts
March 06 2010 22:05 GMT
#16
incorporate vultures (for their mines mainly) and dropships into your mid-late game play
once it gets really into late game, a transition to tanks is very strong against ultraling
and listen to ver, he is always right ^.^
more weight
GeMicles
Profile Blog Joined January 2010
Canada307 Posts
March 07 2010 01:14 GMT
#17
assuming you went SK terran, micro. basically, the ultras are there to draw your fire away from the craklings, the unit that really screws you over. take them out and dont be afraid to incorporate frebats into your ball. also, iraddiate ultras and deflilers. take out their support and the mnm ball should do fine
i pikachu in the shower
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