How do i counter this? is the 3 hatch mutas that i'm so used to still viable?
thanks..
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Tacticas
Israel74 Posts
How do i counter this? is the 3 hatch mutas that i'm so used to still viable? thanks.. | ||
saritenite
Singapore1680 Posts
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Tacticas
Israel74 Posts
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Sky.Technique
United States271 Posts
http://www.teamliquid.net/forum/viewmessage.php?topic_id=89581 Go under the "race specific" column please. It makes me sort of mad when people are obs'in with me in zvt and they are liike "why isnt he tech'in to hive and is only doin hydra/muta and stuff, how is he mass expandin like this and gettin away with it" | ||
Gao Xi
Hong Kong5178 Posts
Regarding the problem: Since they're going for mech, you can delay your mutas and power drones longer, and get your 3rd base out faster. For example if you where playing on destination, and the terran mechs, you throw down a hydra den instead of a spire, get 2-3 hydras to block the bridge to your 3rd, and power drones for a bit, then get a spire. The thing with mech is, they cannot strike you early, except with vultures so, you can get more drones out early. You can go for 3 hatch mutas, however i find that the terrans will have turrets and some goliaths to defend and it isn't as effective as it could be. When facing the terran mech ball, it is important to target fire tanks, and attacking the ball before seige tanks are seiged. Unit composition is important, you will need mutas always with your hydras, because mutas will draw goliath fire, while your hydras will snipe the tanks. So what I do is: 9 drone - scout 12 hatch @ expo 11 spawning pool 13 hatch - inbase -After you put down your 3rd hatch get an extractor- Once the spawning pool finishes build 2 or 6 lings. 16 Overlord 1st 100 gas, get a lair 2nd 100 gas, get speed and 2nd extractor By now you should have an idea of whether he is going mech or not. If you see hes going mech: throw down a hydra den, and a sunken @ your nat get your 4th hatch at your 3rd base, and block the bridge with 2-3 hydras you should be powering drones after you know hes going mech, once you throw down your 4th hatch, get a spire, and proceed to save larva at 300/600 spire life, and have atleast 18 pop space. You should get +1 missle attack first then +1 carapace. You should get hive pretty fast, but not as fast as you would if you were playing Bio, swarm really helps. You get hive around 4 gases usually. Once you have swarm, you should be getting ultras. Since the terran usually has a shit ton of tanks that will just rip through hydras even under swarm. If you're attacking the mech ball while seige tanks are seiged, bring some lings and throw them first to draw tank fire, and move in with your hydras just behind the lings. | ||
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lazz
Australia3119 Posts
dont get hive btw you dont need that shit vs mech | ||
G3nXsiS
United States656 Posts
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nttea
Sweden4353 Posts
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Juno
United States3 Posts
and not every terran do mech... | ||
Pokebunny
United States10654 Posts
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seRapH
United States9719 Posts
hive is only important for me to get if i want +3. always upgrade air carapace if you're planning on using mutas. golis rape them otherwise. | ||
Housemd
United States1407 Posts
If you see him going mech, use his lack of mobility to expand and all out attack towards the mid game. Also, knowing the map can help you a lot as well. As i mentioned above, you need to use his lack of mobility and drop a couple of cracklings/ultras/hydras everywhere along the map where he has expos, since he will have to run his scvs due to that fact he cant get reinforcements quickly enough which will damage his econ. Don't try to engage the army head on, try to weaken them slowly...kill a few tanks with hydras, re-mass hydras and attack again. Remember, zerg can produce units faster then terran. Also, defend early vulture harass..gl | ||
lokiM
United States3407 Posts
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Gao Xi
Hong Kong5178 Posts
On March 21 2010 22:42 lazz wrote: hydras.. mutas... expand a shitload.. dont get hive btw you dont need that shit vs mech what? Ultras under swarm take very little damage, goliaths and vultures do no damage to units under swarm. It should help a lot versus a late game mech army with a lot of tanks. | ||
seRapH
United States9719 Posts
On March 22 2010 04:47 Gao Xi wrote: Show nested quote + On March 21 2010 22:42 lazz wrote: hydras.. mutas... expand a shitload.. dont get hive btw you dont need that shit vs mech what? Ultras under swarm take very little damage, goliaths and vultures do no damage to units under swarm. It should help a lot versus a late game mech army with a lot of tanks. you're ignoring mines? what part of defilerultraling counters mines? | ||
StRyKeR
United States1739 Posts
There are two threats. 1) Early game vulture / drop / wraith cheese 2) Late game army control and map domination by siege tanks Many games will end because of the first factor. You should first try to get past it. I use a modified 3-hatch muta build to get through 1). You can indeed choose 3-hatch muta, but not in its pure form. The build I use: 12hatch 13pool (assuming I scout no 8rax rush -- I scout early enough to tell. if he goes 8 rax, 11pool it and then 14hatch, then 4 lings) 15hatch 17gas 17creep colony at nat Lair with 100 gas Den with 50 gas 24Ovie 3 hydras till 27 More hydras if wraiths start coming, also build spores if 2port wraith Spire once Lair finishes Sunk in main once Lair finishes if no wraith (protect against vult drop, though you should have enough hydras anyway -- this is just a precaution) 9 mutas Expo as quickly as possible 11 mutas Muta carapace Make mutas until he gets a science facility (by scouting well) Meanwhile, upgrade Hydra attack first, then carapace, attack, then carapace. If you see a Science Facility go up, go Hydra speed / range. There's no benefit of getting ling speed with 3-hatch muta. If you want to block vultures, use buildings. If you want to break his wall... well, because he'll have vultures, the only time speedlings will work is if you catch him offguard (doesn't happen often). Also, if you don't get a hydra den with the next 50 gas after lair, you'll lose to a well-executed 2port wraith. Watch this replay against a strong Terran going 2port wraith -- you'll see that I have hydras JUST in time for his wraiths (but not enough, so I end up losing the game). The key is to get a good number of hydras, whether you plan on using them for offense or not. Then you can transition to mutas or whatnot. http://dl.dropbox.com/u/4422/replays/3789 TADStRyKeRZ zjflwl1ckT.rep As many people have pointed out, you need LOTS OF SHIT midgame. Not because you want to attack necessarily, but because a pre-Hive mech ball push is possible, and you want to be able to counter when that happens (don't face his army head-on without swarm). Get Hive for late game. Position hydra / lurkers at important chokes, use Dark Swarm to prevent them from expos. The plan is to starve them off and hold them at 3 bases max while you take the rest of the map. I disagree with getting Ultralisks under any circumstance in ZvMech. They are the worst unit against sieged Tanks, even under swarm. They are also a purely offensive unit, and this strategy of whoring till minerals run out is best served by defensive, ranged units. Here's a good replay of mine demonstrating the entire gamut: http://dl.dropbox.com/u/4422/replays/3774 lionLouiskT TADStRyKeZ.rep Key points: * Use sim-city (building placement) to block vulture runbys. * Get many hydras early to block cheese, but not too many to cut into your eco. * Whore drones. ZvMech is not a low-econ match-up. * Make as many expos as you can get away with as early as possible. Mech takes a while to materialize an army. * Upgrade Muta armor twice, then attack upgrade twice, then armor then attack. You want armor upgrades because they are your meat shields against Goliaths while your Hydras rape everything. Also useful to get armor beacause if they go Valks, Mutas+armor shrug them off easily. * Upgrade Hydra attack, then carapace, attack, carapace. Hydras are supposed to be the major damage dealers. * Your mid-game army should be Hydra + Muta. Harass scvs if you can with mutas, but don't lose them carelessly. * Mutas => Tanks, Hydras => Goliaths. * Make LOTS OF SHIT mid game for the purpose of countering if he makes a timed pre-Hive push. * If he comes at you before making a 3rd, counter. Do NOT attack his army head on. He'll wipe out your main but you'll wipe out all his buildings, so it's a good trade. Just keep running away and expoing at random places and continue to build mutas one by one. Your army will get larger, his smaller. *You DO want to get to Hive as soon as possible, but only after making enough shit that forces him to take a 3rd instead of pushing out. * Get Hive, research Lurker and Consume. Put your hydras / lurkers / defilers in places where he would expo and expo there yourself. It's a money game from there. Just starve him. * The best part of this strategy is that it wins using what the Zerg does best -- expo whore and defend with Dark Swarm, same as in ZvBio. Let the Terran come to you, always, because it's nearly IMPOSSIBLE to break into a sieged mass of tanks. * What if he gets position, sieges up 20 tanks, gets mass expos, and just sits there? The answer is simple: you shouldn't have gotten into that situation in the first place. | ||
Gao Xi
Hong Kong5178 Posts
On March 22 2010 05:08 majesty.k)seRapH wrote: Show nested quote + On March 22 2010 04:47 Gao Xi wrote: On March 21 2010 22:42 lazz wrote: hydras.. mutas... expand a shitload.. dont get hive btw you dont need that shit vs mech what? Ultras under swarm take very little damage, goliaths and vultures do no damage to units under swarm. It should help a lot versus a late game mech army with a lot of tanks. you're ignoring mines? what part of defilerultraling counters mines? You can mine drag with lings? | ||
Saracen
United States5139 Posts
On March 22 2010 05:32 StRyKeR wrote: The response build depends heavily on the type of mech strategy the Terran chooses to do. There are a number of mixed opinions about what to do versus mech late game, but here's my experience-based opinion on ZvMech. There are two threats. 1) Early game vulture / drop / wraith cheese 2) Late game army control and map domination by siege tanks Many games will end because of the first factor. You should first try to get past it. I use a modified 3-hatch muta build to get through 1). You can indeed choose 3-hatch muta, but not in its pure form. The build I use: 12hatch 13pool (assuming I scout no 8rax rush -- I scout early enough to tell. if he goes 8 rax, 11pool it and then 14hatch, then 4 lings) 15hatch 17gas 17creep colony at nat Lair with 100 gas Den with 50 gas 24Ovie 3 hydras till 27 More hydras if wraiths start coming, also build spores if 2port wraith Spire once Lair finishes Sunk in main once Lair finishes if no wraith (protect against vult drop, though you should have enough hydras anyway -- this is just a precaution) 9 mutas Expo as quickly as possible 11 mutas Muta carapace Make mutas until he gets a science facility (by scouting well) Meanwhile, upgrade Hydra attack first, then carapace, attack, then carapace. If you see a Science Facility go up, go Hydra speed / range. There's no benefit of getting ling speed with 3-hatch muta. If you want to block vultures, use buildings. If you want to break his wall... well, because he'll have vultures, the only time speedlings will work is if you catch him offguard (doesn't happen often). Also, if you don't get a hydra den with the next 50 gas after lair, you'll lose to a well-executed 2port wraith. Watch this replay against a strong Terran going 2port wraith -- you'll see that I have hydras JUST in time for his wraiths (but not enough, so I end up losing the game). The key is to get a good number of hydras, whether you plan on using them for offense or not. Then you can transition to mutas or whatnot. http://dl.dropbox.com/u/4422/replays/3789 TADStRyKeRZ zjflwl1ckT.rep As many people have pointed out, you need LOTS OF SHIT midgame. Not because you want to attack necessarily, but because a pre-Hive mech ball push is possible, and you want to be able to counter when that happens (don't face his army head-on without swarm). Get Hive for late game. Position hydra / lurkers at important chokes, use Dark Swarm to prevent them from expos. The plan is to starve them off and hold them at 3 bases max while you take the rest of the map. I disagree with getting Ultralisks under any circumstance in ZvMech. They are the worst unit against sieged Tanks, even under swarm. They are also a purely offensive unit, and this strategy of whoring till minerals run out is best served by defensive, ranged units. Here's a good replay of mine demonstrating the entire gamut: http://dl.dropbox.com/u/4422/replays/3774 lionLouiskT TADStRyKeZ.rep Key points: * Use sim-city (building placement) to block vulture runbys. * Get many hydras early to block cheese, but not too many to cut into your eco. * Whore drones. ZvMech is not a low-econ match-up. * Make as many expos as you can get away with as early as possible. Mech takes a while to materialize an army. * Upgrade Muta armor twice, then attack upgrade twice, then armor then attack. You want armor upgrades because they are your meat shields against Goliaths while your Hydras rape everything. Also useful to get armor beacause if they go Valks, Mutas+armor shrug them off easily. * Upgrade Hydra attack, then carapace, attack, carapace. Hydras are supposed to be the major damage dealers. * Your mid-game army should be Hydra + Muta. Harass scvs if you can with mutas, but don't lose them carelessly. * Mutas => Tanks, Hydras => Goliaths. * Make LOTS OF SHIT mid game for the purpose of countering if he makes a timed pre-Hive push. * If he comes at you before making a 3rd, counter. Do NOT attack his army head on. He'll wipe out your main but you'll wipe out all his buildings, so it's a good trade. Just keep running away and expoing at random places and continue to build mutas one by one. Your army will get larger, his smaller. *You DO want to get to Hive as soon as possible, but only after making enough shit that forces him to take a 3rd instead of pushing out. * Get Hive, research Lurker and Consume. Put your hydras / lurkers / defilers in places where he would expo and expo there yourself. It's a money game from there. Just starve him. * The best part of this strategy is that it wins using what the Zerg does best -- expo whore and defend with Dark Swarm, same as in ZvBio. Let the Terran come to you, always, because it's nearly IMPOSSIBLE to break into a sieged mass of tanks. * What if he gets position, sieges up 20 tanks, gets mass expos, and just sits there? The answer is simple: you shouldn't have gotten into that situation in the first place. It would be a shame to close the thread after this post... | ||
Papvin
Denmark610 Posts
On March 22 2010 07:30 Saracen wrote: + Show Spoiler + On March 22 2010 05:32 StRyKeR wrote: The response build depends heavily on the type of mech strategy the Terran chooses to do. There are a number of mixed opinions about what to do versus mech late game, but here's my experience-based opinion on ZvMech. There are two threats. 1) Early game vulture / drop / wraith cheese 2) Late game army control and map domination by siege tanks Many games will end because of the first factor. You should first try to get past it. I use a modified 3-hatch muta build to get through 1). You can indeed choose 3-hatch muta, but not in its pure form. The build I use: 12hatch 13pool (assuming I scout no 8rax rush -- I scout early enough to tell. if he goes 8 rax, 11pool it and then 14hatch, then 4 lings) 15hatch 17gas 17creep colony at nat Lair with 100 gas Den with 50 gas 24Ovie 3 hydras till 27 More hydras if wraiths start coming, also build spores if 2port wraith Spire once Lair finishes Sunk in main once Lair finishes if no wraith (protect against vult drop, though you should have enough hydras anyway -- this is just a precaution) 9 mutas Expo as quickly as possible 11 mutas Muta carapace Make mutas until he gets a science facility (by scouting well) Meanwhile, upgrade Hydra attack first, then carapace, attack, then carapace. If you see a Science Facility go up, go Hydra speed / range. There's no benefit of getting ling speed with 3-hatch muta. If you want to block vultures, use buildings. If you want to break his wall... well, because he'll have vultures, the only time speedlings will work is if you catch him offguard (doesn't happen often). Also, if you don't get a hydra den with the next 50 gas after lair, you'll lose to a well-executed 2port wraith. Watch this replay against a strong Terran going 2port wraith -- you'll see that I have hydras JUST in time for his wraiths (but not enough, so I end up losing the game). The key is to get a good number of hydras, whether you plan on using them for offense or not. Then you can transition to mutas or whatnot. http://dl.dropbox.com/u/4422/replays/3789 TADStRyKeRZ zjflwl1ckT.rep As many people have pointed out, you need LOTS OF SHIT midgame. Not because you want to attack necessarily, but because a pre-Hive mech ball push is possible, and you want to be able to counter when that happens (don't face his army head-on without swarm). Get Hive for late game. Position hydra / lurkers at important chokes, use Dark Swarm to prevent them from expos. The plan is to starve them off and hold them at 3 bases max while you take the rest of the map. I disagree with getting Ultralisks under any circumstance in ZvMech. They are the worst unit against sieged Tanks, even under swarm. They are also a purely offensive unit, and this strategy of whoring till minerals run out is best served by defensive, ranged units. Here's a good replay of mine demonstrating the entire gamut: http://dl.dropbox.com/u/4422/replays/3774 lionLouiskT TADStRyKeZ.rep Key points: * Use sim-city (building placement) to block vulture runbys. * Get many hydras early to block cheese, but not too many to cut into your eco. * Whore drones. ZvMech is not a low-econ match-up. * Make as many expos as you can get away with as early as possible. Mech takes a while to materialize an army. * Upgrade Muta armor twice, then attack upgrade twice, then armor then attack. You want armor upgrades because they are your meat shields against Goliaths while your Hydras rape everything. Also useful to get armor beacause if they go Valks, Mutas+armor shrug them off easily. * Upgrade Hydra attack, then carapace, attack, carapace. Hydras are supposed to be the major damage dealers. * Your mid-game army should be Hydra + Muta. Harass scvs if you can with mutas, but don't lose them carelessly. * Mutas => Tanks, Hydras => Goliaths. * Make LOTS OF SHIT mid game for the purpose of countering if he makes a timed pre-Hive push. * If he comes at you before making a 3rd, counter. Do NOT attack his army head on. He'll wipe out your main but you'll wipe out all his buildings, so it's a good trade. Just keep running away and expoing at random places and continue to build mutas one by one. Your army will get larger, his smaller. *You DO want to get to Hive as soon as possible, but only after making enough shit that forces him to take a 3rd instead of pushing out. * Get Hive, research Lurker and Consume. Put your hydras / lurkers / defilers in places where he would expo and expo there yourself. It's a money game from there. Just starve him. * The best part of this strategy is that it wins using what the Zerg does best -- expo whore and defend with Dark Swarm, same as in ZvBio. Let the Terran come to you, always, because it's nearly IMPOSSIBLE to break into a sieged mass of tanks. * What if he gets position, sieges up 20 tanks, gets mass expos, and just sits there? The answer is simple: you shouldn't have gotten into that situation in the first place. It would be a shame to close the thread after this post... Amen to that. Stryker's posts are always so thorough (spelling?) and spot on. Horrible op, completely amazing repsonse. | ||
ChApFoU
France2982 Posts
There was an amazing mech T vs Z VOD around here not too long ago. The Terran was Flash but I don't remember who the zerg was, maybe Kwanro. | ||
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