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ZvT guy goes mech - Page 2

Forum Index > Brood War Strategy
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Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
October 18 2007 21:42 GMT
#21
The recent Savior vs Flash game on Baekmagoji was a pretty good example of what not to do vs Mech (And what maps not to play ZvT on -_-).
DaZe
Profile Joined November 2003
Sweden2111 Posts
October 18 2007 21:58 GMT
#22
wow zvt so easy vs mech ;D first mass mutas and upgrade +1 on them asap... expand 2 times (he wont have enough units to attack until your expansions are up)..
Try to harass or so.. build 2 evos and hydra den, upgrade 1-1 on hydras and start massing them as well!
Important: upgrade ol speed if he makes mines and so that you can see most of the map and make really good flank-attacks once he decides to move out with his entire force!

He will always make 1 attempt to attack and win once his exp is up, his facts are up and he is starting to macro like a bitch. If you succeed in stopping his attack, you should be fine, just expand more and hive should be on its way (so should the 2-2 hyd)..

After this just keep massing ^_^;

The most important thing though, is your mutas in the beginning.. dont stop producing them... they pwn gols and no terran will have enough gas to make vessel that early (at least not if he makes some tank, siege mode upgrade+gol range, plus, most ppl wanna upgrade their units to 1-1 coz that is really important when you mech!).

Just remember to upgrade all your units you are using vs mech, you dont wanna stand in lategame with 1-1 when he has 3-3 or 2-2, coz then you are fucked up big time whether you tons of units or not.. Grade on all units!^^! gogo

Also, if you feel like you have the game you can start to make weird units such as queens and shit:p
w3jjjj
Profile Joined April 2007
United States760 Posts
October 18 2007 22:20 GMT
#23
Day's got it down pretty good. advices on the alternative mass muta is good too, (i usual play that way) i just want to add a few things

some ppl suggested lurkers..........let me tell u lurkers are no good against mech, don't waste resources on them.

plague can be very valuable in late game. its not possible for terran to repair too many tech units, and unlike the protoss who still have their shield, mech units drop to 1 hp = 1 hit kill.^^ the reason people say defilers are no good is because u can't get in siege range to plague freely, and swarm is useless indeed.......... but if terran wants to attack he has to unsiege and move sometime, u plague him when he's on the move, and don't worry about losing precious defilers, even one good plague on the terran will recover u the cost of the defiler. imagine a mech blob with 2-3 plagues on it........well, lol to his push.
Chuck Norris can salvage his opponent's structures.
red.venom
Profile Joined October 2002
United States4651 Posts
October 19 2007 02:02 GMT
#24
Well lurkers arent terribly good vs mech in MOST circumstances. However it should be noted that no mech user will be able to get to science vessel without sacrificing unit numbers and many of them stay with just 2 comsats for a while.. You can abuse this pretty easily in a long map situation by trailing lurkers out in groups of 1 or 2 and forcing them to waste scans as much as possible.

http://www.battlereports.com/viewreplays.php?replaynum=32622 Here is me vs Slog in a fairly recent game doing this vs mech.

Lurkers are also ownage under swarm even vs mech. The idea is you dont even have to get many lurkers down.. 2-3 deep in tanks/gols is enough to force T to do a ton of work to unsiege and pull all back.

Hmm and although defilers are not particularly amazing vs mech, their ability to help defend is valuable as mech with the right tank numbers can sometimes just pound the shit out of your units. Plague on defense is also great and because vs mech games can so often be mass money games I think its just a good idea to get defilers in them regardless. Just keep 2-3 at key points on the map to do their thing. Even 2-3 good plagues in a game and a few swarms should be worth the 800-ish gas and few minerals. They are also great to add in drops. : d
Broom
Tangsta
Profile Joined November 2007
Australia68 Posts
December 04 2007 12:11 GMT
#25
sorry haven't read everything, but what if the T starts massing vessels?
Equinox_kr
Profile Blog Joined December 2006
United States7395 Posts
Last Edited: 2007-12-04 15:24:55
December 04 2007 15:24 GMT
#26
On December 04 2007 21:11 Tangsta wrote:
sorry haven't read everything, but what if the T starts massing vessels?


Vessels cost 225 vespene and most Terran players won't dare making Vessels because it brings their Tank + Goliath count wayyyyy down -_-

If he's massing Vessels his army is probably not there; kill him quickly.
^-^
Zergraptor
Profile Blog Joined October 2004
Canada54 Posts
December 04 2007 16:01 GMT
#27
Sometimes if terran plays really well with mech it can be hard to counter with just muta like Savior has tried vs boxer. Although just to be fair I think that was not savior's best game but I wouldn't know.

One way of going at it would be if he produces many goliath you could counter with hydralisks and If he produces many tanks, you could counter with mutalisks. Find an opening you are comfortable using and try to mix up your techs if what your doing does not work and watch the terran's game play carefully, maybe find some weaknesses in the terran's style. It would take forever to name a counter to everything, and so much of it would be useless to say because everyone plays so different. There is usually a way to come out ahead has long as you build correctly, so keep trying. Good luck!
learn from your losses.
Diggity
Profile Blog Joined September 2007
United States806 Posts
December 04 2007 19:02 GMT
#28
I have to agree with Day[9] in his general analysis.

I mentioned neo-terran mech v zerg in another post (anticipating a shift in pro-league play towards mech on larger maps). A few players attempted this shift following shudders win over ggplay however they ultimate came up short.

You might examine these games for some insight, specifically 910 v raid (and I think luxury as well but I don't recall)

http://teamliquid.net/tlpd/games/7904_910_vs_raid

I cant actually watch vods from the office so let me know if that is in fact correct. I believe lomo and hery also attempted to copy the mech build but also failed.

montblanc
Profile Joined December 2007
United States7 Posts
December 05 2007 02:21 GMT
#29
Would it be reasonable (given that more players start using mech on larger maps) for Terrans to start investing in a small side army of Valks (off of 1 port)? Or would it be too easy for Valks to get scourged down, even when there's a fuckton of goliath underneath?
Aurious
Profile Blog Joined April 2006
Canada1772 Posts
December 05 2007 03:26 GMT
#30
Not overly each valk as far as i know costs 3 supply and even if they go muta's in the end those valks aren't worth the cost.
StRyKeR
Profile Blog Joined January 2006
United States1739 Posts
December 05 2007 10:28 GMT
#31
I just followed Day's advice, and I won a zvt mech game. ^^

http://www.battlereports.com/downloadreplay.php3/32712_zvt MECh.rep?replaynum=32712
Ars longa, vita brevis, principia aeturna.
Sarja
Profile Joined December 2007
Sweden5 Posts
Last Edited: 2007-12-05 13:50:51
December 05 2007 13:49 GMT
#32
Why shouldn't you go ultra/ling? :O As the humble noob I believe I am, the combo seems imba. Ultra tanks while ling go scratchy scratchy.

But eh, yeah, anyways, been a while since I've been playing BW so .. Yeah. :|
FieryBalrog
Profile Blog Joined July 2007
United States1381 Posts
December 05 2007 16:13 GMT
#33
On December 05 2007 22:49 Sarja wrote:
Why shouldn't you go ultra/ling? :O As the humble noob I believe I am, the combo seems imba. Ultra tanks while ling go scratchy scratchy.

But eh, yeah, anyways, been a while since I've been playing BW so .. Yeah. :|


I suspect because mass tanks and spider mines really kick the crap outta ultra/ling. Ultras go down pretty fast vs massed 70 damage tanks and the splash owns the lings. And of course the mines, they can really totally rape your ground force.

Goliaths also do quite well against lings.
I will eat you alive
Brutalisk
Profile Joined February 2007
794 Posts
Last Edited: 2007-12-05 16:39:00
December 05 2007 16:36 GMT
#34
I would normally suggest the typical stuff: going muta/ling, mass expanding, raiding SCVs and killing CCs as soon as the goliaths are away (= abusing T immobility), and flanking the T army, later on getting defiler and maybe some hydras too.
I had mixed success with that (as usual).

But recent pro games have made me doubt if there's really a definite answer to T metal. I mean, Savior went mass muta vs. Boxer on Monty Hall, then ultra/ling vs. Flash on Baekmagoji or how the map is called. GGPlay used it in one game on Katrina too. I've also seen mass hydra with a few lurkers being used in a pro ZvT on Monty Hall SE.

That leaves me wondering if there's really one perfect unit combination against T metal.
All these things have strengths and weaknesses. Maybe they're all viable against T mech, it just depends on the situation which one you should choose. For example, if T gets vessels very early, it's probably a bad idea to go muta heavy, so get hydra instead. If he doesn't have many tanks in late game, you could try ultra/ling. If he has many tanks and mines, stop using ultra/ling.
And so on... defilers are always good, of course.

Not sure though, and my own experience vs. T metal is very limited. Just something to think about. There has to be a reason why the pros don't always use muta/ling which is supposed to be the "standard" vs. T metal.
Chill
Profile Blog Joined January 2005
Calgary25980 Posts
December 05 2007 17:35 GMT
#35
On December 06 2007 01:36 Brutalisk wrote:
But recent pro games have made me doubt if there's really a definite answer to T metal. I mean, Savior went mass muta vs. Boxer on Monty Hall, then ultra/ling vs. Flash on Baekmagoji or how the map is called. GGPlay used it in one game on Katrina too. I've also seen mass hydra with a few lurkers being used in a pro ZvT on Monty Hall SE.


These are map-specific problems. Monty Hall is a strange map that allows many expansions for Terran while allowing little room for Zerg maneuvering. Metal isn't unbeatable here, but certainly stronger than on other "standard" maps.

Baekmagoji is just shit. Terran cannot lose there. Flash might as well have gone Ghosts from 27 Barracks, because with the amount of minerals in a two-screen width, Terran cannot lose.

Have you seen many metal games on standard maps (That wasn't sarcastic, I don't want many pro games)?
Moderator
dybydx
Profile Blog Joined December 2007
Canada1764 Posts
December 08 2007 01:45 GMT
#36
the problem with t metal v z lies in difficulty of fending off mutas. if zerg overlord scouts u with 1 rax, he immediately go lair -> spire and u wont have enuf gols to fend off the mutas. going turret will force u to turtle and lag behind on expos.
...from the land of imba
Batibot
Profile Blog Joined August 2008
Philippines348 Posts
March 31 2009 11:47 GMT
#37
Just to add, I think it would be great to open up with a spire against the Fantasy Mech, because he'd have the valk to harass your ovies and you want your ovies all over the cliffs for map control.

Just another question. How do you fight a Terran Mech that fights you like a P except he has SV or Valks? He has tanks and mines and slowly pushing towards you. He has Valks to kill your Overlord so that you can't kill mines.
Jaedong has to be a Bonjwa. Tired of of rooting for July.
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