The Terran and Zerg matchup is by far the most unbalanced at this moment, in terms of win rates. In fact, the TvZ matchup has gotten so bad, that it effectively means that Terrans can't win major tournaments anymore. Considering this, new approaches to the matchup are a necessity, for the long term health of this game.
A bit about myself. I am a 70 apm noob, who largely enjoys this game as a spectator. I prefer to engage with this game by strategizing and theorycrafting, as trying to learn the controls, is a lot of work.
Regarding builds I've previously theorized, would be the fast expand 5-0-0 build that FlaSh has optimized, as well as the 2-1-2 build that Rush used to defeat Soulkey in one set during ASL S19. Definitely not claiming definitive credit, but at minimum I independently thought of, and communicated, these builds before seeing them used by pros.
As such, I'm confident in my theory crafting abilities, but with a mouse and keyboard, I struggle to even beat the CPU.
Anyways, on to the strategy.
In general, and I find Protoss players have similar issues, Terran players are far too passive in the way they approach this matchup. Zerg is designed such, that their late game is effectively unbeatable. As such, it is necessary to either win outright, or get an overwhelming lead, before they get to hive. You cannot win a late game macro scenario.
Protoss players have identified that corsairs are the secret to winning that matchup. For Terran players, the equivalent are Valkyries.
Valkyries are the strongest air to air attacker in the game, by far. Devourers have a strong debuff, but Valkyries will beat everything if equal in supply.
The downside, is that Valkyries are the most difficult attacking unit to control in the game.
Assuming you have the skills to use Valkyries, they are the most consistent way to win against Zerg, all other strategies are dependent on the Zerg player blundering, or mismatching their build.
With this said, I will now describe the basic build orders, so that you might use Valkyries. I'll leave optimization to those who implement these.
2-1-2
1 rax
natural expand
second rax
factory
double starport
armory
2 control towers
throw e-bay and academy in somewhere
It's a fairly standard fast expand build, you could go cc first if you deem it safe. Regarding units and research.
Out of the 2 rax, marine+medic, try to get range at minimum.
Out of the factory, generally go for tanks, get siege quick.
If you decide to proxy the factory, like Rush did, speed vultures.
Out of the double ports, you want to build 4 Valkyries, precisely 4.
You should move out around 7-8 minutes, with a couple tanks, a large bio ball, and 4 Valkyries. Assuming you play it properly, you are effectively guaranteed map control at minimum, and will most likely destroy the zerg's third base.
Once you do this move out at 7-8 minutes, you take your third base, and immediately begin building a science facility. The moment the facility finishes, you need to build at least one vessel in anticipation of lurkers. If the Zerg went for spire and muta's, they will most likely all in you in response to this move out. If you can defend the all in, you win.
If they went for mass hydra, it is much more difficult, but perfectly playable. In this circumstance, you want to send your Valkyries out seperately, and use them to target overlords. The Zerg will be forced to turtle, at which point you use your land forces to attack.
Regarding this build, assuming you don't win with the first push, continue building Valkyries in groups of 4. You should have no more than 8 Valkyries at one time. 4 for attacking, and 4 for defending. Try to have 4 Valkyries attacking at all times.
Regarding basic tactics, as I've seen even Light struggle with this build, as it is very different to play than both mech and SkTerran.
On the push with bio and tanks, if the Zerg has lurkers, just siege the tanks and let the tanks take out the lurkers. You do not want to lose your bio with this build.
If your Valkyries aren't needed to defend or destroy a base, send them out to look for overlords. If you supply block the Zerg, they can't build any units, except for overlords, you can easily make an unbeatable push by playing it well.
Your marines are there to defend your vessels from scourges. The Valkyries are there to kill muta's, and to kill overlords. Killing overlords is winning, or at minimum massively slowing down the Zerg.
If you go for a proxy factory variant, the vultures are to bait them into building more muta's, which makes it powerful, the downside is that tanks are much better for beating lurkers.
1-2-2
This is a more mech based variant of the 2-1-2 build. Much the same, similar considerations. Rather than relying on goliaths for anti-air, getting Valkyries allows you to get a ton of vultures, which Zerg struggle against until they get lurkers.
Having a few marines sprinkled in would be helpful, just to snipe scourges, and to protect your vessels, or help get scourges off of your Valkyries.
2-2-1
This is much more of an all in build, the idea is simple.
Out of the two rax, marine+medic, get stim, range if possible.
Out of the two factories, vultures, maybe goliaths
Out of the one port, wraiths, drop ships, and vessels.
The idea is fairly simple.
If they go for hydra-ling, and do not go muta, you do a large push around 7 minutes, with all the bio you've built, and upgraded vultures, speed is higher priority. The wraiths are there to harass and scout. You would do this intent with winning with the 7 minute push, but you could likely play this position out, if you do enough damage.
If they surprise you with muta's, you can transition into either Valkyries or goliaths.
I'll also take the time to explain the 5-0-0 build.
The idea behind this is simple. On a two base economy, a Terran player can support 5 rax of production, 2 ccs, and whatever tech they need. Building anymore than 5 rax is either inefficient, or will cripple the Terran long term. Any less than 5 rax is insufficient to win with pure bio. The idea is that going this build, allows you to get full map control, and play very aggressively.
Players can likely make a 4-1-0 or 4-1-1 build work, but these are much more difficult to execute than a 5-0-0, as resources become more difficult to manage, more tech is required sooner, the macro cycle is more demanding, and you have to consider your tactics much more than with a 5-0-0 build.
I'll leave it at this.
Sincerely,
thuunderstruck, aka 0dysseus