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[H] bio vs Zerg.

Forum Index > Closed
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ardonn
Profile Joined March 2010
Canada40 Posts
August 15 2010 01:36 GMT
#1
I really don't feel confident with mech so lately I have been trying to play more of a marauder/bio ball. Just wondering if anyone else plays this? If so what do you do once he has banelings to counter your +1 push. Also any other significant timings I'm not thinking of? Sorry this is such a vague post just looking for any tips at all. (when do you add starport, tank timings) stuff like that.
Nexic
Profile Blog Joined May 2010
United States729 Posts
August 15 2010 01:48 GMT
#2
I don't think going pure bio is too viable, I've been going biomech which seems to work alright.
Supporting your bio with tanks means I can push in with the marines/some rauders, then when the banelings come in you can kite them into the tank line with stim. Marines are effective against mutas as well.

Pure mech might be better, I just like the mobility of the biomech.
monitor
Profile Blog Joined June 2010
United States2404 Posts
August 15 2010 01:50 GMT
#3
I've had a lot of trouble as Zerg defending bio, recently I used burrowed roaches and infestors. Once you get to late game though, I don't suggest going pure bio because just acouple hydras,roaches, and mutas beat it.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Slayer91
Profile Joined February 2006
Ireland23335 Posts
August 15 2010 01:51 GMT
#4
I never have trouble with pure bio unless you use a lot of drops, banelings are just sick. Maybe if you have good micro.
Mikilatov
Profile Blog Joined May 2008
United States3897 Posts
Last Edited: 2010-08-15 01:52:35
August 15 2010 01:52 GMT
#5
On August 15 2010 10:50 monitor wrote:
I've had a lot of trouble as Zerg defending bio, recently I used burrowed roaches and infestors. Once you get to late game though, I don't suggest going pure bio because just acouple hydras,roaches, and mutas beat it.


Agreed with late game bio, except not because of hydras, roaches, and mutas, but because of infestors.

edit: oh and banelines are sick, too. =(
♥ I used to lasso the shit out of your tournaments =( ♥ | Much is my hero. | zizi yO~ | Be Nice, TL.
Voyager I
Profile Joined July 2010
United States260 Posts
August 15 2010 01:52 GMT
#6
Gonna second the idea that you need at least some Mech to back up your Bio against a smart Zerg. Infestor/Baneling is extremely dangerous otherwise.
Jupiter.sKy
Profile Joined December 2009
United States50 Posts
August 15 2010 02:06 GMT
#7
Honestly, bio late game is really vulnerable to infestor/ling/bling so your best bet is to push out early and either win or do enough damage that you permanently cripple the zerg. What you should really do is hide your raxes in your main and kill the scouting overlord so that the zerg isn't completely sure your going bio. might even help to swap your walling rax with a factory to confuse the zerg into thinking your going for some sort of reactor-hellion expand or pure mech. that way, the zerg would have potentially less infestors/banes to deal with your bio ball.
That being said, even if you go bio, please don't forget your raven and atleast get some tanks as they will really help agianst the zerg when you push.
heroyi
Profile Blog Joined March 2009
United States1064 Posts
August 15 2010 02:06 GMT
#8
gotta go bio mech. reason for it is because you need to mech as your insurance against the zerg infestors and baneling (although banelings arent so much a threat once you reach a critical mass of rines and marauders).

as long as you can focus fire the infestors quickly then zerg is in a heap of trouble. technically pure bio can be done if you can just snipe the infestors quickly. ill sometimes get ghosts JUST so i can emp the infestors making them literally useless. you will be surprised how many zergs dont keep a overseer nearby when its zvt just because terrans dont really use cloaked units.

you can also kite the zerg army very quickly, although micro intensive, so that way the infestor is not in range, and if it does get in range just stim and ff that asshole down. banelings are samething, you can just kite them, and if they do reach the army you can simply just pull the rines back and keep the marauders up front.
wat wat in my pants
Oxyoxygen
Profile Joined June 2010
United States68 Posts
August 15 2010 02:18 GMT
#9
I always Bio v Zerg and have a pretty high win percentage. My best advice would be to use multiple control groups and depend on micro. I usually go three control groups all my Bio ball in control group one half of them in control group two and half of control group two in your third control group, then stim and proceed to spread out all three groups upon engage. Which ever direction the send in their banelings mouse select and micro that group. Usually works pretty well.

If you scout them going all ground early like Bling, ling, infestor or roach just trow down a tech lab on your starport and and get a banshee to harass minerals and maybe a viking to hunt overlords it really punishes the zerg in larva use they have to reproduce their army from lost banelings, workers, and overlords. Its a very fragile battle so they cant afford to expand and macro all over the map plus Bio is cheap and you can reproduce it fast. Oh and abuse drops and and flank. Muta /ling /bling is the hardest unit comp to deal with but its still very winnable with good play.

Bio play is very fun in this matchup, cant stand meching its too boring and slow.
Galleon.frigate
Profile Blog Joined May 2010
Canada721 Posts
August 15 2010 02:25 GMT
#10
I really think think/hope that bio/mech will be the future of tvp - it's really intersting to watch, ghosts vs infestor (+sniping overseers), banlings, stimed infanty, flanks to pickoff tanks, drops, more drops...

fun to play and just really really really watchable...


heroyi
Profile Blog Joined March 2009
United States1064 Posts
August 15 2010 02:25 GMT
#11
On August 15 2010 11:18 Oxyoxygen wrote:
I always Bio v Zerg and have a pretty high win percentage. My best advice would be to use multiple control groups and depend on micro. I usually go three control groups all my Bio ball in control group one half of them in control group two and half of control group two in your third control group, then stim and proceed to spread out all three groups upon engage. Which ever direction the send in their banelings mouse select and micro that group. Usually works pretty well.

If you scout them going all ground early like Bling, ling, infestor or roach just trow down a tech lab on your starport and and get a banshee to harass minerals and maybe a viking to hunt overlords it really punishes the zerg in larva use they have to reproduce their army from lost banelings, workers, and overlords. Its a very fragile battle so they cant afford to expand and macro all over the map plus Bio is cheap and you can reproduce it fast. Oh and abuse drops and and flank. Muta /ling /bling is the hardest unit comp to deal with but its still very winnable with good play.

Bio play is very fun in this matchup, cant stand meching its too boring and slow.

lol mech is sooooooo god damn FUCKING SLOW.

its irritating and illl just rage quit seeing how easy it is for zerg to just go around the army. everytime i hear your base is under attack, i shed a tear.
wat wat in my pants
ardonn
Profile Joined March 2010
Canada40 Posts
Last Edited: 2010-08-15 04:32:37
August 15 2010 04:29 GMT
#12
when do you typically add your ghosts? on your second?

Edit: also i find mutilisks punish me when i grab my 2nd. Any thoughts?
warmGun
Profile Joined August 2010
United States57 Posts
August 15 2010 04:38 GMT
#13
Drewbie seems to go pure bio against zerg quite often and its really his drops that enable him to win the games. It definitely is possible by using the mobility granted by the dropships to snipe key production buildings and keep the zerg under pressure.
aznhockeyboy16
Profile Blog Joined July 2009
United States558 Posts
August 15 2010 04:48 GMT
#14
past the 3 rax push, in order to be pure bio, you really do need to be able to do lots of dropship harrass, because you're not nearly as strong in head on confrontations as you would be if you were going mech or biomech, but you can be much more aggressive, and force the zerg to stay on the same number of bases as you. however, if you didn't do sufficient damage with a push, or you let him get hive tech up you are in a lot of trouble, so you have to be able to macro out your army, while doing dropship harrass, sniping buildings, finding out his compositions, and acting accordingly. also, you should probably get ghosts after your initial push or as you're making your push, since he's likely to be getting infestors at some point to counter your bio army.
Jibba
Profile Blog Joined October 2007
United States22883 Posts
August 15 2010 12:43 GMT
#15
On August 15 2010 10:36 ardonn wrote:
Sorry this is such a vague post just looking for any tips at all.

You knew it was a problem but you made it anyways. :|

Read the Strategy Forum Guidelines.
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