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TvZ bio push - Page 3

Forum Index > StarCraft 2 Strategy
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ShadowDrgn
Profile Blog Joined July 2007
United States2497 Posts
February 23 2010 23:35 GMT
#41
I played Zelniq yesterday and he stopped my initial push with just speedlings. He had banelings for the second wave but he messed up and let them hit the marauder wall, which let me take out his natural. Then I stupidly lost the remainder of the army and he sneaked the gold mineral base. He went around the marauder wall the second time and that was gg. Probably shouldn't have done this build after I told him I was from TL, haha.

replay: http://ifile.it/vgudqik
Of course, you only live one life, and you make all your mistakes, and learn what not to do, and that’s the end of you.
eXigent.
Profile Blog Joined February 2007
Canada2419 Posts
February 24 2010 00:17 GMT
#42
Ive also used this build and it works really well if its not scouted. However lately i've been trying to work on a more standard opening that allows tech. I've been trying 2 barracks 1 with tech 1 with reactor, and a factory instead of the 3rd barracks. When the factory is done, get the reactor for it, and pump hellions with your initial army. Once you have 4-6 hellions, move out to his expansion. I find that having infantry in front, and hellions in the back doing AoE damage is really strong early/mid game against roach/zergling armies. If he survives and switches to hydra, I lift the factory and make a tech lab.

Only downside is hidden muta tech. If you don't scout it in time, it's pretty much GG. (damn turrets dont shoot far at all)
Tomed
Profile Joined August 2005
United States176 Posts
Last Edited: 2010-02-24 00:58:31
February 24 2010 00:58 GMT
#43
On February 24 2010 08:35 ShadowDrgn wrote:
I played Zelniq yesterday and he stopped my initial push with just speedlings. He had banelings for the second wave but he messed up and let them hit the marauder wall, which let me take out his natural. Then I stupidly lost the remainder of the army and he sneaked the gold mineral base. He went around the marauder wall the second time and that was gg. Probably shouldn't have done this build after I told him I was from TL, haha.

replay: http://ifile.it/vgudqik


Interesting game. I agree with the guy above, though. Going 3 rax really hurts when they stop your push with banelings. Infantry seems to really suck against mass baneling/speedling so you pretty much need to switch to factories if banelings stop you else the Zerg will walk all over you.
ShadowDrgn
Profile Blog Joined July 2007
United States2497 Posts
February 24 2010 01:49 GMT
#44
I haven't had any problems with mutas when I build 3-4 turrets in my base. They're a lot beefier in SC2, and zergs are always attacking me with around 5 mutas, not 9-11 like in SC1. I'm going to try working a factory into the build too and see if that helps out.
Of course, you only live one life, and you make all your mistakes, and learn what not to do, and that’s the end of you.
Tomed
Profile Joined August 2005
United States176 Posts
February 24 2010 02:14 GMT
#45
On February 24 2010 10:49 ShadowDrgn wrote:
I haven't had any problems with mutas when I build 3-4 turrets in my base. They're a lot beefier in SC2, and zergs are always attacking me with around 5 mutas, not 9-11 like in SC1. I'm going to try working a factory into the build too and see if that helps out.


Actually I don't think mutas are a problem but if the Zerg counters the push withe banelings and just keeps the pressure on with additional speed/banelings I don't know what the T can really do other than turtle and get some tanks out. I really don't think that even stimmed infantry can stop good baneling/speedling micro.
Wire
Profile Joined July 2009
United States494 Posts
February 24 2010 07:01 GMT
#46
i played an interesting game today where the guy runs about 8 banelings into my supply depot, killing it instantly and thus breaking my wall. then he runs in with about 24 speedlings and raped me.

this was when i was putting down my second rax. i thought roaches so i went tech lab but even if i didnt i would have about 8 marines which i dont think can handle that efficiently.

advice?
"You sacced your ovie, which is great, but then you didn't watch it die, which is bad :("
Tomed
Profile Joined August 2005
United States176 Posts
Last Edited: 2010-02-24 07:18:43
February 24 2010 07:08 GMT
#47
I just played a TvZ against Artosis and got rocked pretty hard trying to execute a very similar bio rush. Notice that I do 4 raxes instead of 2 reactors. You can still have the same unit count by the 8 min push and you don't give any tech information away by putting down a reactor at your choke. Regardless, I still got owned.

Download

On February 24 2010 16:01 Wire wrote:
i played an interesting game today where the guy runs about 8 banelings into my supply depot, killing it instantly and thus breaking my wall. then he runs in with about 24 speedlings and raped me.

this was when i was putting down my second rax. i thought roaches so i went tech lab but even if i didnt i would have about 8 marines which i dont think can handle that efficiently.

advice?


Why would you "think" roaches? You should be scouting as soon as your depot finishes (4-player maps) or as soon as the first rax finishes (2-player maps). You can clearly see if he's going early roaches, FE, or early baneling/speedling. Anyway, post the replay for proper advice.
Foxhawk
Profile Joined December 2009
United States41 Posts
Last Edited: 2010-02-24 08:15:09
February 24 2010 08:08 GMT
#48
On February 24 2010 16:08 Tomed wrote:
You can still have the same unit count by the 8 min push


Dunno, by my count that timing was rather different than the OP's. The BO timings were definitely different. He pushed hard @ (I think these stats are right) 7:50 with 3 marauders and 19 marines with +1 weps and +shields and +1 armor on the way. At the same time this game, T had 3 marauders and ~11-14 marines in the main with no upgrades (+1 weps and +shields on the way). Not sure how much of a difference it would've made. Artosis had ~10 roaches hatched.

Edit, for the record, here is my full annotation of the build in the OP's replay.

<> for buildings
[] for upgrades


10 Supply - <Supply Depot> 1 at choke; minor supply bottleneck here
12 Supply - <Rax> 1 @ Choke
13 Supply - <Gas> 1

Gas Finished -
2 mining SCV to gas

Rax Finished -
Rax SCV to scout
[Comsat]

16 Supply - <Supply Depot> 2
16 Supply - <Rax> 2
18 Supply - <Ebay>
18 Supply - [Reactor] @Rax 1
20 Supply - [Infantry Weapons]
21 Supply - [TechLab] @Rax 2
22 Supply - <Rax> 3
27 Supply - <Supply Depot> 3
27 Supply - [Combat Shield]
29 Supply - <Supply Depot> 4
32 Supply - [Reactor] @Rax 3
35 Supply - <Supply Depot> 5
39 Supply - <Supply Depot> 6
49 Supply - [Infantry Armor]
No plan of battle ever survives contact with the enemy.
commanderchobo
Profile Joined September 2007
Canada53 Posts
February 24 2010 11:51 GMT
#49
why can i not watch these replays? should be able to but says files are missing locally need to be downloaded =/
RPGabe
Profile Joined January 2010
United States192 Posts
February 24 2010 21:57 GMT
#50
Just to warn everyone, that replay link site in the OP has some virus or malware on it. I recommended this thread to a friend and that happened.

Don't download that one!

The build orders look good though :p
Zoler
Profile Blog Joined June 2008
Sweden6339 Posts
February 24 2010 22:12 GMT
#51
On February 24 2010 09:58 Tomed wrote:
Show nested quote +
On February 24 2010 08:35 ShadowDrgn wrote:
I played Zelniq yesterday and he stopped my initial push with just speedlings. He had banelings for the second wave but he messed up and let them hit the marauder wall, which let me take out his natural. Then I stupidly lost the remainder of the army and he sneaked the gold mineral base. He went around the marauder wall the second time and that was gg. Probably shouldn't have done this build after I told him I was from TL, haha.

replay: http://ifile.it/vgudqik


Interesting game. I agree with the guy above, though. Going 3 rax really hurts when they stop your push with banelings. Infantry seems to really suck against mass baneling/speedling so you pretty much need to switch to factories if banelings stop you else the Zerg will walk all over you.


banelings isn't that bad, I don't think I've lost to banelings a single time :S

micro is VERY important, just spread and focus fire as many banelings u can. the problem with banelings is that their hp is low and they are rly slow
Lim Yo Hwan forever!
Zoler
Profile Blog Joined June 2008
Sweden6339 Posts
February 24 2010 22:12 GMT
#52
On February 24 2010 16:01 Wire wrote:
i played an interesting game today where the guy runs about 8 banelings into my supply depot, killing it instantly and thus breaking my wall. then he runs in with about 24 speedlings and raped me.

this was when i was putting down my second rax. i thought roaches so i went tech lab but even if i didnt i would have about 8 marines which i dont think can handle that efficiently.

advice?


more units.. theres no way he can have banelings AND 24 speedlings when u have that little units
Lim Yo Hwan forever!
Fallen
Profile Joined October 2005
Canada192 Posts
February 24 2010 22:33 GMT
#53
push with bunkers against zerg banelings/ling or anything else really it will swing the battle around!

theres no reason to not make bunkers.. you can salvage the useless ones and keep pushing.. its real great
oh hay
radiumz0rz
Profile Blog Joined January 2009
United States253 Posts
February 24 2010 23:14 GMT
#54
I think faster pressure with continued reinforcements would make this more effective. Stim would also be a bonus.
Berkeley '10
Daxten
Profile Joined October 2009
Germany127 Posts
February 25 2010 01:59 GMT
#55
Imo best way is to 1 rax into OC, then add Techlab and second gas
research stim and add second rax with reactor
add third raxx with another techlab (yes)

and mass pump marauders + marines
with stim rdy go and attack, use stim in the right moment and win
Senx
Profile Blog Joined March 2008
Sweden5901 Posts
Last Edited: 2010-03-08 21:14:41
March 08 2010 21:07 GMT
#56
Nvm.. search function is my friend.
"trash micro but win - its marine" MC commentary during HSC 4
synapse
Profile Blog Joined January 2009
China13814 Posts
March 08 2010 23:33 GMT
#57
On February 23 2010 12:09 DeepGreen wrote:
It's interesting that people have said stim isn't useful without medivacs. I remember that in original SC, stim was a must-have.


I agree... stim is always better than no stim, even without medivacs, and many times you can escape from a battle that looks unfavorable by stimming and running away.
:)
Koffiegast
Profile Joined February 2010
Netherlands346 Posts
Last Edited: 2010-03-09 14:00:54
March 09 2010 14:00 GMT
#58
On February 24 2010 16:01 Wire wrote:
i played an interesting game today where the guy runs about 8 banelings into my supply depot, killing it instantly and thus breaking my wall. then he runs in with about 24 speedlings and raped me.

this was when i was putting down my second rax. i thought roaches so i went tech lab but even if i didnt i would have about 8 marines which i dont think can handle that efficiently.

advice?


So he wasted 400 minerals and 200 gas to destroy a single depot? lol!
Wut
willeesmalls
Profile Joined March 2010
United States477 Posts
March 09 2010 15:55 GMT
#59
What about on a map like Blistering Sands? Zerg forces me to fight with a roach/ling army by having roaches kill the rock at the back entrance. Marauders/rines cannot reach the roaches killing the rock. This is before I reach critical mass with marines/marauders, though I find even with 40 rine/rauder a fight away from a choke is awful if you're flanked by speedlings.

If I decide to defend my base, he can go back and forth until I am no longer fighting at a choke (i.e, in my base) since I have to defend two sides. If I don't fight at a choke, zerglings rape me.

I can't catch him out in the open without stim. If I do decide to attack his base, he can bring his units around to flank me along with the new ~8 roaches that pop out.

The only time I've won using this build was an all in with scv's at his base while lifting off my cc. I just ignored all of his units and killed his buildings.

Mass roaches are so goddamn hard to kill. It seems like fights just go: roaches focus marines, once enough marines die zerglings kill everything. I'd try mixing in hellions but it's not hard for roaches to kill those too.

I'm beginning to think zerg ground army was intended to be superior. zerglings + a cheap ranged armored unit is retarded.
Volshok
Profile Joined August 2008
United States349 Posts
Last Edited: 2010-03-09 16:23:29
March 09 2010 16:22 GMT
#60
On March 10 2010 00:55 willeesmalls wrote:
What about on a map like Blistering Sands? Zerg forces me to fight with a roach/ling army by having roaches kill the rock at the back entrance. Marauders/rines cannot reach the roaches killing the rock. This is before I reach critical mass with marines/marauders, though I find even with 40 rine/rauder a fight away from a choke is awful if you're flanked by speedlings.

If I decide to defend my base, he can go back and forth until I am no longer fighting at a choke (i.e, in my base) since I have to defend two sides. If I don't fight at a choke, zerglings rape me.

I can't catch him out in the open without stim. If I do decide to attack his base, he can bring his units around to flank me along with the new ~8 roaches that pop out.

The only time I've won using this build was an all in with scv's at his base while lifting off my cc. I just ignored all of his units and killed his buildings.

Mass roaches are so goddamn hard to kill. It seems like fights just go: roaches focus marines, once enough marines die zerglings kill everything. I'd try mixing in hellions but it's not hard for roaches to kill those too.

I'm beginning to think zerg ground army was intended to be superior. zerglings + a cheap ranged armored unit is retarded.


I thought a bunker gave you the range to hit roaches from behind the rock? Toss down one, then Salvage it when you want to push?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=123657
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