Zerg vs Terran turtle - how? - Page 2
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guitarizt
United States1492 Posts
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BrenttheGreat
United States150 Posts
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Fates
United States91 Posts
On July 07 2010 13:23 BrenttheGreat wrote: On Kulas Ravine I have had 7 bases to a terrans 3 in a ffa. The entire map was mined out. I had 20+ in the bank saved up as I mined the entire map to get the advantage since he was turtling. The terran was on the high ground expansion with turrets, thor, tanks, and vikings. I threw every combination of zerg units at him about 10 times and could never break it. That single game made me consider retiring from zerg. Looking back if I lead a drop with 50 empty overlords I may have been able to get in without the vikings and thor killing them all. It is a ridiculous scenario though. VERY frustrating to have such an economic advantage and feel helpless. If the terran has no plans for the next week and you do you lose is pretty much what it feels like because you have to suicide into him. Eventually I just left the game. He wasn't going to leave his base and it felt impossible to break. Yeah Terran can be hard to break on Kulas, but if you were 7 to 3, you still should have been able to beat him fairly easy. His composition you described isn't very mobile at all, with the exception of the vikings. This makes him very susceptible to nydus worms. Emphasis on worms. Spawn like 5 at once all over. 1 in his main, 1 in his natural, 1 in in 3rd, any random place you think he might move. Pop out in one where he has no forces, or the least amount, and attack as much as you can until his army arrives and pop out somewhere else. There is no reason a 7 base zerg should lose to a 3 base terran. Remember, he has to move out before you do on only 3 bases. | ||
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FiWiFaKi
Canada9859 Posts
On July 07 2010 13:23 BrenttheGreat wrote: On Kulas Ravine I have had 7 bases to a terrans 3 in a ffa. The entire map was mined out. I had 20+ in the bank saved up as I mined the entire map to get the advantage since he was turtling. The terran was on the high ground expansion with turrets, thor, tanks, and vikings. I threw every combination of zerg units at him about 10 times and could never break it. That single game made me consider retiring from zerg. Looking back if I lead a drop with 50 empty overlords I may have been able to get in without the vikings and thor killing them all. It is a ridiculous scenario though. VERY frustrating to have such an economic advantage and feel helpless. If the terran has no plans for the next week and you do you lose is pretty much what it feels like because you have to suicide into him. Eventually I just left the game. He wasn't going to leave his base and it felt impossible to break. Before you post please have a good reason for doing so because this thread is almost 2 months old. Thanks. | ||
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Subversion
South Africa3627 Posts
Easiest way to break a turtle is with broodlords, they outrange missile turrets, bunkers etc. Just make sure you back them up with Corruptors. | ||
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NeoLearner
Belgium1847 Posts
I think it's this one The way Artosis stopped the push was mass burrowed roaches with mass baneling drops. As a game plan he did what everyone in this thread suggested, max expansions. There is another VOD on Hysky's youtube with a similar game plan by TLO. His opponent took his natural and tried to hold his third, while TLO took ALL other expansions on the map. Then he just massed ultralisks. I don't suggest trying the Ultra's, but the expansions are nice | ||
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Qzy
Denmark1121 Posts
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OPSavioR
Sweden1465 Posts
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moon`
United States372 Posts
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Competent
United States406 Posts
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dj.ricecakes
United States252 Posts
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nttea
Sweden4353 Posts
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shadymmj
1906 Posts
You will need to conduct small scale doom drops BEFORE he is even near to maxing out his supply while constantly expanding preferably to gold expo first. Later you can send 5 bl to his bases (with support if necessary) to just do some damage, replacing them as soon as they die. | ||
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InfiniteIce
United States794 Posts
I was considering bumping this thread myself, I have good reason. Phase two is up, and with all the new balance changes, I'd like to repeat OP's question to the forums. Though a little more specific. How do you ZvTurtle on a small map, i.e. steppes of war? Walled off, turrets, tanks, and a raven...becomes a beastly timing push that I just can't seem to stop. Thors, tanks, 5-6 upgraded hellions, and a raven. How do you defend against it? Expanding wont work if you're spotted at a bad time, as I've learned. Scans in the right place as a hatch is building can really break you... I seek wisdom. | ||
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Prdors
United States67 Posts
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InfiniteIce
United States794 Posts
On July 09 2010 15:01 Prdors wrote: To above poster just suicide an ovie in to figure out his unit choices. Then you'll have ample time to make your own army, which will be able to crush said army you just scouted. Even if he does manage to take down your army at that point you should have literally unlimited resources to quickly rebuild an army and take down his straggling army. Then just find wherever he tried to expand to and destroy it and then he'll probably GG. I do need to start suiciding OL more often. ^^ | ||
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Truffy
United States95 Posts
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Antpile
United States213 Posts
On July 09 2010 15:01 Prdors wrote: Even if he does manage to take down your army at that point you should have literally unlimited resources to quickly rebuild an army and take down his straggling army. The problem with this theory is that in most ZvMech battles, the zerg either wins the fight, or he loses everything and kills 10 supply worth of units. I find there is little grey area. So basically, when that first big battle happens against his nice mech comp, the game is usually won or lost right there. If you lose your perfect comp of burrowed roaches, 20 mutas, and banelings and fail to destroy his army there is usually little time to macro up an army that can even manage to do damage to his ball at that point. | ||
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InfiniteIce
United States794 Posts
On July 09 2010 16:19 Antpile wrote: The problem with this theory is that in most ZvMech battles, the zerg either wins the fight, or he loses everything and kills 10 supply worth of units. I find there is little grey area. So basically, when that first big battle happens against his nice mech comp, the game is usually won or lost right there. If you lose your perfect comp of burrowed roaches, 20 mutas, and banelings and fail to destroy his army there is usually little time to macro up an army that can even manage to do damage to his ball at that point. That is unfortunately my problem as well......... Even with a bunch of hatcheries, it's difficult to macro up enough to kill the God Combo... | ||
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