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Zerg vs Terran turtle - how? - Page 2

Forum Index > StarCraft 2 Strategy
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guitarizt
Profile Blog Joined March 2009
United States1492 Posts
May 10 2010 09:07 GMT
#21
You've gotta do a better job macro'ing. If they're on two bases and you're taking your fifth you should definitely always be under 1k gas. Are you maxing out upgrades? Go double evo chamber and get infestors out after you take your third and start saturating it.
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.” - Hemingway
BrenttheGreat
Profile Joined July 2010
United States150 Posts
Last Edited: 2010-07-07 04:37:31
July 07 2010 04:23 GMT
#22
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.
Fates
Profile Joined June 2010
United States91 Posts
July 07 2010 06:50 GMT
#23
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.
FiWiFaKi
Profile Blog Joined February 2009
Canada9859 Posts
July 07 2010 07:30 GMT
#24
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.
In life, the journey is more satisfying than the destination. || .::Entrepreneurship::. Living a few years of your life like most people won't, so that you can spend the rest of your life like most people can't || Mechanical Engineering & Economics Major
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
July 07 2010 07:43 GMT
#25
you can easily just wait till he mines himself out, but he could mass really big scary stuff like BCs.

Easiest way to break a turtle is with broodlords, they outrange missile turrets, bunkers etc. Just make sure you back them up with Corruptors.
NeoLearner
Profile Blog Joined January 2010
Belgium1847 Posts
July 07 2010 08:59 GMT
#26
There is a VOD of Artosis playing Side on Husky's youtube page which has some tactics you could try out against a turtle who does a Siege Push. They won't be easy to pull of if you're in Bronze League as they require a good deal of mechanics.

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





Bankai - Correlation does not imply causation
Qzy
Profile Blog Joined July 2010
Denmark1121 Posts
July 07 2010 10:51 GMT
#27
Zerg vs. a turtle T is very hard atm.. I've had matches where i cap 200/200, with alot more macro than him, yet i loose when he rolls out. Only advise i can give you: Macro hard and tech to ultralisk, and hope to god he doesn't go Thor to nail your ultras' ass.
TG Sambo... Intel classic! Life of lively to live to life of full life thx to shield battery
OPSavioR
Profile Joined March 2010
Sweden1465 Posts
July 07 2010 11:00 GMT
#28
Broodlords...
i dunno lol
moon`
Profile Blog Joined July 2009
United States372 Posts
July 07 2010 11:02 GMT
#29
This thread is 2 months old..? O_O
Empty your mind, be formless. Shapeless, like pandabearguy.
Competent
Profile Joined April 2010
United States406 Posts
July 07 2010 11:18 GMT
#30
Why isn't there a rule for "Necroing" threads!!!

Nurrrhhh, I'm gonna be A+ by Wendsday! -Day[9] "I'm going to spread out my lings so it looks like there is more. Lots of animals do that." -CatZ
dj.ricecakes
Profile Joined July 2010
United States252 Posts
July 07 2010 13:04 GMT
#31
if hes not moving out mass hydras roaches and infestors take whole map with expansons and creep highway if your food capped and hes still waiting to push out doom drop main for lulz
TECH MOTHER FUCKERS TECH!
nttea
Profile Blog Joined July 2008
Sweden4353 Posts
July 07 2010 13:17 GMT
#32
lol someone is birthdaydrunk methinks
shadymmj
Profile Joined June 2010
1906 Posts
July 07 2010 13:22 GMT
#33
Of course it will be hard to stop a 200/200 T. Looking at the current shitty maps where everywhere is a choke point it is theoretically impossible to stop a ball that large. Let's not assume the terran is an awful retard; once he steamrolls your army (if you ever decide to engage him) he will start dropping your expos and applying constant pressure as his ball makes its way to your front door. You can try to outmacro him by replacing lost units 3x faster than he can, but drops will also make that difficult. Neither can you afford to split your forces. If he manages to take 2 out your 5 bases down zerg loses. It's simple. Zerg can't afford to lose bases.

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.
There is no such thing is "e-sports". There is Brood War, and then there is crap for nerds.
InfiniteIce
Profile Blog Joined May 2010
United States794 Posts
July 09 2010 05:56 GMT
#34
To the whiners about necroing threads: would you prefer another "omg mech imba" thread?

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.
i keep going back to my response to chill's fake PM and laughing, then immediately getting a feeling that i assume i'd get if i had an orgasm and the girl said "hahaha guess what i have a dick" -FakeSteve
Prdors
Profile Joined April 2010
United States67 Posts
July 09 2010 06:01 GMT
#35
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.
Go Blue!
InfiniteIce
Profile Blog Joined May 2010
United States794 Posts
July 09 2010 06:17 GMT
#36
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. ^^
i keep going back to my response to chill's fake PM and laughing, then immediately getting a feeling that i assume i'd get if i had an orgasm and the girl said "hahaha guess what i have a dick" -FakeSteve
Truffy
Profile Joined May 2010
United States95 Posts
July 09 2010 06:27 GMT
#37
Generally it's best to skip Hydras and roaches against a terran going heavy mech. The key to winning is 4+ expansions like everyone else has said and be sure to abuse his immobility. You can do this with overlord drops where you snipe off buildings workers etc where his army is not, by the time they reach you load your slings back into the overlords and fly away. Nydus worms also do a good job of taking advantage of his turtling. I need to experiment more with mutilisks before I would recommend them but they are an option. In terms of units infestors are going to be your best friend here, neural parasite and fungal growth will help you control him immensely. Tech to either brood lords or ultralisks (either work) and build your supply quickly. To keep him in his base though for you to get the hive-tech you have to pressure him with lots of drops or general harassment. Many zergs think this matchup is unbeatable because you have to be very active and do much more than just attack with 200 food. Sieged tanks will beat 200 supply worth of roaches hydras and lings.
1a2a3a-->gg
Antpile
Profile Joined March 2009
United States213 Posts
July 09 2010 07:19 GMT
#38
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.
InfiniteIce
Profile Blog Joined May 2010
United States794 Posts
July 09 2010 07:54 GMT
#39
On July 09 2010 16:19 Antpile wrote:
Show nested quote +
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.


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...
i keep going back to my response to chill's fake PM and laughing, then immediately getting a feeling that i assume i'd get if i had an orgasm and the girl said "hahaha guess what i have a dick" -FakeSteve
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