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Zerg vs Terran turtle - how?

Forum Index > StarCraft 2 Strategy
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Firebolt145
Profile Blog Joined May 2010
Lalalaland34498 Posts
May 10 2010 01:03 GMT
#1
I'm by no means a good SC2 player - I got my key only 3-4 days ago and have still been experimenting with all the races, learning the tech, etc. I'm currently in the Bronze league. I'm enjoying playing Zerg the most, perhaps because that was my 'best' race in BW and it was easiest to adapt to in SC2.

However I'm finding a huge amount of trouble against Terran turtlers. Especially those that stay in their base without even expanding, wall in, turret around their base and just mass up. When I see the Terran is turtling I usually mass a large amount of hydras and roaches, expand like crazy, and try to tech to Brood Lords to break the turtle.

When/if I get to Brood Lords, all is fine and dandy. However if the Terran ends up pushing just before I get to BL's, my entire army of Hydras and Roaches is usually slaughtered. Even though I have 90% of the map and many other hatcheries I just cannot macro quickly enough to meet his army a second time, and he proceeds to walk over my main, killing all my tech buildings, leaving me no choice but to GG.

There are obvious places I can improve on; my APM isn't quite fast enough to spawn larva on every Hatchery during a battle limiting my macro and I perhaps could focus fire tanks etc a bit more.

Are there any major tips strategy-wise on how to beat the Terran turtle?
Moderator
ccou
Profile Joined December 2008
United States681 Posts
May 10 2010 01:07 GMT
#2
you can try baneling/roach burrow traps... unless he gets 1 raven. Also make sure you're adding a couple of infestors to fungal things, research neural parasite if you see thors with suicided overlords. You can also try baneling drops on his mineral line.
Wake up Mr. B!
StayFrosty
Profile Joined February 2010
Canada743 Posts
May 10 2010 01:08 GMT
#3
Expand all over the map and macro hard. Scout with OLs/changelings and identify his army composition and prepare a counter.

If he turtles hard with siege tanks, infestor neural parasite is your friend.

Pretty much the best advice anyone can give.
damon2400
Profile Joined April 2009
United States172 Posts
May 10 2010 01:09 GMT
#4
Just mass expand, sit your huge army outside his base and wait for him to mine himself out.
TurdFerguson
Profile Joined April 2010
Canada32 Posts
May 10 2010 01:09 GMT
#5
Multiple Nydus worms ?
One does not simply walk into my natural...
.ImpacT.
Profile Blog Joined May 2010
United States390 Posts
Last Edited: 2010-05-10 01:14:28
May 10 2010 01:13 GMT
#6
On May 10 2010 10:09 damon2400 wrote:
Just mass expand, sit your huge army outside his base and wait for him to mine himself out.


This. If he wants to turtle, establish a contain with overlord creep, crawlers, and your main army right outside his man. Spread your overlords around the perimeter of his base so you can see if he goes for any drops, and macro like hell. Expand as soon as possible (while reinforcing your army) every time, he'll run out of minerals eventually and you'll be sitting on a 200/200 army with 5k in the bank.

NEVER attack a turtle. He has a very solid defensive set up most likely, and is waiting for you to push so he can counter. Simply sit back on your lead and build up. He'll come out eventually. If he doesn't, broodlords can snipe pretty easily. But never commit against an opponent with a defensive advantage in this scenario.
Kakisho
Profile Joined January 2010
United States240 Posts
May 10 2010 01:15 GMT
#7
You can break his wall-in with banelings very easily and with pretty good cost value. Banelings do a lot more damage to buildings so you can supply block the enemy (destroyed supply depots) and also damage the units gaurding it (killing a bunch if you're lucky). This works pretty well as even if you don't hurt his army that much especially if you want to use more banelings later on.
Cold wind, chilling.
CosmicAC
Profile Blog Joined January 2009
United States238 Posts
May 10 2010 01:23 GMT
#8
Are you describing a sort of 1 base timing push, or a type where he stays in 1 base for 20-30 minutes then attacks.

If he's on one base the whole time, his macro will be nowhere as good as yours. If the strategy hes going for is stay in base for 30 minutes then attack, you will have way more units because of expansions, more minerals, there should be no reason you won't be able to take him in an army fight. However, some people like to be gay and do some weird cheesy void ray/mass banshee thing and try to harass you to death, gotta watch out for that.
To follow the path: look to the master, follow the master, walk with the master, see through the master, become the master.
OPSavioR
Profile Joined March 2010
Sweden1465 Posts
May 10 2010 01:24 GMT
#9
Sauronzerg is the way to go... but banelings is your lategame turtle cracker.. it will pwn his turrets.
i dunno lol
dANiELcanuck
Profile Joined April 2010
Canada217 Posts
May 10 2010 01:24 GMT
#10
I played quite a few ZvT games with a friend who just tried to turtle as long as possible. Like others have said, do NOT attack. Expand, scout when possible to know if/when he's going to move out, what unit composition he has etc. You can tech to broodlords and/or use Nydus canals. Don't forget those +1/+2/+3 upgrades. If it's early sometimes you can break in with burrowed roaches assuming he doesn't have detection. Sieged tanks really blow lings/blings away so don't bother with them.

If he moves out, you definitely need to flank and get a good surround. Get 6-10 infestors in a 200 supply army at least, for neural parasite of course.

TL;DR You can't break the turtle. Wait for him to come out, but be prepared.
Fraud
Profile Joined April 2010
Canada108 Posts
May 10 2010 01:32 GMT
#11
Terrans who turtle lose to 5-base Zerg. He's choosing to cede map control to you, take advantage of it and use it. You'll be able to afford a lot of static defense, which should keep his army at bay and allow you to reproduce any units you lose.

Tanks get hurt hard by brood lords and burrowed roaches. Tech up to brood lords and destroy him with your stronger army, which you can replenish faster.
Ballistixz
Profile Joined January 2010
United States1269 Posts
Last Edited: 2010-05-10 01:37:17
May 10 2010 01:34 GMT
#12
use banelings. it breaks terran wall ins so nicely and u can ravage there mineral line with lings or more banelings. and the good part is u can get banelings super early before he has time to set up a real hard defense. this is what i usually do if i see a terran wall in. target his depots then target barracks. or barracks first then depots. by the time u get banelings out the terran will usually only have 1 or 2 barracks since they will almost certainly be teching up. so make sure to hit him where it hurts.

depots/gas scvs/tech labs/barracks are all prime targets that will severely cripple the terran if not end the game right then and there.

the good thing about going banelings against terrans like this is they will only have marauders/marines out by the time u have banelings out. banelings shit over marines like no tommorow and lings rape the hell out of marauders. so u will be in a good spot. make sure u upgrade baneling speed and ling speed as soon as ur able. you can also tech to hydras in the mean time.
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
Last Edited: 2010-05-10 01:36:23
May 10 2010 01:36 GMT
#13
Pretty much this except in 3d:

[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Firebolt145
Profile Blog Joined May 2010
Lalalaland34498 Posts
May 10 2010 01:36 GMT
#14
The problem I have is that when he eventually comes out his army (which isn't extremely large) steamrolls over my 200/200 hydras/roaches. Then after that, even though I've expanded all over the map and have 5k minerals in the bank, I am unable to muster up an army within 30 seconds and bam, he's killing my tech buildings.

I haven't thought of using banelings before. I thought they die rather fast though - how am I to break his wall with marines defending it?

I'll try using Infestors more for tanks next time. I still need more experience with the game, I can't even remember the hotkeys for Fungal Growth/Neural Parasite atm.
Moderator
EmeraldSparks
Profile Blog Joined January 2008
United States1451 Posts
May 10 2010 01:40 GMT
#15
I would rather have 200 / 200 banemutaling than just straight up hydra/roach. Infestors are a definite requirement for the largest battles.

You could just also put 1.2K into four extra hatcheries in order to replenish your army extremely quickly after it's wiped, or you could nydus his main when he moves out.
But why?
teamsolid
Profile Joined October 2007
Canada3668 Posts
Last Edited: 2010-05-10 01:42:56
May 10 2010 01:42 GMT
#16
Broodlords (with proper support ofc)
Crisium
Profile Blog Joined February 2010
United States1618 Posts
May 10 2010 01:42 GMT
#17
On May 10 2010 10:36 Firebolt145 wrote:
The problem I have is that when he eventually comes out his army (which isn't extremely large) steamrolls over my 200/200 hydras/roaches. Then after that, even though I've expanded all over the map and have 5k minerals in the bank, I am unable to muster up an army within 30 seconds and bam, he's killing my tech buildings.


Roaches are 27 and Hydras are 33 seconds. If you are sitting 200/200 with 5k resources then you should have a dozen larva at each hatchery. You should have reinforcements within seconds.
Broodwar and Stork forever! List of BW players with most Ro16, Ro8: http://tinyurl.com/BWRo16-Ro8
Ballistixz
Profile Joined January 2010
United States1269 Posts
Last Edited: 2010-05-10 01:45:19
May 10 2010 01:43 GMT
#18
On May 10 2010 10:36 Firebolt145 wrote:
The problem I have is that when he eventually comes out his army (which isn't extremely large) steamrolls over my 200/200 hydras/roaches. Then after that, even though I've expanded all over the map and have 5k minerals in the bank, I am unable to muster up an army within 30 seconds and bam, he's killing my tech buildings.

I haven't thought of using banelings before. I thought they die rather fast though - how am I to break his wall with marines defending it?

I'll try using Infestors more for tanks next time. I still need more experience with the game, I can't even remember the hotkeys for Fungal Growth/Neural Parasite atm.



if that really happens then it can only mean he was at a heavy upgrade advantage over u. in 30 mins time there should be no reason to not have a fully upgraded 3/3 army.

if theres marines defending it then it shouldnt matter. just get speed upgrade and a ton of banelings and just target his wall. marines get 1 shot by banelings if they dont have there shield upgrade and they do splash so 2 banelings can take out like 10 marines at once. if the marines are in bunkers then break the wall, send in lings or roaches so the marines in the bunker target them and then send in the banelings to bust the bunkers. just make sure u have fodder so they can soak up the dmg while the banelings can do there work without being killed to fast.

if the terran goes mass thors or mass BCs then get a shit load of infestors and hydras/roach with NP researched and i promise u will win everytime.
Fruscainte
Profile Blog Joined December 2009
4596 Posts
May 10 2010 02:25 GMT
#19
Seriously, what everyone else said. Expand. A T tried to mass turtle with like, five Bunkers at his Natural on like Blistering Sands or something, and a crap ton of siege tanks on the ledge all around his main and by his backdoor rocks. I just mass expanded around the map, saturated both Gold Minerals and set up creep all around the map. It just became a game of him not being able to resupply himself. Me being able to have like, 12 Larvae at every expansion at all times with constant Larvae Inject and the ability to support units out of all of them with the click of a button, just wrecks the T. I put up a Nydus in his main, he pulls his forces back from the front to defend Lings pouring out as I rush in mass Brood Lords and Hydra's on the front.

Basically, just expand expand expand. The T wont be able to do anything about it, and if he tries to move out you can easily crush him with a flank.
preaCor
Profile Joined April 2010
Germany80 Posts
May 10 2010 09:00 GMT
#20
On May 10 2010 10:23 CosmicAC wrote:
However, some people like to be gay and do some weird cheesy void ray/mass banshee thing and try to harass you to death, gotta watch out for that.


I think comments like that do not belong into tl.net forums - what happened to the strict moderation I love so much about this place?
Pity is free, envy must be earned.
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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