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A Cry for Help, A Zerg Vs. Terran Story - Page 2

Forum Index > StarCraft 2 Strategy
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ashaman771
Profile Joined April 2010
Canada114 Posts
July 16 2010 13:47 GMT
#21
Man, my marine marauder armies get killed by freaking bane and speedling combo all the time.
The Dead Room Podcast, check it out!
gREIFOCs
Profile Joined April 2010
Argentina208 Posts
July 16 2010 14:04 GMT
#22
Roaches, lings, a queen backing up in the defense (keep it away from the marauders) and 2 nice spines crawlers is enough to hold the expand if you dont mess up.

But, I guess that without a replay it really doesn't make any sense to comment. Maybe your macro slips, maybe you dont micro correctly, maybe you always wait with your roaches packed up when you should have 2 groups or a nice concave set up arround the entrance to your nat, ect.

Without replays, we are guessing what is the problem and you are guessing what is the right answer.
Don't work hard. You die at the end anyway, dummy.
Competent
Profile Joined April 2010
United States406 Posts
Last Edited: 2010-07-16 14:17:37
July 16 2010 14:16 GMT
#23
I see alot of discribing, but no replay...

You failing to metion things the replay might show, like 3 expo before a spawn pool, not building lings etc.
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
statikg
Profile Joined May 2010
Canada930 Posts
July 16 2010 14:24 GMT
#24
Blings are the scariest in the early-mid game to me but only in the hands of a good microer, if that is not you, a couple of my early tanks will probably kill most of them before you even get to my marines. (I usually push out with 2 quick tanks and rines using something along the lines of 2/1/1). If I see banelings, I will probably camp out and wait for you to come to me before I push out and start producing marauders instead of marines.

As the game progresses into mid game I have by far the most trouble with burrowed roaches. These are the only units that really bother my tank line backed with heavy rines. I usually don't have a raven as I generally opt for a reactor on my starport and depend on scans which I am thinking about changing to tech lab for just this reason. Every now and then someone suprises me with a well hidden spire, but generally I have an engineering bay up and whenever zerg goes mutas my heavy marine build and some turrets around mineral lines gives me an autowin.

(i'm platinum right now btw hoping to move up
statikg
Profile Joined May 2010
Canada930 Posts
Last Edited: 2010-07-16 16:01:56
July 16 2010 14:27 GMT
#25
double post
Melt
Profile Joined May 2010
Switzerland281 Posts
Last Edited: 2010-07-16 14:32:00
July 16 2010 14:28 GMT
#26
Get Roaches fast, because with them you can start with early aggression.

Good Macro (safe Macro). Never Stop Expanding

Know your timings when to Drone up and when to make Units.

Constantly scout your opponent (Overlords, Overseer, Zergling).

Spread your creep.
->If you have everything well linked, you're safe from any harrass and drops with your Roaches, Lings and Queens (and Crawlers).
->Some Units such as Hydras, Roaches and Ultras NEED creep to be really effective (Hydras are imo a ONLY ON CREEP Unit)

Build Hatcheries not only at Expansions (if you don't feel safe because of harrass).

Overlord Drop is KEY:
->Drop your Roaches into his Tanks.
->Drop your Banelings into his Marines or Workers.
->Get Island Expansions.

Infestors!
->Get them!


Burrow Upgrade
->You can defend an early Marine Tank push quite good with Burrow upgraded Roaches and Lings

Don't sacrifice your Units!
->Don't run Lings into his Base to harrass unless your sure there are no Tanks
->Don't Muta Harrass if they have to much antiair
Chex
Profile Joined May 2010
United States87 Posts
July 17 2010 16:30 GMT
#27
A couple things you said:

Sacking an overlord really isn't that big of a deal. The information you get is well worth the 100 minerals and as Zerg you almost always have a preponderance of minerals.

In general vs mmm, try to get speedlings and banelings and engage in the open. You can try burrowing some banelings to be real annoying. I would also suggest getting maybe 5-7 hydras for the added dps.
uberdeluxe
Profile Joined June 2009
Canada306 Posts
July 17 2010 17:30 GMT
#28
vs early MM pushes, banelings are absolutely fantastic. If you run a ling onto their ramp and see more than 1 barracks, get banelings ASAP.

In the mid game getting lots of lings/roaches/hydras/infestors is great, because infestors can not only fungal lots of marines but they can also NP thors/tanks :D NP should be researched if they get any number of tanks at all, IMO. Also, just because they have some hellions, don't be afraid to get lings. Once your lings wrap around his guys, the hellions will kill lings much slower.
No mules, no collosi, no PFs, just LOVE!
NATO
Profile Joined April 2010
United States459 Posts
July 17 2010 17:52 GMT
#29
Maybe you can clarify this for me. Why can't you get tier 2 units when Terran has tier 3 units (medivac)?
NATO
Profile Joined April 2010
United States459 Posts
July 17 2010 18:02 GMT
#30
Not playing Zerg for a while, I can't help you too much. BUT as a Terran I can say what beats me (and I can't figure out how to deal with it).

The most important thing: Use your mobility to your advantage. Terran are extremely slow, so hit them where they are weak, not where they are strong. You can do more damage than they can.

First: I never go bio, so what beats me might not work here - but I suspect ling/bling would destroy any early bio army.

What beats me:
1) Early expand into ling roach (roach takes care of hellions, and tanks aren't good enough early on to stop this).
2) Fast tech to mutas after this. Use muta harass to secure your third - I can deal with mutas fine when I scout them; unfortunately how I deal with them is staying in my base. The only thing that beats mutas this early is marines+thor. If you medivac the thor you're likely to lose it in transit. Plus, even when I successfully attack, the mutas are in my base killing my scvs. Also, I can only defend two bases at that point, so I cannot secure my third, which puts you ahead.
3) Once you've secured your third, you can go in for the kill. Guardians, ultras and banelings will destroy everything at this point. If you get overlord speed and drop, you can do excellent doom drops, or just drop on top of lines. Without the range advantage even the greatest number of tanks just melt away to ultras. Ultras also pretty much kill everything on the ground with their incredible speed, attack rate, splash and damage bonus to armored. Plus, they are immune to everything, so terran won't be able to stop them. If they have a bunch of marines, just drop a few blings, but ultras should do the job for the rest. At this point, they could do a lot of things though - if they get BCs, then your ultras won't be good, but that's easy just get a few corruptors (very hard counter), and then morph them into brood lords once you cleaned up the bc mess. If they get a lot of vikings (which will help defend against drops), they won't have enough ground army so you can just walk in. But always remember - you are more mobile, so hit them where they are weakest, not strongest.

Hope that helps. Now if I see you in game, I won't stand a chance .
NATO
Profile Joined April 2010
United States459 Posts
July 17 2010 18:03 GMT
#31
Oh, I forgot to mention infestors. They are awesome, get them. They counter bio, as well as thors and battlecruisers. Just make sure to supplement them with a proper army.
Blisse
Profile Blog Joined July 2010
Canada3710 Posts
Last Edited: 2010-07-17 18:15:13
July 17 2010 18:13 GMT
#32
Infestors are worth it, just to cast a single Fungal Growth and delay his push long enough so that you can get your second or third spawn of Roaches or Speedlings out. Plus, all his marines will have less health. Also important is to push when he's on creep, and to push back only when his tanks begin unsieging. If he's slow pushing with tanks, go around.

^^Medivac is tier 2. Tier 3 are Thors and Battlecruisers.
There is no one like you in the universe.
Meldrath
Profile Joined June 2010
United States620 Posts
July 17 2010 18:14 GMT
#33
Alot of the issue with zerg players and there apparent problems with fighting terran is they can't go toe to toe with the terran force they need to wait for a good open area to get a surround off or a very decent arc. As many have said spine crawlers are fantastic against Bio builds just ned 2-3 in the early to mid game and the rest of your time should be spent macroing like crazy and trying to get up as many bases while looking to poke in and run by some speed lings if he gets bold.
slap me I must be dreaming another "imba" arugment! fffffffffuuuuuuuuuuuuu!!!!!
HubertFelix
Profile Joined April 2010
France631 Posts
Last Edited: 2010-07-17 18:33:34
July 17 2010 18:15 GMT
#34
On July 16 2010 09:13 Blackalpha wrote:
So here goes! Firstly and foremost I struggle against stimmed Marine/Marauder. Terran players seem to be able to get a sizeable force active into play within the first few minutes of the game, and when they push its devastatingly hard to hold up against


The first important thing is to keep looking at what's the Terran player is doing with overlords and a zergling in his ramp. You have to see this bio army coming.

When you scout the 2+ barracks, start making banelings (you should already have started speedlings in every case).
A speedlings+banelings army destroys a Marauder+Marine army which is not 70pop+.
Focus your micro on baneling, making them chasing the marines and never explode if they don't die, it's absolutly deadly.

If he keeps doing marine marauder medivac later in the game, add infestors & hydralisks. Keep doing baneling (don't forget their speed uppgrade). Fungal growth+banelings is a must have against a bio army.

On July 16 2010 09:13 Blackalpha wrote:
Secondly, Scouting, I struggle to scout Terran without sacking Ovies, which I really hate to do (They give me a look that makes me feel really guilty when I send them in.) - Steve


Don't feel bad about this. You have to sacrifice an overlord if you don't see what he's doing. Adjust your overlord production considering this.
100 mineral to see his BO is a good trade.
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