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[H] ZvT- Countering the Bioball

Forum Index > StarCraft 2 Strategy
Post a Reply
1 2 Next All
Bemith
Profile Joined July 2010
12 Posts
August 02 2010 17:55 GMT
#1
Hello,

I've been playing a bunch of matches recently and I seem to be having trouble defeating the terran bioball in the early game.

Here's an Example Game:
[url blocked]

I started with a 14 pool 16 hatch and was working towards hydralisks and roaches because I scouted that he was indeed going for a bio ball attack to begin with. Problem is I can never seem to get enough units to stop the initial attack and then it's gg from there.

Any suggestions from other zerg players would be helpful, thanks!
EnderCN
Profile Joined May 2010
United States499 Posts
August 02 2010 18:01 GMT
#2
When I go bio as Terran I'm worried about infestors and banelings in general. Maybe try adding those to your unit mixes.
theSAiNT
Profile Joined July 2009
United States726 Posts
August 02 2010 18:02 GMT
#3
Speedlings + banelings works well and some roaches in the mix. You can delay lair tech and spend your gas on banes and carapace upgrade instead which is really helpful against the bio ball.
kalendae
Profile Joined April 2010
United States47 Posts
August 02 2010 18:05 GMT
#4
some additional questions to you folks who can handle the bioball decently. how can you tell they are going bio ball when they've walled in. I have trouble figuring out if it is bioball or banshees, should i sac an overlord to take a peek? what is the best time to do that? and when you have a good mix of baneling + other units do you try to bust in or just map control and expand. how do you eventually win if you take the expand route?

thanks much, really having trouble with terran as zerg right now in plat.
Perdition
Profile Blog Joined June 2010
American Samoa77 Posts
August 02 2010 18:10 GMT
#5
As a Diamond Terran you honestly need Fungal Growth to fight a fully upgrade 200/200 bioball. Your hydras will out range my marines. Throw twenty banelings in your mix and my army is gone. Hope that helped.
The richest man is not he who has the most, but he who needs the least.
MythicalMage
Profile Joined May 2010
1360 Posts
August 02 2010 18:11 GMT
#6
The classic answer is muta baneling. Mutas punish them for having too many marauders, and banelings punish them for too many marines.

@Kal: If you're unsure, you should always sac an overlord. Timing is something that has to be figured out in practice. If you expand, you just make more stuff, normally roach hydra. In the case of Muta Baneling zergling you don't "bust", you just attack normally.
Melt
Profile Joined May 2010
Switzerland281 Posts
Last Edited: 2010-08-02 18:14:12
August 02 2010 18:13 GMT
#7
Bioball is not that hard to handle.

You need Speedlings and Sunkens early and of course take your natural.
If he goes for an early push, add Banelings (Can be scouted by Barracks with Reactor).
If he's heavier on Marauders, just plain Speedlings are enough.

If he doesn't push out early, tech to Lair and try to Harass with Mutas and than add Banelings if he pumps Marines. Later, add some Infestors and get Map Control. Try not to waste any of your Mutas into his Turrets or stimmed Marines. Catch his Dropships with your Mutas if he tries to Drop you.

Banelings own Marines
Speedlings own Marauders
Mutas own Marauders
Infestors own Bioball


Hydra Roach doesn't really work against Bio because Marauder counter Roach pretty heavily and Marines deal the damage against anything else.
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
August 02 2010 18:15 GMT
#8
On August 03 2010 02:55 Bemith wrote:
I started with a 14 pool 16 hatch and was working towards hydralisks and roaches because I scouted that he was indeed going for a bio ball attack to begin with.


Can't watch the replay, but here's the problem. You don't want roach -> hydralisk. You want speedling/baneling -> muta.
next week on Everybody Loves HypnoToad:
Bemith
Profile Joined July 2010
12 Posts
August 02 2010 18:15 GMT
#9
On August 03 2010 03:13 Melt wrote:
Bioball is not that hard to handle.

You need Speedlings and Sunkens early and of course take your natural.
If he goes for an early push, add Banelings (Can be scouted by Barracks with Reactor).
If he's heavier on Marauders, just plain Speedlings are enough.

If he doesn't push out early, tech to Lair and try to Harass with Mutas and than add Banelings if he pumps Marines. Later, add some Infestors and get Map Control. Try not to waste any of your Mutas into his Turrets or stimmed Marines. Catch his Dropships with your Mutas if he tries to Drop you.

Banelings own Marines
Speedlings own Marauders
Mutas own Marauders
Infestors own Bioball


Hydra Roach doesn't really work against Bio because Marauder counter Roach pretty heavily and Marines deal the damage against anything else.


Thanks I'll have to try some games after work with this thinking
MythicalMage
Profile Joined May 2010
1360 Posts
August 02 2010 18:16 GMT
#10
Hydra roach CAN work, you just need a bloody ton of it. Like you need to have at least a base, but more like two up on your opponent. And you need infestors.
TrogdorBurninate
Profile Joined May 2010
United States104 Posts
Last Edited: 2010-08-02 18:24:46
August 02 2010 18:24 GMT
#11
Banelings CRUSH bio. Against terran I like get speed right away. That means going 14 GAS, then 13 pool, 15 ovi and queen. This way when your pool is done you should have about 100 gas, then expand at 21. The next 50 gas can go to a baneling nest.
Buffy
Profile Blog Joined May 2010
Sweden665 Posts
Last Edited: 2010-08-02 18:57:06
August 02 2010 18:55 GMT
#12
Only thing about that replay, why suicide the roach/lings into his base ? Otherwise if you would have just stayed in your base with the units you had and made the lings into banelings you would've blown that army back to whatever you wanna choose. Hydras/roach don't work that great since they already have a overwhelming force at that point, baneling/roach/speedling or roach/baneling or Speedling/baneling is sufficent vs that kind of bioball spec since it's so early and all. They won't last long vs the rollingbom

EDIT:and as many said already, infestors later on is prime!
Yes I am
FallacyGaming
Profile Joined August 2010
36 Posts
August 02 2010 19:28 GMT
#13
On August 03 2010 03:05 kalendae wrote:
some additional questions to you folks who can handle the bioball decently. how can you tell they are going bio ball when they've walled in. I have trouble figuring out if it is bioball or banshees, should i sac an overlord to take a peek? what is the best time to do that? and when you have a good mix of baneling + other units do you try to bust in or just map control and expand. how do you eventually win if you take the expand route?

thanks much, really having trouble with terran as zerg right now in plat.


YES do that
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
Last Edited: 2010-08-02 19:43:50
August 02 2010 19:39 GMT
#14
On August 03 2010 03:05 kalendae wrote:
I have trouble figuring out if it is bioball or banshees, should i sac an overlord to take a peek? what is the best time to do that?


well that depends.

Do you want to know what your opponent is getting?

Or do you want to prepare for ALL of the following?

-igniter hellions
-hellion drop
-mass hellion
-hellion/marauder
-mass marine
-marine/tank push
-thor drop
-fast thor
-marine/marauder
-fast banshee
-nitro reapers



as for timing, I haven't figured out the perfect timing, but I usually send the overlord in sometime when my 2nd queen is building (soon after your FE hatch finishes)
next week on Everybody Loves HypnoToad:
rhythmrenegade
Profile Joined July 2010
Belgium201 Posts
August 02 2010 19:52 GMT
#15
hi Bemith, I'm near the top of a platinum ladder group on the EU server, a bit better than you but not at all very good.

For starters, work on your opening. You have a pretty sloppy 15 hatch (very late).

- First, research says 9-overlord is the best economic expansion for a zerg (if you're not planning to go 6 or 7 spawning pool), so why not try that on for size first of all.

- Build an extractor early and put drones on gas as soon as you start the spawning pool. Zergling speed will change the way you play early game.

- Upgrade to a lair ASAP after using gas for zergling speed. Early hydras prevent against all of the following: banshees, vikings, medvac drops; void rays, phoenixes; mutalisks. Early hydras significantly increase your army's DPS as well.

- If the game moves on to midgame, always get the movement and transport upgrades for your overlords, and always have a few banelings on hand to load into an overlord or two. One overlord holds 4 banelings, 8 banelings dropped on the middle of a bioball during a fight is enough to wipe out _at least_ 1/3 of the bio ball, and they may well melt 1/2 or 3/4 of the enemy troops! Please baneling drop your opponent's SCV line whenever possible.

- In mid/late game, roaches with burrowing claws can decimate a tankline if unborrowed with attention to timing and placement. This is important because 3-4 sieged tanks will ruin a zergling/hydra army before it has time to deal significant damage to a bioball.

I don't yet have good enough game sense or micro to make use of infestors, but freezing an army and neural parasiting the siege tanks behind it while your zerg swarm attacks it seems like a good tactic.

And remember, baneling drop whenever possible.

Here is a long ZvT match from earlier today if you would like to see a platinum-level zerg pull out a victory against terran using some of the tactics described above:

Replay Here
Izzachar
Profile Joined February 2010
Sweden285 Posts
August 02 2010 21:41 GMT
#16
Going quickly for hydra is not always beneficial. Getting 4-6 queen total can give you all the AA you need without lair tech. Hydras gets owned by mech, owned by bio balls to, owned by both roaches and speedlings. Hydras are great vs protoss though and is the only MU where I would almost always wanna get them
Floophead_III
Profile Joined September 2009
United States1832 Posts
August 02 2010 21:56 GMT
#17
Uh, wtf.

Bioballs are the easiest things in the universe to fight. Make mass speedling/baneling into mutas. Bio is not even a viable strategy past earlygame because once bane speed is out you can't dodge banelings and you'll just lose horribly to them. Don't ever ever ever make hydras vs terran if you can help it. They are horrible horrible units.
Half man, half bear, half pig.
Bemith
Profile Joined July 2010
12 Posts
August 03 2010 03:55 GMT
#18
On August 03 2010 04:52 rhythmrenegade wrote:
hi Bemith, I'm near the top of a platinum ladder group on the EU server, a bit better than you but not at all very good.

For starters, work on your opening. You have a pretty sloppy 15 hatch (very late).

- First, research says 9-overlord is the best economic expansion for a zerg (if you're not planning to go 6 or 7 spawning pool), so why not try that on for size first of all.

- Build an extractor early and put drones on gas as soon as you start the spawning pool. Zergling speed will change the way you play early game.

- Upgrade to a lair ASAP after using gas for zergling speed. Early hydras prevent against all of the following: banshees, vikings, medvac drops; void rays, phoenixes; mutalisks. Early hydras significantly increase your army's DPS as well.

- If the game moves on to midgame, always get the movement and transport upgrades for your overlords, and always have a few banelings on hand to load into an overlord or two. One overlord holds 4 banelings, 8 banelings dropped on the middle of a bioball during a fight is enough to wipe out _at least_ 1/3 of the bio ball, and they may well melt 1/2 or 3/4 of the enemy troops! Please baneling drop your opponent's SCV line whenever possible.

- In mid/late game, roaches with burrowing claws can decimate a tankline if unborrowed with attention to timing and placement. This is important because 3-4 sieged tanks will ruin a zergling/hydra army before it has time to deal significant damage to a bioball.

I don't yet have good enough game sense or micro to make use of infestors, but freezing an army and neural parasiting the siege tanks behind it while your zerg swarm attacks it seems like a good tactic.

And remember, baneling drop whenever possible.

Here is a long ZvT match from earlier today if you would like to see a platinum-level zerg pull out a victory against terran using some of the tactics described above:

Replay Here


Thank you I will definately work on the stuff you mentioned thanks for taking the time to watch it
rhythmrenegade
Profile Joined July 2010
Belgium201 Posts
August 03 2010 06:37 GMT
#19
Interesting.

Pay attention to what the other posters are saying about Hydras. In my replay you can see that they don't work very well vs. the bioball, although I have found that early in the mid game they are effective.

I haven't gotten to the point yet where I really understand each race MU, I think I'll try to go more queen less hydra from now on, to try out, vs. terran.
rhythmrenegade
Profile Joined July 2010
Belgium201 Posts
August 03 2010 10:45 GMT
#20
I tested out going early baneling vs terran today, and the results were quite disappointing. I find banelings work best mid- to late-game, while hydras do a much better job of reinforcing a zergling/zerg-roach army in the early to mid- game vs. terran.

The DPS is just too great for marines.

Also, I don't really have a firm BO for banelings so that might be the issue here, whereas my hydra BO is built on my experience and quite solid. Anyone care to share their personal preference for a baneling BO vs terran?

Versus zerg, I find that I often have to 7-8 pool just to survive, and if they 12-13 pool then I get 4-5 free drone kills. After that the enemy usually pumps mass zerglings for a counter attack, so I continue to pump lings, fend off the attack, expand and move on to mid game... Thoughts?
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