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ZvT - Siege tank counter? - Page 2

Forum Index > StarCraft 2 Strategy
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Orion-TF
Profile Joined April 2010
Sweden114 Posts
Last Edited: 2010-08-07 21:32:08
August 07 2010 20:30 GMT
#21
Rush to ultralisks, i promise that is works if the tanks are 1. close together in a group or 2. in an open field (if the maurader count isn't insanely high).
If the tanks are behind a choke with a wall-in, don't even try especially if they have mauraders.
have at least 4 ultras.

edit: also I just went fast roach on terran very hard, no problem - killed him like a kitten is my sleep.
|SC2 Mapmaker|
mrk
Profile Joined March 2006
Korea (South)60 Posts
August 07 2010 20:33 GMT
#22
Scouting is important, honestly if you don't like dealing with terran mech as zerg, switch races because it's not going to change. That's like me saying I don't like dealing X and it's stupid because it just is.

The way to deal with terran mech. Assuming you've figured out he is in fact going mech (and not 4 raxing MM to early atk) you should make ample use of either hydras or mutas early (before he gets crit mass tanks) to prevent him from getting on 3 base. There isn't much you can do to prevent him getting on 2 base via natural.

You should never attack him at his main, you should continually harass with either baneling drops, or mutas. There is always something you can go after. Most zergs (read bad) seem to give up once they can't get to the mineral line or the T gets a thor up. Just keep bouncing in and out, snipe gas, snipe addons, snipe depots. It forces him to do things to defend.

He will likely push out at some point during midgame, which if you've harassed enough and macro'd accordingly you should have the following:

a) map control
b) creep spread about 1/2 to 2/3 the way to his base
c) watch towers
d) secondary flank army
e) primary army

You should be saccing overlords about every minute to keep an eye on his location. When he pushes you will want to catch him unsieged and get a flank/frontal atk to trade armies or at worst leave him with a depleted army which will get crushed by your reinforcements thanks to your superior macro. (note that reinforcing with roaches is actually good here since you have creep and his army is no longer huge)

After this midgame you should transition to either BL or ultras. Ultras literally destroy tanks in the open. If you have creep and he's on it, just demolish him. You should also have a nydus handy to force him to be in 2 places at once. Put simply if he's atk'ing you, drop a nydus. He either has to:

a) give up his base/expo
b) unsiege and retreat (giving you the chance to catch him unsieged and flank etc)
Vreck
Profile Joined July 2010
Denmark9 Posts
August 07 2010 21:35 GMT
#23
Alright, well thanks for that guys (especially mrk).

I managed to win one game against very hard A.I. out of 13. He did a reaper cheese build and microed them terribly. I then just ran into his base and destroyed his mineral line.

I think zerg is just too horrible to play. I like them, but it's just not worth it for me. Just gonna move back to terran, even though I hate the ridiculous imbalance.

I might as well note that I understand the concept of playing zerg. That you have to overwhelm and adapt to the opponent. On the flipside; Adaption is probably the hardest part of the game, and thus a race should not be based solely on adapting and overwhelming. There's only so many things I can handle at once...
HeyJude
Profile Joined July 2010
United States157 Posts
August 09 2010 04:07 GMT
#24
Mrk hit it right on the spot, the biggest thing is knowing when he's moving so ya can catch him unsieged, and with his army spread out so lings can quickly surround everything. Another tactic I'll use is harassing with mutas and at the same time trying to draw out some of his army with lings
NinjaDrone
Profile Joined June 2010
United States97 Posts
August 09 2010 06:07 GMT
#25
yeah, the big thing in TvZ is scouting. You have to constantly scout and punish Terran whenever he tries to move out and is unseiged. Spreading creep is absolutely essential (for speed increase and also cause it provides vision.) Then you just starve him and outmacro him. Prevent him from expanding and keep expanding yourself. TvZ really is a mental game. You have to make the Terran player fear leaving his base. Once you do that you've won the game, it just will probably take another 30-45 minutes for him to gg.

It is near impossible for Zerg to win quick against Terran (unless he does some cheese build or makes a mistake and allows your speedlings into his mineral line.) So sit back, settle in and prepare for a war.
DTown
Profile Blog Joined April 2010
United States428 Posts
September 17 2010 13:48 GMT
#26
I know the new patch coming up, they are altering the siege tanks damage to light units, and that this should have a significant effect on the gameplay dynamics, but I can't help but feel that it is the wrong kind of fix. Short of major changes such as getting rid of tank smartfire, what are some other possibilities for fixes?

Has anyone discussed the viability of changing the Sieged tank's turn rate? I feel like flanking tanks is fairly ineffective (although obviously much better than running all your units head-on) because the tanks can just turn and shoot so rapidly. If it took a second or two for the turret to swivel before it could fire, flanking would actually be of significant strategic value rather than something you have to do just to avoid roflpwnage.
Inga
Profile Joined June 2010
Canada16 Posts
September 17 2010 14:55 GMT
#27
I know this is going to sound like a troll but...

All you really have to do as zerg when facing against a PT team is survive long enough to get Ultra/Ling. If they have a ground based army, Ultra/Ling will pretty much dominate the PT team with your ally backing you up. Tanks in Siege mode really aren't that effective against Ultras. Lings just act as extra dps/cannon fodder/mineral dump.

Once you get your ultras into the 8+ count it's very hard for them to stop you without them building air.

Oh and make sure you're at least 1 expansion ahead of your opponents at all times. Zerg kind of needs that... especially in team games.
ZaaaaaM
Profile Joined March 2010
Netherlands1828 Posts
September 17 2010 14:59 GMT
#28
On August 04 2010 09:26 TheJet wrote:
Based on the sheer amount of mech that is available for the terran player, the solution is:

Early game: surround with lings

Midgame: use tunneling roaches to get underneath the entire tank army

Lategame: When detection has become far too great, resort to A: heavy, heavy amount of micro with lings/hydras or B: broodlords

Dont go hydras against T, ever. (okay, maybe to stop banshees)
Hardest counter by far is blord, but roaches and lings do fairly okay.
no dude, the question
EnderCN
Profile Joined May 2010
United States499 Posts
September 17 2010 15:03 GMT
#29
Also infestors are really nice against tanks. If you throw out 15 infested terrans they draw a lot of tank fire, make them splash their own units and IT do pretty solid damage as well. You also can many times draw the bio away from the tank and FG it and do some damage before he can pull back to the tanks.
PaPoolee
Profile Blog Joined August 2010
Netherlands660 Posts
September 17 2010 15:48 GMT
#30
i honestly believe about 8 queens with an ultra army would help you IMMENSELY against a mech army... i did not watch the replay but siege tanks are OP :D...

Me and my zerg cousin usually play 2v2's (i play random in 2v2's) and whenever i roll terran i simply wall off all entrances and get about 14 siege tanks and cover every entrance possible... no ground army could ever enter our base that way :D while my cousin takes an expo or two and rushes for mutas :D.

Also the best way is to play with your team combination against a PT combo is mass colossus + mutas from the zerg IMO .
Icemind
Profile Joined May 2010
Germany570 Posts
September 17 2010 15:57 GMT
#31
Why do people always think they should engage tanks head on.
Abuse his immobility harass them to hell with your mutas and tell your ally to build some immortals if the terran keeps going for tanks.
Use your map control to expand and tech to hive eventually for the endgame. Broodlords and Ultras both work against that composition described by you (i'd prefer ultras since blink stalkers are quite good against broods), they shred through stalkers and tanks and if you didnt forget to upgrade your armor they are great against marines too. (the only ground units you have to fear are immortals)

1v1 ZvT is a different story but that was not what you asked for
Zergxy
Profile Joined September 2010
Mexico25 Posts
September 17 2010 16:21 GMT
#32
As someone said before, wait for the patch, they are reducing the damage to light units, so I guess
hydras will be used once more.
whomybuddy
Profile Joined August 2010
United States620 Posts
September 17 2010 17:44 GMT
#33
Muta.
Roaches all the way way way.
CrazedManiac
Profile Joined July 2010
40 Posts
September 17 2010 18:02 GMT
#34
Diamond 2v2 (Z/P) and formerly division rank #1 (before my partner moved...) for what it's worth.

As Z, I always tend to go for mass early ling against P/T teams who aren't just massing zeal/marine (in which case I'll add a baneling nest and mine a little bit of extra gas). 13 gas/pool, first 100 gas into ling speed, early evolution chamber (around 25 food) for +1 attack/carapace, then just spam zerglings and queens while spreading creep and expanding. As a Z in a 2v2, your responsibility is (1) flanking and (2) map control. Early lings give you both: if you scout a push, you need to have zerglings in position to either backstab or to flank the army attacking your partner.

I like transitioning into mutas midgame for similar reasons: you get tons of map control and you get the ability to bounce in and out of 2+ enemy bases to snipe turrets, workers, supply depots, pylons, undefended tanks, etc. Upgraded muta/ling is a really powerful force, especially if you add in blings/roaches/infestors as you scout their composition/tech.

I'll usually start a hive when I get my third up--remember to keep harassing--and get either BLs or ultralisks depending on my partner's unit composition. You've got a lot of fun stuff you can do as a P/Z team if you get to lategame, like:

1. Fungal growth + storm
2. Brood lord + void ray
3. Ultra + ling + immortal for complete ground domination
4. Crackling + corrupter + stalker

Etc., etc., etc.

Muta + ling will absolutely trash a heavy mech midgame with ally support. Use your mutalisks or flanking zerglings to snipe tanks, and if you've been proactive about spreading creep you should be able to see where their army is and position yours accordingly.

Also, hydras are pretty bad in general. Don't build them: they're expensive, require pretty good control to use, and get absolutely smashed by MMM, tanks, hellions, thors, well micro'ed blink stalkers, colossus and storm. And, they're super slow to the point that it's tough to defend your teammate in a 2v2 if you don't have a creep highway/super well positioned army.
Toxigen
Profile Joined July 2010
United States390 Posts
September 17 2010 21:02 GMT
#35
Personally, I like to open with mutalisks and zerglings with every chance I get. Muta/ling will destroy stalkers. It won't do so great against marines, but that's what your partner is there for. Try to keep as many mutas alive as possible. Lings are fodder.

Once I get my 3rd base up and running, I start teching to hive and spam ultralisks.

Tanks and marines can't do enough damage to ultralisks. Stalkers will also fall to ultralisks. If you keep your mutalisks from harassment handy, between lings, ultras and a small amount of mutalisks you can make the P and T's life hell. Use the mutas to pick off tanks, immortals and colossi. Run in and out with them.

Hydras are like non-speed-upgraded roaches -- they're a defensive unit. You can't gain map control with them.
PimpMobeel
Profile Joined August 2010
120 Posts
September 17 2010 21:15 GMT
#36
mutalisks fly past tanks and destroy their base. later on ultralisks beat terran mech on an open field, broodlords r alright too. never get hydralisks vs terran.
SuperKiller
Profile Joined December 2004
United States97 Posts
Last Edited: 2010-09-17 21:18:58
September 17 2010 21:17 GMT
#37
On August 08 2010 05:10 Vreck wrote:
I'm getting extremely frustrated, because i've been playing against the terran very hard A.I. all day, and it keeps ripping me to piece every game. It's the same problem over and over and over and over and over and over and over and over and over again. I just threw a glass of soda across the room when terran came up with a little ball of crap and lol'd at me all the way to the scoreboard screen. Regardless of mass hydras and lings.

I even played 2 games where I kept my units on creep for extra speed, and one where I tried flanking them when they were in the chokepoint.

The one thing that mindfucks me to the point where I think real life is a dream, is that the A.I. doesn't even siege his tanks, and still manages to paint his house with my units.

I went muta/ling, and he showed up with a ball of bio.
I went hydra/ling, and this actually worked... Until he thought it would be fun to throw unsieged tanks at me.
I went roach/ling, and this was pathetic beyond belief.

I can't seem to macro up as fast as him at all. He just sets rally point at my ramp, and it's all over for me. Even if I continuously spam units, spawn larvae flawlessly, have an expo at my natural, he still manages to steamroll me.

The most amazing thing is: I've played terran against all the very hard A.I. races, and won. But this is impossible for me... Impossible...

EDIT: Incase you're thinking why I wanna beat the A.I. it's primarily because I wanna go through the A.I. difficulties, without cheese strategies, before I go online to play ladder. I'm extremely nervous when I play online, so having abit of golden experience would work wonders for me.


I beat very hard AI terran with mass queen, took 4 tries but it worked. This isn't meant to brag or demean, but if you have that much difficulty then I think it is more about execution problems than straight up unit composition. the other races are more simple and straight forward than zerg to do well in that regard. personally i find zerg the most fun because of that.
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