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[G] ZvT (Not a Balance Thread) - Page 2

Forum Index > StarCraft 2 Strategy
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brad drac
Profile Joined May 2010
Ireland202 Posts
August 06 2010 00:04 GMT
#21
I like it. The lack of high tech units means you can get roach burrow right after speed, which can ruin a siege tank's day. I would however like a spire into the mix(quite easily doable on 2 gas), and just 3 or 4 mutas to force the terran to get more marines and to waste minerals on turrets if he wants to push out. This also makes you completely safe against banshees unless the terran commits to vikings too.
Saying what we think gives us a wider conversational range than saying what we know.
Sixes
Profile Joined July 2010
Canada1123 Posts
August 06 2010 00:29 GMT
#22
Just an odd idea, would it be possible to go from the tier 1.5+lair upgrades, 3 base and skip to tier 3 ?

Thinking mostly about ultras for that transition though straight to corrupter/broodlord could be fun too.
Floophead_III
Profile Joined September 2009
United States1832 Posts
August 06 2010 00:51 GMT
#23
On August 06 2010 07:03 Saracen wrote:
This is exactly how I'm playing ZvT at the moment, and it's working just fine. The only exception is if he's going extremely marauder heavy with medivacs, in which case I add mutas. It's probably worth it to note that you're going to need another hatch somewhere or else your minerals are going to soar midgame (which complements the extra early queens nicely).


Yep. He did manage to beat me with it yesterday in fact. It was a close game though, but I almost never lose TvZ. The strategy is very viable.

HOWEVER!

Get burrow. Burrowed banelings are the most cost efficient defender. They force ravens or slowpushes, are not a big investment, and can cut off choke points. It's so important to abuse them.

Another point to note: Roaches demolish tank/marine before stim is out, and roach/baneling is very effective vs tank/marine. It becomes a very control-based fight. Just spread your banelings out and run roaches in to absorb the first volleys.

And lastly, when hitting hive tech get greater spire, crackling, and ultra, and make sure you get a nydus up too or at least have drop researched. It's really hard to win off of pure ultra or pure broodlord. Having both makes a considerable difference.
Half man, half bear, half pig.
Hapahauli
Profile Joined May 2009
United States9305 Posts
August 06 2010 02:15 GMT
#24
http://blip.tv/file/3948759

I'm surprised no one has mentioned the Idra vs. Qxc King of the Beta Semifinals! Game 2 is very relevant to the OP and current discussion.

Summary:
+ Show Spoiler +
In this Idra vs. Qxc game from the King of the Beta tournament, Idra scouts a factory from Qxc, and immediately throws down a roach warren in his main. He blunts the hellion harass with a spine crawler and a handful of roaches, and holds off Qxc's subsequent marauder/hellion push with roach/ling/queen without any of the T2 upgrades. He later transitions into Hydras and secures his third base. He destroys Qxc's mech push with roach/hydra/ling, then transitions into broodlords to win the game.


Idra certainly didn't play perfectly, but there are many learning points to take from the game.
- You have to be very active with creep expansion to even think about defending with roaches. Roaches get ripped apart by marauders without speed.
- Zerg got an extremely late lair. Idra didn't start his lair until about 6:30-6:40 in the video, just after he fends off the marauder/hellion push. With active creep expansion, T1 unit defense is very viable.
- Idra didn't get zergling speed, and I think that's a bit of a blunder looking at the first marauder/hellion push. I would have felt a bit more comfortable with zergling speed instead of a few roaches. A pack of zerglings hitting the back of the push could really help in combination with a meat shield of roaches in the front.
- Idra put down a hydra den shortly before securing his 3rd base. On a larger map, mutalisks would have probably been a better idea. Even with thors on the map, it would prevent the hellion/marauder midgame aggression because of the thors' immobility. On Steppes of War, maybe hydras are a better idea given the short rush distance.
a talking rock that sprouts among the waves woosh
Izzachar
Profile Joined February 2010
Sweden285 Posts
Last Edited: 2010-08-06 12:43:04
August 06 2010 12:24 GMT
#25
Can we have replays?

Not to disrespect jinjo but your claim has as little value as the ppl saying marine tank melts Z t1 when you have no replays going yet.
f0rk
Profile Joined March 2010
England172 Posts
August 06 2010 13:29 GMT
#26
I havent had the chance to play much yet (hoping to change that this weekend :>) and I'm not particularly good, but I had a ZvT placement where roach ling did well. 10 roaches with t2 upgrades and good map/tower control can pressure expansions and keep the T guessing (especially on larger maps where a slow tank push doesn't cover the natural after moving out). Spotting unseiged tanks and throwing some lings at them can really hurt as well, and you can even follow up with an attack from your main army.
Will definietly try this again mixing in more queens and banelings. Would love to see some replays showing the intial opener and lair timing.
n3mo
Profile Joined May 2010
United States298 Posts
August 06 2010 14:34 GMT
#27
its actually not a bad idea to build a few mutas. you don't need 7, but just having a spire and a handful of mutas sends a terran (like me) into oh s--- armory thor turrets mode. either that, or pumping more marines than i normally would. regardless, more thors in my army (probably babysitting my base too) means less tanks in my army, and that can only be good for your zerg ground army =P
My hatred for [banelings] is way greater than my compassion
TRAP[yoo]
Profile Joined December 2009
Hungary6026 Posts
August 06 2010 14:36 GMT
#28
im playing like that on blistering sands. just mass roach and speedlings and abuse his backdoor.
i did not try it on other maps to be honest just because the backdoor is not there ^^ time to test it
FTD
Logo
Profile Blog Joined April 2010
United States7542 Posts
August 06 2010 14:48 GMT
#29
This is pretty much the kind of strategy I've been working on.

I open with some early roaches (4-5 on one base) and use them to punish certain terran openings like 1:1:1, reapers, or straight factory builds. Then grab my expansion and go into speedlings/roach/baneling. I don't see the value in delaying tier 2 all that much though. Roach speed, ovie speed and baneling speed are all vital. I suppose you don't need to hit it right away, but I feel like delaying it too much is really risky.

The problem with mutas is simple... even if he does 'waste' money on thors and missiles turrets...
1. He can just stall out the game until the cost of the missile turrets is inconsequential
2. His Turrets still help vs any future doom drops or muta harass
3. Thors are still extremely combat efficient vs any Zerg ground unit when supported (especially with NP nerf).
Logo
Hann1bal
Profile Joined June 2010
United States46 Posts
August 06 2010 20:12 GMT
#30
I still don't understand how this helps with cloaked banshees which are used a LOT as terran folllow ups to their intial harassment. Are you dropping an early evo chamber and making some AA defense? Do you try an attack before the Terran player normally has cloak finished? Part of the reason I feel like I have to rush to t2 is my ability to spawn detectors and to actually have a chance at scouting my opponent before dying to marines.
Aut viam inveniam aut faciam.
epik640x
Profile Joined May 2010
United States1134 Posts
Last Edited: 2010-08-06 20:24:30
August 06 2010 20:16 GMT
#31
ya I've been rolling Terrans utilizing slings and roaches. It's all about positioning. Always have a group of lings out ready to flank the Terran push.

Scout with OLs. Position OLs all over the map. It's okay to lose them, the scouting is more important. Sac one going into their base if you have to. With speed even vikings have trouble chasing them down.
hadoken5
Profile Joined May 2010
Canada519 Posts
August 06 2010 20:43 GMT
#32
Much respect to you, and I will be bookmarking this.
shoe1452
Profile Joined May 2010
United States7 Posts
August 06 2010 20:54 GMT
#33
Not sure how this works for some of you, when I try to defend with roaches while getting expansions at all, I get mass marauder medivac'd an mass speedling/bling I get a ton of hellions to cook it all up with thors an marines in the back, an if i do a mix the mass rauder with medivac with stim can just kite all my stuff. Atleast this is how it is for me, an the only thing i've found that works is all in baneling bust.
hadoken5
Profile Joined May 2010
Canada519 Posts
August 06 2010 20:55 GMT
#34
On August 06 2010 08:04 Calamity wrote:
I've posted this before but I think with this strat, you can use this tactic quite effectively with good micro and multi tasking.

+ Show Spoiler +
Possible playing around with overlords and drops?

1. Upgrade ovie sacs and speed.
2. Load Queen.
3. Move to untaken mineral expos of opponent.
4. Ovie generate creep, Queen makes creep tumor.
5. Spread the creep tumors with the regenerating ability.
6. Repeat at all other expos.

Best used against Terran since they need to have a scan to remove the creep tumor. If they get a Raven, it's high up on the tech tree and requires a bit of gas to make as well. You can even sneak a drop into the main of the Terran, lay down 1 - 3 tumors and spread them one at a time into the Terran's base. You'll get scouting, him wasting gas for a raven, or him wasting a scan. If you spread them one at a time and you lay like 3 tumors, you can make him waste 3 scans :D

If you do this early enough, his base is gonna have a bunch creep that he can't build on. And it set you up for a drop where the creep will give you a huge advantage if he doesn't do anything about it.


The problem with this is that Terran can support themselves off of one base.
AnodyneSea
Profile Blog Joined March 2010
Jamaica757 Posts
August 06 2010 21:14 GMT
#35
On August 06 2010 09:01 imbored89 wrote:
Awesome OP. Has anyone tried it out? I'd love to see some replays. I'll try to get some replays of my own out here for others to study/critique/etc.


This is exactly how I play and it works. Mass T1 units roach/ling and you'll be fine, T2 units dont fare well and it's better to swarm with T1 very cost effective and works. T2 not cost effective and generally doesnt work. I usually play defense until I get ultras out. I think the OP left out a very crucial part of this matchup, scouting. First 2 overlords should be placed at the sides of a Terran's base so you can float them in and sac for info(I usually time it so i can see if a starport is going up), also a good idea to sac lings every now and then to see his army comp. This usually allows me to power drones.

general info from scouting:

more rax, bio - make more units... hes gearing up for an early push
starports with tech labs - make more queens and think about dropping some cash on spores (dont be afraid to power drones hard hes investing in air tech and most likely wont push the front with a huge ground army)
CC - power drones hard and think about taking a 3rd while teching fast to ultras(but at the same time dont skimp too much on units)

This match up is difficult, i wouldnt say it's imba. Pretty tired of all the zerg crying, even if it is that bad its still possible to win. Figure it out and stop crying.
Lost within the hope of freedom, not for control but in the light of our cause
f0rk
Profile Joined March 2010
England172 Posts
August 06 2010 21:25 GMT
#36
On August 07 2010 06:14 AnodyneSea wrote:
Show nested quote +
On August 06 2010 09:01 imbored89 wrote:
Awesome OP. Has anyone tried it out? I'd love to see some replays. I'll try to get some replays of my own out here for others to study/critique/etc.


This is exactly how I play and it works. Mass T1 units roach/ling and you'll be fine, T2 units dont fare well and it's better to swarm with T1 very cost effective and works.


I'm guessing, and it's I think it's important to make clear, you still get lair and then all the upgrades pretty quickly. This worked well for me again today against a not great terran, I scouted he was going tank/bio, and as he pushed with about 6 tanks and maybe 20 marine/maruader I finished burrowed roach movement (I could/should of got it faster). Roaches came up on the tanks unsieging as the bio ball pushed forward and got attacked by lings and a few more roaches. My build needs smoothing out and he wasn't great (I don't have enough experience to know how strong his push was compared to what it could be), but I felt safe the whole time after he opened reapers.

What should I skew my composition towards against a massive bio ball with a lot of maruaders?
Carnivorous Sheep
Profile Blog Joined November 2008
Baa?21244 Posts
Last Edited: 2010-08-06 21:31:00
August 06 2010 21:27 GMT
#37
I don't understand how you survive Marauder/Hellion with this. If you watch Idra vs. qxc, qxc had an insufficient force that he didn't micro, and so Idra was able to hold it off. I tried stuff similar to this and couldn't find a real answer to Hellion/Marauders.

Also I tried to play like a SC2 equivalent of the 3 Hatch Ultra build that Eva did in Broodwar, where you just stall on tier 1/1.5 units for forever until you get a bunch of Ultras, and I've gotten mixed results. Personally, I'm still not convinced of the merits of Ultralisks compared to Broodlords :3
TranslatorBaa!
Dromar
Profile Blog Joined June 2007
United States2145 Posts
Last Edited: 2010-08-06 21:31:17
August 06 2010 21:28 GMT
#38
On August 06 2010 09:29 Sixes wrote:
Just an odd idea, would it be possible to go from the tier 1.5+lair upgrades, 3 base and skip to tier 3 ?

Thinking mostly about ultras for that transition though straight to corrupter/broodlord could be fun too.


This is my current gameplan.

After some though about the ZvT matchup, tier 2 units just aren't very good for their cost.

Mutas - way too expensive (gas-wise) for how easily they can be fended off, either by a Thor, which is very cost efficient, or by marines which cost no gas, ie they're practically free.

Hydras - they're okay, but just not too great against terran. Hellion/Tank rolls these guys pretty bad. That said, I still plan on getting them to help cope with Zerg's crippling lack of anti-air (Queen is fine defensively, but you can't have map control against air units with them)

Nydus - is okay, but from what I've seen nydus into a terran's base either results in
a) nydus is killed and opponent lols,
b) you pump your army out and he owns it with a good defensive positioning (tanks are tough to get to between buildings, etc.)
c) you base trade, but he floats away and then cleans up your army when he's done demolishing your bases

Infestor - I haven't experimented much with this guy. I've pretty much just done the standard fungal growthing. But I realized that fungal isn't really that great, and it's pretty much the same as a baneling, minus the immobilization. Banelings are cheaper unless you can get a lot of use out of one infestor.


So overall, I just decided there's nothing I really wanted to tech to in tier 2. However, ling/baneling seems to do okay, and leaves much gas open for all those upgrades, like evo chambers, burrow, overlord ups, etc.

So my current gameplan involves mass ling/baneling with very fast evo chamber (like, first 150 gas, evo placed before pool is finished). I then defend and macro with speedlings/banelings and tech straight to ultras. Roach and/or Hydra Den only as needed. If your lings have better ups than your opponent's army, they can be surprisingly effective.

So far I've only played a couple games with it, but I'm satisfied with the results so far.
Toxigen
Profile Joined July 2010
United States390 Posts
August 06 2010 21:57 GMT
#39
On August 06 2010 06:53 KingRajesh wrote:
Mass t1 gets melted by Siege Tanks with marine support.

The new standard for Terran is the BioMech push, with tons of marines and 3-4 tanks at around the 7-9 min mark. It sucks.

In my limited low, low chobo-diamond league experience, this isn't the case. The key is good scouting. If you catch them on the move you'll take relatively little losses. Then again, I really don't use roaches a lot (I go lingspeed -> lair -> baneling nest -> spire in that order with my gas, expanding around 22 with 6 zerglings out).

The thing is, I really, really like using mutalisks and feel naked without them (versus T). I know that getting overlord drop and speed is probably the smarter overall play (and it's necessary on LT and Kulas for the threat of thor drops).

I really should incorporate roaches into my ZvT sooner since it seems like everybody these days is a LzGamer copycat... I freaking hate reapers.
RawK
Profile Joined April 2010
United States125 Posts
August 06 2010 22:16 GMT
#40
I've seen alot of Heavy Roach play lately and they really are a beast to deal with. With upgrades they are really deadly. The think about tanks is that they are a critical mass unit. You can get far more roaches out then I can marauders/tanks if i go 1rax. If you're pushing 2-3 rax early its still gonna be trouble.

If you scout anything other than a fast air tech mass Roaches with zergling support is super strong. I think when they changed roaches to 2 supply alot of people got scared off, but they are just so strong.

-RawK Diamond Terran.
Hail to the Thief. RawK > http://bit.ly/b3gS25
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