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[G] ZvT (Not a Balance Thread) - Page 3

Forum Index > StarCraft 2 Strategy
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Malminos
Profile Joined July 2010
United States321 Posts
Last Edited: 2010-08-06 23:16:28
August 06 2010 23:15 GMT
#41
In my experiences roaches are still great units even after the food nerf. I usually roll with mostly roach and just a few hydras. Hydras are such great DPS that even a couple backing up mostly roaches can be a pretty scary army. But yea, roaches with upgrades rock.
"To dream of because become happiness "
Izzachar
Profile Joined February 2010
Sweden285 Posts
August 07 2010 02:51 GMT
#42
On August 07 2010 06:28 Dromar wrote:

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.



Sure lings roach are good against what is common play by T now. But thats only cause going mutas has become pretty much standard play by Z. The whole reason I think muta play evolved was cause helion marauder totally own and omfg rape Z tier 1. Especially with some tank support.

The reason you go muta is to, force marines, force thors, force turrets in base. Just by forcing that you get T where you want him. you want less tanks and less marauders.

Since metagame has evolved so much now in some games maybe its enough to just build the spire put it smack middle of your base so that T scans it. Maybe T goes for marine, thor, tank, turrets anyway? Well then you dont even need the spire. Dont make any mutas. Just make pure t1. If terran switched to marine, thor thats really good for you with that composition. Hide the roach warren. Rally outside of base. Burrow units all around it so that a scan wont reveal what you have? could work what do I know =)

Mutas are gold in some games and absolutely needed if T likes to expand and gets a 3rd on gold. You need to be able to harass him our he will outmacro you.

This is my experience from VODs and high level replays. My own games I usually fail earlier due to I have not yet completely grasped Ts early timing attack power.



Another way to handle this is to just go tier 1. And then get infestors. Cause they can help you with the bioball, helions and marauders.

Here is an interesting replay. Brat ok staying clear of mech though. But it kinda shows that tier 1 can deal with T going marauder helion. So maybe I should stop being so sceptical

http://www.sc2win.com/starcraft-2-replays/tvz-zvt/thelittleone-vs-bratok-4/

Also game features a pretty unorthodox opening by TLO
charlie420247
Profile Joined November 2009
United States692 Posts
August 07 2010 03:59 GMT
#43
@icx, why would you respond to banshees with hydra when you could use muta. 3-5 mutas completly shut down banshees with queen support. and banshees also cant target overseers.
there are 10 types of people in this world, those who understand binary and those who dont.
Stickyrolls
Profile Joined May 2010
14 Posts
August 07 2010 04:22 GMT
#44
Page 3, is OP ever gonna deliver with a replay? Tbh the style I'm using atm is not marine+tank...I don't even think that is new that's old TvZ. I'm using the newly popular hellions into maruader+thor and t1 zerg gets raped by it. Banes are not cost effective against either unit and roaches are just a bad idea....so you have zerglings to counter the thor IF you can get past the maruaders and get all around the thors.
greenkid
Profile Joined May 2010
114 Posts
August 07 2010 04:47 GMT
#45
Anybody have a BO for this?
mangoctopodes
Profile Joined August 2010
United States1 Post
August 07 2010 09:08 GMT
#46
I've been doing a fairly standard 15 gas 14 pool fast expand, then defending with only speedlings and speedblings to defend pushes. Then a muta fake building a spire and only two mutas. From there I tech to to ultras on 4-5 bases.

http://dl.dropbox.com/u/5348294/ZvT.SC2Replay

Here's the first time I've done this, both me and my opponent are horrible players.
JinjoBust
Profile Joined April 2010
Korea (North)130 Posts
Last Edited: 2010-08-07 10:19:25
August 07 2010 09:38 GMT
#47
Yeah on second thought nvm. I'm playing my tourney match tomorrow and then watching season 4 of Dexter. So no replays till the day after tomorrow.

;D LOVE YA.

15-pool
16-expand }work your own timing for speed in here. There's precious little that Terran can put out early that absolutely requires ling speed, so delaying it in any capacity isn't the worst idea in the world.

Whatever happens, queue two queens in a row on your main hatch, and queue another on your expansion when it finishes. If you put three drones on gas when you start a queen, you have about 100 gas when the queen finishes. So take drones off gas between your speed gas and your lair gas for minerals. Lair after second queen on first hatch finishes.

This gives you the three queens for dealing with early banshees, and the lair timing is for dealing with cloak. Use the third queen's energy solely for creep expansion/transfusion, as you see fit. And I literally mean using all of it on creep tumors if you can. The speed at which the creep expands can let it get to their front door by the time you're thinking of a 2-base roach harassment, and can let you prep areas for flanking. Keep producing queens from the second hatch until you have 4-5 (general rule of thumb I keep is to have two queens creeping the map, a 5th would be if your purpose was to take a 3rd base quickly, which kickstarts the economy/spending better. With two queens and all existing tumors creeping at the same time, your scouting net becomes immense.

Use the lair for your choice of burrow/OL speed/slow drop when it finishes, dependent on strat.

And that's it really. You lay the baneling nest or roach warren depending primarily on what you scout the Terran doing, and when they're doing it. Bionic is just asking for a baneling skewed composition, whereas mech asks for roaches.

Marauder/Hellion isn't the strongest composition in the world, just send in roaches first to absorb the initial hellion burst, and flank exposed hellions with zerglings. Once hellions get surrounded by lings, their dps isn't that amazing, and the marauders crumple to more lings. It's not that strong and it eats at a Terran's ability to do anything else because of how mineral heavy it is.

Mass cloaked banshee is fucking retarded, but it nonetheless needs to be accounted for. Honestly just start massing queens if they start massing banshees. You've already got 4-5 on the field in the first place, so snowballing isn't that hard. Queens can be focused, true, but they're probably more efficient AA than hydras in the first place. A ball of queens just isn't approachable by a ball of banshees. They get outranged and take two volleys for every one they launch. The only difference between your retarded armies is that the Zerg one doesn't take gas and synergizes well with any composition, so you're pretty much free to tech whatever at that point. Mutas would be lolzy.
no one expects jinjos, and by extension, the jinjo bust.
Izzachar
Profile Joined February 2010
Sweden285 Posts
Last Edited: 2010-08-07 11:18:29
August 07 2010 11:16 GMT
#48
On August 07 2010 18:38 JinjoBust wrote:
Yeah on second thought nvm. I'm playing my tourney match tomorrow and then watching season 4 of Dexter. So no replays till the day after tomorrow.

;D LOVE YA.

15-pool
16-expand }work your own timing for speed in here. There's precious little that Terran can put out early that absolutely requires ling speed, so delaying it in any capacity isn't the worst idea in the world.

Whatever happens, queue two queens in a row on your main hatch, and queue another on your expansion when it finishes. If you put three drones on gas when you start a queen, you have about 100 gas when the queen finishes. So take drones off gas between your speed gas and your lair gas for minerals. Lair after second queen on first hatch finishes.

This gives you the three queens for dealing with early banshees, and the lair timing is for dealing with cloak. Use the third queen's energy solely for creep expansion/transfusion, as you see fit. And I literally mean using all of it on creep tumors if you can. The speed at which the creep expands can let it get to their front door by the time you're thinking of a 2-base roach harassment, and can let you prep areas for flanking. Keep producing queens from the second hatch until you have 4-5 (general rule of thumb I keep is to have two queens creeping the map, a 5th would be if your purpose was to take a 3rd base quickly, which kickstarts the economy/spending better. With two queens and all existing tumors creeping at the same time, your scouting net becomes immense.

Use the lair for your choice of burrow/OL speed/slow drop when it finishes, dependent on strat.

And that's it really. You lay the baneling nest or roach warren depending primarily on what you scout the Terran doing, and when they're doing it. Bionic is just asking for a baneling skewed composition, whereas mech asks for roaches.

Marauder/Hellion isn't the strongest composition in the world, just send in roaches first to absorb the initial hellion burst, and flank exposed hellions with zerglings. Once hellions get surrounded by lings, their dps isn't that amazing, and the marauders crumple to more lings. It's not that strong and it eats at a Terran's ability to do anything else because of how mineral heavy it is.

Mass cloaked banshee is fucking retarded, but it nonetheless needs to be accounted for. Honestly just start massing queens if they start massing banshees. You've already got 4-5 on the field in the first place, so snowballing isn't that hard. Queens can be focused, true, but they're probably more efficient AA than hydras in the first place. A ball of queens just isn't approachable by a ball of banshees. They get outranged and take two volleys for every one they launch. The only difference between your retarded armies is that the Zerg one doesn't take gas and synergizes well with any composition, so you're pretty much free to tech whatever at that point. Mutas would be lolzy.


thanks for a more detailed explanation. I still feel this is pretty standard play from Z. I do not get that many queens though will try that out. The one thing I think is different (and I guess the sole reason for you posting this) is not getting t2 units or their tech at all. So you have a lot of gas freed up for getting upgrades for t1 instead. Spire and 5 mutas is 700 gas after all. You could spend that on OL speed, OL drop, burrow, roach speed, roach burrow move and still have some to spare =) Going hydra for AA would mean smth like maybe 350 gas invested which is till more then drop tech or full roach tech.

Replays are welcome when you have the time =)

I also think throwing down a spire and wait for T to scan - then cancel it could be a viable thing to incorporate in this play? Since every response to that is beneficial for your t1 army?
JinjoBust
Profile Joined April 2010
Korea (North)130 Posts
August 07 2010 11:27 GMT
#49
On August 07 2010 20:16 Izzachar wrote:

thanks for a more detailed explanation. I still feel this is pretty standard play from Z. I do not get that many queens though will try that out. The one thing I think is different (and I guess the sole reason for you posting this) is not getting t2 units or their tech at all. So you have a lot of gas freed up for getting upgrades for t1 instead. Spire and 5 mutas is 700 gas after all. You could spend that on OL speed, OL drop, burrow, roach speed, roach burrow move and still have some to spare =) Going hydra for AA would mean smth like maybe 350 gas invested which is till more then drop tech or full roach tech.

Replays are welcome when you have the time =)

I also think throwing down a spire and wait for T to scan - then cancel it could be a viable thing to incorporate in this play? Since every response to that is beneficial for your t1 army?


My issue with that spire trick, and with everyone who's suggested it is that it isn't thinking far enough. If you're clever enough to think of Terrans falling victim to an otherwise standard scout timing for mutas, you'd have to think at least one Terran would be smart enough to account for same. Personally I feel that Terran doesn't really need to scan, especially with their myriad other options to scout the opponent (That don't cost 270+ minerals each time). They could make a reaper, use a banshee w/ cloak specifically as an invisible scout, get a sense of what you're doing from hellion harass. There's all these things. Just because you haven't seen someone make use of a tool, it doesn't mean that it doesn't exist.

Oh and on a completely separate note, the extra queens deal with the hellions directly. While going pure-speedling early on, I've oftentimes never even built one spine crawler. I just micro the drones away and A-move the queens along optimal paths. People should just do that period, you can hold off 4 hellions like this without losing more then 2-3 drones.
no one expects jinjos, and by extension, the jinjo bust.
Buffy
Profile Blog Joined May 2010
Sweden665 Posts
August 07 2010 13:46 GMT
#50
Been doing something in the style of this lately, though I failed to foresee thee need of queens. Anways great great post, and well explained and going into good enough detail ! More posts like this !

Oh Replay please <3
Yes I am
Nivoh
Profile Blog Joined March 2010
Norway259 Posts
August 07 2010 13:59 GMT
#51
What Build Orders do you usually start with when going for this strategy?
aznhockeyboy16
Profile Blog Joined July 2009
United States558 Posts
August 07 2010 14:01 GMT
#52
hm... what a good idea.
comis
Profile Joined April 2010
United States333 Posts
August 07 2010 14:48 GMT
#53
I'd just like to point out that you absolutely have to tech to Lair at least just for Overseers (even if you make no other T2 units). If you tried going no Lair 'til 3rd base against any decent T you'd be eating cloaked banshees to the face in no time.
Geo.Rion
Profile Blog Joined October 2008
7377 Posts
Last Edited: 2010-08-07 15:37:22
August 07 2010 15:05 GMT
#54
I might be missing the point of this, but what's new or different about this? Everybody tries to get 2 base and secure a third, and everybody agrees that zerg has a fragile early game vT and not that good of a midgame unles he's ahead. And everybody knows and agrees about the usefulness of creeptumors and then anti-air purpose of the queens. Hydras are very bad against terran, nobody goes for that except a few scenarios, so yeah im sitting here and dont understand what's new about your "strategy".

Zergs tend to have problems on maps where they canot take a safe 2nd base early on: Delta Qadron, XelNaga's Cavern, Desert Oasis (really wide open natural bases impossible to be covered with crawlers, not close enough to the base to protect if from reapers etc) Lost Temple (cliff abuse) etc. You might want to come up with sg to that.

yes many zergs play differently, but probably just as many play in a way you suggest, if the situation allows it, which most of the times doesnt given the current map pool.

Oh sorry, i get it, no lair till 3rd base, now that's new
And very bady in 95% of the situations
"Protoss is a joke" Liquid`Jinro Okt.1. 2011
Chex
Profile Joined May 2010
United States87 Posts
August 07 2010 15:50 GMT
#55
Awesome post. This is exactly how I play ZvT except I never considered queens. Fucking brilliant addition. THANK YOU!

Please please please post some replays of this.

Just some thoughts from my own experience using a similar build to this: the bio mech push terran does can be shut down pretty hard with roaches banelings and some speedlings. A pretty key upgrade for roaches at the mid game is burrow move and I would also advocate getting drop pretty soon after maybe your third base.

Drop lets you baneling drop the tanks AND his mineral line. Really useful.

Again please post some replays.
Viruuus
Profile Joined February 2010
Germany451 Posts
August 07 2010 17:14 GMT
#56
i really liked the thoughtprocess and i really have to agree!
Lets face it, except for some very special occasions mutas and hydras just suck ass against terran.
So we need more roaches/lings/blings and to fend of air we need queens!
I totally took this concept in my game and i made it 3-0 today vs other diamond terrans (where i normally lose a ton) most of my games were very long, one of the wins was even on kulas ravine which im especially proud of
My approach included a 14 pool / 16 hatch, relatively quick speedlings, and then getting a banelingnest and roachwarren pretty soon.
On Kulas i couldnt scout at all, so i was surprised a bit by 2 banshees but i had 2 queens to fend it off at my natural (+1 in my main and one more building at the nat), and thanks to those queens i also had creep everywhere. I put up some sporecrawlers and one overseer and that was good enough for air in that game. With the baneling nest i was able to pressure him quite well, i got through his wallin and killed 2 tanks with speedlings, but it kept him on his toes more then beeing gamedeciding. I got a spire eventually and made like 5 mutas so he built turrets everywhere, and also i could scout all the expansions on the map with patrol mutas. Once i got the 3rd and the 4th at gold up, i was just a matter of time until my ultras ran over him.
Another game on steppes of war: here i like to scout with the 8th drone to harrass his supply depot worker, which gets terran totally out of their timing usually. Got one scv kill before my drone died aswell, and then i was easily able to hold off the obligatory hellions with 2 spines and alot of speedlings and 3 queens. I figured he might panic into banshees since i though i was well ahead, so i spent 300 minerals on 2 sporecrawlers which i never needed in the end. I got both roachupgrades as soon as the lair finished and burrow, to harrass a bit and keep mapcontrol. With no money spent on hydraden or spire, i could get all those nice upgrades and again just take 3rd and 4th and 5th at free will, doomdropping him every now and then or greeting his pushes out of his natural with 2-3 fungal growths.

man, ill never make lair for hydras or mutas every again!
3-4 queens are so awesome, just for the creep everywhere alone, and the quick saturation of new expos.
Roaches are the best zerg unit there is vs terran, so both upgrades + burrow + creep are just awesome. And of course ultras and broodlords are known to be the GG unit, if theres enough money behind them
Lee Jae Dong fighting!!!
No_eL
Profile Joined July 2007
Chile1438 Posts
Last Edited: 2010-08-07 20:56:34
August 07 2010 20:54 GMT
#57
i expect your replays, its seems very smilar to my playstyle !! the only problem its against mass banshees, if they catch u with ur pants down they abuse you..
Beat after beat i will become stronger.
OPSavioR
Profile Joined March 2010
Sweden1465 Posts
August 07 2010 21:12 GMT
#58
Good Read. Most of it is already known , but much is new as well. Would gladly watch some replays :D
i dunno lol
Saracen
Profile Blog Joined December 2007
United States5139 Posts
August 07 2010 21:25 GMT
#59
Ok, I've changed up my ZvT a bit. Pure roach/ling/baneling doesn't have the DPS required to deal with a mid/lategame marine/marauder/thor ball, no matter how many you have. You need infestors. The key is to NP the thors and have them kill eachother. That way, your units don't spend unnecessary time attacking the thors and the thors don't damage your army (they do ridiculous DPS). Also, if they have banshees, you can use infested terrans.
Logo
Profile Blog Joined April 2010
United States7542 Posts
August 07 2010 22:05 GMT
#60
Lately I think my play has been like your new play Saracan.

Right now my ZvT playbook is this...

14 pool
17 gas
Queen + 4x lings -> Roach Warren -> 2nd queen -> 4-6 roaches
I use the 2x queen for any run bys while getting tumors started and the roaches pressure the wall to force the Terran to make some units
I then follow up with an expansion + ling speed -> lair.
From there I have the mid-game that you're describing, infestor/roach/ling/bling.

The only thing is it's worthless.
The Terran, on seeing your opening, has the option to go banshees/vikings in time for the mid game if they don't see you preparing air defense. If they do they stay with their mech or bio path and push on your weaker ground army. You can get a 3rd queen out in time maybe, but really that's about it. Any more than 3 queens and you won't really have lair in time to deal with the threat of cloak.

I feel like 90% good about the opening, but don't know how to bend it to account for air without having it fall apart to anything else.
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