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TvZ How does it work in Sept?

Forum Index > StarCraft 2 Strategy
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abominare
Profile Joined March 2010
United States1216 Posts
September 01 2010 02:03 GMT
#1
I've been beating my head against the wall trying to find something that works in diamond was at ~800 and thanks to bnet have done enough tvz in a row to get to barely 700.

So heres the guidelines for the thread.

1. Tanks are being nerfed vs non armored so we're looking for a strat that minimizes tank use.

2. We assume that the zerg player always utilizes magic box muta (yes most at my level dont even know what it is but we're not looking to have it as a crutch)

3. We do not rely on 5 rax reaper opening, because A. reapers are being nerfed though that may not effect it overal, b. there are several ladder maps that are not friendly to this..

4. We assume the zerg goes speed/bane/muta with a FE ( the most dramatically helped build)

5. As long as it survives the first 4 criteria then and only then do we look at what happens with a roach switch over.


What I've been trying with some success.

Standard Bo reactor first barracks add factory then second baracks and a second factory when available. Second factory gets tech lab (built by a barracks)Push with 6 hellions with blue flame and marines with stim.

Advantages: hellions absolutely roast the ling spam, arrives slightly before spire.

Downside, if hes caught wind of that reactor or is paranoid 2-3 spine crawlers really hinder you from causing damage you cant seem to cause enough eco your marines do handle the first couple of mutas if stim finishes in time. However youre still behind base wise and are now stuck playing chase the muta while trying to expo yourself.


Bair
Profile Joined May 2010
United States698 Posts
September 01 2010 02:15 GMT
#2
1.) Tanks are being nerfed, true. But the difference is actually very minor. They are still strong against us, because either we lead with roaches (which tanks still hurt), lings (which die to tanks almost exactly the same), or hydras (which are still made of glass).

2.) This is one of those times it is good to assume that your opponent is better than he actually may be. On the defensive thors are still scary because if your have turrets around your base and thors in them, they can still hit us at least once when we stack and do terrible terrible damage.

3.) 5 rax reaper was deadly, true, but only when executed with progamer's timing. I am just about 800 diamond, and looking at the replays, the terrans at this level who trying it screw it up pretty badly through lack of macro or poor micro.

4.) The big issue in Sling/Bling/Muta are the banelings, not because they melt your primary anti-muta, but because if you let your opponent get 30-50 of em, they can roll over just about any ground army regardless of the composition. They run lings in to get the first few shots and them your army melts. I have no idea how a terran would stop that, but recently marauder/hellion allins have been troubling me.

5.) Roaches are good, and you will be seeing more of them with the ultra nerf. Just always make sure you have a raven mid to late game so we don't force scans from you.

Just my 2 cents yo
In Roaches I Rust.
MingoDynasty
Profile Joined May 2006
United States43 Posts
September 01 2010 02:19 GMT
#3
mmm+thor is still a good match for spling/bling/muta. Yes they can magic box, but stimmed rines will still rape mutas. It'll probably come down to positioning, like always. Hopefully get the marauders/thors in front, keeping the fragile marines behind and specifically away from banelings.

+armor will probably help here more than +dmg, due to quick spling attack and muta bounce.
http://www.youtube.com/MingoDynasty
MrBitter
Profile Joined January 2008
United States2940 Posts
September 01 2010 02:22 GMT
#4
As a Zerg player, early Marine/Marauder plays feel pretty tough to deal with, and they're going to be unchanged by the T nerfs.

Also has the benefit of the tech lab already being there if you want to harass with reapers. (which I'm sure will still be effective)

Obviously marines die to blings and marauders lie to lings, but if you get like 4-6 hellions in that mix, and keep the marauders in front, you're push is going to be really tough to deal with.
Techno
Profile Joined June 2010
1900 Posts
September 01 2010 02:27 GMT
#5
I think the standard mech play will still be effective, but not super effective like it is now. I think you will need to be more active with your hellions after the patch. Scouting ahead with them to make sure you engage the lings before they get to your tanks.
I think the nerf to tanks will make lings much more effective vs tanks before critical mass. Also, hydras will be much more effective. I think the tank nerf will Terrans to go more hellion heavy, which in turn will make mutalisks and roaches more effective. Or even Ultras. Mostly mutas tho. Overall I think terran will need to really tighten up there play and execute there "1A" (its slightly more complicated than that) push much more methodically. I wonder if the Zerg QQ force will settle down....

Nah!
Hell, its awesome to LOSE to nukes!
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