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[G] The Art Of ZvT - Page 4

Forum Index > StarCraft 2 Strategy
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Forsaken
Profile Joined March 2005
United States43 Posts
December 15 2010 13:13 GMT
#61
Could be summed up by Harrass contain and don't push just counter.

ZvT isn't about killing the T outright it's stoping the T from expoing beyond his nat (or staying ahead in expo count).

Biggest thing two things I don't see zergs do is flank vs timing pushes (and use their creep) vs going at them head on (especially with pre speed banes) and effective use of burrow, which is insanely imba early mid game before terran has mobile detection.

Ironically zerg really could A+ move half the time vs timing pushes if they just positioned their units better to start with vs going head on (especially with pre-speed banes vs stim pushes).

Honestly ZvT seems to break down to how well you manage your banelings vs the first push or two, or how well you manage early marine pushes\expos, as that dictates the control of the whole rest of the game.
DjayEl
Profile Joined August 2010
France252 Posts
December 15 2010 13:21 GMT
#62
Thanks very much for this, SieGe. It is awesome.
Hydrian
Profile Joined October 2010
France12 Posts
Last Edited: 2010-12-15 14:11:12
December 15 2010 14:10 GMT
#63
This, and Plexa's PvZ guide (which has sadly been lost) are some of the real standouts!

--> http://www.teamliquid.net/forum/viewmessage.php?topic_id=167992
you really make me freak out xD it has been flooded maybe, but not lost :D

Thanks so much for this guide, I was trying to make something similar after watching the awesome Mr Bitter's coaching session with Machine :
http://www.teamliquid.net/forum/viewmessage.php?topic_id=164284
(I do recommend it, it's a great practical complement with this guide :D)
ZerG~LegenD
Profile Blog Joined August 2007
Sweden1179 Posts
December 15 2010 15:00 GMT
#64
Updated the "2.5 Beating A Push" section with some reflections on sacrificing expansions and counter attacking and added a replay to demonstrate.
Even a broken clock is right twice a day
Entropic
Profile Blog Joined May 2009
Canada2837 Posts
December 15 2010 15:07 GMT
#65
I dont play zerg but this is an awesome guide.
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
December 15 2010 20:32 GMT
#66
How do you respond to ramp block?
ZerG~LegenD
Profile Blog Joined August 2007
Sweden1179 Posts
December 15 2010 20:46 GMT
#67
On December 16 2010 05:32 Cheerio wrote:
How do you respond to ramp block?

With "GG". Don't let your ramp get blocked.

If you insist on continuing you're best of blowing up the block with Banelings, unless it's double Ebay or something. Then you either break it with Roaches or go 1 Hatch Muta or Nydus all-in.
Even a broken clock is right twice a day
Krayze
Profile Joined May 2009
United States213 Posts
December 15 2010 21:35 GMT
#68
I read the guide and bookmarked it, excellent work!! You didn't talk much about upgrades though. You said to start them once your mutas hatch, but which upgrades should I favor getting? I assume melee and armor? If I just get one evo at that point which is better, melee or armor? Thanks, <3 !!
ZerG~LegenD
Profile Blog Joined August 2007
Sweden1179 Posts
December 15 2010 21:47 GMT
#69
These last two days I've really fallen in love with double Evolution Chambers vs Bio, upgrades are so awesome in the late game. I always get Melee/Carapace on the first round, on the second round I might go for Ranged/Carapace if I've mixed in Roaches in my army. Go for Carapace if you've only got one Evolution Chamber.

Vs Mech I prefer getting one round of Ranged upgrades before getting the Melee grades.
Even a broken clock is right twice a day
denzelz
Profile Blog Joined November 2009
United States604 Posts
December 16 2010 02:32 GMT
#70
This guide is fucking amazing. I've only read half of it and I'm already applauding you in my head. This is exactly how a Zerg should play and this is the style that got me to 2500 Diamond. This mentality of expand and defend is so flexible and will allow you to adapt to almost every new cute build that T and P tries you throw at you.
EddyBee
Profile Joined April 2010
Netherlands46 Posts
December 16 2010 13:19 GMT
#71
Great guide!

Especially the use of the mindmaps is very usefull (the flowchart someone else made was also a good one ).

Thanks.
“We are not retreating. We are advancing in another direction.” Douglas MacArthur
BleaK_
Profile Joined November 2010
Norway593 Posts
December 16 2010 16:07 GMT
#72
Good job
Aero1441
Profile Joined November 2010
Netherlands45 Posts
December 19 2010 15:51 GMT
#73
This thread is AWESOME! Thanks a lot! :D
To improve is to change; to be perfect is to change often...
Shadowslain
Profile Joined August 2010
Canada15 Posts
December 21 2010 15:19 GMT
#74
Great guide ZerG~LegenD, thanks very much!

I was wondering if you had any advice about when to start making units against a 1-base Terran ground army.

I almost always get run over by the first push; anywhere from 6-10 minutes. I keep a Zergling outside the front to see when he moves out, but the amount of units I am able to make before he arrives is not sufficient.

Would these 1-base ground builds be what you are categorizing as ground-based all-ins? If so, does this include basically everything non-air without an expansion?

Thanks again!
smwatkin
Profile Joined May 2010
Canada399 Posts
December 21 2010 17:41 GMT
#75
awesome post. Thanks a lot
xciLe
Profile Joined October 2010
Norway213 Posts
December 21 2010 21:52 GMT
#76
one of the better posts in a LOONG time, keep it up
and thanks for this post, it worked alot
Protoss OP
Mobius
Profile Blog Joined March 2009
Canada1268 Posts
December 22 2010 09:40 GMT
#77
very good!
Entusman #51
TheAntZ
Profile Blog Joined January 2009
Israel6248 Posts
December 22 2010 09:52 GMT
#78
Im neither zerg nor terran, but I read this whole thing (in between reading other TL threads) and I'm blown away at how much of a superballer you are SieGe
43084 | Honeybadger: "So july, you're in the GSL finals. How do you feel?!" ~ July: "HUNGRY."
GrekMar
Profile Joined September 2010
Denmark16 Posts
December 22 2010 22:06 GMT
#79
I've having some problems with Thors/banshee/marines, So what do you do in general against that? like 8-10 thors, 8 banshees and rest marines. thx in advance =)
If you can't explain it simply, you don't understand it well enough
gilligan156
Profile Joined November 2010
United States60 Posts
December 27 2010 19:30 GMT
#80
This guide doesn't mention hydralisks whatsoever. Are Hydras ever advisable?
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