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Welcome to SieGe’s ZvT guide. As per normal I don’t want to present any grand new game breaking build I’ve discovered but rather give an introduction to a macro based ZvT style which is currently known and used by many high level players. Playing like this will not net you any quick and easy wins but it might cause you some really silly losses to things you’ve never seen before. That being said, Zerg played in this way can be ridiculously strong.
Also, some people have been asking for similar ZvP or ZvZ guides. The ZvP guide is already out there, you'll find it here.
Table Of Contents
0.0 Intro & Mindset 0.1 Mindmaps 1.0 The Early Game 1.1 Scouting 1.2 Bio Expand 1.3 Tech Expand 1.4 Aggressive Air Builds 1.5 Groundbased All-Ins 1.5 Dealing With 2 Rax 1.6 Dealing With A Reaper Or Two 1.7 Dealing With A Blocked Natural 1.8 Throwing Stuff Around 2.0 The Mid Game 2.1 Mutalisk Harass 2.2 Unit Composition 2.3 Drops And Raids 2.4 Hive Timings 2.5 Beating A Push 3.0 The Late Game 3.1 Brood Lords And Ultralisks 3.2 Planetary Fortresses 3.3 Nydus Worms & Doom Drops 3.4 Burrow 3.5 Drones 4.0 Some Replays
0.0 Intro & Mindset The first thing a ZvT player must lose is their desire to attack. Sometimes it can be a good idea to attack, but units like the Siege Tank, the Missile Turret and the Planetary Fortress make these opportunities something of a rarity. Of course, if neither of these are around and you have a stronger army, go for the kill. However, mostly they will be around and you can't attack efficiently. Instead, a ZvT player tries to force their opponents army into the open by growing their economy. Their opponent will then have to either attack, or fall behind.
Greed is Zerg’s offensive weapon, but you can’t be too greedy. If you grasp for too much you will lose it all if your opponent tries to punish you. I generally try to have one half saturated base more than my opponent against Bio and two more vs Mech, until the first battle. If I am victorious there I will gain an army advantage, which will allow me to go for an even greater economic advantage.
Then there’s harass. Zergs love Mutalisk harassing, but it is important to know the difference between harassing and attacking. It’s about dedication. If you run 20 Banelings and 50 Zerglings into a ball of Marines and Tanks either of you will lose your whole army, once you start moving towards that army you’re dedicated to finishing the job. But if you run 20 Mutalisks into an SCV line you can back our whenever you’d like to. Don’t dedicate your army to an attack, it’s vastly more likely to lose you the game than win it.
0.1 Mindmaps These kinda sum up parts of the guide but don’t go into details.
This one describes responses to Terran’s early game options.
![[image loading]](http://img207.imageshack.us/img207/9298/earlygameresponses.th.jpg)
This one describes your army composition in the mid game depending on what you see the Terran doing.
![[image loading]](http://img18.imageshack.us/img18/7844/unitcomposition.th.jpg)
1.0 The Early Game Real Zergs open with 15 Hatch whenever they can. It’s the best opening against all Terran openings, including the dreaded 2 Rax all-in. More on that in the 2 Rax section.
Standard Build Order:
14 Drone Scout 15 Hatch 14-16 Pool (Depending on distance to enemy) 16 Overlord
Assuming opponent is going 1 Rax: 17-23 Extractor (Later is better against Hellions and earlier is better against Banshees. Chose that which is best against what you fear the most). Spine Crawlers as necessary, more on that later. Third Queen asap. @100 Gas: Speed. @100 Gas: Lair & second Extractor @50 Gas: Baneling Nest
From here on a lot will depend on what your opponent is doing. However, your goal in the early game is to saturate both your bases and reach Mutalisk tech, no matter what your opponent does.
1.1 Scouting Scouting a Terran can be hard and it’s often very helpful to know what strategies your opponent prefers, and which ones you can rule out right away before the match even begin. Therefore, scouting in ZvT begins before the actual game begins. When playing with friends you tend to get this intelligence for free, when playing against famous players you might find replays of them online. However, the best trick is to check out your opponents match list before the game and look for TvZ games on the current map. Don’t count on him doing the same thing again, but if you scout the same openings it’s very likely he’s doing the same follow up too.
On the ladder you normally don’t have any of this intelligence, which can be harsh. So lets move on to the in game scouting.
Drone Scouting Send out a Drone scout at 14, this will allow you to spot if you’re natural is blocked before you send out your Drone to expand as well as get into two bases before his first Marine is out. Your scouting Drone serves two purposes: First it will let you know if your opponent went 1 Rax, 2 Rax or CC first in time to cut Drones to deal with a 2 Rax.
Second, if he went for 1 Rax and builds a Marine in it (that is, doesn’t begin with a Tech Lab), check the Gas mined on his Refinery when the Rax completes. Around 30 means he went Rax before Refinery and you should steal his other Geyser, around 100 means he went Refinery before Rax and stealing the Geyser won’t accomplish anything. Stealing the Geyser also serves two purposes: First, it will let you know if he’s Bunker rushing you or not and give him strong incitements to not do so. Count on him Bunker rushing you and block him from walling off your ramp if he’s not attacking your stolen Geyser. Second, it will prevent him from going Cloak or 2 Starports and knowing this will allow you to play much greedier thus making up for the investment. However, in order for this to be true it’s important that you don’t just steal his Geyser and let the Extractor finish. In that case he can just kill your Extractor, build his Refinery and do a slightly later version of the two dreaded air builds. You must cancel your Extractor right before it finishes and rebuild it anew. It will take him 3 Marines to damage it quicker than it gains health so by the time he has 3 Marines out you’ll cancel the Extactor right before it hits 0 hp and let the Drone die, you will have gained enough time.
Zergling Poking If you run a Zergling up his ramp you will be able to tell what buildings there are in his wall, what addons they have and let you see anything he build too close to the ramp. Sometimes this won’t let you know anything, sometimes you can see game winning information. Your Zergling will most likely die but on average it will be worth it. If he went for a quick Hellion it will pop at the same time as your first Zerglings so you will need to run it in a Circle towards the enemy base or the Hellion will kill you on the way.
Overlord Sacrifice Good player will kill this Overlord before it sees anything important and I rarely do this nowadays. I don’t know what the situation looks like further down the league(s) though. If you find that you normally can get far enough into your opponent’s base to see anything important you’ll want to send the Overlord at 5:00-5:30. This would allow you to see all builds he intend to use in a rush, if there’s a Command Center and if so what tech he intends to harass you with if any at all. It will also give you plenty of time to react to what you see.
Overlord Ledging On some maps it’s quite efficient to keep a few Overlords around the egdes of your opponents base to spot if he builds anything there, you can also poke in a short distance without risking any harm. Scrap Station is awesome for this as you’re safe on 3 of the 4 sides of his base. On Lost Temple you can use the cliff behind the mains to take a sneak peak at his Geysers and the spot where he normally builds his Command Center.
On some maps you can also keep an Overlord around his natural to look at his expansion timing or his choke point, Lost Temple comes to mind once again but Blistering Sands, Steppes Of War and Shakuras Plateau also offer some possibilities.
Overseer Runby If you still don’t know what your opponent’s up to when your Lair finishes you’re best of morphing an Overseer right away and running it into his base. Make sure you have an Overlord close to his base when doing this, moving an Overseer from your base takes precious extra time. If he intented to rush you the Overseer will most likely come too late. However, it’s good against silly build orders which are really common when weaker players tries to play their own creations and knowing exactly what your opponent is up to is always a good thing. A Zerg with knowledge can be a greedy Zerg, and this is how we want to play.
1.2 Bio Expand This means that he expands, masses Bionics and perhaps techs up to Tanks and Medivacs but that he doesn’t harass you with Hellions or Banshees. This is the normal follow up to Reaper and 2 Rax openings but either of those doesn’t necessarily imply this - you still have to scout.
The Terran playing the Bio Expand will have a hard time pressuring you early on and you should be able Drone up to around 45-50 Drones before you start making all Zerglings. However, he will be able to pack quite the punch around 8-9 minutes into the game is you should upgrade Baneling Speed before starting your Spire. Good Creep spread is also vital.
It’s important to know if and when he leaves his base so place a Zergling outside his natural and another one behind that one for confirmation. When he leaves you want to make as many Banelings as you can afford and when he gets onto your creep you attack with Zergling/Baneling. It’s important that you attack before he can Siege his Tanks if he has any.
However, you will crush him and a smart Terran will know this if he Scans a delayed Spire so he might not move out. Therefore it’s important that you expand to your third as quick as possible too. With 45 Drones and 4 Geysers you should have enough minerals to expand before Spire finishes.
1.3 The Tech Expand This means that he harasses you with Hellions while expanding behind it. He might try to attack you with a small Hellion/Bio army or he might tech to Banshees and harass you with 1-2 of those. If you’d had a maphack, this openings wouldn’t be viable so if you scout what he’s up to you’re set. However, scouting can be hard and you might have to prepare for everything.
Try to send one of your first Zerglings out on the map and hide it, and if he goes Hellions, send it into his natural so that it arrives around 7:20-7:30. This should at least tell you whether he expanded or not.
Anyways, to deal with Hellions you want to make a Spine Crawler in your natural at 4:30. On maps like Xel’Naga Caverns and Metalopolis you will need to make two. On these maps you will also need to back them up with Zerglings. Try to have around 4 Zerglings per Hellion and keep them behind your Spines to prevent runbys, don’t allow them to be needlessly roasted. I like to make around 10-20 of them when I start my Lair.
If he harasses you with Banshees you should get a fourth Queen as soon as you realise, you also need an Overseer asap if you didn’t take his Geyser.
If he Hellion drops you he’ll come around 8:00, you need to be aware of your base and preferebly attack him while he unloads and you should also bring a Queen to shoot the Medivac. You’d preferably have around 20 Zerglings to deal with this and they need to be started before 7:30.
Bio/Hellion pushes can come at many different timings. The proper response is lots of Zerglings, and perhaps a Baneling or two if you have time. However, how much you need and when you need it is a matter of scouting and judgement. The latter is something you’ll have to learn for yourself through experience. The former is done by running Zerglings into his natural once Speed is done. Also, don’t underestimate the power of your Drones against these builds. Drones are really deadly when they surround their enemy.
Against these builds you often won’t have map control until your Mutas are out so it’s often a good idea to place your third Hatchery in your main before Spire is done and then expanding with your fourth Hatchery.
1.4 Aggressive Air Builds If we successfully steal his Geyser multiple times we won’t have to worry about these builds which is great because you have to deviate some to deal with them. However, should you chose not to Gas steal or if it’s not possible...
The Cloaked Banshee rush and the 2 Port mass Banshee build are nasty to deal with if you don’t know they’re coming. He’ll need at least 3 Banshees or Cloak to deal with your 3 Queens, this will be up around 7:30. If he still hasn’t expanded nor attacked by 7:30 it’s a very good idea to throw up an Evolution Chamber and get some extra Queens and then Spores.
Spreading out Overlords around your base and controlling any Xel’Naga watchtowers greatly increase the chances of you spotting Banshees on their way to your base, thus giving you more time to react.
1.5 Groundbased All-Ins Auto-repaired Thors, Marine/Marauder/SCV, Hellion/Marauder... These all-in rushes come in many forms but the response to them is always the same. Cut Drones and mass Zerglings while getting Banelings without a Lair. Don’t go over 25 Drones if you can avoid it, if you do you’ll probably need Spine Crawlers to compensate.
1.5 Dealing With 2 Rax 15 Hatch is the best build for countering 2 Rax for a few reasons: 1: It gives more Larva. Yes, Pool first gives just as many Larva in the long run but until that first Inject pops you’ll have less of them. And when it pops it’s already too late cause he’ll have seized control of your natural and walled you in. 2: It provides Creep and thus allows you to make a Spine Crawler. This is crucial against prolonged aggression. The Spine Crawler actually completes before those extra Zerglings from a Pool first inject would.
The proper response to a 2 Rax is to cut Drones at 16, get an Overlord and bring all but 4 Drones to your natural to fight him off until you can get Zerglings out. When Zerglings and later the Spine Crawler comes out you can send Drones to mine in your Natural. If he then comes again with increased strength can bring out your Drones again. Also, get your first Queen in the natural.
If he 2 Raxes you but pulls back without engaging both of you will be set back around 1 minute. Each situation is unique though.
1.6 Dealing With A Reaper Or Two Reapers have gotten rarer since they got patched. However, one or two early Reapers can still deal damage. First of all, bring around 3 Drones to kill any SCV trying to Bunker you in. If it gets up anyway, make a Spine Crawler out of range and prepare to make lots of Zerglings to kill it, move the Spine into range when you attack.
Even if he doesn’t get a Bunker up a Reaper can often arrive before your Queens are out. In this case, attack it with around 5-7 Drones and make sure to pull back hurt Drones before he can get three hits off on any one of them. Depending on your handspeed and the position of the hurt Drone you might have to begin the move already after the first hit.
Don’t chase a Reaper with slow Zerglings, but do guard your ledges and attack him if he jumps up right next to you.
1.7 Dealing With A Blocked Natural If he scouts so early that he’s able to prevent a 15 Hatch it pretty much means that he ain’t 2 Raxing so go ahead and do a Gas->Pool Speedling opening but send 1 Drone o kill off his SCV before he can get too much Hp on an Engineering Bay in your natural. Expand as soon as you can and go ahead as normal, this sets both players behind around equally much. All timings needs to be delayed around 15-20 seconds.
1.8 Throwing Stuff Around Terran are very flexible and very aggressive. Hence practice rarely matches theory perfectly and each game tend to be quite unique so you have to be quite flexible too. For example, if he attacks you early and you somehow end up with 40 Drones before your Lair is even started you’ll be sitting on too much minerals compared to your tech level. Now a good response would be to either get your remaining Geysers earlier than you normally would and/or expand earlier.
Or perhaps you lose Drones and end up with too quick tech. In this case you might want to prioritize more Drones over getting that Spire, even though your Lair is done.
ZvT is a match up where you often have to improvise a lot to get by, and for that reason it’s important to have a solid core idea of how you want to play so you have something to improvise around and so that everything fits together.
2.0 The Mid Game I define the mid game to start when my Mutalisks reaches his base. This grants me some great intelligence and from now on there will be less guesswork and more solid skills involved. Many Terrans get by on cheeses alone and are terrible at this part of the game.
2.1 Mutalisk Harass The primary objective of your first Mutalisks is to scout out his production facilities and army composition. However, there should also be plenty of opportunity to harass your opponent. The most important thing is to not lose Mutalisks, taking some damage is fine, it will heal but dead ones stay dead. Beyond that, go for anything that’s unprotected. SCVs and Mules are obviously the most delicious targets and mostly also the best protected ones. Marines tend to be vulnerable just as they pop from their Barracks and Supply depots are often build along ledges. However, the most annoying thing of all, for a Terran that is, is losing building SCVs.
When Mutalisk harassing you’re waging a war on your opponents speed. If you need to macro, you pull them out and do it. But when you moves in he has to defend, even if he’d like to do something else at that time. The more you’re in his face, the less likely he is to move out (which is good) and the more likely he is to screw something up (which is also good).
When you get around 10 Mutalisks you can start picking off stray Turrets. Don’t go for ones in the mineral line though. You need at least 20 to pick off a Turret surrounded by repairing SCVs.
2.2 Unit Composition Your core units are Mutalisks, Zerglings, Banelings and Roaches. If he goes all Mech, focus on the Roaches and avoid the Banelings completly. If he goes all Bio, focus on the Mutalisks and Banelings and avoid the Roaches. If he goes Bio with 1 Factory Tank support, start mixing in Roaches and cutting Banelings when his tank number gets higher, like over 5. If he choses a 2 Factory BioMech composition you want to mix in Roaches once again, avoid the Mutalisks if he makes Thors from both Factories and avoid the Banelings if he makes Tanks from both. If he mixes in everything you have to too.
Infestors are really only good if he as a lot of Marines but no Medivacs. Or in the late game against Bio dominant compositions. Else, avoid them. Banelings are better and doesn’t open up a timing window.
Medivacs should also be considered when it comes to Roaches. Roaches are bad against Medivacs, and good against Mech units. But more Medivacs means less Mech units. Hence you have double incitements to make less Roaches when there's many Medivacs around.
2.3 Drops And Raids Good Terrans are aggressive Terrans. They will drop you where you least expect it and run in with 4 Marauders to kill a Hatchery while you’re busy. Perhaps everything will happen at the same time as their main army moves out too.
To defend against drops and raids you need to be mobile, very mobile. A large enough part of your army to deal with at least 3 fully loaded Medivacs should always consist of Mutalisks and Speedlings, unless he doesn't have a Starport. You must also connect all your bases with Creep to speed up movement inbetween them, use Overlords if you’re low on Creep Tumors.
Also, spread out your Overlords around the map and control Xel’Naga watchtowers to gain as much vision as possible too spot drops before they’re in your base. Losing a fully loaded Medivac before it unloads is a huge setback for a Terran.
In the late game you can turtle up your most vulnerable expansions with Spine Crawlers.
2.4 Hive Timings Sitting back and growing your economy is all nice, but there’s one problem. What if he doesn’t come to you? What if he just sits back and waits for limit before he moves out? He’s likely to demolish you. This is why we get Hive. Your Hive timing should depend on the strength of his potential limit army and how mobile he is early one.
A Mech army is very strong at the limit, you must have Brood Lords to deal with it so we need a quick Hive against Mech. I normally start my Infestation Pit the very moment I realise he’s going Mech.
A BioMech army is also scary at the limit, but not as scary and he’s also more likely to attack before hitting the limit with this composition. I get my Infestation Pit in either of these 3 situations. 1: After I’ve beaten his first push. 2: He expands to his third. 3: I realise that I will hit limit before he moves out.
A normal Bio army isn’t that scary at the limit. You can deal with it just fine with your normal units and I normally only get a Hive for the third level upgrades against this. On that note, start your upgrades after your first round of Mutalisks are out (unless he pushes right at that moment). One or two Evolution Chambers both works well, it’s mostly a matter of taste.
2.5 Beating A Push Simply A-Moving into the enemy army is sure to net you a lot of losses. Terrans, and hence also their enemies needs to put a lot of thought into how they conduct battle. When you engage your formation needs to be stronger than your opponents.
This means that you can engage with a bad formation, if your opponent’s is terrible. But it also means that you shouldn’t engage even with a good formation if your opponent’s is flawless - you need to make yours perfect or his worse.
A good Zerg position means wide or multiple simulations fronts as well as a Creeped battleground. A good Terran position means sieged Tanks and spread out marines, preferably in a choke point.
The earlier you meet your opponents army, the longer he’ll have to move with perfect care. If he unsieges all of his Tanks at once you can attack, even if there’s no Creep and your front is only decently wide. Meeting him early greatly increases the chances that he’ll do a mistake. It also slows him down no matter how good he is.
Furthermore, when you have a lot of Mutalisks you can cut off his rienforcements from joining with his main army. This means that the longer he stays in the field, the stronger your army will grow while his strength remains the same.
If he doesn’t have Thors you can stack up your Mutalisks and use them to pick of any units that strays too far from his main Marine ball. This can reduce the size of his army somewhat but you’re also waging a war on his speed, constantly forcing him to pay attention to his army. Furthermore, when you move around he has to move around too, and it’s very hard to keep a moving Marine army split up so if you engage while harassing him your Banelings will be that much more effective.
Sometimes, it's simply not worth engaging. He might have gotten an advantage on you earlier on, or you might have over-droned. Don't engage him in this situation. Save the Drones in whichever expansion he is attacking and let the Hatchery die, for this reason it's a good idea to avoid building tech in your natural as there might come a time when you have to sacrifice it.
Let him kill the expansion; in the meanwhile you have two choices. 1: Counter-attacking, this is probably the best choice if he went for an outlying expansion and sometimes also best on when closer expansions are attacked. However, I don't recommend counter-attacking if he goes for your natural. 2: Sit back, save up and attack him whenever he unsieges and tries to move either back home or forwards to another expansion. Often you'll get the upper hand in this situation but at the very least it should minimize your losses.
3.0 The Late Game I define the Late Game to start when my Hive tech is ready. It’s the part of the game where you use every trick in the book to sieze victory.
3.1 Brood Lords And Ultralisks Brood Lords are the kings of anti ground units. They will demolish a Terran push or outright kill him when used offensively. Neither Marines nor Thors can fight Brood Lords cost efficiently and they force Tanks to unsiege making the rest of your army so much more effective. However, Zerg cannot battle Viking/Thor for air control for a very long time so you can’t stick with Brood Lords for too long.
Get Brood Lords as your first Hive tech and use them to win one battle, perhaps make some Corruptors to really force him to start producing Vikings, but then you switch to Ultralisks. Ultralisks aren’t that great normally but when your opponent has a large piece of his Supply invested in Vikings they do really well. Also make sure to get the Adrenal Glands upgrade, it makes your Zerglings 15% stronger and you’ll make a lot of Zerglings in the late game as you’ll have a ton of Larva but only so much Gas.
3.2 Planetary Fortresses For the most part of the game a Planetary Fortress is a big nono, don’t touch them, it’s not worth it. However, with huge armies of Roaches or Ultralisks you can often snipe them if you catch one with the army gone. Especially if you have Banelings to get rid of the SCVs.
You can also blow one up with Banelings, it normally takes around 25-30 Banelings to kill one depending on how many it manages to kill before it dies. This can be a risky move though, if you’re one Baneling short of the required number he’ll simply repair the Fortress and you’ve wasted a lot of resources. Furthermore, killing a Fortress with Banelings leaves a hole in your army and you risk dieing to a counter attack. Therefore I only think it’s worth it when you’re already at limit and with spare resources to rebuild the lost Banelings or some other type of army.
3.3 Nydus Worms & Doom Drops As the game progresses Terran spread themselves thinner and thinner as they expand, and they also tend to shift their unit composition towards slower Mech units. This leaves their main vulnerable to Nydus Worms and huge Drops.
However, if you do drop, don’t just leave your army in their main to die. Pick it up again and leave when he comes home to defend. And if he moves away again, you move back in.
3.4 Burrow Burrow has a lot of uses and in the late game 100/100 won’t be too much of an investment. I’m not sure about the best time to get it, but do get it. It could save your mineral line or at least force a scan if you get dropped or raided.
It also allows you to make small Baneling traps. 2 Banelings aren’t that costly but sooner or later he will forget to scan and then you’ll blow up a ton of Marines. Don’t do something silly like burrowing 10 Banelings in the same place though. The payoff isn’t worth the risk.
3.5 Drones There is something like too many Drones. Drones eat away at your supply and leaves less for your army. The same is true for Queens actually. I try to never go over 4 Queen nor 90 Drones. If I need more production beyond that I’d rather add extra Hatcheries than extra Queens.
4.0 Some Replays
Vs Happy on Blistering Sands Happy was #1 on the European Top 200 at the time of the game and I think he played better than me. However, I got the advantage early on and clung to it. He begins by blocking my Natural with an Ebay and proceeds into 2 Port Banshee and then an expansion and BioMech. Blistering Sands is a map where you can be more aggressive than on other maps, at the same time it’s a map where it’s hard to play passive since there are so few expansions.
Vs SjoW on Xel’Naga Caverns My economy takes an early blow when I am forced to defend a Bio/Hellion poke with Drones but I return the favor a few minutes later when my Mutalisks catch his mineral line without Turrets. He proceeds into a quick third and BioMech. There’s lots of action in this one, he likes drops and small raids on my outer expansions and I do some poking too with Mutalisks and Roaches. I think I played rather well overall.
Vs Nihil on Xel’Naga Caverns He does a 2 Rax opening and pokes around without dedicating but then he adds 2 more Raxes for a total of 4 and pulls all his SCVs for an all-in.
Vs idkfa on Blistering Sands He does a Banshee/Expand opening and follow up with a Marine/Tank attack right before Spire completes but I hold everything perfectly and secures a nice advantage.
Vs Jester on Metalopolis He goes for an expansion and a quick Hellion drop but I’ve seen the Starport and am aware of the possibility. From there it transition into a standard game.
Vs Monty on Lost Temple He opens with Marine/Hellion pressure while expanding and transitions into Thors. I notice that he doesn’t have any tanks and plays it aggressively since we’re on close positions.
Vs BrutalBlitz on Metalopolis I don’t approve of the way I played the early part of this game, but I do think I did a nice job in the late game.
Vs Daut on Lost Temple This was the only replay I specifically remembered with a ground all-in. However, it’s quite old and both of us are probably much better players nowadays than when this was played. Nonetheless it shows a good response to a Thor all-in: Blow the SCVs with Banes and swarm him in Zerglings.
Vs EmpireDieStar on Metalopolis He goes for a 14 min BioMech push and I beat it back with Muta/Ling/Roach, should have mixed in some Banes for even better results though.
vs Jimpo on Metalopolis Demonstrating the power of the counter attack.
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wow nice post this will be so useful i will read it right away keep it up.
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i waited so long for this! Hope there will be a ZvZ Guide too. THANKS!
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Wowza, this is good. Book 1 of the Zerg Bible?
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I might be a terran but your guide helped me understand zerg more and how to cue for specific responses.
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Holy fucking hell, that's an epic post! :D I don't play Zerg (yet, might switch since it seems like a lot of fun and more suitable for my style), but I read it through and appreciated it anyway. You should totally do ZvZ and ZvP too.
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i might be wrong but vs 2 port banshee i cant beat it with queen spore. i would suggest go muts fast or hyds fast
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Another awesome read. I hope you´ll do ZvZ soon
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Thank you for posting this, great guide.
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Just read through the whole thing, noticed some mistakes, you may wanna correct them  Great post, though. What I liked the most is that you put down some timings when which attacks happen.
There should be a thanks-button, because saying thanks is just not enough; this thread deserves more!
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This guide is so unbelievably useful. Thank you so much. Is there going to be a ZvP or a ZvZ guide later? That would be crazy good.
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The guide is a good start.
I'd like to discuss a few things.
1. Why do you decide to play a 15 hatch every single game? What about 14 hatch and 14 pool, 16 hatch? Isn't one-base-play advisable on maps with open naturals?
2. What about 8 pool and baneling busts on scrap station?
3. My personal counter to harassment of hellions is, to block the entrance with two queens, pull back all drones to the main and then get roaches.
4. Is it necessary to avoid mutalisks against thors? I think, sling/bling/muta is quite indifferent to any opponent's unit composition, unless the terrain is very tight.
5. Will banelings in a fight against a pf attack the surrounding scvs automatically or do I have to micro them?
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nice guide. I love it. make one for ZvZ and ZvP plzplzplz
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This is really great man. Need some more pics to spice things up :D
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On December 14 2010 04:51 Perscienter wrote: The guide is a good start.
I'd like to discuss a few things.
1. Why do you decide to play a 15 hatch every single game? What about 14 hatch and 14 pool, 16 hatch? Isn't one-base-play advisable on maps with open naturals?
2. What about 8 pool and baneling busts on scrap station?
3. My personal counter to harassment of hellions is, to block the entrance with two queens, pull back all drones to the main and then get roaches.
4. Is it necessary to avoid mutalisks against thors? I think, sling/bling/muta is quite indifferent to any opponent's unit composition, unless the terrain is very tight.
5. Will banelings in a fight against a pf attack the surrounding scvs automatically or do I have to micro them? 1: 14, 15 or 16 Hatch are all too similar to make any real difference on most maps, Pool timing is more important.
2: It's possible to properly defend it and I don't really care for cheap wins on a map like Scrap Station. On Steppes I might consider an all-in and I actually intend to play around some with Morrow's 12 Drone rush there.
3: Roaches costs gas and sets you behind a lot vs the ever so popular Banshee followup. They're also quite wasted if he goes for a Marauder/Hellion all-in. Still they can be viable on open naturaled maps as Spine/Zergling is quite costly there, I'd guess it's a matter of playstyle.
4: You only avoid Mutalisks if he makes a lot of Thors or if he gets a great upgrade advantage on you. This normally mean that he either dedicated at least 2 Factories to only Thors or that we've gotten into the late game.
5: You have to micro them.
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Great guide! I saw you playin against Sjow the other day (from his perspective) and was impressed with your play. Do you ever stream? If not, you should think about it!
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1. Why do you decide to play a 15 hatch every single game? What about 14 hatch and 14 pool, 16 hatch? Isn't one-base-play advisable on maps with open naturals?
2. What about 8 pool and baneling busts on scrap station?
3. My personal counter to harassment of hellions is, to block the entrance with two queens, pull back all drones to the main and then get roaches.
4. Is it necessary to avoid mutalisks against thors? I think, sling/bling/muta is quite indifferent to any opponent's unit composition, unless the terrain is very tight.
5. Will banelings in a fight against a pf attack the surrounding scvs automatically or do I have to micro them?
1. Hatching first is advisable in all situations. It gets you early additional larva, expands creep to the low ground of your base for crawlers and can even be hold vs. the dreaded 2-rax-allin if you're smart with your micro. Whether you go 14hatch or 15 hatch, with following 14 or 15 pool... it really doesn't matter much. I like the timing on 14hat/14pool, but really thats all up to you.
2. This is a guide to macro zerg and to be honest, i don't see much hope in 1-base-play for zerg. If you wanna play Zerg, macro play is always advisable, simply because it's so powerfull and you'll learn much much more with each game. It's not only good for winning but also let's you become a better gamer. Go play Terran if you like cheese.
3. Roaches are really only needed when he goes heavy on igniter-hellions. Normal hellions should be surrounded on creep with speedlings. Blocking your ramp with a queen is always advisable though.
4. When he goes super heavy on thors (f.e. thor/hellion strats) with a few marines in there... Mutas really get impractical. Magicboxing is fine for low amount of Thors, but if he has like 8 of them and maybe SCVs for repair, a ton of Mutas will already die on the way to the Thor-ball. At some point you just have to abandon Muta-play, stick with the ones you have for map control and transition into something else (Ling/Roach/Infestor -> Ultras).
5. For some stupid reason PFs have super high priority in fights. If you a-move your banlings in the direction of a PF, they'll just suicide into the PF. But you should always use the move command rather than a-move for banelings anyway, since they deal damage anway when they die and you can avoid that way that they crush into Thors or Tanks instead of the Bio-Stuff that tries to run away.
Or you can just get >20 banelings (don't know exact number since some will die before they connect) and insta-gib the PF before it can be repaired. Can be worth it in high-eco situations if it leaves the terran on one base.
Edit: Well, ninja'd...
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On December 14 2010 03:58 heyyouyesyou wrote: I might be a terran but your guide helped me understand zerg more and how to cue for specific responses. i find myself in the same position.
guide is awesome cause it underlines some of the core ideas in ZvT. kudos to you, topic opener
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This is a really great guide, the unit comp and build order response pictures are especially helpful. Thanks for sharing and keep it up
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Nice guide :D Why isn't this spotlighted??
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Great guide... agree with pretty much everything in it. This guide truly does define "standard" ZvT play nowadays.. and he's 100% right about 15 hatching whenever you can.
One thing I'd add is stressing the importance of using mutas to pick off tanks against marine/tank/medivac which seems to be the most popular composition nowadays. I'd say at least 60-70% of my ZvT is against pure marine/siege tank/medivac (thank you foxer) and being able to pick off tanks with mutas to keep tank numbers low is so key to winning IMO. Most terrans at some point will leave stray tanks out in the open with little/no marine support and with a nice muta ball it's fairly easy to pick them off with good micro. You should always be able to pick off some tanks unless the terran is really, really good. Sometimes if the terran has bad micro I can actually pick off ALL of his siege tanks while he's pusing down to my natural and then it's so LOL to clean up with ling/baneling.
It's also very important when facing marine/tank/medivac to be VERY PATIENT. Do not get over anxious and run your entire army into all his sieged up tanks. I've lost sooo many ZvT's because I get over eager and try and crush his army and end up losing all my banes to siege tanks. Any good terran will run his marines away and let his tanks destroy your banes.. it just won't work. This is why you have to use mutas to pick off tanks and wait for the exact right time to rush in... sometimes a terran will unsiege all his tanks at once and these are the key times you want to attack. It's so important that you wait for the right moment though, can't stress that enough. Ling/muta/baneling army's are so delicate and can evaporate very quickly if you are not careful.. you'll lose the game before you can even blink.. and once you lose all your banes if he keeps rallying in marines/medivacs your basically dead. marine/medivac is just so powerful against muta/ling with no banelings. especially if the marines are upgraded. It's kind if ridiculous how badly 3/3 marines tear up mutas..
Also regarding roach's vs mech.. they work OK for a while, but eventually mech will tear roach's apart unless you have broodlord or ultra support (NP helps too) It's really important to rush for broodlords when you scout heavy mech. I really dislike making roach's against terran, although I admit they are neccessary at times. (muta/ling/baneling just will not work vs mass thor/upgraded hellions/tanks) I just find I lose so many more games when I go roach.. but I think the problem is I need to get brood lords up faster.. one of my weaknesses is definately not getting hive tech soon enough.. it just sucks how fast roach's get torn apart sometimes, all they have to do is mix is some marauders with mech and roach's are useless)
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Great guide, props to OP!
I'm a bit sad with the lack of Terran guides though
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I personally go 14 pool, 16 hatch if I want to be secure. If I feel 100% safe, I go 14 hatch. What is the proper response to ebay blocks? Mainhatch or just wait until the block is gone and then expand?
You posted some good arguments about the roach. I really think that hellions are quite toothless. They are not potent vs. speedlings and queens until they reach the number of 4.
I think that the more thors a Terran gets, the less bio firepower he has. His forces will become very immobile and clumsy, while the little bio support won't be able to distribute much damage; and will be out of the way against banelings. Then thors don't stand any chance against masses of zerglings. They are so impotent vs. them.
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Jesus dude, thank you so much. This is amazing.
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Mr.Siege, you are insanely awesome <3
I guess I won`t switch to protoss, thank you so much !!!
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Nifty. Keep up the good work, man.
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Awesome right up. Definitely helps, as I just switched from Terran to Zerg, and even though I fairly well understood the TvZ matchup, looking at it from the ZvT side is completely different. I know I learned a lot from this, and as others have said, writing up a ZvZ and ZvP breakdown would be awesome. Thanks.
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This is the best written guide I've ever seen on Teamliquid, and the replays are extremely fun to watch as well as educating (better than the GSL, just needs casting!). Thank you for the time put into this, you are a hero zerg.
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awesome guide keep up the good work
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Wow thank you so much for this post. This is going to help me a ton.
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I wish there was something like this for Terran..
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Even though I'm a Terran, this was a very good and interesting read!
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Wow thats really helpful, especially the visual aids.
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Extremely nice guide.
You should probably replace 15 hatch with 14 hatch. 14 hatch is better in every regard: It gets blocked less, it mines more minerals, it gets more larvae. No reason to ever 15 hatch. http://www.teamliquid.net/forum/viewmessage.php?topic_id=174374
I really think you're undervaluing Infestors. Mutalisks are extremely nice as they give you intel, map control, slow your opponent down, force a composition by him and deny him free expanding. However, against very aggressive Terrans that just keep on pressuring you with bio at your front while splitting their marines and blocking your banelings with marauders, I feel like Mutalisks are not the way to go. They suck at fighting (Marines are 5 times more cost-efficient in a straight up fight) and if you constantly get pressured you never have a chance to fly your mutalisks into his base to harass. Going ground Zerg against such bio-heavy playstyles (only bio and then medivacs) is, imo, best. I've seen dimaga go with no mutalisks at all with a heavy focus on lings + infestors while upgrading melee + carapace, allowing him to get to ultralisks much quicker.
If you watch IdrA's stream (whose ZvT was once said to be one of the best) he just gets raped by aggressive bio play, even if he delays his mutas until he has a third and gets speedbanes etc., good Terrans will be able to save a chunk of their marines from the speedbanes and that small group then rapes expansions + drones while the Z is trying to rebuild.
If you are ahead, I feel Mutas are the way to go. However if your opponent is able to do economic damage and puts you on the backfoot in the early game, going for units that are actually able to kill the opponent feels like a much more solid way to play to me.
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I love you ZerG~LegenD! (registered to post this :-)) I have long been searching for a structured, logical ZvT guide because it is my worst matchup by far and I never had an idea what to do when and how to react to what. So it's really appreciated!
I also have a youtube channel under youtube.com/user/kirdiekirdie (though it's in german), so if you want certain points or replays illustrated with a video just send me a pm, I think my english is ok too.
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This guide is totally awesome, thank you very very much for this.
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Awesome posts. I'd love to have these guides in .pdf format to print and keep on my desk for easy reference and maybe to give away to some people who normally donn't read TL.
Anyway, thanks for the awesome job!
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lot of usefull data,havnt read it all . wow u played daut =) he should appear in the scene.. i hope he does
(greatest Age of empires 2 player of all time)
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I would love to see an alternate guide after you learn to use infestors.
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This is incredible. Thanks!
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Thanks for the awesome guide!
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hi side question:
what did u use to make the flowcharts?
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This is a great post, parts of it remind of Sun Tzus art of war.
Thank you.
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This might seem a stupid question.
How do you deal with THE CLIFF on lost temple? You might find it impossible to believe, but i played around 1k games without anyone ever abusing that against me. in the last few days Ive gotten thor/tank dropped a few times, and I had no idea how to counter it.
vs a thor drop, I can delay it a little bit with a couple spines on the low ground and overlord spotting, but then they'll bring a second thor and repairing scvs. its impossible to take out repair thors with the number of mutas you can get out before they kill your nat.
tank builds will also have a ton of marines which will shoo away mutas. Ive tried getting ov speed and drop as soon as lair is done instead of spire but I still cant get that up in time.
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Excellent Guide!
I found your mindcharts a bit hard to read so I made a flowchart out of them:
![[image loading]](http://i.imgur.com/MhQAI.png) I think I'm prob going to try to sum up the entire guide in this style then print them out so I have a quick reference.
You don't seem to have a chart that encompasses late game strategy so I'll probably end up extrapolating that from your guide.
Scouting alone deserves its own chart so that'll be next on my to do list.
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I was really looking forward to this guide after the ZvP one, thanks a lot for taking the time to do this, some really interesting things to read! Oh, and great replay pack too.
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Best most detailed post to date in Starcraft 2 Strategy Section.
Only part I would disagree with is the 20 muta's to kill a turret by scv's. I would think 16 would be the better number however of course 20 is better.
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Ugh. Why does this guide have to come out during exam week :'(
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On December 15 2010 09:01 Sanasante wrote: Best most detailed post to date in Starcraft 2 Strategy Section.
Only part I would disagree with is the 20 muta's to kill a turret by scv's. I would think 16 would be the better number however of course 20 is better.
Yeah, 16 Mutas sounds like a lot less than they actually are. 20 Mutas is a game-winning number if you can get to them without getting fucked over economically.
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Wish there were a way to permanently store this so that it doesn't get lost in the infinite amount of posts in the Strategy section.
This, and Plexa's PvZ guide (which has sadly been lost) are some of the real standouts!
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this and your zvp post are the most useful things i've ever read in the entirety of SC2 Strat forum. really, a diamond in the dirt.
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Very well written guide dude. I think you did a great job of covering most of the things that T can throw at a Z. Only advise I have is to maybe include a few screenshots to make the wall of text easier on the eyes.
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sick post man ^^ have to read and digest this when i have time ^^
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GOOD JOB WRITING THIS! This will help me a lot in darker times ^^ Sometimes I just lose it and forget everything I know because terran has 10zillion diff openings and timings. This helps me to grasp the basics again! A recommendation for every zerg!
(coming from a 2800zerg!!)
//SHinigami
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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.
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Thanks very much for this, SieGe. It is awesome.
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Updated the "2.5 Beating A Push" section with some reflections on sacrificing expansions and counter attacking and added a replay to demonstrate.
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I dont play zerg but this is an awesome guide.
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How do you respond to ramp block?
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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.
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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 !!
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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.
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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.
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Great guide!
Especially the use of the mindmaps is very usefull (the flowchart someone else made was also a good one ).
Thanks.
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Good job
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This thread is AWESOME! Thanks a lot! :D
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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!
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awesome post. Thanks a lot
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one of the better posts in a LOONG time, keep it up and thanks for this post, it worked alot
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very good!
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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
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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 =)
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This guide doesn't mention hydralisks whatsoever. Are Hydras ever advisable?
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thank you sir but you did not focus much on other air other than banshees and medivacs what about battlecruisers with viking support in late game?
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On December 31 2010 02:30 Spocria wrote: thank you sir but you did not focus much on other air other than banshees and medivacs what about battlecruisers with viking support in late game?
Infestor hydra
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On December 28 2010 04:30 gilligan156 wrote: This guide doesn't mention hydralisks whatsoever. Are Hydras ever advisable?
The thing with hydras is that they their counters are the staple units from Terran. Hydras just aren't worth it to use as part of your main force because of marines and marauders, tanks, and sometimes hellions. They're also slow which means they can never retreat unless you have godly creep spread.
Instead they can be used to respond to units such as Battlecruisers or banshees. But even then, queens and spore crawlers do well versus the first couple of banshees and mutas later on. BCs are just too late game and corrupters would be the better choice so we'll never see much out of it. Other units particularly the roach just overlaps the role in ranged combat against that big terran ball while being significantly cheaper in gas.
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On December 31 2010 03:25 loving it wrote:Show nested quote +On December 28 2010 04:30 gilligan156 wrote: This guide doesn't mention hydralisks whatsoever. Are Hydras ever advisable? The thing with hydras is that they their counters are the staple units from Terran. Hydras just aren't worth it to use as part of your main force because of marines and marauders, tanks, and sometimes hellions. They're also slow which means they can never retreat unless you have godly creep spread. Instead they can be used to respond to units such as Battlecruisers or banshees. But even then, queens and spore crawlers do well versus the first couple of banshees and mutas later on. BCs are just too late game and corrupters would be the better choice so we'll never see much out of it. Other units particularly the roach just overlaps the role in ranged combat against that big terran ball while being significantly cheaper in gas.
Thanks for the analysis. Sound logic. What do you think about a counter to vikings, since they can't escape their fire by transforming?
It's a shame hydras are so weak in Starcraft II, They were my favorite unit/character from the first one.
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awesome work, thanks alot!
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Thank you so much for this. It was a great read, was able to learn a lot. Can't wait to check out the replays later.
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I've got a question on how to deal with 1-base bio. Suppose your terran opponent goes for a 1-base bio attack with marines and marauders and some upgrades. And he does not bring scvs and continues to produce marines and marauders from his 2-3 rax and closes off his walls.
Once you successfully kill off his attack with ling/bling what is the correct response? Do you go for a baneling bust, scout with an OV to see if he made a tech switch, or drone up?
Is there a way to counter attack terran for failed early game aggression? Or is the proper response to get one's drone count up and retain the remaining army for scouting and defense?
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This is an amazing guide and it's going to go a long way towards standardizing my play. Interesting to hear someone talented encourage roach use in ZvT. I would like to see how three or four infestors might fit into this overall strategy, though.
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Great post Zerg Legend. You don't think that speedling expand is more viable hard counter to 2 Raxx then 14/15 hatch? I ask cause this is a standard opening for me on xel and sometimes Metal if its close positions. I feel that you can take early map control and deny a 2 raxx expo if you stay slightly ahead of his marine #s with your zerglings. Once you get him stuck in his base you have the ability to drone heavily. thoughts?
terran has two responses to this IMO, either all in with marines/scvs, tech to helions or banshees and stay on 1 base(delayed since they opened 2 raxx) then expand.
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if theres one thing i need to learn from this, it's brood lords!
Great guide, wouldn't have read it without the fancy darker blue.
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Wanted to bump this in light of a thread I just read where someone advocated more use of roach/ling/bling/muta instead of just ling/bling/muta in ZvT.
Linky: http://www.teamliquid.net/forum/viewmessage.php?topic_id=199853
I felt like this guide deserved more attention in general, because it also talks about this composition, but apparently it still hasn't caught on if people are having to make more threads about it.
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Can you give me any indications when to go sling bling muta and sling bling roach? (unless the obvious indications such as close pos or seeing blue flame hellions). Also when is it good to get burrowed for baneling land mines, and do you think it's useful to get burrow in time for the Terran's 9:30-10 mins timing attack? Thanks.
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Looks like a great guide, just wondering how outdated it is at this point :s
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This really is a fantastic guide. Thank you so much, now to crush some nerd face on the ladder!
@Trakky Check out the graphs he made for unit compositions, they're all-encompassing and quite helpful.
@Kira The general themes in this guide are correct and likely will remain true until the expansions change the fundamental design. Unit composition, and scouting are the two most important things you can glean from this, as well as his advice on dealing with early pressure. If you find what he says to not be helpful in a certain situation, try to understand the underlying logic of his approach to other situations.
If you find the information lacking in some specific case I suggest you do plenty of research about what it is that you find to be incorrect, and PMing it to him. I'm sure he'd have no issue with keeping this excellent post up to date. It really is a fantastic contribution to the community.
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Gj on the guide! really helpful!
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On December 14 2010 03:36 ZerG~LegenD wrote:Welcome to SieGe’s ZvT guide. As per normal I don’t want to present any grand new game breaking build I’ve discovered but rather give an introduction to a macro based ZvT style which is currently known and used by many high level players. Playing like this will not net you any quick and easy wins but it might cause you some really silly losses to things you’ve never seen before. That being said, Zerg played in this way can be ridiculously strong. Also, some people have been asking for similar ZvP or ZvZ guides. The ZvP guide is already out there, you'll find it here. Table Of Contents 0.0 Intro & Mindset 0.1 Mindmaps 1.0 The Early Game 1.1 Scouting 1.2 Bio Expand 1.3 Tech Expand 1.4 Aggressive Air Builds 1.5 Groundbased All-Ins 1.5 Dealing With 2 Rax 1.6 Dealing With A Reaper Or Two 1.7 Dealing With A Blocked Natural 1.8 Throwing Stuff Around 2.0 The Mid Game 2.1 Mutalisk Harass 2.2 Unit Composition 2.3 Drops And Raids 2.4 Hive Timings 2.5 Beating A Push 3.0 The Late Game 3.1 Brood Lords And Ultralisks 3.2 Planetary Fortresses 3.3 Nydus Worms & Doom Drops 3.4 Burrow 3.5 Drones 4.0 Some Replays
0.0 Intro & MindsetThe first thing a ZvT player must lose is their desire to attack. Sometimes it can be a good idea to attack, but units like the Siege Tank, the Missile Turret and the Planetary Fortress make these opportunities something of a rarity. Of course, if neither of these are around and you have a stronger army, go for the kill. However, mostly they will be around and you can't attack efficiently. Instead, a ZvT player tries to force their opponents army into the open by growing their economy. Their opponent will then have to either attack, or fall behind. Greed is Zerg’s offensive weapon, but you can’t be too greedy. If you grasp for too much you will lose it all if your opponent tries to punish you. I generally try to have one half saturated base more than my opponent against Bio and two more vs Mech, until the first battle. If I am victorious there I will gain an army advantage, which will allow me to go for an even greater economic advantage. Then there’s harass. Zergs love Mutalisk harassing, but it is important to know the difference between harassing and attacking. It’s about dedication. If you run 20 Banelings and 50 Zerglings into a ball of Marines and Tanks either of you will lose your whole army, once you start moving towards that army you’re dedicated to finishing the job. But if you run 20 Mutalisks into an SCV line you can back our whenever you’d like to. Don’t dedicate your army to an attack, it’s vastly more likely to lose you the game than win it. 0.1 MindmapsThese kinda sum up parts of the guide but don’t go into details. This one describes responses to Terran’s early game options. ![[image loading]](http://img207.imageshack.us/img207/9298/earlygameresponses.th.jpg) This one describes your army composition in the mid game depending on what you see the Terran doing. 1.0 The Early GameReal Zergs open with 15 Hatch whenever they can. It’s the best opening against all Terran openings, including the dreaded 2 Rax all-in. More on that in the 2 Rax section. Standard Build Order: 14 Drone Scout 15 Hatch 14-16 Pool (Depending on distance to enemy) 16 Overlord
Assuming opponent is going 1 Rax: 17-23 Extractor (Later is better against Hellions and earlier is better against Banshees. Chose that which is best against what you fear the most). Spine Crawlers as necessary, more on that later. Third Queen asap. @100 Gas: Speed. @100 Gas: Lair & second Extractor @50 Gas: Baneling Nest
From here on a lot will depend on what your opponent is doing. However, your goal in the early game is to saturate both your bases and reach Mutalisk tech, no matter what your opponent does. 1.1 ScoutingScouting a Terran can be hard and it’s often very helpful to know what strategies your opponent prefers, and which ones you can rule out right away before the match even begin. Therefore, scouting in ZvT begins before the actual game begins. When playing with friends you tend to get this intelligence for free, when playing against famous players you might find replays of them online. However, the best trick is to check out your opponents match list before the game and look for TvZ games on the current map. Don’t count on him doing the same thing again, but if you scout the same openings it’s very likely he’s doing the same follow up too. On the ladder you normally don’t have any of this intelligence, which can be harsh. So lets move on to the in game scouting. Drone ScoutingSend out a Drone scout at 14, this will allow you to spot if you’re natural is blocked before you send out your Drone to expand as well as get into two bases before his first Marine is out. Your scouting Drone serves two purposes: First it will let you know if your opponent went 1 Rax, 2 Rax or CC first in time to cut Drones to deal with a 2 Rax. Second, if he went for 1 Rax and builds a Marine in it (that is, doesn’t begin with a Tech Lab), check the Gas mined on his Refinery when the Rax completes. Around 30 means he went Rax before Refinery and you should steal his other Geyser, around 100 means he went Refinery before Rax and stealing the Geyser won’t accomplish anything. Stealing the Geyser also serves two purposes: First, it will let you know if he’s Bunker rushing you or not and give him strong incitements to not do so. Count on him Bunker rushing you and block him from walling off your ramp if he’s not attacking your stolen Geyser. Second, it will prevent him from going Cloak or 2 Starports and knowing this will allow you to play much greedier thus making up for the investment. However, in order for this to be true it’s important that you don’t just steal his Geyser and let the Extractor finish. In that case he can just kill your Extractor, build his Refinery and do a slightly later version of the two dreaded air builds. You must cancel your Extractor right before it finishes and rebuild it anew. It will take him 3 Marines to damage it quicker than it gains health so by the time he has 3 Marines out you’ll cancel the Extactor right before it hits 0 hp and let the Drone die, you will have gained enough time. Zergling PokingIf you run a Zergling up his ramp you will be able to tell what buildings there are in his wall, what addons they have and let you see anything he build too close to the ramp. Sometimes this won’t let you know anything, sometimes you can see game winning information. Your Zergling will most likely die but on average it will be worth it. If he went for a quick Hellion it will pop at the same time as your first Zerglings so you will need to run it in a Circle towards the enemy base or the Hellion will kill you on the way. Overlord SacrificeGood player will kill this Overlord before it sees anything important and I rarely do this nowadays. I don’t know what the situation looks like further down the league(s) though. If you find that you normally can get far enough into your opponent’s base to see anything important you’ll want to send the Overlord at 5:00-5:30. This would allow you to see all builds he intend to use in a rush, if there’s a Command Center and if so what tech he intends to harass you with if any at all. It will also give you plenty of time to react to what you see. Overlord LedgingOn some maps it’s quite efficient to keep a few Overlords around the egdes of your opponents base to spot if he builds anything there, you can also poke in a short distance without risking any harm. Scrap Station is awesome for this as you’re safe on 3 of the 4 sides of his base. On Lost Temple you can use the cliff behind the mains to take a sneak peak at his Geysers and the spot where he normally builds his Command Center. On some maps you can also keep an Overlord around his natural to look at his expansion timing or his choke point, Lost Temple comes to mind once again but Blistering Sands, Steppes Of War and Shakuras Plateau also offer some possibilities. Overseer RunbyIf you still don’t know what your opponent’s up to when your Lair finishes you’re best of morphing an Overseer right away and running it into his base. Make sure you have an Overlord close to his base when doing this, moving an Overseer from your base takes precious extra time. If he intented to rush you the Overseer will most likely come too late. However, it’s good against silly build orders which are really common when weaker players tries to play their own creations and knowing exactly what your opponent is up to is always a good thing. A Zerg with knowledge can be a greedy Zerg, and this is how we want to play. 1.2 Bio ExpandThis means that he expands, masses Bionics and perhaps techs up to Tanks and Medivacs but that he doesn’t harass you with Hellions or Banshees. This is the normal follow up to Reaper and 2 Rax openings but either of those doesn’t necessarily imply this - you still have to scout. The Terran playing the Bio Expand will have a hard time pressuring you early on and you should be able Drone up to around 45-50 Drones before you start making all Zerglings. However, he will be able to pack quite the punch around 8-9 minutes into the game is you should upgrade Baneling Speed before starting your Spire. Good Creep spread is also vital. It’s important to know if and when he leaves his base so place a Zergling outside his natural and another one behind that one for confirmation. When he leaves you want to make as many Banelings as you can afford and when he gets onto your creep you attack with Zergling/Baneling. It’s important that you attack before he can Siege his Tanks if he has any. However, you will crush him and a smart Terran will know this if he Scans a delayed Spire so he might not move out. Therefore it’s important that you expand to your third as quick as possible too. With 45 Drones and 4 Geysers you should have enough minerals to expand before Spire finishes. 1.3 The Tech ExpandThis means that he harasses you with Hellions while expanding behind it. He might try to attack you with a small Hellion/Bio army or he might tech to Banshees and harass you with 1-2 of those. If you’d had a maphack, this openings wouldn’t be viable so if you scout what he’s up to you’re set. However, scouting can be hard and you might have to prepare for everything. Try to send one of your first Zerglings out on the map and hide it, and if he goes Hellions, send it into his natural so that it arrives around 7:20-7:30. This should at least tell you whether he expanded or not. Anyways, to deal with Hellions you want to make a Spine Crawler in your natural at 4:30. On maps like Xel’Naga Caverns and Metalopolis you will need to make two. On these maps you will also need to back them up with Zerglings. Try to have around 4 Zerglings per Hellion and keep them behind your Spines to prevent runbys, don’t allow them to be needlessly roasted. I like to make around 10-20 of them when I start my Lair. If he harasses you with Banshees you should get a fourth Queen as soon as you realise, you also need an Overseer asap if you didn’t take his Geyser. If he Hellion drops you he’ll come around 8:00, you need to be aware of your base and preferebly attack him while he unloads and you should also bring a Queen to shoot the Medivac. You’d preferably have around 20 Zerglings to deal with this and they need to be started before 7:30. Bio/Hellion pushes can come at many different timings. The proper response is lots of Zerglings, and perhaps a Baneling or two if you have time. However, how much you need and when you need it is a matter of scouting and judgement. The latter is something you’ll have to learn for yourself through experience. The former is done by running Zerglings into his natural once Speed is done. Also, don’t underestimate the power of your Drones against these builds. Drones are really deadly when they surround their enemy. Against these builds you often won’t have map control until your Mutas are out so it’s often a good idea to place your third Hatchery in your main before Spire is done and then expanding with your fourth Hatchery. 1.4 Aggressive Air BuildsIf we successfully steal his Geyser multiple times we won’t have to worry about these builds which is great because you have to deviate some to deal with them. However, should you chose not to Gas steal or if it’s not possible... The Cloaked Banshee rush and the 2 Port mass Banshee build are nasty to deal with if you don’t know they’re coming. He’ll need at least 3 Banshees or Cloak to deal with your 3 Queens, this will be up around 7:30. If he still hasn’t expanded nor attacked by 7:30 it’s a very good idea to throw up an Evolution Chamber and get some extra Queens and then Spores. Spreading out Overlords around your base and controlling any Xel’Naga watchtowers greatly increase the chances of you spotting Banshees on their way to your base, thus giving you more time to react. 1.5 Groundbased All-InsAuto-repaired Thors, Marine/Marauder/SCV, Hellion/Marauder... These all-in rushes come in many forms but the response to them is always the same. Cut Drones and mass Zerglings while getting Banelings without a Lair. Don’t go over 25 Drones if you can avoid it, if you do you’ll probably need Spine Crawlers to compensate. 1.5 Dealing With 2 Rax15 Hatch is the best build for countering 2 Rax for a few reasons: 1: It gives more Larva. Yes, Pool first gives just as many Larva in the long run but until that first Inject pops you’ll have less of them. And when it pops it’s already too late cause he’ll have seized control of your natural and walled you in. 2: It provides Creep and thus allows you to make a Spine Crawler. This is crucial against prolonged aggression. The Spine Crawler actually completes before those extra Zerglings from a Pool first inject would. The proper response to a 2 Rax is to cut Drones at 16, get an Overlord and bring all but 4 Drones to your natural to fight him off until you can get Zerglings out. When Zerglings and later the Spine Crawler comes out you can send Drones to mine in your Natural. If he then comes again with increased strength can bring out your Drones again. Also, get your first Queen in the natural. If he 2 Raxes you but pulls back without engaging both of you will be set back around 1 minute. Each situation is unique though. 1.6 Dealing With A Reaper Or TwoReapers have gotten rarer since they got patched. However, one or two early Reapers can still deal damage. First of all, bring around 3 Drones to kill any SCV trying to Bunker you in. If it gets up anyway, make a Spine Crawler out of range and prepare to make lots of Zerglings to kill it, move the Spine into range when you attack. Even if he doesn’t get a Bunker up a Reaper can often arrive before your Queens are out. In this case, attack it with around 5-7 Drones and make sure to pull back hurt Drones before he can get three hits off on any one of them. Depending on your handspeed and the position of the hurt Drone you might have to begin the move already after the first hit. Don’t chase a Reaper with slow Zerglings, but do guard your ledges and attack him if he jumps up right next to you. 1.7 Dealing With A Blocked NaturalIf he scouts so early that he’s able to prevent a 15 Hatch it pretty much means that he ain’t 2 Raxing so go ahead and do a Gas->Pool Speedling opening but send 1 Drone o kill off his SCV before he can get too much Hp on an Engineering Bay in your natural. Expand as soon as you can and go ahead as normal, this sets both players behind around equally much. All timings needs to be delayed around 15-20 seconds. 1.8 Throwing Stuff AroundTerran are very flexible and very aggressive. Hence practice rarely matches theory perfectly and each game tend to be quite unique so you have to be quite flexible too. For example, if he attacks you early and you somehow end up with 40 Drones before your Lair is even started you’ll be sitting on too much minerals compared to your tech level. Now a good response would be to either get your remaining Geysers earlier than you normally would and/or expand earlier. Or perhaps you lose Drones and end up with too quick tech. In this case you might want to prioritize more Drones over getting that Spire, even though your Lair is done. ZvT is a match up where you often have to improvise a lot to get by, and for that reason it’s important to have a solid core idea of how you want to play so you have something to improvise around and so that everything fits together. 2.0 The Mid GameI define the mid game to start when my Mutalisks reaches his base. This grants me some great intelligence and from now on there will be less guesswork and more solid skills involved. Many Terrans get by on cheeses alone and are terrible at this part of the game. 2.1 Mutalisk HarassThe primary objective of your first Mutalisks is to scout out his production facilities and army composition. However, there should also be plenty of opportunity to harass your opponent. The most important thing is to not lose Mutalisks, taking some damage is fine, it will heal but dead ones stay dead. Beyond that, go for anything that’s unprotected. SCVs and Mules are obviously the most delicious targets and mostly also the best protected ones. Marines tend to be vulnerable just as they pop from their Barracks and Supply depots are often build along ledges. However, the most annoying thing of all, for a Terran that is, is losing building SCVs. When Mutalisk harassing you’re waging a war on your opponents speed. If you need to macro, you pull them out and do it. But when you moves in he has to defend, even if he’d like to do something else at that time. The more you’re in his face, the less likely he is to move out (which is good) and the more likely he is to screw something up (which is also good). When you get around 10 Mutalisks you can start picking off stray Turrets. Don’t go for ones in the mineral line though. You need at least 20 to pick off a Turret surrounded by repairing SCVs. 2.2 Unit CompositionYour core units are Mutalisks, Zerglings, Banelings and Roaches. If he goes all Mech, focus on the Roaches and avoid the Banelings completly. If he goes all Bio, focus on the Mutalisks and Banelings and avoid the Roaches. If he goes Bio with 1 Factory Tank support, start mixing in Roaches and cutting Banelings when his tank number gets higher, like over 5. If he choses a 2 Factory BioMech composition you want to mix in Roaches once again, avoid the Mutalisks if he makes Thors from both Factories and avoid the Banelings if he makes Tanks from both. If he mixes in everything you have to too. Infestors are really only good if he as a lot of Marines but no Medivacs. Or in the late game against Bio dominant compositions. Else, avoid them. Banelings are better and doesn’t open up a timing window. Medivacs should also be considered when it comes to Roaches. Roaches are bad against Medivacs, and good against Mech units. But more Medivacs means less Mech units. Hence you have double incitements to make less Roaches when there's many Medivacs around. 2.3 Drops And RaidsGood Terrans are aggressive Terrans. They will drop you where you least expect it and run in with 4 Marauders to kill a Hatchery while you’re busy. Perhaps everything will happen at the same time as their main army moves out too. To defend against drops and raids you need to be mobile, very mobile. A large enough part of your army to deal with at least 3 fully loaded Medivacs should always consist of Mutalisks and Speedlings, unless he doesn't have a Starport. You must also connect all your bases with Creep to speed up movement inbetween them, use Overlords if you’re low on Creep Tumors. Also, spread out your Overlords around the map and control Xel’Naga watchtowers to gain as much vision as possible too spot drops before they’re in your base. Losing a fully loaded Medivac before it unloads is a huge setback for a Terran. In the late game you can turtle up your most vulnerable expansions with Spine Crawlers. 2.4 Hive TimingsSitting back and growing your economy is all nice, but there’s one problem. What if he doesn’t come to you? What if he just sits back and waits for limit before he moves out? He’s likely to demolish you. This is why we get Hive. Your Hive timing should depend on the strength of his potential limit army and how mobile he is early one. A Mech army is very strong at the limit, you must have Brood Lords to deal with it so we need a quick Hive against Mech. I normally start my Infestation Pit the very moment I realise he’s going Mech. A BioMech army is also scary at the limit, but not as scary and he’s also more likely to attack before hitting the limit with this composition. I get my Infestation Pit in either of these 3 situations. 1: After I’ve beaten his first push. 2: He expands to his third. 3: I realise that I will hit limit before he moves out. A normal Bio army isn’t that scary at the limit. You can deal with it just fine with your normal units and I normally only get a Hive for the third level upgrades against this. On that note, start your upgrades after your first round of Mutalisks are out (unless he pushes right at that moment). One or two Evolution Chambers both works well, it’s mostly a matter of taste. 2.5 Beating A PushSimply A-Moving into the enemy army is sure to net you a lot of losses. Terrans, and hence also their enemies needs to put a lot of thought into how they conduct battle. When you engage your formation needs to be stronger than your opponents. This means that you can engage with a bad formation, if your opponent’s is terrible. But it also means that you shouldn’t engage even with a good formation if your opponent’s is flawless - you need to make yours perfect or his worse. A good Zerg position means wide or multiple simulations fronts as well as a Creeped battleground. A good Terran position means sieged Tanks and spread out marines, preferably in a choke point. The earlier you meet your opponents army, the longer he’ll have to move with perfect care. If he unsieges all of his Tanks at once you can attack, even if there’s no Creep and your front is only decently wide. Meeting him early greatly increases the chances that he’ll do a mistake. It also slows him down no matter how good he is. Furthermore, when you have a lot of Mutalisks you can cut off his rienforcements from joining with his main army. This means that the longer he stays in the field, the stronger your army will grow while his strength remains the same. If he doesn’t have Thors you can stack up your Mutalisks and use them to pick of any units that strays too far from his main Marine ball. This can reduce the size of his army somewhat but you’re also waging a war on his speed, constantly forcing him to pay attention to his army. Furthermore, when you move around he has to move around too, and it’s very hard to keep a moving Marine army split up so if you engage while harassing him your Banelings will be that much more effective. Sometimes, it's simply not worth engaging. He might have gotten an advantage on you earlier on, or you might have over-droned. Don't engage him in this situation. Save the Drones in whichever expansion he is attacking and let the Hatchery die, for this reason it's a good idea to avoid building tech in your natural as there might come a time when you have to sacrifice it. Let him kill the expansion; in the meanwhile you have two choices. 1: Counter-attacking, this is probably the best choice if he went for an outlying expansion and sometimes also best on when closer expansions are attacked. However, I don't recommend counter-attacking if he goes for your natural. 2: Sit back, save up and attack him whenever he unsieges and tries to move either back home or forwards to another expansion. Often you'll get the upper hand in this situation but at the very least it should minimize your losses. 3.0 The Late GameI define the Late Game to start when my Hive tech is ready. It’s the part of the game where you use every trick in the book to sieze victory. 3.1 Brood Lords And UltralisksBrood Lords are the kings of anti ground units. They will demolish a Terran push or outright kill him when used offensively. Neither Marines nor Thors can fight Brood Lords cost efficiently and they force Tanks to unsiege making the rest of your army so much more effective. However, Zerg cannot battle Viking/Thor for air control for a very long time so you can’t stick with Brood Lords for too long. Get Brood Lords as your first Hive tech and use them to win one battle, perhaps make some Corruptors to really force him to start producing Vikings, but then you switch to Ultralisks. Ultralisks aren’t that great normally but when your opponent has a large piece of his Supply invested in Vikings they do really well. Also make sure to get the Adrenal Glands upgrade, it makes your Zerglings 15% stronger and you’ll make a lot of Zerglings in the late game as you’ll have a ton of Larva but only so much Gas. 3.2 Planetary FortressesFor the most part of the game a Planetary Fortress is a big nono, don’t touch them, it’s not worth it. However, with huge armies of Roaches or Ultralisks you can often snipe them if you catch one with the army gone. Especially if you have Banelings to get rid of the SCVs. You can also blow one up with Banelings, it normally takes around 25-30 Banelings to kill one depending on how many it manages to kill before it dies. This can be a risky move though, if you’re one Baneling short of the required number he’ll simply repair the Fortress and you’ve wasted a lot of resources. Furthermore, killing a Fortress with Banelings leaves a hole in your army and you risk dieing to a counter attack. Therefore I only think it’s worth it when you’re already at limit and with spare resources to rebuild the lost Banelings or some other type of army. 3.3 Nydus Worms & Doom DropsAs the game progresses Terran spread themselves thinner and thinner as they expand, and they also tend to shift their unit composition towards slower Mech units. This leaves their main vulnerable to Nydus Worms and huge Drops. However, if you do drop, don’t just leave your army in their main to die. Pick it up again and leave when he comes home to defend. And if he moves away again, you move back in. 3.4 BurrowBurrow has a lot of uses and in the late game 100/100 won’t be too much of an investment. I’m not sure about the best time to get it, but do get it. It could save your mineral line or at least force a scan if you get dropped or raided. It also allows you to make small Baneling traps. 2 Banelings aren’t that costly but sooner or later he will forget to scan and then you’ll blow up a ton of Marines. Don’t do something silly like burrowing 10 Banelings in the same place though. The payoff isn’t worth the risk. 3.5 DronesThere is something like too many Drones. Drones eat away at your supply and leaves less for your army. The same is true for Queens actually. I try to never go over 4 Queen nor 90 Drones. If I need more production beyond that I’d rather add extra Hatcheries than extra Queens. 4.0 Some ReplaysVs Happy on Blistering SandsHappy was #1 on the European Top 200 at the time of the game and I think he played better than me. However, I got the advantage early on and clung to it. He begins by blocking my Natural with an Ebay and proceeds into 2 Port Banshee and then an expansion and BioMech. Blistering Sands is a map where you can be more aggressive than on other maps, at the same time it’s a map where it’s hard to play passive since there are so few expansions. Vs SjoW on Xel’Naga CavernsMy economy takes an early blow when I am forced to defend a Bio/Hellion poke with Drones but I return the favor a few minutes later when my Mutalisks catch his mineral line without Turrets. He proceeds into a quick third and BioMech. There’s lots of action in this one, he likes drops and small raids on my outer expansions and I do some poking too with Mutalisks and Roaches. I think I played rather well overall. Vs Nihil on Xel’Naga CavernsHe does a 2 Rax opening and pokes around without dedicating but then he adds 2 more Raxes for a total of 4 and pulls all his SCVs for an all-in. Vs idkfa on Blistering SandsHe does a Banshee/Expand opening and follow up with a Marine/Tank attack right before Spire completes but I hold everything perfectly and secures a nice advantage. Vs Jester on MetalopolisHe goes for an expansion and a quick Hellion drop but I’ve seen the Starport and am aware of the possibility. From there it transition into a standard game. Vs Monty on Lost TempleHe opens with Marine/Hellion pressure while expanding and transitions into Thors. I notice that he doesn’t have any tanks and plays it aggressively since we’re on close positions. Vs BrutalBlitz on MetalopolisI don’t approve of the way I played the early part of this game, but I do think I did a nice job in the late game. Vs Daut on Lost TempleThis was the only replay I specifically remembered with a ground all-in. However, it’s quite old and both of us are probably much better players nowadays than when this was played. Nonetheless it shows a good response to a Thor all-in: Blow the SCVs with Banes and swarm him in Zerglings. Vs EmpireDieStar on MetalopolisHe goes for a 14 min BioMech push and I beat it back with Muta/Ling/Roach, should have mixed in some Banes for even better results though. vs Jimpo on MetalopolisDemonstrating the power of the counter attack. Best ZvT Thread YET
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+ Show Spoiler +On May 04 2012 22:47 Gamerportal wrote:Show nested quote +On December 14 2010 03:36 ZerG~LegenD wrote:Welcome to SieGe’s ZvT guide. As per normal I don’t want to present any grand new game breaking build I’ve discovered but rather give an introduction to a macro based ZvT style which is currently known and used by many high level players. Playing like this will not net you any quick and easy wins but it might cause you some really silly losses to things you’ve never seen before. That being said, Zerg played in this way can be ridiculously strong. Also, some people have been asking for similar ZvP or ZvZ guides. The ZvP guide is already out there, you'll find it here. Table Of Contents 0.0 Intro & Mindset 0.1 Mindmaps 1.0 The Early Game 1.1 Scouting 1.2 Bio Expand 1.3 Tech Expand 1.4 Aggressive Air Builds 1.5 Groundbased All-Ins 1.5 Dealing With 2 Rax 1.6 Dealing With A Reaper Or Two 1.7 Dealing With A Blocked Natural 1.8 Throwing Stuff Around 2.0 The Mid Game 2.1 Mutalisk Harass 2.2 Unit Composition 2.3 Drops And Raids 2.4 Hive Timings 2.5 Beating A Push 3.0 The Late Game 3.1 Brood Lords And Ultralisks 3.2 Planetary Fortresses 3.3 Nydus Worms & Doom Drops 3.4 Burrow 3.5 Drones 4.0 Some Replays
0.0 Intro & MindsetThe first thing a ZvT player must lose is their desire to attack. Sometimes it can be a good idea to attack, but units like the Siege Tank, the Missile Turret and the Planetary Fortress make these opportunities something of a rarity. Of course, if neither of these are around and you have a stronger army, go for the kill. However, mostly they will be around and you can't attack efficiently. Instead, a ZvT player tries to force their opponents army into the open by growing their economy. Their opponent will then have to either attack, or fall behind. Greed is Zerg’s offensive weapon, but you can’t be too greedy. If you grasp for too much you will lose it all if your opponent tries to punish you. I generally try to have one half saturated base more than my opponent against Bio and two more vs Mech, until the first battle. If I am victorious there I will gain an army advantage, which will allow me to go for an even greater economic advantage. Then there’s harass. Zergs love Mutalisk harassing, but it is important to know the difference between harassing and attacking. It’s about dedication. If you run 20 Banelings and 50 Zerglings into a ball of Marines and Tanks either of you will lose your whole army, once you start moving towards that army you’re dedicated to finishing the job. But if you run 20 Mutalisks into an SCV line you can back our whenever you’d like to. Don’t dedicate your army to an attack, it’s vastly more likely to lose you the game than win it. 0.1 MindmapsThese kinda sum up parts of the guide but don’t go into details. This one describes responses to Terran’s early game options. ![[image loading]](http://img207.imageshack.us/img207/9298/earlygameresponses.th.jpg) This one describes your army composition in the mid game depending on what you see the Terran doing. 1.0 The Early GameReal Zergs open with 15 Hatch whenever they can. It’s the best opening against all Terran openings, including the dreaded 2 Rax all-in. More on that in the 2 Rax section. Standard Build Order: 14 Drone Scout 15 Hatch 14-16 Pool (Depending on distance to enemy) 16 Overlord
Assuming opponent is going 1 Rax: 17-23 Extractor (Later is better against Hellions and earlier is better against Banshees. Chose that which is best against what you fear the most). Spine Crawlers as necessary, more on that later. Third Queen asap. @100 Gas: Speed. @100 Gas: Lair & second Extractor @50 Gas: Baneling Nest
From here on a lot will depend on what your opponent is doing. However, your goal in the early game is to saturate both your bases and reach Mutalisk tech, no matter what your opponent does. 1.1 ScoutingScouting a Terran can be hard and it’s often very helpful to know what strategies your opponent prefers, and which ones you can rule out right away before the match even begin. Therefore, scouting in ZvT begins before the actual game begins. When playing with friends you tend to get this intelligence for free, when playing against famous players you might find replays of them online. However, the best trick is to check out your opponents match list before the game and look for TvZ games on the current map. Don’t count on him doing the same thing again, but if you scout the same openings it’s very likely he’s doing the same follow up too. On the ladder you normally don’t have any of this intelligence, which can be harsh. So lets move on to the in game scouting. Drone ScoutingSend out a Drone scout at 14, this will allow you to spot if you’re natural is blocked before you send out your Drone to expand as well as get into two bases before his first Marine is out. Your scouting Drone serves two purposes: First it will let you know if your opponent went 1 Rax, 2 Rax or CC first in time to cut Drones to deal with a 2 Rax. Second, if he went for 1 Rax and builds a Marine in it (that is, doesn’t begin with a Tech Lab), check the Gas mined on his Refinery when the Rax completes. Around 30 means he went Rax before Refinery and you should steal his other Geyser, around 100 means he went Refinery before Rax and stealing the Geyser won’t accomplish anything. Stealing the Geyser also serves two purposes: First, it will let you know if he’s Bunker rushing you or not and give him strong incitements to not do so. Count on him Bunker rushing you and block him from walling off your ramp if he’s not attacking your stolen Geyser. Second, it will prevent him from going Cloak or 2 Starports and knowing this will allow you to play much greedier thus making up for the investment. However, in order for this to be true it’s important that you don’t just steal his Geyser and let the Extractor finish. In that case he can just kill your Extractor, build his Refinery and do a slightly later version of the two dreaded air builds. You must cancel your Extractor right before it finishes and rebuild it anew. It will take him 3 Marines to damage it quicker than it gains health so by the time he has 3 Marines out you’ll cancel the Extactor right before it hits 0 hp and let the Drone die, you will have gained enough time. Zergling PokingIf you run a Zergling up his ramp you will be able to tell what buildings there are in his wall, what addons they have and let you see anything he build too close to the ramp. Sometimes this won’t let you know anything, sometimes you can see game winning information. Your Zergling will most likely die but on average it will be worth it. If he went for a quick Hellion it will pop at the same time as your first Zerglings so you will need to run it in a Circle towards the enemy base or the Hellion will kill you on the way. Overlord SacrificeGood player will kill this Overlord before it sees anything important and I rarely do this nowadays. I don’t know what the situation looks like further down the league(s) though. If you find that you normally can get far enough into your opponent’s base to see anything important you’ll want to send the Overlord at 5:00-5:30. This would allow you to see all builds he intend to use in a rush, if there’s a Command Center and if so what tech he intends to harass you with if any at all. It will also give you plenty of time to react to what you see. Overlord LedgingOn some maps it’s quite efficient to keep a few Overlords around the egdes of your opponents base to spot if he builds anything there, you can also poke in a short distance without risking any harm. Scrap Station is awesome for this as you’re safe on 3 of the 4 sides of his base. On Lost Temple you can use the cliff behind the mains to take a sneak peak at his Geysers and the spot where he normally builds his Command Center. On some maps you can also keep an Overlord around his natural to look at his expansion timing or his choke point, Lost Temple comes to mind once again but Blistering Sands, Steppes Of War and Shakuras Plateau also offer some possibilities. Overseer RunbyIf you still don’t know what your opponent’s up to when your Lair finishes you’re best of morphing an Overseer right away and running it into his base. Make sure you have an Overlord close to his base when doing this, moving an Overseer from your base takes precious extra time. If he intented to rush you the Overseer will most likely come too late. However, it’s good against silly build orders which are really common when weaker players tries to play their own creations and knowing exactly what your opponent is up to is always a good thing. A Zerg with knowledge can be a greedy Zerg, and this is how we want to play. 1.2 Bio ExpandThis means that he expands, masses Bionics and perhaps techs up to Tanks and Medivacs but that he doesn’t harass you with Hellions or Banshees. This is the normal follow up to Reaper and 2 Rax openings but either of those doesn’t necessarily imply this - you still have to scout. The Terran playing the Bio Expand will have a hard time pressuring you early on and you should be able Drone up to around 45-50 Drones before you start making all Zerglings. However, he will be able to pack quite the punch around 8-9 minutes into the game is you should upgrade Baneling Speed before starting your Spire. Good Creep spread is also vital. It’s important to know if and when he leaves his base so place a Zergling outside his natural and another one behind that one for confirmation. When he leaves you want to make as many Banelings as you can afford and when he gets onto your creep you attack with Zergling/Baneling. It’s important that you attack before he can Siege his Tanks if he has any. However, you will crush him and a smart Terran will know this if he Scans a delayed Spire so he might not move out. Therefore it’s important that you expand to your third as quick as possible too. With 45 Drones and 4 Geysers you should have enough minerals to expand before Spire finishes. 1.3 The Tech ExpandThis means that he harasses you with Hellions while expanding behind it. He might try to attack you with a small Hellion/Bio army or he might tech to Banshees and harass you with 1-2 of those. If you’d had a maphack, this openings wouldn’t be viable so if you scout what he’s up to you’re set. However, scouting can be hard and you might have to prepare for everything. Try to send one of your first Zerglings out on the map and hide it, and if he goes Hellions, send it into his natural so that it arrives around 7:20-7:30. This should at least tell you whether he expanded or not. Anyways, to deal with Hellions you want to make a Spine Crawler in your natural at 4:30. On maps like Xel’Naga Caverns and Metalopolis you will need to make two. On these maps you will also need to back them up with Zerglings. Try to have around 4 Zerglings per Hellion and keep them behind your Spines to prevent runbys, don’t allow them to be needlessly roasted. I like to make around 10-20 of them when I start my Lair. If he harasses you with Banshees you should get a fourth Queen as soon as you realise, you also need an Overseer asap if you didn’t take his Geyser. If he Hellion drops you he’ll come around 8:00, you need to be aware of your base and preferebly attack him while he unloads and you should also bring a Queen to shoot the Medivac. You’d preferably have around 20 Zerglings to deal with this and they need to be started before 7:30. Bio/Hellion pushes can come at many different timings. The proper response is lots of Zerglings, and perhaps a Baneling or two if you have time. However, how much you need and when you need it is a matter of scouting and judgement. The latter is something you’ll have to learn for yourself through experience. The former is done by running Zerglings into his natural once Speed is done. Also, don’t underestimate the power of your Drones against these builds. Drones are really deadly when they surround their enemy. Against these builds you often won’t have map control until your Mutas are out so it’s often a good idea to place your third Hatchery in your main before Spire is done and then expanding with your fourth Hatchery. 1.4 Aggressive Air BuildsIf we successfully steal his Geyser multiple times we won’t have to worry about these builds which is great because you have to deviate some to deal with them. However, should you chose not to Gas steal or if it’s not possible... The Cloaked Banshee rush and the 2 Port mass Banshee build are nasty to deal with if you don’t know they’re coming. He’ll need at least 3 Banshees or Cloak to deal with your 3 Queens, this will be up around 7:30. If he still hasn’t expanded nor attacked by 7:30 it’s a very good idea to throw up an Evolution Chamber and get some extra Queens and then Spores. Spreading out Overlords around your base and controlling any Xel’Naga watchtowers greatly increase the chances of you spotting Banshees on their way to your base, thus giving you more time to react. 1.5 Groundbased All-InsAuto-repaired Thors, Marine/Marauder/SCV, Hellion/Marauder... These all-in rushes come in many forms but the response to them is always the same. Cut Drones and mass Zerglings while getting Banelings without a Lair. Don’t go over 25 Drones if you can avoid it, if you do you’ll probably need Spine Crawlers to compensate. 1.5 Dealing With 2 Rax15 Hatch is the best build for countering 2 Rax for a few reasons: 1: It gives more Larva. Yes, Pool first gives just as many Larva in the long run but until that first Inject pops you’ll have less of them. And when it pops it’s already too late cause he’ll have seized control of your natural and walled you in. 2: It provides Creep and thus allows you to make a Spine Crawler. This is crucial against prolonged aggression. The Spine Crawler actually completes before those extra Zerglings from a Pool first inject would. The proper response to a 2 Rax is to cut Drones at 16, get an Overlord and bring all but 4 Drones to your natural to fight him off until you can get Zerglings out. When Zerglings and later the Spine Crawler comes out you can send Drones to mine in your Natural. If he then comes again with increased strength can bring out your Drones again. Also, get your first Queen in the natural. If he 2 Raxes you but pulls back without engaging both of you will be set back around 1 minute. Each situation is unique though. 1.6 Dealing With A Reaper Or TwoReapers have gotten rarer since they got patched. However, one or two early Reapers can still deal damage. First of all, bring around 3 Drones to kill any SCV trying to Bunker you in. If it gets up anyway, make a Spine Crawler out of range and prepare to make lots of Zerglings to kill it, move the Spine into range when you attack. Even if he doesn’t get a Bunker up a Reaper can often arrive before your Queens are out. In this case, attack it with around 5-7 Drones and make sure to pull back hurt Drones before he can get three hits off on any one of them. Depending on your handspeed and the position of the hurt Drone you might have to begin the move already after the first hit. Don’t chase a Reaper with slow Zerglings, but do guard your ledges and attack him if he jumps up right next to you. 1.7 Dealing With A Blocked NaturalIf he scouts so early that he’s able to prevent a 15 Hatch it pretty much means that he ain’t 2 Raxing so go ahead and do a Gas->Pool Speedling opening but send 1 Drone o kill off his SCV before he can get too much Hp on an Engineering Bay in your natural. Expand as soon as you can and go ahead as normal, this sets both players behind around equally much. All timings needs to be delayed around 15-20 seconds. 1.8 Throwing Stuff AroundTerran are very flexible and very aggressive. Hence practice rarely matches theory perfectly and each game tend to be quite unique so you have to be quite flexible too. For example, if he attacks you early and you somehow end up with 40 Drones before your Lair is even started you’ll be sitting on too much minerals compared to your tech level. Now a good response would be to either get your remaining Geysers earlier than you normally would and/or expand earlier. Or perhaps you lose Drones and end up with too quick tech. In this case you might want to prioritize more Drones over getting that Spire, even though your Lair is done. ZvT is a match up where you often have to improvise a lot to get by, and for that reason it’s important to have a solid core idea of how you want to play so you have something to improvise around and so that everything fits together. 2.0 The Mid GameI define the mid game to start when my Mutalisks reaches his base. This grants me some great intelligence and from now on there will be less guesswork and more solid skills involved. Many Terrans get by on cheeses alone and are terrible at this part of the game. 2.1 Mutalisk HarassThe primary objective of your first Mutalisks is to scout out his production facilities and army composition. However, there should also be plenty of opportunity to harass your opponent. The most important thing is to not lose Mutalisks, taking some damage is fine, it will heal but dead ones stay dead. Beyond that, go for anything that’s unprotected. SCVs and Mules are obviously the most delicious targets and mostly also the best protected ones. Marines tend to be vulnerable just as they pop from their Barracks and Supply depots are often build along ledges. However, the most annoying thing of all, for a Terran that is, is losing building SCVs. When Mutalisk harassing you’re waging a war on your opponents speed. If you need to macro, you pull them out and do it. But when you moves in he has to defend, even if he’d like to do something else at that time. The more you’re in his face, the less likely he is to move out (which is good) and the more likely he is to screw something up (which is also good). When you get around 10 Mutalisks you can start picking off stray Turrets. Don’t go for ones in the mineral line though. You need at least 20 to pick off a Turret surrounded by repairing SCVs. 2.2 Unit CompositionYour core units are Mutalisks, Zerglings, Banelings and Roaches. If he goes all Mech, focus on the Roaches and avoid the Banelings completly. If he goes all Bio, focus on the Mutalisks and Banelings and avoid the Roaches. If he goes Bio with 1 Factory Tank support, start mixing in Roaches and cutting Banelings when his tank number gets higher, like over 5. If he choses a 2 Factory BioMech composition you want to mix in Roaches once again, avoid the Mutalisks if he makes Thors from both Factories and avoid the Banelings if he makes Tanks from both. If he mixes in everything you have to too. Infestors are really only good if he as a lot of Marines but no Medivacs. Or in the late game against Bio dominant compositions. Else, avoid them. Banelings are better and doesn’t open up a timing window. Medivacs should also be considered when it comes to Roaches. Roaches are bad against Medivacs, and good against Mech units. But more Medivacs means less Mech units. Hence you have double incitements to make less Roaches when there's many Medivacs around. 2.3 Drops And RaidsGood Terrans are aggressive Terrans. They will drop you where you least expect it and run in with 4 Marauders to kill a Hatchery while you’re busy. Perhaps everything will happen at the same time as their main army moves out too. To defend against drops and raids you need to be mobile, very mobile. A large enough part of your army to deal with at least 3 fully loaded Medivacs should always consist of Mutalisks and Speedlings, unless he doesn't have a Starport. You must also connect all your bases with Creep to speed up movement inbetween them, use Overlords if you’re low on Creep Tumors. Also, spread out your Overlords around the map and control Xel’Naga watchtowers to gain as much vision as possible too spot drops before they’re in your base. Losing a fully loaded Medivac before it unloads is a huge setback for a Terran. In the late game you can turtle up your most vulnerable expansions with Spine Crawlers. 2.4 Hive TimingsSitting back and growing your economy is all nice, but there’s one problem. What if he doesn’t come to you? What if he just sits back and waits for limit before he moves out? He’s likely to demolish you. This is why we get Hive. Your Hive timing should depend on the strength of his potential limit army and how mobile he is early one. A Mech army is very strong at the limit, you must have Brood Lords to deal with it so we need a quick Hive against Mech. I normally start my Infestation Pit the very moment I realise he’s going Mech. A BioMech army is also scary at the limit, but not as scary and he’s also more likely to attack before hitting the limit with this composition. I get my Infestation Pit in either of these 3 situations. 1: After I’ve beaten his first push. 2: He expands to his third. 3: I realise that I will hit limit before he moves out. A normal Bio army isn’t that scary at the limit. You can deal with it just fine with your normal units and I normally only get a Hive for the third level upgrades against this. On that note, start your upgrades after your first round of Mutalisks are out (unless he pushes right at that moment). One or two Evolution Chambers both works well, it’s mostly a matter of taste. 2.5 Beating A PushSimply A-Moving into the enemy army is sure to net you a lot of losses. Terrans, and hence also their enemies needs to put a lot of thought into how they conduct battle. When you engage your formation needs to be stronger than your opponents. This means that you can engage with a bad formation, if your opponent’s is terrible. But it also means that you shouldn’t engage even with a good formation if your opponent’s is flawless - you need to make yours perfect or his worse. A good Zerg position means wide or multiple simulations fronts as well as a Creeped battleground. A good Terran position means sieged Tanks and spread out marines, preferably in a choke point. The earlier you meet your opponents army, the longer he’ll have to move with perfect care. If he unsieges all of his Tanks at once you can attack, even if there’s no Creep and your front is only decently wide. Meeting him early greatly increases the chances that he’ll do a mistake. It also slows him down no matter how good he is. Furthermore, when you have a lot of Mutalisks you can cut off his rienforcements from joining with his main army. This means that the longer he stays in the field, the stronger your army will grow while his strength remains the same. If he doesn’t have Thors you can stack up your Mutalisks and use them to pick of any units that strays too far from his main Marine ball. This can reduce the size of his army somewhat but you’re also waging a war on his speed, constantly forcing him to pay attention to his army. Furthermore, when you move around he has to move around too, and it’s very hard to keep a moving Marine army split up so if you engage while harassing him your Banelings will be that much more effective. Sometimes, it's simply not worth engaging. He might have gotten an advantage on you earlier on, or you might have over-droned. Don't engage him in this situation. Save the Drones in whichever expansion he is attacking and let the Hatchery die, for this reason it's a good idea to avoid building tech in your natural as there might come a time when you have to sacrifice it. Let him kill the expansion; in the meanwhile you have two choices. 1: Counter-attacking, this is probably the best choice if he went for an outlying expansion and sometimes also best on when closer expansions are attacked. However, I don't recommend counter-attacking if he goes for your natural. 2: Sit back, save up and attack him whenever he unsieges and tries to move either back home or forwards to another expansion. Often you'll get the upper hand in this situation but at the very least it should minimize your losses. 3.0 The Late GameI define the Late Game to start when my Hive tech is ready. It’s the part of the game where you use every trick in the book to sieze victory. 3.1 Brood Lords And UltralisksBrood Lords are the kings of anti ground units. They will demolish a Terran push or outright kill him when used offensively. Neither Marines nor Thors can fight Brood Lords cost efficiently and they force Tanks to unsiege making the rest of your army so much more effective. However, Zerg cannot battle Viking/Thor for air control for a very long time so you can’t stick with Brood Lords for too long. Get Brood Lords as your first Hive tech and use them to win one battle, perhaps make some Corruptors to really force him to start producing Vikings, but then you switch to Ultralisks. Ultralisks aren’t that great normally but when your opponent has a large piece of his Supply invested in Vikings they do really well. Also make sure to get the Adrenal Glands upgrade, it makes your Zerglings 15% stronger and you’ll make a lot of Zerglings in the late game as you’ll have a ton of Larva but only so much Gas. 3.2 Planetary FortressesFor the most part of the game a Planetary Fortress is a big nono, don’t touch them, it’s not worth it. However, with huge armies of Roaches or Ultralisks you can often snipe them if you catch one with the army gone. Especially if you have Banelings to get rid of the SCVs. You can also blow one up with Banelings, it normally takes around 25-30 Banelings to kill one depending on how many it manages to kill before it dies. This can be a risky move though, if you’re one Baneling short of the required number he’ll simply repair the Fortress and you’ve wasted a lot of resources. Furthermore, killing a Fortress with Banelings leaves a hole in your army and you risk dieing to a counter attack. Therefore I only think it’s worth it when you’re already at limit and with spare resources to rebuild the lost Banelings or some other type of army. 3.3 Nydus Worms & Doom DropsAs the game progresses Terran spread themselves thinner and thinner as they expand, and they also tend to shift their unit composition towards slower Mech units. This leaves their main vulnerable to Nydus Worms and huge Drops. However, if you do drop, don’t just leave your army in their main to die. Pick it up again and leave when he comes home to defend. And if he moves away again, you move back in. 3.4 BurrowBurrow has a lot of uses and in the late game 100/100 won’t be too much of an investment. I’m not sure about the best time to get it, but do get it. It could save your mineral line or at least force a scan if you get dropped or raided. It also allows you to make small Baneling traps. 2 Banelings aren’t that costly but sooner or later he will forget to scan and then you’ll blow up a ton of Marines. Don’t do something silly like burrowing 10 Banelings in the same place though. The payoff isn’t worth the risk. 3.5 DronesThere is something like too many Drones. Drones eat away at your supply and leaves less for your army. The same is true for Queens actually. I try to never go over 4 Queen nor 90 Drones. If I need more production beyond that I’d rather add extra Hatcheries than extra Queens. 4.0 Some ReplaysVs Happy on Blistering SandsHappy was #1 on the European Top 200 at the time of the game and I think he played better than me. However, I got the advantage early on and clung to it. He begins by blocking my Natural with an Ebay and proceeds into 2 Port Banshee and then an expansion and BioMech. Blistering Sands is a map where you can be more aggressive than on other maps, at the same time it’s a map where it’s hard to play passive since there are so few expansions. Vs SjoW on Xel’Naga CavernsMy economy takes an early blow when I am forced to defend a Bio/Hellion poke with Drones but I return the favor a few minutes later when my Mutalisks catch his mineral line without Turrets. He proceeds into a quick third and BioMech. There’s lots of action in this one, he likes drops and small raids on my outer expansions and I do some poking too with Mutalisks and Roaches. I think I played rather well overall. Vs Nihil on Xel’Naga CavernsHe does a 2 Rax opening and pokes around without dedicating but then he adds 2 more Raxes for a total of 4 and pulls all his SCVs for an all-in. Vs idkfa on Blistering SandsHe does a Banshee/Expand opening and follow up with a Marine/Tank attack right before Spire completes but I hold everything perfectly and secures a nice advantage. Vs Jester on MetalopolisHe goes for an expansion and a quick Hellion drop but I’ve seen the Starport and am aware of the possibility. From there it transition into a standard game. Vs Monty on Lost TempleHe opens with Marine/Hellion pressure while expanding and transitions into Thors. I notice that he doesn’t have any tanks and plays it aggressively since we’re on close positions. Vs BrutalBlitz on MetalopolisI don’t approve of the way I played the early part of this game, but I do think I did a nice job in the late game. Vs Daut on Lost TempleThis was the only replay I specifically remembered with a ground all-in. However, it’s quite old and both of us are probably much better players nowadays than when this was played. Nonetheless it shows a good response to a Thor all-in: Blow the SCVs with Banes and swarm him in Zerglings. Vs EmpireDieStar on MetalopolisHe goes for a 14 min BioMech push and I beat it back with Muta/Ling/Roach, should have mixed in some Banes for even better results though. vs Jimpo on MetalopolisDemonstrating the power of the counter attack. Best ZvT Thread YET
Try and spoiler it next time you quote.
I think this is a bit out of date. The core ideas might be ok to follow though
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On May 04 2012 22:57 TheMooseHeed wrote:+ Show Spoiler +On May 04 2012 22:47 Gamerportal wrote:Show nested quote +On December 14 2010 03:36 ZerG~LegenD wrote:Welcome to SieGe’s ZvT guide. As per normal I don’t want to present any grand new game breaking build I’ve discovered but rather give an introduction to a macro based ZvT style which is currently known and used by many high level players. Playing like this will not net you any quick and easy wins but it might cause you some really silly losses to things you’ve never seen before. That being said, Zerg played in this way can be ridiculously strong. Also, some people have been asking for similar ZvP or ZvZ guides. The ZvP guide is already out there, you'll find it here. Table Of Contents 0.0 Intro & Mindset 0.1 Mindmaps 1.0 The Early Game 1.1 Scouting 1.2 Bio Expand 1.3 Tech Expand 1.4 Aggressive Air Builds 1.5 Groundbased All-Ins 1.5 Dealing With 2 Rax 1.6 Dealing With A Reaper Or Two 1.7 Dealing With A Blocked Natural 1.8 Throwing Stuff Around 2.0 The Mid Game 2.1 Mutalisk Harass 2.2 Unit Composition 2.3 Drops And Raids 2.4 Hive Timings 2.5 Beating A Push 3.0 The Late Game 3.1 Brood Lords And Ultralisks 3.2 Planetary Fortresses 3.3 Nydus Worms & Doom Drops 3.4 Burrow 3.5 Drones 4.0 Some Replays
0.0 Intro & MindsetThe first thing a ZvT player must lose is their desire to attack. Sometimes it can be a good idea to attack, but units like the Siege Tank, the Missile Turret and the Planetary Fortress make these opportunities something of a rarity. Of course, if neither of these are around and you have a stronger army, go for the kill. However, mostly they will be around and you can't attack efficiently. Instead, a ZvT player tries to force their opponents army into the open by growing their economy. Their opponent will then have to either attack, or fall behind. Greed is Zerg’s offensive weapon, but you can’t be too greedy. If you grasp for too much you will lose it all if your opponent tries to punish you. I generally try to have one half saturated base more than my opponent against Bio and two more vs Mech, until the first battle. If I am victorious there I will gain an army advantage, which will allow me to go for an even greater economic advantage. Then there’s harass. Zergs love Mutalisk harassing, but it is important to know the difference between harassing and attacking. It’s about dedication. If you run 20 Banelings and 50 Zerglings into a ball of Marines and Tanks either of you will lose your whole army, once you start moving towards that army you’re dedicated to finishing the job. But if you run 20 Mutalisks into an SCV line you can back our whenever you’d like to. Don’t dedicate your army to an attack, it’s vastly more likely to lose you the game than win it. 0.1 MindmapsThese kinda sum up parts of the guide but don’t go into details. This one describes responses to Terran’s early game options. ![[image loading]](http://img207.imageshack.us/img207/9298/earlygameresponses.th.jpg) This one describes your army composition in the mid game depending on what you see the Terran doing. 1.0 The Early GameReal Zergs open with 15 Hatch whenever they can. It’s the best opening against all Terran openings, including the dreaded 2 Rax all-in. More on that in the 2 Rax section. Standard Build Order: 14 Drone Scout 15 Hatch 14-16 Pool (Depending on distance to enemy) 16 Overlord
Assuming opponent is going 1 Rax: 17-23 Extractor (Later is better against Hellions and earlier is better against Banshees. Chose that which is best against what you fear the most). Spine Crawlers as necessary, more on that later. Third Queen asap. @100 Gas: Speed. @100 Gas: Lair & second Extractor @50 Gas: Baneling Nest
From here on a lot will depend on what your opponent is doing. However, your goal in the early game is to saturate both your bases and reach Mutalisk tech, no matter what your opponent does. 1.1 ScoutingScouting a Terran can be hard and it’s often very helpful to know what strategies your opponent prefers, and which ones you can rule out right away before the match even begin. Therefore, scouting in ZvT begins before the actual game begins. When playing with friends you tend to get this intelligence for free, when playing against famous players you might find replays of them online. However, the best trick is to check out your opponents match list before the game and look for TvZ games on the current map. Don’t count on him doing the same thing again, but if you scout the same openings it’s very likely he’s doing the same follow up too. On the ladder you normally don’t have any of this intelligence, which can be harsh. So lets move on to the in game scouting. Drone ScoutingSend out a Drone scout at 14, this will allow you to spot if you’re natural is blocked before you send out your Drone to expand as well as get into two bases before his first Marine is out. Your scouting Drone serves two purposes: First it will let you know if your opponent went 1 Rax, 2 Rax or CC first in time to cut Drones to deal with a 2 Rax. Second, if he went for 1 Rax and builds a Marine in it (that is, doesn’t begin with a Tech Lab), check the Gas mined on his Refinery when the Rax completes. Around 30 means he went Rax before Refinery and you should steal his other Geyser, around 100 means he went Refinery before Rax and stealing the Geyser won’t accomplish anything. Stealing the Geyser also serves two purposes: First, it will let you know if he’s Bunker rushing you or not and give him strong incitements to not do so. Count on him Bunker rushing you and block him from walling off your ramp if he’s not attacking your stolen Geyser. Second, it will prevent him from going Cloak or 2 Starports and knowing this will allow you to play much greedier thus making up for the investment. However, in order for this to be true it’s important that you don’t just steal his Geyser and let the Extractor finish. In that case he can just kill your Extractor, build his Refinery and do a slightly later version of the two dreaded air builds. You must cancel your Extractor right before it finishes and rebuild it anew. It will take him 3 Marines to damage it quicker than it gains health so by the time he has 3 Marines out you’ll cancel the Extactor right before it hits 0 hp and let the Drone die, you will have gained enough time. Zergling PokingIf you run a Zergling up his ramp you will be able to tell what buildings there are in his wall, what addons they have and let you see anything he build too close to the ramp. Sometimes this won’t let you know anything, sometimes you can see game winning information. Your Zergling will most likely die but on average it will be worth it. If he went for a quick Hellion it will pop at the same time as your first Zerglings so you will need to run it in a Circle towards the enemy base or the Hellion will kill you on the way. Overlord SacrificeGood player will kill this Overlord before it sees anything important and I rarely do this nowadays. I don’t know what the situation looks like further down the league(s) though. If you find that you normally can get far enough into your opponent’s base to see anything important you’ll want to send the Overlord at 5:00-5:30. This would allow you to see all builds he intend to use in a rush, if there’s a Command Center and if so what tech he intends to harass you with if any at all. It will also give you plenty of time to react to what you see. Overlord LedgingOn some maps it’s quite efficient to keep a few Overlords around the egdes of your opponents base to spot if he builds anything there, you can also poke in a short distance without risking any harm. Scrap Station is awesome for this as you’re safe on 3 of the 4 sides of his base. On Lost Temple you can use the cliff behind the mains to take a sneak peak at his Geysers and the spot where he normally builds his Command Center. On some maps you can also keep an Overlord around his natural to look at his expansion timing or his choke point, Lost Temple comes to mind once again but Blistering Sands, Steppes Of War and Shakuras Plateau also offer some possibilities. Overseer RunbyIf you still don’t know what your opponent’s up to when your Lair finishes you’re best of morphing an Overseer right away and running it into his base. Make sure you have an Overlord close to his base when doing this, moving an Overseer from your base takes precious extra time. If he intented to rush you the Overseer will most likely come too late. However, it’s good against silly build orders which are really common when weaker players tries to play their own creations and knowing exactly what your opponent is up to is always a good thing. A Zerg with knowledge can be a greedy Zerg, and this is how we want to play. 1.2 Bio ExpandThis means that he expands, masses Bionics and perhaps techs up to Tanks and Medivacs but that he doesn’t harass you with Hellions or Banshees. This is the normal follow up to Reaper and 2 Rax openings but either of those doesn’t necessarily imply this - you still have to scout. The Terran playing the Bio Expand will have a hard time pressuring you early on and you should be able Drone up to around 45-50 Drones before you start making all Zerglings. However, he will be able to pack quite the punch around 8-9 minutes into the game is you should upgrade Baneling Speed before starting your Spire. Good Creep spread is also vital. It’s important to know if and when he leaves his base so place a Zergling outside his natural and another one behind that one for confirmation. When he leaves you want to make as many Banelings as you can afford and when he gets onto your creep you attack with Zergling/Baneling. It’s important that you attack before he can Siege his Tanks if he has any. However, you will crush him and a smart Terran will know this if he Scans a delayed Spire so he might not move out. Therefore it’s important that you expand to your third as quick as possible too. With 45 Drones and 4 Geysers you should have enough minerals to expand before Spire finishes. 1.3 The Tech ExpandThis means that he harasses you with Hellions while expanding behind it. He might try to attack you with a small Hellion/Bio army or he might tech to Banshees and harass you with 1-2 of those. If you’d had a maphack, this openings wouldn’t be viable so if you scout what he’s up to you’re set. However, scouting can be hard and you might have to prepare for everything. Try to send one of your first Zerglings out on the map and hide it, and if he goes Hellions, send it into his natural so that it arrives around 7:20-7:30. This should at least tell you whether he expanded or not. Anyways, to deal with Hellions you want to make a Spine Crawler in your natural at 4:30. On maps like Xel’Naga Caverns and Metalopolis you will need to make two. On these maps you will also need to back them up with Zerglings. Try to have around 4 Zerglings per Hellion and keep them behind your Spines to prevent runbys, don’t allow them to be needlessly roasted. I like to make around 10-20 of them when I start my Lair. If he harasses you with Banshees you should get a fourth Queen as soon as you realise, you also need an Overseer asap if you didn’t take his Geyser. If he Hellion drops you he’ll come around 8:00, you need to be aware of your base and preferebly attack him while he unloads and you should also bring a Queen to shoot the Medivac. You’d preferably have around 20 Zerglings to deal with this and they need to be started before 7:30. Bio/Hellion pushes can come at many different timings. The proper response is lots of Zerglings, and perhaps a Baneling or two if you have time. However, how much you need and when you need it is a matter of scouting and judgement. The latter is something you’ll have to learn for yourself through experience. The former is done by running Zerglings into his natural once Speed is done. Also, don’t underestimate the power of your Drones against these builds. Drones are really deadly when they surround their enemy. Against these builds you often won’t have map control until your Mutas are out so it’s often a good idea to place your third Hatchery in your main before Spire is done and then expanding with your fourth Hatchery. 1.4 Aggressive Air BuildsIf we successfully steal his Geyser multiple times we won’t have to worry about these builds which is great because you have to deviate some to deal with them. However, should you chose not to Gas steal or if it’s not possible... The Cloaked Banshee rush and the 2 Port mass Banshee build are nasty to deal with if you don’t know they’re coming. He’ll need at least 3 Banshees or Cloak to deal with your 3 Queens, this will be up around 7:30. If he still hasn’t expanded nor attacked by 7:30 it’s a very good idea to throw up an Evolution Chamber and get some extra Queens and then Spores. Spreading out Overlords around your base and controlling any Xel’Naga watchtowers greatly increase the chances of you spotting Banshees on their way to your base, thus giving you more time to react. 1.5 Groundbased All-InsAuto-repaired Thors, Marine/Marauder/SCV, Hellion/Marauder... These all-in rushes come in many forms but the response to them is always the same. Cut Drones and mass Zerglings while getting Banelings without a Lair. Don’t go over 25 Drones if you can avoid it, if you do you’ll probably need Spine Crawlers to compensate. 1.5 Dealing With 2 Rax15 Hatch is the best build for countering 2 Rax for a few reasons: 1: It gives more Larva. Yes, Pool first gives just as many Larva in the long run but until that first Inject pops you’ll have less of them. And when it pops it’s already too late cause he’ll have seized control of your natural and walled you in. 2: It provides Creep and thus allows you to make a Spine Crawler. This is crucial against prolonged aggression. The Spine Crawler actually completes before those extra Zerglings from a Pool first inject would. The proper response to a 2 Rax is to cut Drones at 16, get an Overlord and bring all but 4 Drones to your natural to fight him off until you can get Zerglings out. When Zerglings and later the Spine Crawler comes out you can send Drones to mine in your Natural. If he then comes again with increased strength can bring out your Drones again. Also, get your first Queen in the natural. If he 2 Raxes you but pulls back without engaging both of you will be set back around 1 minute. Each situation is unique though. 1.6 Dealing With A Reaper Or TwoReapers have gotten rarer since they got patched. However, one or two early Reapers can still deal damage. First of all, bring around 3 Drones to kill any SCV trying to Bunker you in. If it gets up anyway, make a Spine Crawler out of range and prepare to make lots of Zerglings to kill it, move the Spine into range when you attack. Even if he doesn’t get a Bunker up a Reaper can often arrive before your Queens are out. In this case, attack it with around 5-7 Drones and make sure to pull back hurt Drones before he can get three hits off on any one of them. Depending on your handspeed and the position of the hurt Drone you might have to begin the move already after the first hit. Don’t chase a Reaper with slow Zerglings, but do guard your ledges and attack him if he jumps up right next to you. 1.7 Dealing With A Blocked NaturalIf he scouts so early that he’s able to prevent a 15 Hatch it pretty much means that he ain’t 2 Raxing so go ahead and do a Gas->Pool Speedling opening but send 1 Drone o kill off his SCV before he can get too much Hp on an Engineering Bay in your natural. Expand as soon as you can and go ahead as normal, this sets both players behind around equally much. All timings needs to be delayed around 15-20 seconds. 1.8 Throwing Stuff AroundTerran are very flexible and very aggressive. Hence practice rarely matches theory perfectly and each game tend to be quite unique so you have to be quite flexible too. For example, if he attacks you early and you somehow end up with 40 Drones before your Lair is even started you’ll be sitting on too much minerals compared to your tech level. Now a good response would be to either get your remaining Geysers earlier than you normally would and/or expand earlier. Or perhaps you lose Drones and end up with too quick tech. In this case you might want to prioritize more Drones over getting that Spire, even though your Lair is done. ZvT is a match up where you often have to improvise a lot to get by, and for that reason it’s important to have a solid core idea of how you want to play so you have something to improvise around and so that everything fits together. 2.0 The Mid GameI define the mid game to start when my Mutalisks reaches his base. This grants me some great intelligence and from now on there will be less guesswork and more solid skills involved. Many Terrans get by on cheeses alone and are terrible at this part of the game. 2.1 Mutalisk HarassThe primary objective of your first Mutalisks is to scout out his production facilities and army composition. However, there should also be plenty of opportunity to harass your opponent. The most important thing is to not lose Mutalisks, taking some damage is fine, it will heal but dead ones stay dead. Beyond that, go for anything that’s unprotected. SCVs and Mules are obviously the most delicious targets and mostly also the best protected ones. Marines tend to be vulnerable just as they pop from their Barracks and Supply depots are often build along ledges. However, the most annoying thing of all, for a Terran that is, is losing building SCVs. When Mutalisk harassing you’re waging a war on your opponents speed. If you need to macro, you pull them out and do it. But when you moves in he has to defend, even if he’d like to do something else at that time. The more you’re in his face, the less likely he is to move out (which is good) and the more likely he is to screw something up (which is also good). When you get around 10 Mutalisks you can start picking off stray Turrets. Don’t go for ones in the mineral line though. You need at least 20 to pick off a Turret surrounded by repairing SCVs. 2.2 Unit CompositionYour core units are Mutalisks, Zerglings, Banelings and Roaches. If he goes all Mech, focus on the Roaches and avoid the Banelings completly. If he goes all Bio, focus on the Mutalisks and Banelings and avoid the Roaches. If he goes Bio with 1 Factory Tank support, start mixing in Roaches and cutting Banelings when his tank number gets higher, like over 5. If he choses a 2 Factory BioMech composition you want to mix in Roaches once again, avoid the Mutalisks if he makes Thors from both Factories and avoid the Banelings if he makes Tanks from both. If he mixes in everything you have to too. Infestors are really only good if he as a lot of Marines but no Medivacs. Or in the late game against Bio dominant compositions. Else, avoid them. Banelings are better and doesn’t open up a timing window. Medivacs should also be considered when it comes to Roaches. Roaches are bad against Medivacs, and good against Mech units. But more Medivacs means less Mech units. Hence you have double incitements to make less Roaches when there's many Medivacs around. 2.3 Drops And RaidsGood Terrans are aggressive Terrans. They will drop you where you least expect it and run in with 4 Marauders to kill a Hatchery while you’re busy. Perhaps everything will happen at the same time as their main army moves out too. To defend against drops and raids you need to be mobile, very mobile. A large enough part of your army to deal with at least 3 fully loaded Medivacs should always consist of Mutalisks and Speedlings, unless he doesn't have a Starport. You must also connect all your bases with Creep to speed up movement inbetween them, use Overlords if you’re low on Creep Tumors. Also, spread out your Overlords around the map and control Xel’Naga watchtowers to gain as much vision as possible too spot drops before they’re in your base. Losing a fully loaded Medivac before it unloads is a huge setback for a Terran. In the late game you can turtle up your most vulnerable expansions with Spine Crawlers. 2.4 Hive TimingsSitting back and growing your economy is all nice, but there’s one problem. What if he doesn’t come to you? What if he just sits back and waits for limit before he moves out? He’s likely to demolish you. This is why we get Hive. Your Hive timing should depend on the strength of his potential limit army and how mobile he is early one. A Mech army is very strong at the limit, you must have Brood Lords to deal with it so we need a quick Hive against Mech. I normally start my Infestation Pit the very moment I realise he’s going Mech. A BioMech army is also scary at the limit, but not as scary and he’s also more likely to attack before hitting the limit with this composition. I get my Infestation Pit in either of these 3 situations. 1: After I’ve beaten his first push. 2: He expands to his third. 3: I realise that I will hit limit before he moves out. A normal Bio army isn’t that scary at the limit. You can deal with it just fine with your normal units and I normally only get a Hive for the third level upgrades against this. On that note, start your upgrades after your first round of Mutalisks are out (unless he pushes right at that moment). One or two Evolution Chambers both works well, it’s mostly a matter of taste. 2.5 Beating A PushSimply A-Moving into the enemy army is sure to net you a lot of losses. Terrans, and hence also their enemies needs to put a lot of thought into how they conduct battle. When you engage your formation needs to be stronger than your opponents. This means that you can engage with a bad formation, if your opponent’s is terrible. But it also means that you shouldn’t engage even with a good formation if your opponent’s is flawless - you need to make yours perfect or his worse. A good Zerg position means wide or multiple simulations fronts as well as a Creeped battleground. A good Terran position means sieged Tanks and spread out marines, preferably in a choke point. The earlier you meet your opponents army, the longer he’ll have to move with perfect care. If he unsieges all of his Tanks at once you can attack, even if there’s no Creep and your front is only decently wide. Meeting him early greatly increases the chances that he’ll do a mistake. It also slows him down no matter how good he is. Furthermore, when you have a lot of Mutalisks you can cut off his rienforcements from joining with his main army. This means that the longer he stays in the field, the stronger your army will grow while his strength remains the same. If he doesn’t have Thors you can stack up your Mutalisks and use them to pick of any units that strays too far from his main Marine ball. This can reduce the size of his army somewhat but you’re also waging a war on his speed, constantly forcing him to pay attention to his army. Furthermore, when you move around he has to move around too, and it’s very hard to keep a moving Marine army split up so if you engage while harassing him your Banelings will be that much more effective. Sometimes, it's simply not worth engaging. He might have gotten an advantage on you earlier on, or you might have over-droned. Don't engage him in this situation. Save the Drones in whichever expansion he is attacking and let the Hatchery die, for this reason it's a good idea to avoid building tech in your natural as there might come a time when you have to sacrifice it. Let him kill the expansion; in the meanwhile you have two choices. 1: Counter-attacking, this is probably the best choice if he went for an outlying expansion and sometimes also best on when closer expansions are attacked. However, I don't recommend counter-attacking if he goes for your natural. 2: Sit back, save up and attack him whenever he unsieges and tries to move either back home or forwards to another expansion. Often you'll get the upper hand in this situation but at the very least it should minimize your losses. 3.0 The Late GameI define the Late Game to start when my Hive tech is ready. It’s the part of the game where you use every trick in the book to sieze victory. 3.1 Brood Lords And UltralisksBrood Lords are the kings of anti ground units. They will demolish a Terran push or outright kill him when used offensively. Neither Marines nor Thors can fight Brood Lords cost efficiently and they force Tanks to unsiege making the rest of your army so much more effective. However, Zerg cannot battle Viking/Thor for air control for a very long time so you can’t stick with Brood Lords for too long. Get Brood Lords as your first Hive tech and use them to win one battle, perhaps make some Corruptors to really force him to start producing Vikings, but then you switch to Ultralisks. Ultralisks aren’t that great normally but when your opponent has a large piece of his Supply invested in Vikings they do really well. Also make sure to get the Adrenal Glands upgrade, it makes your Zerglings 15% stronger and you’ll make a lot of Zerglings in the late game as you’ll have a ton of Larva but only so much Gas. 3.2 Planetary FortressesFor the most part of the game a Planetary Fortress is a big nono, don’t touch them, it’s not worth it. However, with huge armies of Roaches or Ultralisks you can often snipe them if you catch one with the army gone. Especially if you have Banelings to get rid of the SCVs. You can also blow one up with Banelings, it normally takes around 25-30 Banelings to kill one depending on how many it manages to kill before it dies. This can be a risky move though, if you’re one Baneling short of the required number he’ll simply repair the Fortress and you’ve wasted a lot of resources. Furthermore, killing a Fortress with Banelings leaves a hole in your army and you risk dieing to a counter attack. Therefore I only think it’s worth it when you’re already at limit and with spare resources to rebuild the lost Banelings or some other type of army. 3.3 Nydus Worms & Doom DropsAs the game progresses Terran spread themselves thinner and thinner as they expand, and they also tend to shift their unit composition towards slower Mech units. This leaves their main vulnerable to Nydus Worms and huge Drops. However, if you do drop, don’t just leave your army in their main to die. Pick it up again and leave when he comes home to defend. And if he moves away again, you move back in. 3.4 BurrowBurrow has a lot of uses and in the late game 100/100 won’t be too much of an investment. I’m not sure about the best time to get it, but do get it. It could save your mineral line or at least force a scan if you get dropped or raided. It also allows you to make small Baneling traps. 2 Banelings aren’t that costly but sooner or later he will forget to scan and then you’ll blow up a ton of Marines. Don’t do something silly like burrowing 10 Banelings in the same place though. The payoff isn’t worth the risk. 3.5 DronesThere is something like too many Drones. Drones eat away at your supply and leaves less for your army. The same is true for Queens actually. I try to never go over 4 Queen nor 90 Drones. If I need more production beyond that I’d rather add extra Hatcheries than extra Queens. 4.0 Some ReplaysVs Happy on Blistering SandsHappy was #1 on the European Top 200 at the time of the game and I think he played better than me. However, I got the advantage early on and clung to it. He begins by blocking my Natural with an Ebay and proceeds into 2 Port Banshee and then an expansion and BioMech. Blistering Sands is a map where you can be more aggressive than on other maps, at the same time it’s a map where it’s hard to play passive since there are so few expansions. Vs SjoW on Xel’Naga CavernsMy economy takes an early blow when I am forced to defend a Bio/Hellion poke with Drones but I return the favor a few minutes later when my Mutalisks catch his mineral line without Turrets. He proceeds into a quick third and BioMech. There’s lots of action in this one, he likes drops and small raids on my outer expansions and I do some poking too with Mutalisks and Roaches. I think I played rather well overall. Vs Nihil on Xel’Naga CavernsHe does a 2 Rax opening and pokes around without dedicating but then he adds 2 more Raxes for a total of 4 and pulls all his SCVs for an all-in. Vs idkfa on Blistering SandsHe does a Banshee/Expand opening and follow up with a Marine/Tank attack right before Spire completes but I hold everything perfectly and secures a nice advantage. Vs Jester on MetalopolisHe goes for an expansion and a quick Hellion drop but I’ve seen the Starport and am aware of the possibility. From there it transition into a standard game. Vs Monty on Lost TempleHe opens with Marine/Hellion pressure while expanding and transitions into Thors. I notice that he doesn’t have any tanks and plays it aggressively since we’re on close positions. Vs BrutalBlitz on MetalopolisI don’t approve of the way I played the early part of this game, but I do think I did a nice job in the late game. Vs Daut on Lost TempleThis was the only replay I specifically remembered with a ground all-in. However, it’s quite old and both of us are probably much better players nowadays than when this was played. Nonetheless it shows a good response to a Thor all-in: Blow the SCVs with Banes and swarm him in Zerglings. Vs EmpireDieStar on MetalopolisHe goes for a 14 min BioMech push and I beat it back with Muta/Ling/Roach, should have mixed in some Banes for even better results though. vs Jimpo on MetalopolisDemonstrating the power of the counter attack. Best ZvT Thread YET Try and spoiler it next time you quote. I think this is a bit out of date. The core ideas might be ok to follow though I feel like it's more than a bit out of date. A lot of things have been changed since back then.
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I don't see the reason or the need to necro the thread from december just to say ITS THE BESTEST YET!!!~@~!!11
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On May 05 2012 00:54 iAmJeffReY wrote: I don't see the reason or the need to necro the thread from december just to say ITS THE BESTEST YET!!!~@~!!11
December 2010. I think it's outdated.
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Yeah but actually, are there any new (like written in the last 3 months "new") guides for a multitude of ZvT styles complete with bo suggestions, mentalities, and timings T use that we should be aware of/prepare for?
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On May 05 2012 02:18 sCCrooked wrote: Yeah but actually, are there any new (like written in the last 3 months "new") guides for a multitude of ZvT styles complete with bo suggestions, mentalities, and timings T use that we should be aware of/prepare for? Spanishiwa happened.
Also, a BATTLECRUISER thread happened. + Show Spoiler +I had to do it for luls  And for those who don't know, Spanishiwa single-handedly caused several refinements of ZvT and ZvP early game. These are: One or two more queens for creep and transfusions, delayed or cut gas after speed.
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I would really like to see those images (Mindmap and the other). Anyone saved them ? Thanks for your guide, still a good introduction
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