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Stim bio beats Zerg off creep, have better creep spread allows you to get a surround with Speedlings fast enough. Trying to force Stim when he's still far away is also useful.
Do not engage in narrow areas where your Banelings can be blocked by Marauders, and don't just all come from one direction.
I do similar pushes as Terran, though I favor Marines and +1 Attack/Combat Shield over Stim, and I usually win the game (if not the fight) if I can block his Banelings with my Marauders at his choke, since it will usually mean we trade armies, which is great for bio Terran.
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On January 15 2011 07:33 adius wrote:Show nested quote +On January 15 2011 07:20 woowoo wrote: Why not use burrow to counter stim? Get a group of speedlings, send them dance near terran units, wait for stim, burrow, wait for scan, unburrow, flee out of range of scan, repeat. You're gonna get hurt during the unburrow animation and during the time it takes to get out of range.
with roaches, but lings burrow in like 1/10 second. but yeah. its still easier and more safe to just run in and out..
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On January 15 2011 07:47 Kuzmorgo wrote:Show nested quote +On January 15 2011 07:33 adius wrote:On January 15 2011 07:20 woowoo wrote: Why not use burrow to counter stim? Get a group of speedlings, send them dance near terran units, wait for stim, burrow, wait for scan, unburrow, flee out of range of scan, repeat. You're gonna get hurt during the unburrow animation and during the time it takes to get out of range. with roaches, but lings burrow in like 1/10 second. but yeah. its still easier and more safe to just run in and out..
It's also 100/100 that could have went into a +1 Attack upgrade...
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On January 15 2011 07:47 Kuzmorgo wrote:Show nested quote +On January 15 2011 07:33 adius wrote:On January 15 2011 07:20 woowoo wrote: Why not use burrow to counter stim? Get a group of speedlings, send them dance near terran units, wait for stim, burrow, wait for scan, unburrow, flee out of range of scan, repeat. You're gonna get hurt during the unburrow animation and during the time it takes to get out of range. with roaches, but lings burrow in like 1/10 second. but yeah. its still easier and more safe to just run in and out.. Aren't all units 2ingame seconds burrow 1ingame second unburrow?
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actually theyre 1 ingame second burrow and unburrow except for ultra which is 2 (i mean think about it hes pretty beefy :D)
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This tactic came to my mind for these reasons: - Burrowed zerglings is underused and unexpected - Terran will waste a stim to chase speedlings - Terran will scan because he doesn't want to waste stim early and a group of speedlings underground is a big threat to his economy - Terran will focus on the zerglings and make him unaware of another attack like tunneling roaches or mutas on his economy. - Zerg doesn't lose units while Terran is unable to train as much as he could with mules.
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As terran I find pushing with Bio alone is only viable for so long, My biggest problem is not knowing when is a good time to retreat my forces. my main force from my 2rax agression then is wiped out from him spending all his larvae on lings and I have little to defend with.
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there are a couple things you can do, spine crawlers isn't one of them.
+1 melee attack, only costs 100/100 and has a similar research time as stim. +1 is very effective against bio, I recommend +1 with mass ling, saving your other gas for mutas for harass later on.
The other thing you can do, is a roach/ling comp, because baneling speed won't finish in time but roaches will be out in plenty. Even if he goes mass marauder, sometimes you don't have enough surface area for your lings to do enough damage (especially if the terran has strong micro), a bunch of lings with 5-6 roaches can really do a lot of damage, again you aren't really spending more than 200 gas (100 for ling speed, another 100+ for roaches) which should help saving for mutas later.
Then there is ling/baneling, but if you see heavy marauders it's in advised to get them, unless you plan on busting him before stim finishes which isn't a bad idea at all. Any time I see a terran one basing quite hard on close positions, a baneling bust is always viable. However, this can't be a 1 base baneling bust all-in, it has to be a 2 base eco bust which can be done before stim, just requires some gosu timing and good droning times, but it is certainly possible and very strong. It will keep the terran in his base and if you do enough damage, allow you to drone up some more or even tech if you can.
btw, burrow and baneling speed research time has a difference of 10 seconds in game, if baneling speed can't finish in time, then burrow has a very slim chance as well.
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On January 15 2011 08:49 woowoo wrote: This tactic came to my mind for these reasons: - Burrowed zerglings is underused and unexpected - Terran will waste a stim to chase speedlings - Terran will scan because he doesn't want to waste stim early and a group of speedlings underground is a big threat to his economy - Terran will focus on the zerglings and make him unaware of another attack like tunneling roaches or mutas on his economy. - Zerg doesn't lose units while Terran is unable to train as much as he could with mules.
Most Terran are not going to Stim until he is well and truly engaged, when against Zerglings. Though I can see how you could cause him to waste a Stim if you engage, then immediately burrow everything. I'm still not convinced it's worth the 100/100 at the 6-7 minute mark personally, however.
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On January 15 2011 00:56 Amber[LighT] wrote: you shouldn't need speed banelings for this. It seems like you're teching too much. Can you post a replay?
It's nice to know the addons of the barracks, which I know on some maps it's easier said than done. If there's 2 reactors you can get away with lings & roach or ling/bane. if there's 2 tech labs and a reactor then you can easily do a 5:1 ling:bane ratio. If there's 3 tech labs then all lings should work if you expanded.
Don't rush to tech if you see 3 rax. Typically you tech to get anti-air or counter factory or starport tactics. You also want to tech if he holds off and opts for an expand first, since there's some breathing room for you to drone up again.
T1 units are actually pretty effective "ON CREEP" vs. Terran. Make sure you spread at least one tumor as well. Home field advantage is helpful for flanking.
This sound like good advice to me. Creep spread is really important. In a recent GSL match, JulyZerg used overlords spewing creep near his base along the attack path to make his territory easier to defend. Another thing you can do is park your army closer to the Terran base. Watchtowers are good. T may move out slightly before stim finishes. With lots of speedlings you can go for an early surround. If he does stim, you can pull back, wait it out and gather more reinforcements.
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banelings on creep are a great answer. one mistake as terran and you just outright lose the game.
however, Im not a huge fan of that because it's sort of knife edgy; and Id rather have something a bit more consistent. for that reason, I would go with something that lets me sacrifice my economy less than him. Im not going to get out of an all in by droning and placing my queens nicely. that's enough to stop a small push, but certainly not a dedicated attack, esp. with scvs.
spine crawlers are good for that reason imo. spread creep way out in front of them, set them up to zone T into an area he is going to have a really hard time escaping from, and surround with speedlings. use your queen's second 25 energy to lay a creep tumor; it's sooooooooooooooooo worth losing one inject.
that's assuming he is making a decent number of marauders. if it's pure marine then roaches might be a better choice.
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I always wonder why more Zergs don't leave a group of slings somewhere on the map specifically to set up pincer moves that trap Terran armies as they reach the base.
Just keep half your lings out by the gold (in Metal). When he gets close to your base, hit him with a group from your base and a group from behind. Instant surround; kiting is impossible.
Also makes it really hard to use Marauders to block Banelings when they come from the unexpected side.
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Ling baneling wins it for me every time. You don't need speed. It becomes more important later when you are relying mainly on you banelings / ling bling muta combo / to take out bio ball. If you surround with the lings, then the blings shouldn't have a problem cleaning them up. The reason it isn't important right away is there aren't enough units to get in a massive ball the will clean the lings up in no time and then kite the blings. Just focus on getting surrounds, and getting blings in a good position. I've even used roaches a couple times. Roaches can hold off helions pretty well.
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Spread your creep after an Inject or right as the Queen pops. Build Zerglings, morph a few banelings with speed, and you will be fine. Throw up a spine for good measure if need be.
The key factor is information so you have time to react, so make sure you scout so you do not build a round of drones instead of Zerglings.
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On January 15 2011 09:14 Scare_Crow wrote:Show nested quote +On January 15 2011 08:49 woowoo wrote: This tactic came to my mind for these reasons: - Burrowed zerglings is underused and unexpected - Terran will waste a stim to chase speedlings - Terran will scan because he doesn't want to waste stim early and a group of speedlings underground is a big threat to his economy - Terran will focus on the zerglings and make him unaware of another attack like tunneling roaches or mutas on his economy. - Zerg doesn't lose units while Terran is unable to train as much as he could with mules. Most Terran are not going to Stim until he is well and truly engaged, when against Zerglings. Though I can see how you could cause him to waste a Stim if you engage, then immediately burrow everything. I'm still not convinced it's worth the 100/100 at the 6-7 minute mark personally, however.
I tried it and it's not worth it, burrow takes too much time. I remember it was good in BW, burrow on tier 2 sucks, I don't understand why blizz did that. The burrow animation is slower than in BW I thinks.
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