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Hello all,
I am wondering how you Zergs succeed (or you Terrans fail) against the early bio stim push. I just played close positions on Metalopolis where I scouted what I thought to be the bio stim push, and was correct, but I simply didn't prepare well enough. The attack came just before baneling speed finished at around 7 minutes, but was largely a Maurader composition anyways.
When do you stop droning? What is your baneling to ling ratio? etc.
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When you see them move out of their base, morph banes according to the marine count. If it's marauders just mass lings. Try to delay till speed finishes next time.
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If its mostly Marauder you only need lings. I actually like going +1 attack lings against terran, and a lot of them. Try to force stim before he gets to your base by engaging and retreating when he moves out.
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lings with speeds should be good enough, can you go into more detail what the terran went? 3rax?
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Yea it was a 3 rax. I was only able to scout the one barracks with a tech lab and saw 2 marines and one maurader. When the push came he actually had about an even count of 10 rines and 10 marauders. Looking back I did get caught largely out of position with my banes which contributed to my demise.
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I do get destroyed by this quite frequently but the use of spine crawlers and evo chambers to block the ball and help get a zergling surround usually thins the T out enough for your next batch of lings to come out.
I think it really is all about the positioning of your lings, banes and your buildings that hangs in the balance.
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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.
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terran researched Stim. Zerg need to research something to counter that or else you'll lose.
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Just out of curiousty what league are you in? Im just wondering if 3rax all-in ish is still used in masters/diamond
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On January 15 2011 01:08 CrayonKing wrote: Just out of curiousty what league are you in? Im just wondering if 3rax all-in ish is still used in masters/diamond
It's uncommon in masters
On January 15 2011 01:04 whomybuddy wrote: terran researched Stim. Zerg need to research something to counter that or else you'll lose.
That's not true.
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After watching the replay I did a little theory-crafting and I think it should be holdable if after getting ling speed, get lair, next 50 gas get baneling nest, then next 150 get baneling speed.Baneling speed will finish at 7:30 (very tight timing small maps) and all done with 1 gas. You can start pumping lings when you queen starts to give you larva, and you could probably afford a second queen somewhere in there for creep tumors. After successfully defending the attack you should have lots of minerals to expand (which the terran wil most likely be doing as well) and prepare for another bio stim (with combat shield) push at around 12. He will have double the army and following the same pattern as before you should aslo be able to conjur up double the army. Assuming all of this of course if your scouting information serves you correct.
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On January 15 2011 01:08 CrayonKing wrote: Just out of curiousty what league are you in? Im just wondering if 3rax all-in ish is still used in masters/diamond
I am hovering at 2600 diamond. My opponent in this case was similar I believe.
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I would not go bling speed. I would have teched to mutas, and made a few spines. But would not have any mutas for the battle. Just lings and slow blings. Then trying to surround him with the lings from behind when he attacks, so that he cant retreat from the spines, then send the blings from the front.
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banelings REALY fuck me if they come unexpected. banelings and speedlings for the concave. and stimpush is impossible
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try to split up your lings so the terran overextends himself and then you are able to pull off a nice flank with some upgraded lings, and even catch some of his reinforcements off guard.
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On January 15 2011 01:15 uok wrote: After watching the replay I did a little theory-crafting and I think it should be holdable if after getting ling speed, get lair, next 50 gas get baneling nest, then next 150 get baneling speed.Baneling speed will finish at 7:30 (very tight timing small maps) and all done with 1 gas. You can start pumping lings when you queen starts to give you larva, and you could probably afford a second queen somewhere in there for creep tumors. After successfully defending the attack you should have lots of minerals to expand (which the terran wil most likely be doing as well) and prepare for another bio stim (with combat shield) push at around 12. He will have double the army and following the same pattern as before you should aslo be able to conjur up double the army. Assuming all of this of course if your scouting information serves you correct.
1 gas? By that time I would expect 30-40 drones between the main and natural and in general you should take your 2nd gas during lair anyway. Also instead of pumping units when your queen can inject.. I would recommend instead trying to squeeze out every last drone you can and aside from those beginning few lings to scout and hold off super early pressure, I don't see the need to make so many attacking units. As you poke up and see the number of units he has... you can make units accordingly (but its important to know.. that if you keep up on larvae injects.. you have time to create units because he hasn't moved out nor has he crossed the map yet!). I generally keep no more than around 8-10 lings floating around the base. These are the ones I change to banelings when he actually does move out. The rest of the zerglings I make when I see him leave his base.
As for the micro, sometimes its better to keep your lings slightly away from your base. This way, you can flank from behind or get your surround better. You want to run your lings slightly PAST the marines until you get a good surround and more importantly, block the marines in such a way that they can't micro against your slow banelings. Zerglings act as Zerg's forcefield, use them to block pathing so the marines cant do anything but blow up.
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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.
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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.
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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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