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Hello everyone!, Im a zerg player of master league (3300 points before patch 1.2 in EU) and I have another way of playing ZvT that isnt muta ling baneling, IMO it works better in some maps like xel naga caverns or jungle basing where at least in the last one is almost imposible to win versus a T player thats knows what he is doing. I want to remark that this strat is NOT GIMMICKY nor tricky, for me it is standard play and has its deviations like every standard Strategy.
Problems of Muta/Ling/Baneling
+ Show Spoiler +Muta/Ling/Baneling is super good against terran, it gives you mobility, map control, some agressiveness and good way to counter his units. I only see 3 problems with it, attacking heavy defended zones is a suicide (PFs and 5+ siege tanks are untouchable), keeping in upgrades with the terran its almost imposible as you are getting a ton of mutas that are super gas heavy and a million banelings; and the last one is that the hive tech arrives super late.
In some maps, this problems arent that important for some reasons, xel naga caverns and blistering sands, even if the terran takes the gold expo with a PF he has a wide area to cover so you can make a lot of counter attacks of heavy harrash with a lot of mutas. Metalopolis and Shakuras dont have super sweet expansions that are in the center of the map so if the terran takes a third normally the zerg has 5 expoes and outproduce him.
But the problem comes when you are in maps like Jungle Basin, where the terran has a Center expansion that its super near his main, and his natural isnt as exposed, and even if you destroy the rocks he can put siege tanks on the other side covering his main and his expo at the same time. Another map like this is Delta Quadrant, or Xel Naga if the terrans is good enough to wall off one of the entrances to his expo.
In these maps, you end up with a 200/200 army and you can't attack, and you have to rely on drops, muta and terran going out of position, because if you hold back he is going to split the map and you are screwed. Not to mention that you will be further behind in upgrades (as you cant research muta carpace and armor plus melee attack and ground armor, so late game his units will be better than yours).
I want to say that I didn't say in any moment that I don't like muta ling bane because it's hard to control and requires a lot of patience and good undestanding of the situation as every non cheesy strategy in this game is going to require that. So if you are looking for an easier strategy mine is not.
The Opening:
You could open with speedlings or roaches, because THE BUILD DOESNT CHANGE AT ALL UNTILL SPIRE TIME, but i prefer roaches because i think that opening slings gives a timing window before spire is done that a good terran can take advantage of if he goes blue-hellion marine.
15 Hatch (send drone to scout) 15 Pool 17 Over
Versus 2 rax play:
+ Show Spoiler + Save larvae after ovie, and make a queen 8 lings and a spine crawler ASAP, go speed and then make a banelings nest if you dont see an expo, and go ling bane till mutas are out, then just go to the 1 rax play mid game section.
If he doesnt come all in then make some drones and do the same that posted in "vs 1 rax"
Versus 1 rax:
+ Show Spoiler +Early Game:Make 2 lings, 2 queens, and then a gas and a roach warren, keep making drones and as soon as the warren finishes make between 4-6 roaches depending on the map. Use some of them to be agressive but in some maps you will need to leave 3 or so behind like in xel naga caverns or 2 in jungle basin. Make a ton of drones and your second gas more or less at 40 pop (when you have made 4 roaches or so). At 100 gas go lair, and use the next 100 gas for ling speed. When lair is 50% done make 3rd and 4th gas, and when your ling speed is 20% done or so (right when the larvae pop) make a ton of lings (a lot of pushes come at this time and this many lings allow you to defend them as well as take rocks in the map, towers and harrash before muta pop) At 100% lair, make your spire and start saving gas for muta, make 9 muta and expand to a 3rd. NOTE: The way you reach this point isnt important, the one I just described is what IdrA does in G1 vs Jinro in GSL4 ro8, as long as you have your spire done at 9.30 more or less and a good amount of drones it is fine as in most standard strategies. Mid Game:After making your 9 muta (do NOT make +1 air attack), make an infestation pit. While harrashing with muta make sure you research +25 energy for infestors (right when the building finishes, this upgrade is as important as luker aspect in BW for this strategy) and then make 2 evo chambers to start +1 carpace and +1 melee. If you see a mech play with your mutas, make mostly roach and take your 4 base somewhere far away from your other bases, if you see marine tank, then make a ton of lings and make that hatchery in your natural or main to use the extrae larvae for the lings. Whatever you do make the hive after you have started your upgrades. At 30/80 of your energy upgrade make 4/5 infestors if he goes mech and 8 if he goes bio, the gas should be more or less the same as you are making roaches against mech and lings vs bio, dont forget roach speed if he is meching, and borrow could be useful but not necessary. The most important push you will have to defend is this one coming once you have your infestors, You need to delay/crush it using your infestors right at the exit of his base, as i see this push the crucial part of the game i will split it in two parts depending of what you are facing. Vs Tank marine:+ Show Spoiler +Your army should have, 8 infestors, a ton of speedlings, and the rest of your muta roach if you didnt lose them (for god sake, dont sacrifice the muta, they are super good defending drops and helping killing the medivacs). All your units should be at the exit of his base except your muta (that are poking around his base trying to catch drops and harrasing) , when he comes out he has 2 options, leapfrogging his siege tanks to avoid fungaling his marines, or coming with his marines first. If he goes unsieged and the marines are exposed use fungal on them (you can kill a ton of marines like this) but dont lose a single infestor, its better to save the infestor than to lose a fungal. If he leapfrogs his tanks he will take a while and take advantage that fungaled siege tanks cannot siege so use any oportunity you have to fungal the marines and some tanks, or if you researched borrow throw 1 infested by some units to force friendly fire (as most of his tanks will be sieged. As in every game theart him with counter attacks if the maps allows it but keep 3 infestors at the front in case he decides not to come back to delay his units. If you did well enough you should have make enough time at least to get your +2+2 upgrades and the adrenal glands, and most of the times (unless you were behind for some reason) you will have your broods in time to defend your expo.
Mech:+ Show Spoiler + The mech push will come much much later, and it is slow as hell, poke with your roaches and use fungal to delay it, and even infested terrans if you engage surrounding his army, as they cant run from them they are pretty nice as an emergency option. You will have broods out 100% of the times and kill his army with easy, in some maps you can lose maybe an expo but as you expanded twice it isnt a big deal. I recommend making a ton of lings once you have reached lair as you will need the gas for the upgrades and broods and they will be 2-2 and with adrenal, but of course if you engage before broodlords use roaches first to soak up the damage.
Late Game:When you reach hive, make the greater spire and broodlords as soon as posible, also research adrenal glands and 2-2 upgrades, make your corruptors at 50/100 of the GS and make some broods asap. Good terrans will scan your GS and make some vikings (normally 4) use your infestors to fungal them + infested + muta + corruptor, if the games goes on and he makes a ton of vikings switch to ultra as you already have the upgrades, i recommend starting the 3-3 upgrades and the ultralisk cavern at the same time.
Good things:
- Faster Upgrades
- Faster Hive, more agression once broodlords are out
- Already have infestor to use at hive tech with ultra and broods
Bad things:
- Less mobility
- Weak vs timing attacks im not seeing??
- Weak against ghost?? I havent found anyone yet making ghost but i think i can see that with my muta and maybe then make baneling nest as he will be short on tanks...
Replays:
I make a lot of mistakes in some of the replays, this is because I have been experimenting with the build and only found the correct timings recently, so maybe you will see a late ling speed, or a late 4th base, but you can make an idea of the timings and how the strategy works...
Deathfate 1 vs Mech Deathfate 2 - Marine Tank Deathfate 3 - Mech Deathfate 4 - Marine Hellion Deathfate 5 - Marine Marauder Deathfate 6 - Marine Marauder Deathfate 7 - Marine Tank
EDIT: For all the people asking why no banelings i will answer this. In the games I have been playing i didnt feel like i need them, ofc you can make banelings but that will delay the hive(maybe in some maps this variant is better), the whole purpose of the build is to hit the damn 3rd PF with broodlords(you cant attack a PF unless you are going to blow it up with banes) and nullifying his marines and vikings with the infestors.
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Nice guide, I will try this for suresies! But, when do you take 3d/4th bases? you neglected the timing in here and yet referred to them as if we had them already.
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WOW nice guide very thorough
thanks for sharing, ill for sure give it a look
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My 3rd is when i have mutas out "At 100% lair, make your spire and start saving gas for muta, make 9 muta and expand to a 3rd.". The 4th depends, after evo chambers vs mech, when i have some broods vs bio but this is something i havent test yet (vs bio i mean), i think it could be sooner
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Ahh your right, I was focusing too much on the tank/marine and mech sections. Cheers, and thanks.
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Quick question even tho u said the mech push comes very late how do u deal well vs tanks + marine + thor.
I understand delaying it helps but how do u engage efficiently sayinghe attacks before blords
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I will definitely have to try this out, it seems quite strong. I'm not so certain about skipping banelings vs marine marauder though. Pure bio with medivacs is strong early, and you may be vulnerable to a push slightly before infestors are out. That said, nobody is doing pure bio pushes right now, because everyone goes banelings.
I'm also curious why you would go 15 hatch 15 pool over 14 hatch 14 pool. Is the extra drone worth delaying your hatch and your pool? It seems like the delay makes you noticeably weaker vs 2 rax play, which is a razor thin part of the game already.
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Ok I watched all your replays, I've read your thread. First off we can completely ignore vs. Mech as generally banelings aren't used there anyway, so it's completely irrelevant to the build.
Having watched the replays I can 100% tell you that your build had very little to do with why it worked. It had more to do with your opponents playing very poorly and you gaining a huge advantage at some point in the game. Generally you gained the advantage through mutalisk harass, which is already something most zergs do anyway so it's once again irrelevant to the build.
The important thing to note is how inefficient not using banes were in your games. I have a friend who uses a similar infestor style, delaying/stopping pushes using fungals, except he uses banelings as well. Why? Because banelings are insanely cost efficient. You don't need that many to get a good return for their price.
Look through those replays, note that in almost all the games where you had a huge advantage from mutalisk harass you very nearly threw it away because you didn't make banelings. If you had banelings you would have won your games a thousand times easier, and probably 10minutes faster. There's simply no reason to say you won't use banelings when they are the most cost efficient unit zerg has, and is complemented by other units like zerglings and infestors.
Muta/ling/bane, or infestor/ling/bane works because the units work insanely well together. Omitting banelings leaves a hole in your play that makes it really easy to get hit by a good terran who uses tank/marine/medivac effectively, which no one in those replays did. They all played subpar, so basing builds off mediocre players doesn't prove anything, as there can huge holes in it and you'll never know until you play against people of a higher level.
Infestors are amazing in ZvT, but in the early and midgame stage, you need banelings in your army mix. You can still do your entire "style" of playing except it would be way more efficient if you used banelings with it. The build itself is pretty much only flawed by the fact you aren't using banes. Aside from that it's fine, considering that infestors are very good vs terran, and the fast hive tech works really well if played correctly. But no banes... seems so silly. Do note that you don't even need that many banelings in ZvT, especially using infestor play. None though, as I said, is silly.
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The problem with this is, there is a timingwindow of like 5 minutes where you will just die to about any stimbio push because you have no aoe. normally there are stim timingpushes that hit shortly after you have reached t2, NORMALLY you defend this with lings and slow banelings. but you still plan to get a spire, 9 mutas before even starting your infestation pit.
so yea, this can work if you are left alone forever, but against an aggressive opponent you will get stomped.
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If you are not using banelings then you are loosing are lot. Not only they blow up bio but they reduces dps or marines a lot because they cannot shoot because they are running for their lives, so they do no damage so your mutas and lings are safe.
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@Dark.Carnival, I agree with you that my opponents weren't the best and they made a ton of mistakes, but if you watch the replays you will see so i do, sometimes i forgot to fungal at his front, normally my 4th hatch is allways late and im sitting at 1k minerals. The thing is that if he comes and pushes i can kill his army, but if he insteads gets a 3rd i can be agressive sooner with my broods while making banelings will delay a lot the hive tech in case you want them with speed and at least 10 of them.
I would like someone good enough trying it vs someone good too, i think it can work quite nicely, just use it in jungle basin where muta ling bane doesnt work that well at all.
@dark.force, yeah i know the push that you are talking about, thats why i recommend opening roaches, they are good against marines in few numbers early game and if he wants to make the timing attack right before the spire thats when i have my speed finished and those speedlings I told you have to make. Maybe people im facing is doing that push totally wrong and opening without banes doesnt work.
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On January 20 2011 18:11 Alpina wrote: If you are not using banelings then you are loosing are lot. Not only they blow up bio but they reduces dps or marines a lot because they cannot shoot because they are running for their lives, so they do no damage so your mutas and lings are safe.
This is true with muta ling baneling, with my army composition now im the one fungaling and running, and then engaging when there is a good position and his marines are all red or dead or once i have broods. Also I have upgrades sooner and the difference is huge, i didnt know that zerglings could last so much if you have good upgrades, when i played muta ling bane i was always behind on upgrades and my lings didnt do any damage against marines. Mutas shouldnt be used too much for defense of his pushes, they should be delaying him, catching drops and denying thirds and killing straight units.
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Sorry I didn't read read the entire OP word for word, but do you not get banelings b/c you actually don't need them or because you are purposely going out of your way to not get them? Could you still get banes and do a variation of this build or does getting them ruin it?
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you cant attack defended positions with bane muta ling however you can harass like a mother fucker and they really should only be a stepping stone to get to broodlords and infestors anyway.
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You can get banes if you want as long as you dont make a billion mutas like in muta ling bane and only make 9, the problem is that the upgrade will come pretty late or you could delay the infestor a bit in order to get them.
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Is there anything similar to this build in a ZvP matchup? Anyone wonder how that would work out?
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i like i very much! im always looking for onorthodox strats and thats something that most player wont be thinking, especially around my leauge. im not a high lvl player at all, but im deff gonna bookmark this once i get home and try it out THNX!
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Just seems in the way these games turned out that Banelings would have rolled it for you anyway.
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On January 20 2011 17:59 DarKFoRcE wrote: The problem with this is, there is a timingwindow of like 5 minutes where you will just die to about any stimbio push because you have no aoe. normally there are stim timingpushes that hit shortly after you have reached t2, NORMALLY you defend this with lings and slow banelings. but you still plan to get a spire, 9 mutas before even starting your infestation pit.
so yea, this can work if you are left alone forever, but against an aggressive opponent you will get stomped. I also think this is vulnerable to some 2-rax -> 4-rax transitions, roaches are good at defending, but you you need to make exactly the right amount, it should IN THEORY, be able to defend them though. When terran spots the roaches if he add 2 tech labs and gets another rax he can also put intermediate pressure with infantry (M+M) because you don't have speedlings to punish the aggression.
Edit: I should say that all of these things are tough anyways so it doesn't mean this build isn't worth trying.
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I like the layout of the guide but why no banelings? I think you could just get them and do the same thing, or at least the baneling nest to be prepared if he pushes early. Not a lot of resources there.
I'm only mid/low diamond so I think banelings are too effective for me due to lack of marine control at my level. Still my build is kind of close to what you are doing only less infestors+banelings (and worse control and macro), and I thought that was a pretty standard build.
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The reason banelings are good is because they are good versus all terran units in the early game. They don't get bonus damage dealt from hellions, when they die they still do damage if they are close to the enemy, and marines get absolutely butchered by them.
I use a queen/baneling based opening in ZvT, and Im pretty safe against all 1base allins. Not getting banelings against terran is just asking to get an MM ball to stim1a into your roach/ling ball.
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I am a little skeptical about this build but I am very willing to try it. I personally don't like muta ling/baneling, the idea of having to harrass and out micro your opponent and staying one 1 base ahead because all they are doing is spamming AAAAA SSSSSS is extremely dumb in my opinion. Anyways good right up, I'm going to try this now and post my replay
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have to point out that blistering sands isn't a very choky map, and is actually considered imba by terrans at NA diamond and gsl level cuz of rocks
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Hey man I just have to say 'Deathfate 4 - Marine Hellion' was absolutely awesome~ that game was so damn exciting- non stop action and he totally lost it at the end!!! -- it's funny because I went to this thread because i wanted to see some exciting Infestor play and I got it, that game was pure awesome =]
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To be quite honest, Banelings are the unit you would rather not build. They have one job - kill marines - and do it okay but are inefficient for everything else unless you need a way to burst down structures FAST.
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On January 21 2011 03:55 azhang wrote: have to point out that blistering sands isn't a very choky map, and is actually considered imba by terrans at NA diamond and gsl level cuz of rocks
Agreed, its just suicide to try to defend a 3rd on that map.
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I'll have to try this build out. Hate getting banelings and losing whenever I misclick or accidentally run in range of a siege lane.
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great guide, thanks for sharing. your objectivity is very refreshing.
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On January 20 2011 15:14 Battle wrote: throw 1 zergling at some units to force friendly fire
Fixed.
Nice strat.
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ill be honest about this 1, zergs without banelings in TvZ is a horrible idea for Z. maybe dont mass the shit out of them like some ppl, but not getting them at all just leaves u prone to mass bio rape.
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I like where this is going - I love mixing in infestors in the current late game ZVT play - it can crush the marine ball with or without banelings, and using them to back up brood lords works awesome (cmon vikings, i DARE YOU to attack my broods! GOOP.) Using infestors as a wholesale replacement for banelings seems like it could work, fungal really is THAT good against marine groups, and they don't get to run away - if he didnt split them ahead of time, he never will. Can always toss in a few banelings to finish off immobilized marines. The gas you save goes to the infestors and hive tech?
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so, i really like this idea and all, but in the end, i think it's stupid to just neglect banelings. neglect mass mutas, okay, they can make defending attacks really hard because they suck at fighting mid-game size balls of units, and so you can put that gas towards infestors and upgrades, which CAN deal with that. you have your harass force of mutalisks and that's all you need so you stop making more than is efficient to harass well with.
but why neglect banelings? terran WILL get marines, i promise you. there is no build in which terran gets no marines, except in which he would get hellions like TLO style mech, which banelings are pretty good against. so why not just get banelings after you get energy and build your first group of infestors? there's no good reason not to with how cheap the tech is at that point and how much more gas you'll have.
there's no rule that says if you make a baneling nest and they attack you, you must convert all zerglings to banelings. if you just keep in mind the principle of being as humanly minimalist as possible with banelings, using like 4-8 banelings and not morphing OVER NINE THOUSAND BANELINGS every time you see a push, instead relying on the infestors and mass zergling with banelings as a bit of splash the way you use high templars, i think your build works overall the same but way more efficient.
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Sounds very solid. I wish you would upload a replay.
Thanks for the info.
edit: My gosh, how could I miss the 5 replays you added Sorry.
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nice guide, Ive been wanting to try a hive based strategy for a while anyway, now is as good as any I guess.
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In three months of playing zerg, banelings have come into my radar in the last 2 weeks.
The rush to infestors has been a traditional strat for me vs just about anything. The infestor is an amazingly versatile unit that's totally underused. Heck, mebby I missed this, but the OP didn't post that FG knocks buggers out of cloak, and this works wonders vs scanning T and that P that send in cloaked units with the thought that I lack detection. Why would i need detection with 5 infestors, and 5 queens. Banshees, DT's, etc, all get stopped and all die fast when exposed.
Banelings ARE great vs bio-balls, putting early pressure on players by supply blocking them, and defending against early rushesh, but as the game tech progress they become less reliable as a primary attacker, and fall into the "backup" category to me.
If my opponent isn't going for a FE, then banelings can wait until infestors, as FG + Banelings = perfect anything ground-ball counter, and properly micro'd roaches/lings are just fine at dealing with pre-stim'd MM and zealot/stalker harassment with infestor/queens for everything else.
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On January 20 2011 22:39 Battle wrote: @Dark.Carnival, I agree with you that my opponents weren't the best and they made a ton of mistakes, but if you watch the replays you will see so i do, sometimes i forgot to fungal at his front, normally my 4th hatch is allways late and im sitting at 1k minerals. The thing is that if he comes and pushes i can kill his army, but if he insteads gets a 3rd i can be agressive sooner with my broods while making banelings will delay a lot the hive tech in case you want them with speed and at least 10 of them.
I would like someone good enough trying it vs someone good too, i think it can work quite nicely, just use it in jungle basin where muta ling bane doesnt work that well at all.
@dark.force, yeah i know the push that you are talking about, thats why i recommend opening roaches, they are good against marines in few numbers early game and if he wants to make the timing attack right before the spire thats when i have my speed finished and those speedlings I told you have to make. Maybe people im facing is doing that push totally wrong and opening without banes doesnt work.
Hm, against the Hellion/Bio push i can see it working with Roach Ling. Against the pure Biopush i think roach/ling only works if you play with only 2-3 gas and ecostop and roachspeed, meaning youre basically aiming for either him to make a timingpush you can crush on creep or to go for a speedroach break against his expansion. This is something i have been experimenting around with and that works quite well as many terrans have gotten super greedy. It doesnt really have much to do with going muta or infestors though :D.
If you are playing someone who is not so prone to make this kind of risky biopush, you will most likely be able to get your mutalisks out. I see some problems following then though:
You are probably pretty vulnerable to a tank/marine push in the 1-2 minutes before your infestors are out. Once your Infestors are out, your opponent can dart out with small biogroups to snipe infestors, making you either waste fungals on small numbers of units or losing infestors (because his units are definitely faster off creep). Furthermore, when he is slowly pushing forward and keeping his units somewhat spread you will at some point have to attack. here the problem is: - your infestors die pretty fast if he shift rightclicks through them with tanks - you will most likely not be able to fungal everything before all the infestors are dead - one fungal isnt enough to kill a group of marines, the fight rarely lasts till you can fungal a second time to finish of the blobb
and if he only has 10 marines and a few medivacs left he will just walk striaght into your base and facerape everything in 0.5 seconds.
i have to admit that your strategy can definitely work against certain types of opponents (who are rather passive to start with) who are not careful and let their marines clump up. if you are able to kill a blobb of 20 marines before the big fight, you will most likely win it.
if you want we can try it out a bit, just msg me on EU, im playing some terran at the moment. edit: actually, better send me a pm with your nick+id
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Many people pointed out some timing holes with this strategy. That is possibly true in 1v1, but this strategy is fantastic in team games where the opponent has one terran who's massing rines and is supported by his teammate's armored units. In this situation, getting bling mid-game is less attractive than what OP has outlined. On team maps with a sizable rush distance, I prefer not going bling (until late game), against TP (or TPP/TTP in the case of 3s).
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On January 21 2011 14:16 Techno wrote:Show nested quote +On January 20 2011 15:14 Battle wrote: throw 1 zergling at some units to force friendly fire Fixed. Nice strat. Nope. Only 1 tank will fire.
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TLO played like this some time ago. It can work, but i think its very fragile and having a high number of tanks with tank/marine is very strong. A marine/marauder push before that is probably even stronger. But it is an intersting style, and if played perfectly i think it can work to stall and then use the very strong broodlord/infestor combination.
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I have a serious question: Do Terran players really play this badly at such a high level?
I'm not trying to critique your opposition Battle. But the mistakes you made weren't nearly as visible as the ones your opponents were making.
In game 2, the guy didn't even expand a 2nd time and had to move his orbital command. Are you kidding me? Why do Terrans assume that they only need to take their natural to win games?
I like the build, but have to agree to complementing your build with a few banelings would make it way stronger. The amount of fungal growth you can throw down would turn the banelings into a one-sided battle.
I also agree with what most people touched on; early game is very hard with your build. Yet another reason banelings woud be very useful, your creep spread was great so getting a surround would be easy kills as oppose to taking heavy damage early on.
I just can't get over how bad some of those Terrans were...
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Well, it was at the beginning of the master league so the levels were screwed up, i was 163 in EU before the reset so maybe these terrans were too bad, for now i dont feel like i need any banes, but the thing i like is that if i need them i can always delay a bit the upgrades and the hive and get a small amount of them as they are going to be super effective with the FG and i wont need like 60+ of them.
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I think one of the key aspects of this strategy is very sound:
On small / linear maps ala steppes and jungle basin it isn't that effective to mass muta because you can't use the corresponding 5 base play with it. Therefore use less muta's and get infestors + hive tech earlier. All safe and sound. I'm not so sure like others that excluding banelings is a good thing though. I understand infestors do some of the AoE role as well but completely skipping bane's seems risky and somewhat unneccesary.
On a related note, i like the low number of mutalisk play. I've also seen LeenockFou play a no muta style going straight sling/bane/infestor with a faster T3 tech on junglebasin. I believe it was GSL3 vs foxer and he ended up barely losing but I think it might be worth mentioning that mutaless play is possible as well. Of course dropship harass will be a pain but because those same maps are rather close it's also easier to stop dropship harass on them using only infestors (at least at first, you can add muta's later still).
Perhaps some variations could be good, for example sling/roach -> infestor + banes -> muta -> hive -> broods instead of sling/roach -> muta -> infestor -> hive -> broods. Totally gimmicky would be sling/roach -> infestor -> hive -> ultra, but I suppose ultra's arent good enough for that to be worth the tech and relying on infestors alone for AA might be a tad risky.
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You need to harrash with muta, they provide unvaluable map control, kill drops, and so on, just make only 9 o 11 like un bw, cause the diference at harrasing between 10 or 20 muta is not that much comparing the cost. 1000 minerals and gas are a ton of infestors plus another expo
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Well, after some testing with darkforce (playing him terran), i conclude that a banelings nest is much better if the opponent goes 2 rax, against 1 rax play roaches normally are the best option as 80% of the time a hellion comes, and if they dont you can put pressure and stop any bio pushes with roach ling of 1 base. Edited in the 2 rax section.
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