I now find this to be the ending go-to strategy I use vs T. I always just had a better eco but could never quite finish them off and i would either starve them out or lose. Every time I try this strat i just roll into the terran army with my upgraded ultra/bling and wipe them out completely. it's won me games that otherwise i wouldn't know how to win. thanks for the useful guide!
[G] Ultras in ZvT /w image heavy + reps - Page 13
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MonkeyBear
Canada3 Posts
I now find this to be the ending go-to strategy I use vs T. I always just had a better eco but could never quite finish them off and i would either starve them out or lose. Every time I try this strat i just roll into the terran army with my upgraded ultra/bling and wipe them out completely. it's won me games that otherwise i wouldn't know how to win. thanks for the useful guide! | ||
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DarkTrinity
Germany5 Posts
I tried it the whole day and guess what, I didn´t loose one (!) not one Game ^^ Sure it is a little bit tricky when the Terra attacks with a handfull of Banshees, but in this case a few SporeCrawlers and a queen or two works great, it needs just a little micro. (in one case I even forgot about the Spire - but I needed it badly, so built it and it was okay with a few Mutas) In worst case you are loosing your third on the way to the Hive. But anyway, at about 16 to 18 minutes there are about 5-6 Ultras fully Shieldteched and lot´s of Lings, Banelings that are teched very High too ( something I wouldn´t have done when not racing to teched Ultras - a very big extraPlus). Everytime the Terra wants to attack, you have to be sure to get the tanks unsieged when possible. But it also worked with spreaded and sieged ones.The losses are a little bit higher, but in every case it was just a green Wave ^^ ...and after that a few lings and Ultras survived. Reinforced immediately Lings and sent them to the enemy Base to finish him. If this is not possible immediately, the second Push of him will suffer the same fate. Made 1-2 more expos, didn´t let him one and Bammm. Thx A lot | ||
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zhurai
United States5660 Posts
On July 13 2011 00:16 BlizzrdSlave wrote: without spire, GG lords will take so long in coming that if you're counting on having a T3 to keep you in the running during a game, you will lose if that T3 unit is BL when you haven't even gotten GS yet. an ultra den is pretty quick. GG lords have about the same time as Ultras, when you factor corruptor BT to BL morph BT, in addition to the super slow GS BT on top of an already slow Sp BT on top of more slow lair/hive BT. Just as a note about this spire and hive upgrades take the same amount of time to build if you just count the seconds (assume spire made at the same time as hive) brood lord route -> 100 (hive+spire) + 100 (greaterspire) +34 (build time for broodlords...that is if you build the corrupters ~36 before greater spire finishes) = 234 ultralisk route -> 100 (hive) + 65 (ultralisk cavern) + 70 = 235 | ||
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kiwib321
Australia11 Posts
On September 02 2011 14:33 zhurai wrote: Just as a note about this spire and hive upgrades take the same amount of time to build if you just count the seconds (assume spire made at the same time as hive) brood lord route -> 100 (hive+spire) + 100 (greaterspire) +34 (build time for broodlords...that is if you build the corrupters ~36 before greater spire finishes) = 234 ultralisk route -> 100 (hive) + 65 (ultralisk cavern) + 70 = 235 Interesting number crunching results - but also consider the possibility of Ultralisks being decreased from 70 to 55 seconds. 14 seconds less (compared to Broodlords) can sometimes be life-saving... | ||
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CBNMystery
Canada25 Posts
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Jackhammer19
United States18 Posts
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Flonomenalz
Nigeria3519 Posts
On September 03 2011 00:54 Jackhammer19 wrote: As a random player who has trouble finishing his zvt, I think this build has definite strengths. However, do you think that adding 3-5 infestors in the mid game since the fungal is so strong would help this build? Or do you think that it would delay the time for ultras too much? Granted, I still need to get hands-on with this build which I intend to do once I have my computer fixed. No, you NEED infestors in the timing before hive tech, unless your muta/ling/bane did so much damage that you're really ahead. If you're close to even, Terran will hit that 19-20 minute timing where you are X seconds away from T3 and absolutely demolish you if you don't have infestors. You need Infestors to stop that push. | ||
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Incandenza
United States56 Posts
Re: the ling, baneling, 'ling composition that remains popular, it's just so delicate. As the OP said, it's always an army trade with mutas left over in the best case. And lately, Terrans have been muta-proofing their bases with tons of turrets. And Broodlords are dandy in all, but Terrans are getting way too good at deflecting them--Viking, ghost, planetary walls (Bomber vs. DRG). Anyway, I'm only a diamond level player, but I appreciate this and will start implementing it. Thanks for the build. | ||
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Skwid1g
United States953 Posts
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DarkTrinity
Germany5 Posts
unfortunately the tanks are not really widespread. But this is more to disprove this statement of Flonomenalz: On September 03 2011 01:20 Flonomenalz wrote: No, you NEED infestors in the timing before hive tech, unless your muta/ling/bane did so much damage that you're really ahead. If you're close to even, Terran will hit that 19-20 minute timing where you are X seconds away from T3 and absolutely demolish you if you don't have infestors. You need Infestors to stop that push. I had my first Ulli @about 17.15 minutes. So you don´t need really Infestors, you just have to be fast I played yesterday all day long, lost not one game and had not one Infestor ^^ | ||
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jumai
Canada115 Posts
For getting ahead, I think broodlords offer more. But for using your lead like a baseball bat, bane/sling/ultra has that satisfying crunch. When he's playing to recover you need the bat. | ||
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CreativeAlias
United States49 Posts
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ETisME
12501 Posts
On October 07 2011 05:10 CreativeAlias wrote: Felt the need to bump this because it's awesome...just one question though: When do you make your baneling nest? (as in, before or after infestor pit, or even lair?) I would say before lair, just to make sure you can get the baneling speed asap to deal with marine tank 2 base timing. there are quite a few ways to work your way up to ultras. | ||
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ShallowGrave
1 Post
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neoghaleon55
United States7435 Posts
Everytime I see a zerg go pure ultralisks, I die a bit inside (looking at you July!). | ||
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CatNzHat
United States1599 Posts
On November 18 2011 16:51 neoghaleon55 wrote: Why can't more people use Ultrabanes in tournament plays?! Everytime I see a zerg go pure ultralisks, I die a bit inside (looking at you July!). A ton of people use ultra bane, but the reason they don't is that banelings tend to either get blocked by the ultras, or block the ultras, you're more likely to see ultra bane. Also, slightly overlapping roles, both ultras and banes are designed to deal with large quantities of bio clumped up and unable to run (usually due to fungal). It tends to cause terran to just kite like mad, so banes don't usually hit anything, and if they're not kiting, they'll have tanks out, which can easily focus fire the banes. The "best" unit comp will have a few banelings, but their job isn't to actually land, but to force terran to react in a fairly severe manner, redirecting more focus cost in food on the terran side then they sink in zerg's food. That's at least how I see it, basically at any point in the game, if banes land on your clumped up army (be it unsieged tanks, large numbers of thors, unsplit marines, big ball of ghosts, etc...) then the game tends to just end. All of the images that I'm seeing here are catching terran out of position, and none of them are showing 5 medivacs harassing zerg expansions forcing tons of cash to be dumped into spines, and allowing terran to build up a deathball (usually the existing marine tank medivac marauder army + ghosts built during the time bought with drops). Just my thoughts on the matter, I'm a high masters terran player (hit ret yesterday). | ||
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Let it Raine
Canada1245 Posts
which is the opposite of what catz said the other day said they're only good vs stalker collossi, which is reasonably true. but even that sucks if its a map with high ground (shakuras, for example) or youre fighting near a choke. will win a lot more zvp's if you never make an ultralisk. | ||
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Oboeman
Canada3980 Posts
All of the images that I'm seeing here are catching terran out of position, and none of them are showing 5 medivacs harassing zerg expansions forcing tons of cash to be dumped into spines, and allowing terran to build up a deathball (usually the existing marine tank medivac marauder army + ghosts built during the time bought with drops). None of them are showing 7 overlords full of zerglings unloading in a terran base or 39 infested terrans popping up behind a mineral line either. I think ventral sacs significantly increases the effectiveness and viability of any of these non-mutalisk compositions. it's an insanely useful upgrade. | ||
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Eviscerador
Spain286 Posts
Most of the time at my level (high plat / low diamond) I find terrans just going blindly to vikings to counter Blords, so ultra tech works wonders. I just have to care to send the ultras first so they tanks the tanks shots, and then run with lings/blings, surround and GG. As in old BW, ultras are the tanks, and lings are the DPS in this composition, while blings offer some AOE to keep the bio running. I love my little elephant train!! | ||
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CatNzHat
United States1599 Posts
On November 18 2011 17:39 Oboeman wrote: None of them are showing 7 overlords full of zerglings unloading in a terran base or 39 infested terrans popping up behind a mineral line either. I think ventral sacs significantly increases the effectiveness and viability of any of these non-mutalisk compositions. it's an insanely useful upgrade. Basically the point I'm trying to make is that with an army comp like this, you end up being extremely vulnerable to drop play, and counter drops aren't really the solution, as terran is then given the liberty to turtle as hard as they want with sensor towers and bunkers and tanks sieged way back in a defensive position. As soon as zerg's units start running around trying to deal with the drop play, terran can start to become aggressive again. Marine marauder medivac ghost with maybe a few tanks (or possibly ravens) ends up with a deathball, whilst maintaining equal if not greater mobility via medivacs (a few vikings, sensor towers, and turrets, completely destroy the threat of drops, with a very small food or cost investment, terran will usually have the tools to deal with drops fairly easily at the point in the game where they're actually a threat. | ||
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I played yesterday all day long, lost not one game and had not one Infestor ^^