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[G] Ultras in ZvT /w image heavy + reps - Page 13

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MonkeyBear
Profile Joined January 2010
Canada3 Posts
August 14 2011 06:13 GMT
#241
I've been covering the weakness of this build with just a control group of lings and a few queens/spines at each base (to defend late game drops)

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!
lions tigers and bears
DarkTrinity
Profile Joined July 2010
Germany5 Posts
September 01 2011 23:03 GMT
#242
Same here, After studying your post and Replays It sounded very logical to me that this really could happen to work like a charm. Before, I had big problems against a big MechArmy.
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
zhurai
Profile Blog Joined September 2010
United States5660 Posts
Last Edited: 2011-09-02 05:34:23
September 02 2011 05:33 GMT
#243
On July 13 2011 00:16 BlizzrdSlave wrote:
Show nested quote +
On July 13 2011 00:05 Olsson wrote:
Why ultras and not brood lords?


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
Twitter: @zhurai | Site: http://zhurai.com
kiwib321
Profile Joined August 2011
Australia11 Posts
September 02 2011 10:03 GMT
#244
On September 02 2011 14:33 zhurai wrote:
Show nested quote +
On July 13 2011 00:16 BlizzrdSlave wrote:
On July 13 2011 00:05 Olsson wrote:
Why ultras and not brood lords?


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


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...
CBNMystery
Profile Joined June 2011
Canada25 Posts
September 02 2011 15:53 GMT
#245
With the new patch where ultralisk build time is 15 igs shorter this build is even more effective :D.
CB NERDS
Jackhammer19
Profile Joined June 2011
United States18 Posts
September 02 2011 15:54 GMT
#246
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.
To fight or not to fight... Why ask such a stupid question!?
Flonomenalz
Profile Joined May 2011
Nigeria3519 Posts
September 02 2011 16:20 GMT
#247
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.
I love crazymoving
Incandenza
Profile Joined August 2011
United States56 Posts
September 02 2011 16:28 GMT
#248
Just read this and I really enjoyed it. I feel like July pulled some Ultras out of the bag in the recent GSL Ro8 against SlayerS Ryung. I think they're something Terran hasn't had to deal with in a long time, and though there are counters--mass marauder--the current mass reactors don't allow for the production of them.

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.
sc2observer.net
Skwid1g
Profile Joined April 2011
United States953 Posts
September 02 2011 16:37 GMT
#249
Is there any replays of anyone engaging a properly spread mech army and winning? Most of these were clumped up tanks being raped by splash, so...
NaDa/Fantasy/Zero/Soulkey pls
DarkTrinity
Profile Joined July 2010
Germany5 Posts
September 03 2011 00:28 GMT
#250
Here´s a Replay : https://rapidshare.com/files/988531811/Tal_darim_Altar_LE___Ulli_Tech_17Mins.SC2Replay

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 ^^
jumai
Profile Joined July 2011
Canada115 Posts
September 03 2011 11:19 GMT
#251
I think it's worth observing that a bane/sling/ultra comp is very robust when used to quickly and decisively smash a supply-disadvantaged terran defense. If you're staring down a fresh planetary behind a smaller army and you're racing against his mules to inflict damage... a comp to win huge in unfair fights is just the thing.

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.
CreativeAlias
Profile Blog Joined April 2011
United States49 Posts
October 06 2011 20:10 GMT
#252
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?)
"Once upon a time, 1-A. Good night little boy."--Day[9]
ETisME
Profile Blog Joined April 2011
12501 Posts
October 06 2011 22:22 GMT
#253
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.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
ShallowGrave
Profile Joined November 2011
1 Post
November 12 2011 10:26 GMT
#254
Hey, firstly very nice post! I have been having alot of trouble against terran lately going mutalisks and this composition has really been working out for me. I was just wondering on your thoughts on the best transition into this composition as I find that going infestor is a waste (as I don't implement them into my late game as they are not needed to kill marines, marauders etc as I have banelings) also mutalisks just seem to be targeted and killed instantly?
neoghaleon55
Profile Blog Joined August 2010
United States7435 Posts
November 18 2011 07:51 GMT
#255
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!).
moo...for DRG
CatNzHat
Profile Blog Joined February 2011
United States1599 Posts
November 18 2011 08:05 GMT
#256
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).
Let it Raine
Profile Joined August 2010
Canada1245 Posts
Last Edited: 2011-11-18 08:31:14
November 18 2011 08:30 GMT
#257
zvt is the only matchup it's worth it to make ultras tbh

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.
Grandmaster Zerg x14. Diamond 1 LoL. MLG 50, Halo 3. Raine.
Oboeman
Profile Joined January 2011
Canada3980 Posts
November 18 2011 08:39 GMT
#258
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.
Eviscerador
Profile Joined October 2011
Spain286 Posts
November 18 2011 08:40 GMT
#259
I begun using this build by myself before finding your post and all I can say is: Thanks for showing me how to polish it.

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!!
A victorious warrior wins first, then goes to war. A defeated warrior goes to war and then seeks to win.
CatNzHat
Profile Blog Joined February 2011
United States1599 Posts
November 18 2011 09:23 GMT
#260
On November 18 2011 17:39 Oboeman wrote:
Show nested quote +
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.


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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