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[G] JEcho's ZvT RoachBaneLing Bust - Page 5

Forum Index > StarCraft 2 Strategy
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Lanfire
Profile Joined October 2010
Netherlands151 Posts
June 06 2011 10:19 GMT
#81
hi i like this build very much. but how important is the plus 1 melee attack i rather have the gas for more roaches or banes.
¯(°_o)/¯
LicH.
Profile Blog Joined April 2011
China235 Posts
Last Edited: 2011-06-06 10:40:28
June 06 2011 10:40 GMT
#82
Builds like this make close positions vs. Z living hell if you don't finish off the Z in one fell swoop. Roach bling midgame is pretty sick, lots of people tend to stay on the unit comp throughout the game however, jecho seems to have his transition right.
FXOjEcho
Profile Joined November 2010
Canada318 Posts
June 06 2011 15:38 GMT
#83
the +1 melee is very important, sometimes you will need to hit tanks with banes and it helps alot, not to mention 100/100 is only.. approx 3 extra banes, or 2 roaches?
bebe01
Profile Blog Joined July 2010
Korea (South)512 Posts
Last Edited: 2011-06-06 15:57:05
June 06 2011 15:56 GMT
#84
why so good jecho? this build hits hard i feel like an early siege tank build can stop it htough
FXOjEcho
Profile Joined November 2010
Canada318 Posts
June 06 2011 16:03 GMT
#85
if by early seige tank, you mean going for 5-8 tanks and only have 10-15 marines then ya youd be right, fortunately for us, that style is very weak against muta ling, as you wont have the necessary marine count to protect from mutas. Guess what all terans blindly start prepping for?
Lobotomist
Profile Joined May 2010
United States1541 Posts
June 29 2011 02:44 GMT
#86
So you generally attack when baneling/roach speed/+1 melee finish? I'm actually surprised that this works as well as it does, even into terran bunkers/tanks. I'll have to try this out next time I have close positions.
Teching to hive too quickly isn't just a risk: it's an ultrarisk
Vaporized
Profile Joined July 2010
United States1471 Posts
June 29 2011 02:59 GMT
#87
i kinda do a similiar build (actually i probably got the idea from this thread weeks ago).

what i found works well is saturate your main and nat (16-18 drones on minerals per base, 3 on each of 4 gases) and then start pumping units. i like to add a macro hatch when i am nearing saturation and then just pump roach/ling. when he pushes out make banelings, 4 gases means lots of banelings. reinforce with ling during the battle. after the battle turn the ling reinforcements into banelings, add a round of roaches and go kill him.

ive found it works especially well if the terran's first push comes off 1 base. after you defeat it, he will be setting up his expo and you can generally roll that easily.
Melange
Profile Joined April 2011
United States39 Posts
June 29 2011 07:27 GMT
#88
JEcho you are the man. This build is great, especially because a lot of terran just prepare for mutas with more marines and don't keep their tank count high.

BTW, all you zergs out there who need some help/someone to emulate/entertainment, check out this guy's stream. He really should be featured, he's a super legit guy and is amazing at Starcraft. He explains his actions during games at length and also gives lessons on stream, so there is plenty of info to go around.
Lobotomist
Profile Joined May 2010
United States1541 Posts
June 29 2011 07:42 GMT
#89
Tried this for the first time today (close positions on temple) and it worked amazingly! I'm so glad I've got this in my arsenal now.
Teching to hive too quickly isn't just a risk: it's an ultrarisk
RodYan
Profile Joined May 2010
United States126 Posts
June 29 2011 08:50 GMT
#90
Master ranked Z here. This is an interesting build; especially since "Zerg timing attack" doesn't really exist in SC2 afaik. What do you transition into if he scouts you, goes heavy marauder, or banshee and defends his expo?

Obviously mutas are the good choice, but I worry that having spent a significant amount of gas on roach, baneling, and all the ups, that there may be a timing where a marauder counter would be difficult to defend.
Syorm
Profile Joined April 2011
131 Posts
June 29 2011 23:36 GMT
#91
did this build against a terran. and he steamrolled me with seige tanks and maraders. not kool lol.
Eleaven
Profile Joined September 2010
772 Posts
June 30 2011 01:19 GMT
#92
On May 23 2011 02:18 PhiliBiRD wrote:
its a strong build, 2 base aggression from Zerg is underestimated. this can be extremely hard to stop without scouting or better yet, good base placement @ your expansion, which many terrans seem to not do.



This is a pretty important point.

One of the few terrans i see handle a natural expo properly is sixjax Major.
if T's have some trouble with this definitely check out some of his reps or catch him streaming, a lot to learn from his tvz
TheMooseHeed
Profile Joined July 2010
United Kingdom535 Posts
July 27 2011 20:43 GMT
#93
At what time is this attack supposed to hit? I have the basic build down (with the need of a lot of refinement hitting I might add) at around 10.45. Is that around about the time you find it hits? I cant seem to open any of the replays to see
''Swarm hosts are the worst thing in the world, I mean terrorism is pretty bad but swarmhosts are worse'' IdrA on ZvZ
Vaporized
Profile Joined July 2010
United States1471 Posts
Last Edited: 2011-07-27 23:23:10
July 27 2011 21:29 GMT
#94
so i started going ling bling HYDRA on 3 base with 3 evo chambers. you can attack right into the terrans nat and without mutas or infestors you have plenty of gas for mass banelings and upgrades. ive found +2 attack hydras are really key. ive found playing defensively until i hit 200 and then attacking is the best move (typical terran will be around 130-140 at this point).

ive played some masters terrans with this build and it has caused some extreme rage (been accused of 3 base all-inning, being a noob for building hydras, no micro a-move, being a noob for building units instead of drones, etc etc). for drops just split off a small ling bling hydra team and leave them at your expos or wherever.

the idea behind it is tanks and marauders destroy roaches, but do significantly worse against hydras (tanks kill roach and hydra in the same number of shots, but hydras do much more dps). the terran counters to hydra are marines and hellions for which you should have many banelings.

i think you could counter this build with mass tanks or mass hellions but if you are up against that then a simple scout + muta switch would work wonders. what im saying is be reactive like zerg should be, but against most of the standard terran builds ive faced this composition owns. another good idea is to build 5-6 token mutas to provoke typical terran builds/turrets, but then switch to hydras with a hidden hydra den.

i especially like hydras because they shoot down lifted buildings FAST, and can shoot up at ledges to hit tanks\marines parked up there (bring some overlords for vision), and kill stray medivacs in seconds. thors are also ez pickings for hydras. a nice pack of +2 hydras will absolutely destroy a tank line before the tanks can fire more then 3 times, and the lings are there to tank for the hydras. blings are to take out the terran wall and hopefully a good chunk of the marines. when i attack into the terran's nat with a maxed army i will generally lose most if not all of my ling bling but just a few hydras. and whats left can start immediately attacking buildings, and the rallied lings seal it.

i got the idea to try this from losing to thor\hellion pushes, in particular one game where i got dominated, and the next game got matched up against the same dude. i was semi raging and knew that ling roach was going to lose, so i said fuck it and went roach/hydra and won (it was this game that i noticed how critical +2 attack is). roach hydra is bad against marines so i switched the roaches out for ling bling and have done very well since.

edit: just played 3 games against my diamond terran bud (im diamond too). the first game i didnt tell him my plan and won fairly easily, hive tech i went ultras. second game he went heavy drops and the small hydra bling force at expos, plus spines, denied that. i went brood lords and feel they are much much stronger then ultras. third game he went raven battlecruiser tank marine and i rolled him with the same army (hydra, bling, brood lord). in this game he heavily bunkered my nat and i was probably behind for most of the game. i still easily rolled him with my maxed army vs his maxed army. he was a base up in this game and honestly stumped as to what he should do.
AustinCM
Profile Joined May 2011
Canada275 Posts
August 11 2011 22:24 GMT
#95
With the recent uprising of hellion play, if someone goes BFH and an fe could this be like really good to hit them with?
"Somewhere, Something incredible is waiting to be known." -Carl Sagan
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
Last Edited: 2011-08-11 22:35:36
August 11 2011 22:30 GMT
#96
On June 30 2011 10:19 Eleaven wrote:
Show nested quote +
On May 23 2011 02:18 PhiliBiRD wrote:
its a strong build, 2 base aggression from Zerg is underestimated. this can be extremely hard to stop without scouting or better yet, good base placement @ your expansion, which many terrans seem to not do.



This is a pretty important point.

One of the few terrans i see handle a natural expo properly is sixjax Major.
if T's have some trouble with this definitely check out some of his reps or catch him streaming, a lot to learn from his tvz


Indeed, zerg 2 base-timings are really brutal. I'm not convinced that it is because it is particularly powerful (no more than a Terran 2 base except way faster) or because its most Terrans on ladder don't know the timings at all and write it off a 'cheese' so they don't prepare their builds for it when they 1 base (2 base vs all tech and no units) or 2 base expand (no units). Its probably the latter.

There's a reason you don't see 2 based aggression very much in tourneys.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
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